Scripting with Simplygon: A Framework

In this post, we will explore a scripting framework that allows you to extend the functionality of Simplygon objects in Python. This framework will provide you with a starting point to create a library of helpful functions, enabling you to quickly iterate as you refine your asset pipeline. The approach we will discuss is a seamless extension to Simplygon that allows you to add functionality as needed, without requiring a significant time investment upfront.

Reuse proxy models with surface mapper

In this blog we'll showcase how the surface mapper enables reusing the same model as LOD levels for multiple models with different topology. It also showcase how you can bake materials to an self supplied proxy model.

Protecting selected materials

In this blog post, we will guide you through the art of safeguarding specific materials during mesh reduction. Imagine scenarios where preserving intricate details, such as character faces or dynamic materials like cloth, is crucial to maintaining the overall visual appeal of your 3D models.

Simple Maya script

In this post, we'll guide you through using Simplygon's scripting support in Maya to transfer data from Maya to Simplygon, run a process, and bring the results back into Maya. This tutorial will provide a solid foundation for applying tips and tricks from other blogs directly within Maya.

A tool for optimizing distant meshes in Unity

In this blog we'll create a Unity tool similar to our Unreal Engine plugin's Stand-In feature. It can be of great use to optimize objects in backgrounds of video games.

Optimize Unreal Engine levels with visibility culled Stand-Ins

This blog will cover how to use Stand-Ins in Unreal Engine to replace distant meshes with simple proxy meshes. We will use visibility culling to cull away any geometry not visible from the player's perspective.

Scripting with Simplygon: Introduction

This is the first of a series of posts where we dig deeper into how to script with Simplygon. In this post we will explore four levels of scripting depth, discussing the advantages and disadvantages of each approach.

Vertex locks in Unity

In this blog we'll showcase how to use vertex locks in Unity to protect areas during optimization. We do this by editing the Simplygon scene after export from Unity.

How to build HLOD clusters for World Partition levels with Simplygon

In this post we'll showcase how to build HLODs for world partition levels in Unreal Engine 5 using Simplygon's new HLOD builder.

Optimizing Unity games with Simplygon 10.3

In this blog we'll detail how our new Simplygon 10.3 release can be used to optimize Unity games.

What's new in Simplygon 10.3

In Simplygon 10.3 we have focused on improving our integrations. Simplygon's Unreal Engine 5 plugin now comes with major updates for World Partition HLODs. Our Unity plugin has been overhauled to improve support. It also adds support for 3ds Max 2024, Maya 2024 and Blender 4.0.

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