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When optimization gets practical
Customer stories, technical guides, and deep dives into 3D content optimization pipelines.
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Customer story: Scaling Forza Horizon 6 with Simplygon
Forza Horizon 6 welcomes players to Japan: a location of striking contrasts, where rural landscapes, mountain roads, wooded regions, industrial districts, and the iconic streets of Tokyo City come together in one spectacular driving experience. Simplygon became an important enabling technology in achieving that goal, supporting Playground Gamesʼ technical art and content teams across three key areas: Hierarchical Level of Detail, Projection Level of Detail, and Impostor Baking.

Control LOD switch distances in Simplygon's Unreal Engine plugin
In this blog, we'll explore how to control LOD switch distances in Unreal Engine when using Simplygon's LOD Recipes. We'll look at both automatically calculated switch distances and how to override these with manual switch distances when needed.

How to optimize vegetation with Simplygon
In this blog, we will look at five different tools for automated vegetation asset optimization. We will go in order from those suitable for closer distances to those to be used when the vegetation is further away.

How to create a cross billboard impostor
In this blog post, we’ll demonstrate how to use impostor from single view, along with some scene graph manipulation—specifically copying and rotating—to create a cross billboard. A cross billboard consists of two axis-aligned impostors, using the same texture in this example.

Optimizing vegetation assets with reduction and billboard pipeline
In this blog we will look at how to optimize vegetation assets with a combination of reduction and billboard cloud pipelines. We will also cover some texture import settings in Unity.

Rendering vegetation imposters
In this blog post we will look at two shading tricks that will increase visual quality of vegetation impostors; fading of orthogonal planes and noising of normals.

Tight fitting impostors with minimal overdraw
Generate tight fitting impostor geometries around the opaque areas based on the input opacity map.

A look at flipbook in Unreal Engine
In this blog we'll have a look at the flipbook impostor and how to use it in Unreal Engine. We are going to cover what the up and down sides of it are as well as some tips and tricks how to change parameters and materials on generated LODs in Unreal Engine.

Manually separate trunk during vegetation optimization
Simplygon has a pipeline specific tailored for vegetation optimization; Billboard Cloud for Vegetation. One of its features is an automatic trunk detector which can separate out the trunk from all leaves and run it in a separate reduction processor. However for this blog post we are going to do that manually to increase our control over the processing.
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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