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When optimization gets practical

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

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Blender

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.

Open world

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.

3ds Max

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.

Unity

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.

Unity

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.

Unreal Engine

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

Unreal Engine

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

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.

Reduction

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.

Unity

Using custom shaders in Unity

In this example we'll show how you can use material casting with a shading network to optimize a custom shader.

Scripting

Optimizing 3D scans with Simplygon

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.

Scripting

A simple Python remeshing

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.