anchor.diff:  The SDK contains a user-friendly interface to generate LODs for a model (.j3o file).
   
   .  Open the Projects or Files window.
  -.  Select the .j3o file in the Project Assets &gt; Models directory.
  -.  Choose Window&gt;SceneExplorer if the SceneExplorer is not open. Info about the selected model is now displayed in the SceneExplorer.
  -.  Right-click the model in SceneExplorer. Choose the “Tools &gt; Generate Levels of Detail menu. +
  -image:jme3/advanced/jme-sdk-generate-lod-menu.png[The &quot;Tools&gt;Generate LOD&quot; context menu in the SceneExplorer,width="300",height="180"]
  -.  The “Generate LOD settings wizard opens: +
  -image:jme3/advanced/jme-sdk-generate-lod-window.png[The &quot;Generate LOD&quot; settings wizard,width="300",height="150"]
  -.  Choose a reduction method and reduction values for one or more levels. +
  -Tip: Enter higher reduction values for higher levels.
  -.  Click Finish to generate the LODs for this model.
  +.  Select the .j3o file in the `Project Assets/Models` directory.
  +.  Choose `menu:Window[Edit in SceneExplorer]` if the SceneExplorer is not open. Info about the selected model is now displayed in the SceneExplorer.
  +.  btn:[RMB] select the model in SceneExplorer. Choose the `menu:Tools[Generate Levels of Detail]` menu. +
  +image:jme3/advanced/jme-sdk-generate-lod-menu.png[The Tools Generate LOD context menu in the SceneExplorer,width="300",height="180"]
  +.  The `Generate LOD` settings wizard opens: +
  +image:jme3/advanced/jme-sdk-generate-lod-window.png[The Generate LOD settings wizard,width="300",height="150"]
  +.  Choose a reduction method and reduction values for one or more levels. 
  ++
  +[TIP]
  +====
  +Enter higher reduction values for higher levels.
  +====
  +
  +.  Click btn:[Finish] to generate the LODs for this model.
   
   The LODs are saved in the .j3o model file.
   
   
   [TIP]
   ====
  -Choose Window>Properties if the Properties window is not open. Choose the generated LODs from the dropdown in the Properties window, and verify their quality in the SceneComposer.
  +Choose `menu:Window[Properties]` if the Properties window is not open. Choose the generated LODs from the dropdown in the Properties window, and verify their quality in the SceneComposer.
   ====
   
   
  
positive.code: 
  
  == Impact on Quality and Speed
  [cols="5", options="header"]
  |===
  
  a|Level number
  
negative.code: 
  One solution for this problem is to use high-detail meshes for objects close to the camera, and low-detail meshes for objects far from the camera. As the player moves through the scene, you must keep replacing close objects by more detailed meshes, and far objects by less detailed meshes. The goal is to keep few high-quality slow-rendering objects in the foreground, and many low-quality fast-rendering objects in the background. (Experienced users can compare this approach to <<jme3/advanced/terrain#,JME's TerraMonkey terrain system>>, which internally uses the specialized GeoMipMapping algorithm to generate a terrain's Levels of Detail.)
  
  You see now why you may want to be able to generate Levels of Detail for complex Geometries automatically. JME3 supports a Java implementation of the Ogre engine's LOD generator (originally by Péter Szücs and Stan Melax): You use link:{uri-jme3}/jme3-core/src/tools/java/jme3tools/optimize/LodGenerator.java[jme3tools.optimize.LodGenerator] in conjunction with link:{uri-jme3}/jme3-core/src/main/java/com/jme3/scene/control/LodControl.java[com.jme3.scene.control.LodControl].
  
  For a demo, run link:{uri-jme3}/jme3-examples/src/main/java/jme3test/stress/TestLodGeneration.java[TestLodGeneration.java] from <<sdk/sample_code#,JmeTests>>, then press +/- and spacebar to experiment. The following screenshots show a monkey model with three reduced Levels of Detail:
  
  image::jme3/advanced/jmonkey-lod.gif[jmonkey-lod.gif,width="",height="",align="center"]
  
  