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Bake textures into vertex colors

In this post we are going to bake textures into vertex colors. This is useful for LODs which are really far away, where we just want some color. In order to do this, we need to disable sRBG on all texture nodes in the scene. So we'll cover how to traverse shader network as well.

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How to detect broken assets with scene validation

A lot of unexpected Simplygon behavior is caused by broken assets. This blog post is about how to use our scene validator to validate your assets.

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Remeshing interior design assets in 3ds Max

In this post we will create a proxy for an interior design asset using the 3ds Max Simplygon plugin. We will both use the basic remeshing with material baking template but also the advanced remeshing template to unlock some advanced optimization settings.

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Remeshing terrain chunks for hierarchical LODs in C++

In this example we will discuss how to utilize the remeshing processor for generating a grid of HLOD terrain chunks from a large terrain input geometry. In doing so, we'll go over some basic geometry manipulation, remeshing fundamentals, and advanced usage of some remeshing processor functionality.

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Multiple Reduction targets and Stop conditions

Running reduction with multiple Reduction targets and Stop conditions can be a flexible way to run the same reduction settings on a batch of assets targeting a certain quality while simultaneously enforcing a strict performance goal.

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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.

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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.

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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.

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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.

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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.

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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.

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