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When optimization gets practical
Customer stories, technical guides, and deep dives into 3D content optimization pipelines.
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A look at impostor from single view in Unity HDRP
In this blog post we will take a look at how material casting for Unity HDRP render pipeline allows us to create extremely lightweight impostors. We are also going to cover how to hide LOD pops with cross fading.

Customize your Simplygon pipelines
This blog will cover how to customize your Simplygon pipelines in 3ds Max, Maya, Unity and Blender. Customizing pipelines allows you to share presets for different kinds of assets with your team. Defining pipelines for different asset categories can be seen as a step to fully automating your asset pipeline.

Calculating LOD transitions when using triangle ratio as reduction target
This blog covers how to use GetResultDeviation to calculate when to LOD transition. In normal case we strongly recommend to use screen size or max deviation as reduction target, but if you have a specific need which request reduction ratio or exact triangle count this blog will describe how to calculate when to switch to that LOD. We are going to use this to populate a Unity LODComponent. We are also going cover how to reuse materials from LOD0 automatically.

Automating your asset pipeline
This blog post describes how to optimize content using Simplygon's SDK for various platforms with automation. It includes a guide on creating an LOD chain in Maya and scripting it for multiple assets, and highlights the benefits of using screen size optimization. The post also gives suggestions for further challenges to tackle in the pipeline.
Introducing our high density reducer
In this post we will take a look at the new high density reducer we introduced in Simplygon 10.1. It's main intention is to be used with very high poly sculpted models and 3d scanned assets. We are going to compare the process quality and time to our ordinary reducer.

What's new in Simplygon 10.1
In Simplygon 10.1 we have focused on improving the new features added in 10.0, as well as adding new exciting features. The headline of the release is definately shader casting which we hope will make it much easier for developers to bake materials and textures. We have also added a high density reducer to tackle very high poly scanned and sculpted meshes.

Reuse skeletons for Unity LODGroup
In this holiday themed blog post we'll showcase how to reuse skeletons for different LOD levels in Unity. As an extra spice we will also throw in Bone Reduction for our last LOD level.

Protecting features using vertex locks and weights
Sometimes you want the ability to protect certain features in your assets. Simplygon provides you with the ability to use either vertex weights or locks to direct the optimization process to keep polygons where you want.

Using Simplygon with Unity LODGroups
This post will showcase how we can use Simplygon to generate LOD levels to populate Unity's LODGroup component. We are going to use cascaded reduction pipelines with screen size as stop criteria. This means we can think of LOD transitions in terms of visual difference instead of polygon count and distance to camera.

Optimizing assets made of both quads and triangles
In this post we'll showcase how to reduce meshes containing both quads and triangles. We are going to use both the triangle reducer and new quad reducer along with vertex locks.

Getting started with custom Simplygon nodes in Houdini
This post will demonstrate how to access the Simplygon Python scripting API through our Houdini plugin. We are going to create a custom geometry node running Simplygon's reduction processor and pass parameters from Houdini's UI to it.

Demystifying vertex colors in 3ds Max
In this blog post we are going to optimize a game character in 3ds Max. We are going to use two sets of vertex colors; one which the game utilized and one which control the reduction.
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