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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 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.

What's new in Simplygon 10.2
As a Midsummer gift to all game developers we are proud to release Simplygon 10.2! In this release we have worked on core improvements to our remesher, support for Unity's Universal Render Pipeline and High Definition Render Pipeline and lastly support for Unreal Engine 5.2.

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.
A simple reduction script in Blender
This blog will give you a simple starting point into scripting with Simplygon's Python API in Blender.
Culling geometry with camera volumes in Python script
In cases where you know from which angles an asset will be viewed, you can use that information to optimize the assets accordingly. For example, side scene geometry in the level that's only going to be seen from the playing field. Rather the building assets custom for that case, you could just use what you got and optimize it through cameras scattered in the player area. You can instruct Simplygon to cull anything fully occluded, but the visibility information can also be guide the reducer and the material caster to keep more where the geometry is most visible.
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.
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