Optimizing Materials and Textures for LOD Systems in Three.js

Hi everyone,

I’m currently implementing a LOD system in a Three.js scene and I’m using the following function to dynamically reduce the geometric complexity of meshes based on their distance from the camera:

const getObjectLodLevels = (object: THREE.Mesh): THREE.Mesh[] => {
  const levels = [0.0, 0.3, 0.5]
  return levels.map((level) => {
    const modifier = new SimplifyModifier()
    const simplifiedGeometry = modifier.modify(
      Math.floor(object.geometry.attributes.position.count * level)
    return new THREE.Mesh(simplifiedGeometry, object.material)

This function is particularly useful for objects like trees or buildings that don’t require high detail when viewed from afar. However, I have not yet optimized the materials and textures for these LOD levels. I am looking for advice on the best practices for managing and optimizing materials and textures in a LOD system to improve performance without significantly sacrificing visual quality.

Could anyone provide insights or techniques for efficient material and texture management in the context of LOD? Also, I’m curious about the potential performance costs of such implementations and if there are more effective alternatives.

Below are visual examples demonstrating the levels of detail (LOD) applied to a tree model at different distances.

Thanks for your help!

Your scene looks not heavy for pc and mobile. If you not, use instances for trees and maybe need sprite for far trees.

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Thanks for the tips!

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Incredible info, Chaser_Code! Thanks for sharing this approach.