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@threeforged/lod-generator

v0.1.1

Published

Generate levels of detail for Three.js meshes — automatic mesh simplification for distance-based rendering

Readme

@threeforged/lod-generator

Simplify Three.js meshes using production-quality mesh decimation (meshoptimizer). Reduce polygon counts for better performance — works on single files or entire asset directories.

Installation

  1. Install the CLI (if not already):
npm install -g @threeforged/cli
  1. Install this plugin:
npm install -g @threeforged/lod-generator
  1. Run:
threeforged lod ./models/

Quick Start

# See how much your models can be simplified (no files created)
threeforged lod ./models/

# Simplify all models to 25% of original triangle count
threeforged lod ./models/ --target 0.25 --write

# Preview first, generate after
threeforged lod hero.glb --target 0.3          # see the numbers
threeforged lod hero.glb --target 0.3 --write  # generate the file

Two Modes

Target Mode (recommended for most projects)

Generates one simplified file per model. Best for reducing asset weight without changing your project structure.

# Simplify a single model to 30% of its triangles
threeforged lod character.glb --target 0.3 --write
# → character_simplified.glb

# Simplify an entire directory
threeforged lod models/units/ --target 0.2 --write
# → models/units/archer_simplified.glb
# → models/units/cavalry_simplified.glb
# → models/units/mage_simplified.glb
# → ... (original files untouched)

Multi-Level Mode (for THREE.LOD distance switching)

Generates multiple LOD files at progressively lower detail. Use this when you want distance-based mesh swapping with THREE.LOD.

threeforged lod tree.glb --levels 3 --ratio 0.5 --write
# → tree_lod1.glb     (50% of original)
# → tree_lod2.glb     (25% of original)
# → tree_lod3.glb     (12.5% of original)

CLI Options

| Option | Default | Description | |---|---|---| | --target <n> | — | Simplify to this ratio (0-1). Produces one _simplified file per model | | --levels <n> | 3 | Number of LOD levels (multi-level mode) | | --ratio <n> | 0.5 | Reduction ratio per level (multi-level mode) | | --error <n> | 0.01 | Simplification error tolerance (higher = more aggressive) | | --write | off | Actually generate files (default: analyze only) | | --force | off | Overwrite existing output files | | --output-dir <dir> | same as input | Output directory for generated files | | -o, --output <file> | — | Save report to a file | | --json | off | JSON output |

Using Simplified Models in Three.js

Drop-in Replacement (simplest)

If you used --target to create a lighter version of a model, just swap the file path:

// Before: loading the original heavy model
const model = await loader.loadAsync('models/castle.glb');

// After: load the simplified version instead
const model = await loader.loadAsync('models/castle_simplified.glb');

No code changes beyond the path. The simplified model has the same structure, materials, and textures — just fewer polygons.

Zoom-Based Switching (games with zoom, e.g. strategy/4X/RTS)

For games where zoom level determines how much detail you need, keep two versions (original + simplified) and toggle based on camera distance:

import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';

const loader = new GLTFLoader();

// Load both versions for each unit type
async function loadUnit(name) {
  const [high, low] = await Promise.all([
    loader.loadAsync(`models/units/${name}.glb`),
    loader.loadAsync(`models/units/${name}_simplified.glb`),
  ]);
  return { high: high.scene, low: low.scene };
}

// Add both to the scene, hide one
function addUnit(unit, position) {
  unit.high.position.copy(position);
  unit.low.position.copy(position);
  unit.low.visible = false;
  scene.add(unit.high);
  scene.add(unit.low);
}

// Call this when zoom changes — all units switch together
function updateLOD(cameraHeight) {
  const useHighDetail = cameraHeight < 80;
  for (const unit of units) {
    unit.high.visible = useHighDetail;
    unit.low.visible = !useHighDetail;
  }
}

This works well for strategy games because zoom affects all units equally — you switch them all at once rather than per-object.

Per-Object Distance LOD (open world / large scenes)

For scenes where individual objects are at different distances from the camera, use THREE.LOD. This requires multi-level mode (--levels):

threeforged lod models/tree.glb --levels 2 --ratio 0.4 --write
import * as THREE from 'three';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';

const loader = new GLTFLoader();

async function createLODObject(baseName) {
  const lod = new THREE.LOD();

  const [high, med, low] = await Promise.all([
    loader.loadAsync(`models/${baseName}.glb`),
    loader.loadAsync(`models/${baseName}_lod1.glb`),
    loader.loadAsync(`models/${baseName}_lod2.glb`),
  ]);

  lod.addLevel(high.scene, 0);    // full detail when close
  lod.addLevel(med.scene, 50);    // medium detail at 50 units
  lod.addLevel(low.scene, 150);   // low detail at 150 units

  return lod;
}

// THREE.LOD automatically switches based on camera distance each frame
const tree = await createLODObject('tree');
scene.add(tree);

THREE.LOD handles the distance checking and visibility toggling automatically — you don't need to write update logic.

Choosing Distance Thresholds

The right distance thresholds depend on your scene. Rules of thumb:

| Object size | LOD1 distance | LOD2 distance | LOD3 distance | |---|---|---|---| | Small (props, items) | 20-30 | 50-80 | 100+ | | Medium (characters, furniture) | 40-60 | 80-120 | 150+ | | Large (buildings, vehicles) | 80-120 | 150-250 | 300+ |

Start with these and adjust based on when you can visually notice the quality difference in your specific scene.

Safety

  • Never modifies original files — only creates new suffixed files
  • Analyze mode by default — no files written unless --write is passed
  • No overwrite by default — skips existing files unless --force is used
  • Output path validation — generated files stay within the working directory
  • GLB/GLTF only — OBJ files are gracefully skipped

Programmatic Usage

import { generateLOD } from '@threeforged/lod-generator';

// Analyze: see simplification potential without writing files
const report = await generateLOD('./models/', { target: 0.3 });
for (const file of report.files) {
  const original = file.levels[0].totalTriangles;
  const simplified = file.levels[1].totalTriangles;
  console.log(`${file.file}: ${original} → ${simplified} triangles`);
}

// Generate simplified files
await generateLOD('./models/', { target: 0.3, write: true });

// Multi-level LOD
await generateLOD('./tree.glb', { levels: 3, ratio: 0.5, write: true });

Configuration

Add defaults to threeforged.config.js in your project root:

export default {
  lodGenerator: {
    levels: 3,
    ratio: 0.5,
    error: 0.01,
    minTriangles: 8,
    maxFiles: 500,
  },
};

Best Suited For

LOD generation provides the most value on high-poly source meshes that haven't been manually optimized:

  • Photogrammetry scans — 100K+ triangle raw captures
  • Sculpted models — Blender/ZBrush exports with subdivision surfaces
  • CAD/architectural imports — detailed mechanical or structural models
  • Detailed environment assets — foliage, terrain, buildings with high geometry density

The tool will detect and warn you when models are already optimized. Game-ready assets that have been manually retopologized (low-poly characters, hand-modeled props) typically show minimal reduction — this is expected and means they're already efficient.

Limitations

  • Flat-shaded geometry — Models with unique normals per face (for hard edges/flat shading) have no shared vertices for the simplifier to collapse. The tool will warn when it detects this.
  • GLB/GLTF only — OBJ files are not supported for LOD generation (they are gracefully skipped).
  • Simplification is geometric only — texture resolution, material complexity, and draw calls are not affected. Use threeforged analyze and threeforged audit for those.

How It Works

  1. Reads GLB/GLTF files using @gltf-transform/core
  2. Welds coincident vertices for clean mesh topology
  3. Applies meshoptimizer WASM-based simplification at the target ratio
  4. Reports triangle/vertex counts with reduction percentages
  5. Optionally writes simplified meshes as new GLB files

The simplification algorithm (meshoptimizer) preserves:

  • Mesh topology and silhouette
  • UV coordinates and texture mapping
  • Material assignments
  • Scene hierarchy

License

MIT