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Geolod

by Darksteady. Studio·Workflow

Images © Darksteady. Studio. Used for product review; image policy.

Why we like it

GeoLOD earns its place in the superhive library by handling the fiddly parts of LOD creation — UV-aware cleanup before reduction and a consistent, still-editable Weighted Normals pass — from a single N-panel button.

What is Geolod?

GeoLOD is a level-of-detail generator for Blender that turns your active mesh into a set of reduced versions in one click. It creates between one and ten LODs, cleaning topology with UV awareness before reduction and then applying a Decimate (Collapse) modifier to each level. Every LOD also receives a Weighted Normals modifier with Keep Sharp off, left unapplied so shading can be adjusted afterward.

You control the reduction by pasting an exact percentage list such as 90, 80, 65 or by setting a Start % and Step % pattern. Optional UV-safe cleanup combines Limited Dissolve with an angle limit and Merge by Distance, plus seam protection that helps keep UV islands intact and reduce stretching. Results land in a BaseName_LODs collection, with objects named by level and tagged with a LOD_Level custom property, alongside an optional LOD0 copy of the original.

GeoLOD preserves materials, vertex colors, and UVs where possible, and it duplicates each object with a unique mesh data-block while keeping materials linked. The Decimate step outputs triangulated geometry for real-time performance, so quads are not preserved. It works with Blender 4.0 and newer and operates on mesh objects only.

Who is Geolod best for?

Geolod is best for generating production LODs from Blender mesh objects while keeping materials, UVs, and shading intact.

How much does Geolod cost?

Geolod is completely free to download and use.

Key features

  • Generate 1–10 LODs in one click, organized into a BaseName_LODs collection with objects named BaseName_LOD1…N and a LOD_Level custom property, plus an optional LOD0 copy
  • UV-aware cleanup using Limited Dissolve with an angle limit, Merge by Distance, and optional UV seam protection to reduce stretching and keep UV islands intact
  • Decimate (Collapse) modifier that produces triangulated reduction for real-time performance
  • Weighted Normals modifier (Keep Sharp off) added to every LOD and left unapplied so shading can be tweaked later
  • Reduction set by an exact percentage list (90, 80, 65…) or a Start % + Step % pattern
  • Choice of whether to apply the generated modifiers, with Weighted Normals always left unapplied
  • Preserves materials, vertex colors, and UVs where possible

Tags

#LOD#Level of Detail#Optimization#Decimate#Real-time#UV-safe#Mesh#Weighted Normals

Frequently asked questions

Does GeoLOD work with Blender 4.2?

GeoLOD is compatible with Blender 4.0 and newer, and is listed as working through the 4.0–4.2 range. It operates on mesh objects only and runs as a Blender add-on that appears in the N-panel under LOD Maker. Because it duplicates your object with a unique mesh data-block while keeping materials linked, the original stays intact. For the most current version support, check the developer's page before installing on a newer Blender release.

How do I generate LODs with GeoLOD?

GeoLOD runs from the N-panel under LOD Maker while you work in Object Mode. Select a mesh object, set a Base Name and LOD Count, then define reduction either by pasting an exact percentage list such as 90, 80, 65 or by using a Start % and Step % pattern. You can optionally enable UV-safe Smart Cleanup and adjust the angle limit and merge distance. Clicking Generate LODs places the results in a BaseName_LODs collection, with each object named by level and carrying a LOD_Level custom property.

Does GeoLOD preserve quads and UVs?

GeoLOD preserves materials, vertex colors, and UVs where possible, and its optional UV seam protection during cleanup helps reduce stretching and keep UV islands intact. Quads, however, are not preserved: the Decimate (Collapse) step produces triangulated geometry aimed at real-time performance. Keep in mind that extreme reductions will affect shape and UVs, so moderate percentages are better for hero assets. The cleanup pass combines Limited Dissolve with a small angle limit and Merge by Distance to clear micro-edges before reduction.

What should I do with modifiers like Mirror, Array, or Subdivision before using GeoLOD?

GeoLOD gives predictable results with heavy upstream modifiers when you either apply them first or let GeoLOD apply all generated modifiers except Weighted Normals. The Weighted Normals modifier, with Keep Sharp off, is always added to every LOD and left unapplied so you can adjust shading later. This non-destructive choice means you decide whether the reduction modifiers are baked in or kept live. Applying Mirror, Array, or Subdivision beforehand helps avoid surprises in the final decimated mesh.

What license is GeoLOD released under, and is it free?

GeoLOD is released under the MIT license and is listed as free here in the catalog. For current licensing terms and any conditions tied to distribution, check the developer's page. It is delivered as a Blender add-on and is marked Blender Extension compatible, so it fits standard add-on installation from within Blender. A demo video is also available on the developer's page.

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