In this blog we'll look at how to bake vertex colors into textures. Use case for this is certain phot scanned assets where color data is saved into vertex colors. We'll look at how to do this with both the remesher and aggregator pipeline. We'll also cover how to create a shading network for vertex colored materials as well as how to remove vertex colors from model post processing.
Read more >After reading this blog post, you will have a framework to evaluate the best method to create proxies for your game. The post will compare the remeshing and aggregation methods for generating proxies for your asset collection, and delve deeper into how to decide which method is best for your game.
Read more >With NVIDIA's new Micro-Mesh technology, developers will be able to continue their quest to fill their worlds with content. The technology removes many of the traditional bottlenecks, releasing creators from many of the shackles that previous generation hardware had put on them. We at Simplygon have been working closely with NVIDIA to ensure that can use our SDK to transform your meshes to be ready for your Micro-Mesh render pipeline.
Read more >With Simplygon 10.0 we introduced tessellated attributes. In this post we'll showcase how to use them to speed up high resolution remeshings where we only care about surface details.
Read more >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.
Read more >Physics meshes are used in almost every 3d game. It is also very common that we want to know the different materials of the physics object for spawning certain impact effects. In this post will showcase how to optimize a physics mesh and keep material data in Unity as a texture.
Read more >In this post we'll introduce how to use the Simplygon plugin for 3ds Max and use it to remesh a very high poly model.
Read more >There are many objects which have different types of materials; both transparent and opaque. Remeshing these with Simplygon requires extra care if one wants to preserve the transparency. In this example are going to optimize a house with glass windows, a quite common asset in many games.
Read more >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.
Read more >In this example we'll show how you can use the mapping image directly to do a custom material casting.
Read more >In this example we'll show how you can use geometry data casting to change materials on a remeshed asset in runtime.
Read more >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.
Read more >Want to make those scanned assets more lightweight and ready to be used in your game or web application? This post will show how you can use Simplygon's remesher to produce heavily optimized versions of your scan data. It will also dig in on how to create a repeatable pipeline with which you can process large amounts of similar assets.
Read more >This post will give you a simple starting point for a remeshing script. We'll show how to turn an untextured glb asset, with material colors, into a textured proxy.
Read more >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 >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 >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 >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.
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