Levels of Detail (LODs)
If you are unfamiliar with LODs, they represent the level of complexity of 3D models used in video games and interactive experiences. They help reduce the processing power needed to run an experience by simplifying the geometric detail of the models visible in the scene.
LODs work by swapping between different versions of a 3D model depending on its size on the screen. In other words, the smaller an object is, the higher the LOD used and the less detail it needs rendered on the screen. Most 3D models have several LODs, starting with LOD 0 which contains the most detail and is shown when the model is closest to the camera.
For more information about using LODs in UEFN, see Setting the Level of Detail.
The table below shows you how UEFN MetaHuman LODs for the three quality settings match up with LODs from Unreal Engine.
Quality Setting | ||||
UEFN Low | x | x | LOD 0 | LOD 1 |
UEFN Medium | x | LOD 0 | LOD 1 | LOD 2 |
UEFN Highest | LOD 0 | LOD 1 | LOD 2 | LOD 3 |
UE Face | LOD 1 | LOD 3 | LOD 5 | LOD 7 |
UE Body | LOD 0 | LOD 1 | LOD 2 | LOD 3 |
A MetaHuman’s hair will have all LODs regardless of the quality level until the asset’s relative screen size swaps the component for a different mesh.