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+.. _doc_visibility_ranges:
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+
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+Visibility ranges (HLOD)
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+========================
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+
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+Along with mesh LOD and occlusion culling, visibility ranges are another tool
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+to improve performance in large, complex 3D scenes.
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+
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+On this page, you'll learn:
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+
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+- What visibility ranges can do and which scenarios they are useful in.
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+- How to set up visibility ranges (manual LOD) in Godot.
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+- How to tune visibility ranges for best performance and quality.
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+
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+.. seealso::
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+
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+ If you only need meshes to become less detailed over distance but don't have
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+ manually authored LOD meshes, consider relying on automatic
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+ :ref:`doc_mesh_lod` instead.
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+
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+ Note that automatic mesh LOD and visibility ranges can be used at the same
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+ time, even on the same mesh.
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+
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+How it works
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+------------
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+
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+Visibility ranges can be used with any node that inherits from GeometryInstance3D.
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+This means they can be used not only with MeshInstance3D and MultiMeshInstance3D
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+for artist-controlled :abbr:`HLOD (Hierarchical Level of Detail)`, but also
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+GPUParticles3D, CPUParticles3D, Label3D, Sprite3D, AnimatedSprite3D and CSGShape3D.
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+
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+Since visibility ranges are configured on a per-node basis, this makes it possible
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+to use different node types as part of a :abbr:`LOD (Level of Detail)` system.
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+For example, you could display a MeshInstance3D representing a tree when up close,
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+and replace it with a Sprite3D impostor in the distance to improve performance.
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+
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+The benefit of :abbr:`HLOD (Hierarchical Level of Detail)` over a traditional
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+:abbr:`LOD (Level of Detail)` system is its hierarchical nature. A single larger
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+mesh can replace several smaller meshes, so that the number of draw calls can be
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+reduced at a distance, but culling opportunities can be preserved when up close.
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+For example, you can have a group of houses that uses individual MeshInstance3D
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+nodes (one for each house) when up close, but turns into a single MeshInstance3D
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+that represents a less detailed group of houses (or use a MultiMeshInstance3D).
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+
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+Lastly, visibility ranges can also be used to fade certain objects entirely when
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+the camera gets too close or too far. This can be used for gameplay purposes,
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+but also to reduce visual clutter. For example, Label3D nodes can be faded using
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+visibility ranges when they're too far away to be readable or relevant to the
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+player.
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+
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+Setting up visibility range
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+---------------------------
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+
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+This is a quick-start guide for configuring a basic LOD system. After following
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+this guide, this LOD system will display a SphereMesh when up close and a
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+BoxMesh when the camera is far away enough. A small hysteresis margin is also
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+configured via the **Begin Margin** and **End Margin** properties. This prevents
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+LODs from popping back and forth too quickly when the camera is moving at the
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+"edge" of the LOD transition.
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+
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+The visibility range properties can be found in the **Visibility Range** section
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+of the GeometryInstance3D inspector after selecting the MeshInstance3D Node.
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+
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+- Add a Node3D node that will be used to group the two MeshInstance3D nodes
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+ together.
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+- Add a first MeshInstance3D node as a child of the Node3D. Assign a new
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+ SphereMesh to its Mesh property.
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+- Set the first MeshInstance3D's visibility range **End** to ``10.0`` and **End
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+ Margin** to ``1.0``.
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+- Add a second MeshInstance3D node as a child of the Node3D. Assign a new
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+ BoxMesh to its Mesh property.
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+- Set the second MeshInstance3D's visibility range **Begin** to ``10.0`` and
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+ **Begin Margin** to ``1.0``.
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+- Move the camera away and back towards the object. Notice how the object will
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+ transition from a sphere to a box as the camera moves away.
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+
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+Visibility range properties
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+---------------------------
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+
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+In the inspector of any node that inherits from GeometryInstance3D, you can adjust
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+the following properties in the GeometryInstance3D's **Visibility Range** section:
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+
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+- **Begin:** The instance will be hidden when the camera is closer to the
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+ instance's *origin* than this value (in 3D units).
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+- **Begin Margin:** The hysteresis or alpha fade transition distance to use for
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+ the close-up transition (in 3D units). The behavior of this property depends
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+ on **Fade Mode**.
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+- **End:** The instance will be hidden when the camera is further away from the
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+ instance's *origin* than this value (in 3D units).
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+- **End Margin:** The hysteresis or alpha fade transition distance to use for
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+ the far-away transition (in 3D units). The behavior of this property depends
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+ on **Fade Mode**.
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+- **Fade Mode:** Controls how the transition between LOD levels should be performed.
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+ See below for details.
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+
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+Fade mode
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+^^^^^^^^^
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+
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+.. note::
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+
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+ The fade mode chosen only has a visible impact if either
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+ **Visibility Range > Begin Margin** or **Visibility Range > End Margin** is
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+ greater than ``0.0``.
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+
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+In the inspector's **Visibility Range** section, there are 3 fade modes to
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+choose from:
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+
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+- **Disabled:** Uses hysteresis to switch between LOD levels instantly. This
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+ prevents situations where LOD levels are switched back and forth quickly when
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+ the player moves forward and then backward at the LOD transition point. The
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+ hystereis distance is determined by **Visibility Range > Begin Margin** and
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+ **Visibility Range > End Margin**. This mode provides the best performance as
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+ it doesn't force rendering to become transparent during the fade transition.
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+- **Self:** Uses alpha blending to smoothly fade between LOD levels. The fade
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+ transition distance is determined by **Visibility Range > Begin Margin** and
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+ **Visibility Range > End Margin**. This mode forces transparent rendering on
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+ the object during its fade transition, so it has a performance impact.
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+- **Dependencies:** This is intended for hierarchical LOD systems, and acts the
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+ same as **Self** if visibility ranges are used to perform non-hierarchical
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+ LOD.
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+
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+Configuration tips
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+------------------
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+
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+Use simpler materials at a distance to improve performance
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+^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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+
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+One way to further improve performance is to use simpler materials for distant
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+LOD meshes. While using LOD meshes will reduce the number of vertices that need
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+to be rendered, the per-pixel shading load for materials remains identical.
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+However, per-pixel shading load is regularly a bottleneck on the GPU in complex
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+3D scenes. One way to reduce this shading load on the GPU is to use simpler
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+materials when they don't make much of a visual difference.
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+
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+Performance gains when doing so should be carefully measured, as
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+increasing the number of *unique* materials in a scene has a performance cost on
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+its own. Still, using simpler materials for distant LOD meshes can still result
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+in a net performance gain as a result of the fewer per-pixel calculations
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+required.
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+
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+For example, on the materials used by distant LOD meshes, you can disable
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+expensive material features such as:
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+
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+- Normal Map (especially on mobile platforms)
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+- Rim
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+- Clearcoat
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+- Anisotropy
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+- Height
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+- Subsurface Scattering
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+- Back Lighting
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+- Refraction
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+- Proximity Fade
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+
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+Use dithering for LOD transitions
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+^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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+
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+Godot currently only supports alpha-based fading for visibility ranges. You can
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+however use dithering instead by using several different materials for different
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+LOD levels.
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+
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+There are two advantages to using dithering over alpha blending for LOD transitions:
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+
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+- Higher performance, as dithering transparency is faster to render compared to
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+ alpha blending.
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+- No visual glitches due to
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+ :ref:`transparency sorting issues <doc_3d_rendering_limitations_transparency_sorting>`
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+ during LOD transitions.
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+
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+The downside of dithering is that a "noisy" pattern is visible during LOD fade
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+transitions. This may not be as noticeable at higher viewport resolutions or
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+when temporal antialiasing is enabled.
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+
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+Also, as distance fade in BaseMaterial3D only supports fading up close *or*
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+fading when far away, this setup is best used with only two LODs as part of the
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+setup.
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+
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+- Ensure **Begin Margin** and **End Margin** is set to ``0.0`` on both
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+ MeshInstance3D nodes, as hysteresis or alpha fade are not desired here.
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+- On both MeshInstance3D nodes, *decrease* **Begin** by the desired fade transition
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+ distance and *increase* **End** by the same distance. This is required for the
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+ dithering transition to actually be visible.
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+- On the MeshInstance3D that is displayed up close, edit its material in the inspector.
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+ Set its **Distance Fade** mode to **Object Dither**. Set **Min Distance** to
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+ the same value as the visibility range **End**. Set **Max Distance** to the
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+ same value *minus* the fade transition distance.
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+- On the MeshInstance3D that is displayed far away, edit its material in the inspector.
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+ Set its **Distance Fade** mode to **Object Dither**. Set **Min Distance** to
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+ the same value as the visibility range **Begin**. Set **Max Distance** to the
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+ same value *plus* the fade transition distance.
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