Standard Post with Image

Visibility culling through generated cameras in Max

This (Python) example demonstrates how to use the Visibility Culling feature to remove geometry that is not visible from a specific set of cameras. The cameras are automatically generated by Simplygon based on a user-specified visibility volume / geometry.

Read More
Standard Post with Image

Scripting a Python batch processor with distribution and progress observing

A crucial part of an automatic pipeline is the ability to distribute processes. With that you can complete large batches of assets much faster than if you're running them on a single machine. Distribution is a first class citizen of the Simplygon API, and in this post we will explore how to build a simple distribution over Simplygon Grid using Python.

Read More
Standard Post with Image

Comparing material casting and aggregation

In Simplygon, you have two different options when it comes to transferring materials from source to optimized geometry. You can either cast the materials pixel for pixel, or merge the materials using the existing UVs. This makes for some interesting choices that we will explore in this post.

Read More
Standard Post with Image

What to think about when it comes to LOD transitions

Balancing performance with visual quality by making sure the triangle budget of the LODs end up in the right place.

Read More

Automatic material casters with glTF in C++

If your asset pipeline holds different material setups for different assets, it can be useful to know how to make Simplygon cast materials correctly without having to know the exact setup for each asset. In this post we will guide you through a way of detecting and applying the correct material casters based on the input materials of the loaded scene. This guide is for the glTF file format, and different options is likely to be required for other file formats.

Read More
Standard Post with Image

Culling geometry with camera volumes in Python script

In cases where you know from which angles an asset will be viewed, you can use that information to optimize the assets accordingly. For example, side scene geometry in the level that's only going to be seen from the playing field. Rather the building assets custom for that case, you could just use what you got and optimize it through cameras scattered in the player area. You can instruct Simplygon to cull anything fully occluded, but the visibility information can also be guide the reducer and the material caster to keep more where the geometry is most visible.

Read More
Standard Post with Image

Simple remeshing scripting in 3ds Max 2021

This blog post will show you how to write a simple remeshing python script in 3ds Max 2021, using the new Physical Material system.

Read More
Standard Post with Image

TwentyTwenty - A year in review

We're closing the book on a quite different year. A year filled with challenges. We all have had to figure out how to work within this new environment. At Simplygon we had big plans for this year, both in terms of development and presence at conferences and events. The latter we had to scratch, but their has been no brakes on our product development. In this post we'll go through what we added to the SDK over the last year.

Read More
Standard Post with Image

Billboard cloud mode: Outer shell

The billboard cloud aims to replace the objects in a scene with a view independent set of billboards. The Billboard mode: Outer shell makes the planes fit to the outer shell of objects, as opposed to Billboard mode: Foliage.

Read More
Standard Post with Image

Impostor: Billboard cloud for vegetation

The billboard cloud aims to replace the objects in a scene with a view independent set of billboards. For vegetation assets the "Billboard mode" should be set to "Foliage" . This mode allows the billboards to represent the foliage volume with intersecting planes. The leaves should map to the billboards in a manner that keeps the perception of volume and silhouette close to the original tree.

Read More
Standard Post with Image

Introducing our new Unreal Engine plugin

With the release of 9.1 we are introducing a brand new plugin for Unreal Engine users. The plugin provides most of the functionality from our previous integration in a new and easier to integrate experince.

Read More
Standard Post with Image

What's new in Simplygon 9.1

In this article we are walking you through the Simplygon 9.1 updates, ranging from easier Simplygon integration work in Unreal Engine 4 with a new standalone Simplygon UE4 plugin to new impostor processor for vegetation optimization as one of the use cases.

Read More
Standard Post with Image

Working with Simplygon objects in Python

The Simplygon Python and C# APIs are wrappers around the core C++ library that contains all the algorithms and tools. This means that the ways of working with the API is inherited from the C++ library. Both in Python and C# there are some things that might seem odd at first, and this post will shed some light on these things.

Read More
Standard Post with Image

Automate your E-Commerce 3D Optimization Pipeline

Prior to GDC this year we worked together with Adobe Substance on creating a automatic optimization pipeline for e-commerce content. David Larsson at Adobe has now released an excellent article and examples on how to combine Simplygon and Substance to create a neat optimization pipe.

Read More
Standard Post with Image

Creating a physics mesh with Simplygon

When creating physics meshes, it's typically a good idea to optimize the original heavily, to make calculations cheaper. You would also want to keep material information in the optimized object, in order to spawn appropriate effects, play correct sounds etc. Combining the vertex color caster and remeshing is a great starting point to achieve super-simple geometry that checks the boxes for good physics meshes.

Read More
Standard Post with Image

Running cascaded pipelines in script

Many scripted Simplygon workflows starts with a pipeline that is exported from one of our integrations. In this post will give you a very straight forward step by step on how to create a scripted optimization with cascaded pipelines.

Read More
Standard Post with Image

Customer story: Simplygon saves time, improves visual quality and performance for Forza Motorsport 7

At Turn 10, hitting our visual and performance goals of a rock solid 60fps at native resolution on Xbox requires us to author highly optimized assets with multiple levels-of-detail (LOD). Manually creating LOD’s could take up to 30% of our individual asset creation time. We looked to Simplygon to help us find a solution that would reduce or even eliminate this extra workload.

Read More
Standard Post with Image

Batching assets using headless Maya

Simplygon has a native plug-in within Maya that can handle exporting and importing assets. This is not only useful when you are working within the Maya UI, but can also come in handy if you want to batch process many assets and use the built-in functionality in Maya. In this post we will sho how you can set up a simple batch script that runs headless in Maya.

Read More
Standard Post with Image

Visibility sphere

Using a visibility sphere can be a great way to save some polygons on assets that are not going to visible from all angles. In this article we will go through how you can use the SetCustomSphereCameraPath function in Simplygon to take away unnecessary polygons.

Read More
Standard Post with Image

Volumetric culling

If you, like most others, are using kit bashing workflows when you are designing your levels volumetric culling can be really useful. This method will help you get rid of internal geometry, without affecting the exterior, nor require you to generate new materials. Apply it to assets that are built up from several small pieces and you will get rid of a lot of internal geometry, that's just hogging performance. In this post we will look deeper into this method.

Read More

Geometry culling overview

In the Simplygon SDK you can find a range of options in the area of geometry culling. You can cull geometry volumetrically, use custom cameras, distribute cameras along a spherical surface, use occluders and clipping geometry. All these options can be combined in different manners to achieve the results that you are looking for. In a series of posts we'll go through the different options you have at your disposal. We'll explain how you use them and in what cases the different options comes into play.

Read More
Standard Post with Image

Simple hollow shell script

In this post we will show you how to create a simple python script that generates a hollow shell. This can help you to optimize kitbashed content that typically is riddled with internal geometry which causes all kinds of performance hits. The resulting hollow shell will have all its internal geometry removed, while the object collection looks exactly the same from the outside. Perfect as a final step to clean up your creation and make it game ready.

Read More