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When optimization gets practical
Customer stories, technical guides, and deep dives into 3D content optimization pipelines.
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Accelerated remeshing using tessellated attributes
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.

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.

What's new in Simplygon 10
The Simplygon 10 release brings a couple of real hero features to the game. In this version we have added a quad reducer and processor that helps with protecting seams when optimizing modular content.

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.

Customer story: LOD Authoring in Forza Horizon 5
In this post we will show how Forza Horizon 5, the latest award-winning open world racing game from Playground Games, is using Simplygon to run smoothly.

Bake textures into vertex colors
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.

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.

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.

How to detect broken assets with scene validation
A lot of unexpected Simplygon behavior is caused by broken assets. This blog post is about how to use our scene validator to validate your assets.

Bake material data into textures for Unity physics meshes
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.

Your first remeshing in 3ds Max
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.

How to remesh your house with Simplygon
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.
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