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When optimization gets practical
Customer stories, technical guides, and deep dives into 3D content optimization pipelines.
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What's new in Simplygon 9.2
In Simplygon 9.2, we have lots of new features for you to explore! With improved logging and a more extensive scene validation it is easier to detect and solve potential issues in your content. For those of you using 3ds Max we added support for morph targets, a set of new material nodes and Max 2022 support. Last but not least, 3ds Max and Maya plugins are now open sourced on GitHub!

Visibility culling via 3ds Max's user interface
In many games the players movement is restricted to a certain volume, that means some object will only be visible from certain angles. That is where optimization through visibility culling comes in. In this post we'll show how to use it in 3ds Max.

Remeshing interior design assets in 3ds Max
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.

Create a Blender Add-on for your Simplygon pipeline
In this post we will take the script created in previous blog post and turn it into a simple Blender Add-on with a basic user interface. That allows us to easily share it and makes it easy to use for non-programmers.

Customer Story: How Simplygon enables large scale optimization in Flight Simulator
The Flight Simulator game is in many aspects very complex from a rendering and data perspective in comparison with other games. The vast view distances, the detailed landmarks and the whole world as playable area makes the asset optimization strategy a very important part of the game production.

Use shading network to recreate normal maps
This example show how you can use shading networks to recreate a normal map that had it's blue channel removed.

Custom material casting using mapping image
In this example we'll show how you can use the mapping image directly to do a custom material casting.

Use geometry data caster to change materials on a remeshed asset
In this example we'll show how you can use geometry data casting to change materials on a remeshed asset in runtime.

Automating Simplygon workflow in UE4 using Python
The following article covers the basic of how to automate your Simplygon driven content pipeline using python in UE4
Unique optimization capabilities added by the Simplygon UE4 plugin
We get a lot of questions about our new UE4 plugin and what it provides for the user? So what exactly does our plugin provide that UE4 doesn't already have? That is exactly what this blog post is about, to hopefully make it a bit more clear what unique capabilities our UE4 plugin has to offer your project.

Remeshing terrain chunks for hierarchical LODs in C++
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.

Multiple Reduction targets and Stop conditions
Running reduction with multiple Reduction targets and Stop conditions can be a flexible way to run the same reduction settings on a batch of assets targeting a certain quality while simultaneously enforcing a strict performance goal.
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