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The LOD (Level of Detail) node allows for different levels of detail and complexity in an object which is directly related to
the user's distance from the object. At closer distances, an object with
greater detail is loaded. The purpose of the
LOD node is to lower loading time with files by working with human eyesight. We
can't see details well at further distances, so detail at that distance is unnecessary, and
by eliminating unnecessary detail the file will be smaller and load quicker.
For more details about this node, check out the VRML 2.0 Spec. |
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1) First create a scene with all the objects, materials and
NavigationInfo in the
greatest of detail. To the right, we have created a simple world for you to use as an example.
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2) Next it is a good idea to add at least one 'Camera' which will be a 'Viewpoint' in
the VRML file, but the file will still work without Viewpoints. NOTE: The more Viewpoints the better in VRML files. The
different browsers have various navigation abilities and restraints, therefore the
Viewpoints are the one consistent way the user can view the file.
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3) To add a Camera, go to the Creation panel/press the 'Camera' button and Choose 'Target'
as the Object Type.
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4) With your mouse, drag the Camera in the 'Top' viewport and stretch it out.
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5) To view what the Camera is seeing, go to the Perspective viewport
and press 'c' on the keyboard. And there you are from the Cameras
point of view.
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6) The Camera is easy to adjust with the Move and Rotate buttons, so test
them out.
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7) Also it is good to name your Cameras. The Camera name is what the user
sees in the VRML browser as the name of the Viewpoint. Otherwise it
will default to Camera01, Camera02 etc. Which is pretty boring, if you
have a great viewpoint to show off.
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8) Viewpoints help tell a story in the VRML file, because you can
lead the viewer to ideal viewing points of the model which they
might not otherwise explore.
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9) Decide how many levels of detail (LOD) you want for a particular object.
There will be one more 'level' than specified Range (distance).
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10) In this case create 2 modifed versions of the original object in the same
location. The two other versions can either be the same model with
less face counts (less detail) or an entirely different object that will appear in the same place, but at
a further distance. With a different object you can create a type of morphing.
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11) Then go to the 'Creation' panel and choose 'Helpers'
Under 'Helpers' in the pull down choose 'VRML 1.0/2.0/VRBL'
and then choose the Object Type LOD.
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12) Then go to your scene and drag the mouse anywhere. You will
see an icon that signals to you that you have placed the LOD node.
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13) Next select the Pick Objects button and
choose all of the geometry that will be part of the LOD sequence.
Either select the objects with the mouse OR press the keyboard letter 'H'.
The selected objects will appear in the 'Pick Objects' box.
To turn off the 'Pick Objects' button, press
it again.
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14) Once the objects are picked, a default Distance of zero is
given to them. Therefore you will need to change them. Highlight
the object and the Distance in the scroll panel can be changed. Highlight
each object and assign increasing distances. For example,
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15) MAX automatically determines Range and Levels from this
information. Levels are how many objects are involved in the LOD sequence. Range
is the number of different distances not counting the initial range that loads with
the file.
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16) In the Icon Size box, you can designate a larger or smaller
icon size for the LOD node---but this is only for the MAX
file and has no bearing on the VRML file.
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17) All possible information for the 'LOD' node has been entered now.
If you need to go back, after leaving the Creation panel, and alter any of the
parameters, then go to the 'Modify' panel and adjust.
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18) Now you have successively implemented the LOD node into your
file.
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19) To check, go to the 'Selection' menu!
NOTE: You can name your LOD in the same way as every other
object in MAX in the 'Name' field.
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20) Now Skinny on over to 'File' and choose 'Export'. The
Exporter knows that you are referring to the file that is open
and requests that you name your file. |
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21) So first choose '.wrl' filetype
Then name your file, i.e. 'SuchAndSuch.wrl' |
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22) Suggestion: Because you might need to go back to the MAX file and adjust part of
your world, it is
a good idea to keep the filename between to two files the same.
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