9

1254 Chapter 9: Surface Modeling
and unhides the objects in the group, depending
on their size in the rendered scene.
The main purpo s e of this util ity is to save time in
renderingcomplexobjectsandinmanipulating
objects in the v iew ports. Since a port ion of
rendering speed is directly related to the number
offacesthatmustberenderedinascene,usingthe
LevelOfDetailutilityletsyoureducethenumber
of rendered faces as an object reduces its apparent
size. In addition, you can use this utility to display
a simple stand-in for a more complex object in
the viewports. Since the stack is not calculated for
objects hidden in the viewpor ts, you can speed
up viewport manipulation by using this utilit y
to substitute complex stack objects with simple
stand-ins.
Pr ocedur es
To set up an object for the Level Of Detail utilit y:
1.
Create two or more objects that are identical
except for their complexity.
Note: It’s be st to assign materials and mapping
coordinates, as well as all modifiers while the
objects are still separate.
2. Select all of the objects, and use the Align tool
to center all of them about a common center.
3. Group the objects.
4. Choose the Level Of Detail utility.
5. While t he grouped object is selected, click the
Create New Set button.
Thenameoftheobjectswithinthegroup
appear in the Level Of Detail list, in order of
complexity; only the least complex object in the
group is displayed in the viewports, wh ile all
otherobjectsaremadeinvisible.
6. UsethecontrolsintheLevelOfDetailrolloutto
adjust when the objects will switch their display
in the rendered scene.
To access an object ’s stack:
1.
Select the Level Of Detail object, and then
choose Group menu > Open.
2. In the Level Of D e t a il utility, choose the object
yo u want to access fro m the list window,
andthenturnonDisplayInViewports(or
double-click the object’s name in the list
window).
3. Select the object in the viewport.
4. Open the Modify panel to access that object’s
parameters.
5. When finished, cho ose Group menu > Close.
To a ssi gn ma teri al s within t he gr oup:
1.
Select the g rouped object.
2. Use Display In Viewports in the Level Of Detail
utility to display the grouped object you want
to assign the material to.
3. Drag the material from the Material Editor (or
the Browser) over to the object in the v iewport.
4. Choose Assig n To Object in the Assign Material
alert, and then click OK.
Note: B e sure and choose Assign To Object. If
you choose the default Assign To Selection, al l
objectsinthegroupwillbeassignedthesame
material.
To dismantle a Level Of Detail object:
IfyoulookataLevelOfDetailobjectinTrack
View, you’ll see only the tr acks for the sub-object
that’s cur rently displayed in the viewports. To see
all sub-objects in Track View, you need to tur n off
Visible Objects.
If you need to dismantle a g rouped Level Of
Detail object, and restore its sub-objects to their
independent states, follow these steps:
1. Open the Filters dialog in Track View, and turn
off Visible Objects in the Show Only group b ox.