Options
选择
进步派
For several modes for which objects are displayed depending on the LOD value or LOD level (e.g., LOD Modes Children or Manual Groups), this option defines if objects that lie below these LOD values or levels should remain visible (enabled) or only the objects for the current LOD values or levels should be displayed (disabled).
对于视乎检测限值或检测限级别而显示物件的多个模式(例如,检测限模式子组或手动组) ,此选项定义低于这些检测限值或级别的物件是否应保持可见(启用)或只显示当前检测限值或级别的物件(禁用)。
For example, if you have a scene in which more details become visible the closer the camera moves to an object group (consisting of many other objects), Progressive should be enabled so already visible objects are not hidden.
例如,如果你有一个场景,其中更多的细节变得可见的相机移动到一个对象组(包括许多其他对象) ,进步应该启用,使已经可见的对象不隐藏。
始终显示未分配的对象
This option is designed for use with the LOD ModeManual Groups. Here, objects have to be assigned that should be made visible depending on the LOD value. This option defines what should happen with unassigned objects. These will either always be visible (option enabled) or they will be hidden (option disabled).
此选项设计用于 LOD modemanal 小组。在这里,必须为对象分配根据 LOD 值应该可见的对象。此选项定义对未分配的对象应该发生什么。它们要么总是可见的(启用选项) ,要么将被隐藏(禁用选项)。
使用 LOD 0渲染
Normally the LOD settings serve to accelerate work in the Viewport via a reduced display and still show all details when rendered. Disable this option if you want the LOD settings to affect the render result.
通常 LOD 设置可以通过减少显示来加速 Viewport 中的工作,并在渲染时显示所有细节。如果您希望 LOD 设置影响呈现结果,请禁用此选项。
渲染 LOD 增量[0. . 100% ]
The value defined here is added to the effective LOD value for render output. Example: This value is set to 20 and the LOD value is 32%. A state will be rendered that reflects an LOD value of 52%.
这里定义的值被添加到渲染输出的有效 LOD 值中。示例: 此值设置为20,LOD 值为32% 。将呈现反映 LOD 值52% 的状态。
使用相机夹
The Camera Clip function can be used to hid objects that lie outside of the camera’s view (i.e., can’t be seen). This function is independent from the other Object menu’s settings. All Child objects of the LOD objects will be displayed or hidden together.
相机剪辑功能可以用来隐藏对象,以外的相机的看法(即,不能被看到)。此函数独立于其他对象菜单的设置。LOD 对象的所有子对象将一起显示或隐藏。
The decisive factor is the Viewport that is enabled using the Use as Render View) option.
决定性的因素是使用 Use as Render View)选项启用的 Viewport。
Cone Safe Distance[0..+∞m]
POV Safe Distance[0..+∞m]
锥形安全距离[0. . + ∞ m ] POV 安全距离[0. . + ∞ m ]
You can define safe distances around the camera’s green viewing cone or around its origin in which objects will remain visible.
你可以定义相机绿色视锥周围的安全距离,或者定义相机原点周围可见物体的安全距离。
These can be objects that affect rendering, even if they are outside of the camera’s view such as reflections or GI.
这些可能是影响渲染的对象,即使它们在相机视图之外,如反射或 GI。
在渲染中使用相机剪辑
Normally, LOD settings server to speed up work in the Viewport and still have all elements visible for rendering. If the LOD settings should also affect the render results, disable this option.
通常,LOD 设置服务器会加快在 Viewport 的工作速度,并且仍然可以看到所有要呈现的元素。如果 LOD 设置也会影响呈现结果,请禁用此选项。
对象的多边形化
This option only has an effect if LOD Mode is set to Children.
此选项仅在 LOD 模式设置为子模式时有效。
Internally, the LOD object creates a copy in the hierarchy, whereby links to Deformers can be lost. Activate this option if, for example, you have a character rig or a Jiggle Deformer and they don’t work anymore. It uses the internally cloned copies with links that are still intact.
在内部,LOD 对象在层次结构中创建了一个副本,从而可能丢失到 Deformers 的链接。激活此选项,如果,例如,你有一个字符钻机或微动变形器,他们不再工作。它使用具有完整链接的内部克隆副本。
The disadvantage: if an LOD object is made editable, Generators/Primitives are also affected.
缺点: 如果 LOD 对象是可编辑的,那么生成器/原语也会受到影响。