Aggregation with multiple output materials
In this blog we'll showcase how to use a mapping image with multiple output materials. This enables you to perform material merging on an asset with both opaque and transparent materials.
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.
How to find correct settings for a scripted pipeline
In this post we'll cover how to find the correct settings for a scripted pipeline by exporting a pipeline created using the user interface.
Troubleshooting gamma issues
If you have processed assets in Simplygon and the output had another color shade, then this post is for you. In this post we'll go through how to detect and solve gamma issues.
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.