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LOD and Large Structures

--lod 1 is the default and keeps full detail. For large structures, use a fixed LOD or the automatic budget:

Modes

  • --lod 1: disable LOD and render the full mesh
  • --lod 2..=16: fixed LOD factor, suitable for reproducible output across hosts
  • --lod auto: try exact rendering first, then 2, 4, 8, and 16 as the memory budget requires

Behavior

LOD aggregates each N x N x N cell into the most frequent non-air state; ties use canonical state order. Overlapping regions use the same “later region wins” policy as the mesh builder. LOD drops:
  • block entities
  • entities
  • pending ticks
Use LOD for previews, not for final output that depends on container contents or entity detail.

Memory and Reproducibility

auto uses the quad budget derived from capacity; hosts with different memory may choose different factors. Use a fixed --lod when output must be reproducible across machines. --force-limits raises resource caps but does not disable the fixed thread, texture, or NBT-depth limits. Use it only with trusted input and enough memory. See CPU rendering for performance data and implementation details.

See Also