I have a road with a fence and armcos procedurally modeled by geo nodes.
I need to break it into several objects each around 200 meters long for LOD switches in a game .
Is there any way to do it in Blender automatically by some distance parameter ? Like “make instance real” but not for instances, rather some predefined size parts or something ? Boolean boxes maybe to be then turned into separate objects to export ?
Maybe with repeat zone or something? Semi -automatically maybe? Wish we have export object node like Houdini
Maybe by some special attribute Blender could split applied geo node modifier into parts?
I see nothing related to my issue. I need a solution not to how to make lods of any specific object , it’s easy in many cases , but rather how to split a whole scene into parts / separate objects using more or less automatic technique .
yes, geometry is based on a curve using sort of array and curve deform but how do you suggest splitting it into 200 meters long parts ? All the parts: the fence, armco , road itself etc?
Basically long stripes of polygons along base curve?
Maybe it could be vertex groups or vertex color based on curve length and a kind of script that could split it into different objects after applying ? Never seen such script although? I have old permanent Zbrush. It can split polygroups. Need something like this.
well… if you produce two arrays with even and odd “indices” of the arrayed object … and use this two for two booleans and then seperate this by loose parts…(assuming you generated mesh is connected) then you have all the part…
You may have to elaborate this to get a more suited answer.