Splitting procedural thing into several objects?

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?

you can simply search for “geometry nodes lod” and you will find a lot of tutorials for that.

e.g. this: https://youtu.be/JdPAKLgdb7M?si=pnw7nkRSI49BioQW

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 .

So what does…

…mean here ?? If this is based on some curve then you may use some simpler generated geometry to cut the more complex into pieces ??

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.

200m cube… array modifier along curve… . split the generated array and use some boolean… maybe also use some GN for this… ??

boolean by cubes done manually is what I currently do and it’s tedious as hell . Need a fresh idea :slight_smile:

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.

Thanks Okidoki
Need to think about it a bit more