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When optimization gets practical

Customer stories, technical guides, and deep dives into 3D content optimization pipelines.

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Announcements

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.

Best practices

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.

Best practices

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.

Announcements

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.

Announcements

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.

Scripting

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.

Customer story

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.

Scripting

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.

Scripting

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.

Customer story

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.

Scripting

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.

Scripting

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.