The Level of Detail (LOD) rollout lets you specify objects with varying face counts that are appropriate for different viewing distances. Browsers display the less detailed objects when the viewer is far away from them and substitute the more detailed objects at closer ranges.
Use LOD objects to speed up rendering of scenes in which highly detailed objects are often far away from the viewer.
Objects used for LOD do not have to be of the same type or size, so you can accomplish a crude form of morphing by using different objects as the LOD components. For example, a tree might seem to grow if taller trees with more limbs are substituted as the viewer gets closer.
The Level of Detail rollout contains the following options:
Icon Size: Sets the size of the LOD helper object.
Pick Objects: Selects objects of different face counts to substitute for the LOD helper object. Create all the objects and the LOD helper object at exactly the same coordinates.
Distance: Sets the distance from the camera at which the user sees the selected object. The distance specified for the object appears next to the object name. For example:
hiteapot 100 medteapot 300 hiteapot 500
Hiteapot is displayed when the distance between it and the camera is within 100 units. The next-furthest object (medteapot) is displayed when the camera is between 300 and 500 units. The furthest object (loteapot) is displayed when the camera is beyond 500 units.
Delete: Deletes the selected object from the list.
You can use Snap and create the helper object at the origin (0,0,0 coordinates), or use the Keyboard Entry rollout for a Standard Primitive to specify an exact object origin.
For 3D Studio MAX primitives, you can reduce the face count by changing the creation parameters in the modifier stack.
Use the Hide and Unhide commands, or the H key, to help pick the objects and add them to the LOD list.