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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.

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Simple hollow shell script

In this post we will show you how to create a simple python script that generates a hollow shell. This can help you to optimize kitbashed content that typically is riddled with internal geometry which causes all kinds of performance hits. The resulting hollow shell will have all its internal geometry removed, while the object collection looks exactly the same from the outside. Perfect as a final step to clean up your creation and make it game ready.

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