Tools

Process Selected Objects (Toggle)

  • What it does:

  • If enabled: Generates LODs for all selected objects in the scene

  • If disabled: Processes only the active (last selected) object

  • When to use:

  • ✔ When batch processing multiple assets

  • ✔ When focusing on a single important model

  • Default: Enabled

LOD Count (Integer Input)

  • What it does:

  • Sets the number of LOD variations to generate (excluding original LOD0)

  • Example: Value of 3 creates LOD0 (original), LOD1, LOD2, and LOD3

  • Valid range: 1-10

  • Recommended values:

  • 3-4 for game assets

  • 1-2 for architectural visualization

  • Default: 3

Simplification Power (Slider)

  • What it does:

  • Controls overall intensity of mesh decimation

  • Lower values preserve more detail

  • Higher values maximize performance

  • Technical note:

  • Directly affects the Decimate modifier’s ratio parameter

  • Range: 0.1-1.0

  • Default: 0.5

LOD Ratio (Slider)

  • What it does:

  • Determines reduction ratio between consecutive LOD levels

  • Each LOD will be this fraction of the previous LOD’s density

  • Example:

  • 0.7 means: LOD1 = 70% of LOD0, LOD2 = 70% of LOD1, etc.

  • Range: 0.1-1.0

  • Default: 0.7

Generate LODs (Button)

  • Action:

  • Executes LOD generation with current parameters

  • Creates:

  • New collection named [OriginalObjectName]_LODs

  • Copies of original mesh with progressive decimation

  • Note:

  • Original mesh remains completely unchanged

Export Directory (Path Selector)

  • What it does:

  • Sets output location for all exported FBX files

  • Requirements:

  • Must be set before exporting

  • Supports absolute or relative paths

  • Best practice:

  • Use project-relative paths when possible

Unity Export (Button)

  • Output:

  • Single FBX containing all LOD levels

  • Unity workflow:

  • Automatically recognized by LOD Group component

  • Preserves parent-child hierarchy

  • Recommended for:

  • Projects using Unity’s built-in LOD system

Unreal Export (Button)

  • Output:

  • Separate FBX files for each LOD level

  • Naming convention:

  • [AssetName]_LOD0.fbx, [AssetName]_LOD1.fbx, etc.

  • Unreal integration:

  • Automatically detects LOD sequence on import

  • Recommended for:

  • UE4/UE5 projects

  • CAUTION!:

  • Unreal Engine requires manual LOD setup after import:

  1. Import Base Mesh: Import only ObjectName.fbx normally

  2. Add Additional LODs:
    • Open the mesh → Go to LOD Settings

    • For each LOD level:
      • Click “+” next to LOD Group

      • Select “Import LOD”

      • Choose corresponding FBX (e.g., _LOD1.fbx)

  3. Configure Transitions
    • Set screen size thresholds:
      • LOD0: 1.0 // Full quality

      • LOD1: 0.3 // Medium quality

      • LOD2: 0.1 // Low quality

Export Raw LODs (Button)

  • Output:

  • Individual FBX files with exact Blender names

  • Use cases:

  • Custom game engines

  • Proprietary pipelines

  • Manual LOD setup

  • Naming:

  • Preserves complete original object names

Delete LOD Collection(s) (Button)

  • Function:

  • Removes all generated LOD objects and their collection

  • Safety features:

  • Never affects original mesh

  • Undoable operation

  • Visibility:

  • Only appears when LOD collections exist in scene

Show Presets (Toggle)

  • What it does:

  • Expands/collapses the preset management panel

  • Default state: Collapsed

Save Preset (Button)

  • Action:

  • Stores current settings as named preset

  • Saves:

  • LOD Count

  • Simplification Power

  • LOD Ratio

  • Export path

  • Process Selected toggle state

  • Storage:

  • Saved to swiftlod_presets.json

  • Persistent between Blender sessions

Preset List (Interactive UI)

  • Components:

  • Preset name: User-defined label

  • Load button (↩️): Applies stored settings

  • Delete button (❌): Removes preset permanently

  • Organization:

  • Listed in creation order

  • Scrollable if many presets exist

  • Sharing:

  • Preset file can be copied to other workstations