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{{Trail|3D Art}}
 
 
[[File:Skyrim_Whiterun_LOD1.png|thumb|350px|right|A compiled LOD file of Whiterun, viewed in NifSkope.]]
 
[[File:Skyrim_Whiterun_LOD1.png|thumb|350px|right|A compiled LOD file of Whiterun, viewed in NifSkope.]]
 
'''LOD''', or '''level of detail''', is the method used in video games to render distant objects at a lower complexity, for better performance. For objects in Skyrim, this is achieved by using meshes with lower polycount created by the 3D artists. These models are then compiled into groups of 4x4, 8x8, and 16x16 cells during [[AU:LOD Generation|LOD Generation]]. The resulting compiled nifs are loaded and rendered for cells that are not occupied by or near the player character. This article will detail the methods for creating LOD models for objects in Skyrim.
 
'''LOD''', or '''level of detail''', is the method used in video games to render distant objects at a lower complexity, for better performance. For objects in Skyrim, this is achieved by using meshes with lower polycount created by the 3D artists. These models are then compiled into groups of 4x4, 8x8, and 16x16 cells during [[AU:LOD Generation|LOD Generation]]. The resulting compiled nifs are loaded and rendered for cells that are not occupied by or near the player character. This article will detail the methods for creating LOD models for objects in Skyrim.
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==Overview==
 
==Overview==
 
There are four levels of LOD used by Skyrim, referred to as LOD0, LOD1, LOD2, and LOD3. You may also hear them referred to as LOD4, LOD8, LOD16, and LOD32, respectively. This guide will use the former system.
 
There are four levels of LOD used by Skyrim, referred to as LOD0, LOD1, LOD2, and LOD3. You may also hear them referred to as LOD4, LOD8, LOD16, and LOD32, respectively. This guide will use the former system.
*'''LOD0''' is the first level, which appears first as the player moves away from the object. This usually happens at a distance of about two cells. Many medium-sized objects only have this first level, and then fade out at greater distances.
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*'''LOD0''' is the first level, which appears first as the player moves away from the object. This usually happens at a distance of [INSERT DISTANCE IN CELLS]. Many medium-sized objects only have this first level, and then fade out at greater distances.
*'''LOD1''' is the second level, which becomes visible several cells away. This is used for larger objects like buildings, trees, and landscape objects.
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*'''LOD1''' is the second level, which is visible around the [INSERT DISTANCE IN CELLS] range. This is used for larger objects like buildings, trees, and landscape objects.
*'''LOD2''' is the next level, which is visible only at great distances, and often uses the same model as LOD1. Only the largest objects require a model for LOD2. This is also the level which is shown by default on the map (although this is configurable by the user in an ini file).
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*'''LOD2''' is the next level, which is visible only at great distances, and often uses the same model as LOD1. Only the largest objects require a separate model for LOD2. This is also the level which is shown by default on the map (although this is configurable by the user in an ini file).
 
*'''LOD3''' is not used in Skyrim.
 
*'''LOD3''' is not used in Skyrim.
 
<gallery mode=packed style="text-align:left margin:auto" caption="Skyrim Mountain Cliff 01">
 
<gallery mode=packed style="text-align:left margin:auto" caption="Skyrim Mountain Cliff 01">
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===Method 1: Create extra-low poly and bake===
 
===Method 1: Create extra-low poly and bake===
This method is ideal for objects that already use baked textures, or unique architecture. The workflow is exactly the same as baking from a high poly to low poly model. Simply retopologize your model to have fewer faces, adjust UVs if needed, and bake. Since it will only ever be seen from far away, automatic decimation may even produce an acceptable result. Finally, shrink the first LOD level along its normals by 3-5%. This will prevent flickering as the full model loads in on top of it in game.
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This method is ideal for objects that already use baked textures, or unique architecture. The workflow is exactly the same as baking from a high poly to low poly model. Simply retopologize your model to have fewer faces, adjust UVs if needed, and bake. Since it will only ever be seen from far away, automatic decimation may even produce an acceptable result.
  
 
===Method 2: Adjust UVs and decimate===
 
===Method 2: Adjust UVs and decimate===
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The important thing in this method is that in order for the LOD texture to go on the atlas, all the UVs must be within the 0 to 1 range. That is, they must all be in the same UV square, not going across its boundaries. So the first step is to do this, by cutting the UVs up, or squishing them into the bounds. The model will only be seen from very far away, so some squishing and stretching is tolerable. If you have a face that uses the tiling several times over, and can't be cut up, you can also use DynDOLOD's [https://dyndolod.info/Help/TexGen-Configuration stitched object lod] feature.
 
The important thing in this method is that in order for the LOD texture to go on the atlas, all the UVs must be within the 0 to 1 range. That is, they must all be in the same UV square, not going across its boundaries. So the first step is to do this, by cutting the UVs up, or squishing them into the bounds. The model will only be seen from very far away, so some squishing and stretching is tolerable. If you have a face that uses the tiling several times over, and can't be cut up, you can also use DynDOLOD's [https://dyndolod.info/Help/TexGen-Configuration stitched object lod] feature.
  
Once the UVs are all condensed, decimate or retopologize as usual. Shrink the first LOD level along its normals by 3-5%. This will prevent flickering as the full model loads in on top of it in game. Now it is ready for export.
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Once the UVs are all condensed, decimate or retopologize as usual and export.
  
 
'''A handy tip''': When making LOD models for a set, keep a separate file with all the related LOD materials collected, so you can then import them and assign them to whichever model you are making.
 
'''A handy tip''': When making LOD models for a set, keep a separate file with all the related LOD materials collected, so you can then import them and assign them to whichever model you are making.
  
 
==CK implementation==
 
==CK implementation==
For your object to have LOD, you must assign the LOD meshes to the static form. On this form, check the "Has Distant LOD" box, and use the button that is now enabled to open a window where you can assign meshes for each level of LOD. You can assign the same model for all levels, or a different one for each. Or, you could assign a model to just one or two levels, which is useful for medium-sized architecture.
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For your object to have LOD, you must assign the LOD meshes to the static form. On this form, check the "Has Distant LOD" box, and use the button that is now enabled to open a window where you can assign meshes for each level of LOD. You can assign the same model for all levels, or a different one for each. Or, you could assign a model to just one or two levels, which is useful for medium-sized architecture. If your mod simply adds new buildings or mountains, you're done!
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If you are creating a new worldspace or a total conversion mod, it's time for [[AU:LOD Generation|LOD Generation]]!
 
{{note|Using xEdit, it is possible to assign LOD models without enabling the "Has Distant LOD" flag. The LOD will not be used unless the flag is on!}}
 
{{note|Using xEdit, it is possible to assign LOD models without enabling the "Has Distant LOD" flag. The LOD will not be used unless the flag is on!}}
If your mod simply adds new buildings or mountains, you're done! If you are creating a new worldspace or a total conversion mod, it's time for [[AU:LOD Generation|LOD Generation]].
 
  
 
==See also==
 
==See also==
 
*[[AU:LOD Generation|LOD Generation]]
 
*[[AU:LOD Generation|LOD Generation]]
 
*[[wikipedia:Level of detail (computer graphics)|LOD]] on Wikipedia
 
*[[wikipedia:Level of detail (computer graphics)|LOD]] on Wikipedia

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