1. In Unreal Engine we import the LODs and use the “RedDeer_Base_Skeleton” as target skeleton.
2. Next we open the RedDeer_GrowMesh and once again we import and assign the LODs from the fbx file. We could leave out the first step altogether, but this way we will have everything nicely together in the project, ready for experimentation (we could, for example, use the first LOD importend in step 1. directly as a grow mesh).
a. For LOD 0 (main mesh) we can leave “Screen Size” at 0.0
b. For LOD 1 try 0.75
c. And for LOD 2 try 0.5 for “Screen Size”
Remember the values because they will be useful in the next steps
3. Then we setup the fur as usually – drop the _Base mesh into viewport, add gFur component, assign the _GrowMesh and Spline Guides or Mesh Guides.
4. Next step would be to setup gFur component to use the LODs of the Grow Mesh for the fur layer generation.
a. In gFur component, “gFur Shell Settings” section add a new LOD and use similar value for “Screen Size” as in 2b., for example 0.75; for LOD set the value to 1 which will use the first LOD of the Grow Mesh
b. Add as many LODs as needed
5. Now when zooming away from the mesh, at a certain point, both, the Grow Mesh will switch to first LOD and also gFur component will switch fur to be generated from Grow Mesh LOD1. Zooming further away will switch to any more successive LODs