Correcting a strange viewer problem related to mesh objects

At The Green Lanterns headquarters now there are three mesh Guardians of the Universe. But the first time I looked at them, I noticed a problem. When I moved more than about 6 meters away, the clothing disappeared and all I could see was a head and spine. Thanks to mesh creator Theo Adonide, I learned how to fix this problem. I’ll share!

In the Firestorm viewer, go to Advanced > Show Debug Settings. Find the setting called RenderVolumeLODFactor and change its value from 2.000 to 5.000 and the problem will be solved. If you are using another viewer, the debug settings may be accessed a different way, but that setting is probably still there. Here’s the explanation given on the menu item for that setting:

RenderVolumeLODFactor: Controls level of detail of primitives (multiplier for current screen area when calculated level of detail)

And here’s a before picture and an after picture of what those objects look like from a distance:

RenderVolumeLODFactor set at 2.000

RenderVolumeLODFactor set at 2.000

RenderVolumeLODFactor set at 5.000

RenderVolumeLODFactor set at 5.000


About Hal Jordan
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6 Responses to Correcting a strange viewer problem related to mesh objects

  1. lokieliot says:

    This is not a fix, this is increasing the amount of resources your viewer can hold. This means you are adding extra work on your viewer which is ok if your computer is powerful enough to handle extra strain. If your computer can not handle it you will get reduced FPS and increased crashing. The rate in which mesh object disappear is in part the responsibility of the content creator during the import process of the mesh. This isn’t a problem with mesh, but a problem with content creators not yet fully understanding the import process. The only times you should have to mess with LOD factories if you are a photographer or machining artist that needs wide sweeping views of everything.

    • Hal Jordan says:

      Thank you for the great technical analysis of this problem. Mesh is still fairly new, and not everyone knows how to use it.

      • lokieliot says:

        I just celebrated my 2 years since i started making mesh stuff. This idea of Mesh still being new is not quite accurate i think :-p i just think making and importing efficient mesh is not as easy 🙂

      • Hal Jordan says:

        You are absolutely correct – mesh went live in Second Life on August 23, 2011. I should have said it was new to me.

  2. garvie garzo says:

    This was also touted as a ‘fix’ with sculpties as well, and in their case it was a bit more forgive-able. SL drops one HALF of the data of an object at each LOD level, and the lower Levels of Detail come up pretty fast meaning at close distances in SL on mid size objects. Finally with mesh creators can ameliorate the effects of things losing shape suddenly or vanishing altogether by taking control of the models used for levels of detail (LODS). So not only is this emphatically NOT a problem with mesh, it’s an advantage. You needing to change your viewer settings at close distance indicates poorly made mesh or mesh made by someone who thought that Land Impact outweighed aesthetics… which has been known to happen lol.

    • Hal Jordan says:

      Guys, thank you so much for commenting about this. It’s a big help to those of us who are behind the curve with mesh. It’s great to know that SL has giving people who are willing to share their expertise.

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