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I was wondering if the LOD feature is working on top of an array modifier.

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    $\begingroup$ Could you explain your scene in a little more detail? From what I can tell, you have an object with LOD, but also with an array modifier. Does the object's LOD work if you disable the array modifier? $\endgroup$ May 14 '16 at 13:50
  • $\begingroup$ yes, i had no problem with LOD, but I'm asking this as I can't acces my computer to test if on a big scale array it works or if i have to apply the array and split the meshes. I want to create a land from tileable patches. $\endgroup$
    – Yvain
    May 14 '16 at 22:16
  • $\begingroup$ Instead of using an array modifier, I'd just use Alt+D to duplicate the object but keep the same mesh data. $\endgroup$ May 15 '16 at 1:06
  • $\begingroup$ Well the purpose was using the "merge" option of the arrays as it allows to set up a huge area with 0 offset in between my (tileable) patches of terrain, on top of it I can also add a displace modifier. Anyway I'll try this as soon as I get my workstation back because now I'm on an eeepc (700mghz, 1G, no graphic cards) and cannot use newer versions than 2.66 where LOD feature's not yet implemented. $\endgroup$
    – Yvain
    May 17 '16 at 8:29
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I once tried to setup terrain from a heightmap. It would auto-generate terrain tiles using displace, it would create different LOD levels with the decimate modifier and a vertex group (so the edges still lined up). It worked great in the viewport, but didn't work in the game engine.

Modifiers are a bit strange in the GE. Sometimes they appear correctly, but when adding objects you get CPU spikes (there was one case I worked on where modifiers caused a drop from 60FPS to 20, but that was on lots and lots of objects). Other times they simply don't work. LOD seems to make modifiers in the GE not work.

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