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Use a polygon budget instead of quality percentage for reducing LODs #11
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it just ended, I know what is happening now for each mesh in the selection it is sending a job. |
on second thought, I think the way poly reduction is evaluated is causing problems: because each mesh's job is independent, there is no reference to the total % poly budget so a small polycount but important sphere will get decimated to a tetrahedron within LOD1 instead of remaining a sphere and eating polys elsewhere. example: https://i.imgur.com/vZDvbrw.png |
How were you generating these LODs? It sounds like you are using the menu item to generate them? |
And I'm not able to follow your example about total % poly budget. The quality is based on absolute quality from LOD0, so 0.5 is half the quality of that. The system isn't based on a poly count budget. |
I took the liberty to rename this issue and mark it as a feature-request, since what you originally reported as bug was not actually the case. |
yeah don't worry about that poly budget thing, that's what it does, sorta |
in hierarchy added a lodgroup with 3 lods to a cliff
reimported the cliff asset
in hierarchy added another lodgroup with 3 lods to a house
reimported the house
now simplygon keeps spawning jobs
https://i.imgur.com/f9GF3MP.png
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