Rendering vegetation imposters

In this blog post we will look at two shading tricks that will increase visual quality of vegetation impostors; fading of orthogonal planes and noising of normals.

Using your own shaders for material baking with Compute Casting

Today we will look at how to create proxies for object with custom shaders. We are going to use compute casters in combination with scene descriptions serialized to xml files to create a batch processor indented to process HLOD meshes. We'll also cover clipping planes.

What's new in Simplygon 10.1

In Simplygon 10.1 we have focused on improving the new features added in 10.0, as well as adding new exciting features. The headline of the release is definately shader casting which we hope will make it much easier for developers to bake materials and textures. We have also added a high density reducer to tackle very high poly scanned and sculpted meshes.

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.

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.

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.

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