# Blend Geometry in between LOD

**URL:** <https://discourse.threejs.org/t/blend-geometry-in-between-lod/87453>\
**Category:** Questions\
**Tags:** shaders, geometry\
**Created:** [October 9, 2025, 10:43pm UTC](https://discourse.threejs.org/t/blend-geometry-in-between-lod/87453 "2025-10-09T22:43:47Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![PavelBoytchev](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/pavelboytchev/32/38639_2.png) [@PavelBoytchev](https://discourse.threejs.org/u/PavelBoytchev)\
**Post date:** [October 10, 2025, 5:58pm UTC](https://discourse.threejs.org/t/blend-geometry-in-between-lod/87453/2 "2025-10-10T17:58:11Z")

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I believe _virtual geometry_ might be what you look for. It allows gradual LOD and smooth reduction of geometry instead of the step-wise traditional LOD.

> [@Virtually Geometric](https://discourse.threejs.org/t/virtually-geometric/28420):
>
> Hey Guys, I’ve been playing with the virtual geometry idea for a couple of weeks now and wanted to share some results. What is virtual geometry? it’s an approximation of real geometry, such that the viewer can’t tell the difference between the “real” geometry and the approximation. It’s a lot like LOD, but it’s continuous. With typical LOD systems you have pre-defined LOD levels, like you’d have LOD0, LOD1, LOD2 for example where each next level has fewer triangles. Here’s a picture: [image…

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