Vertex Weights

When creating LODs for models, it’s crucial to maintain the overall shape and appearance while reducing detail. Certain features, like facial details, require extra attention to ensure they are preserved during optimization.

Character before vertex weighting
Before
Character after vertex weighting
After

Vertex weights let you control where triangles matter. For example, in character models, the face is usually more important than the underside of the feet.

Vertex weights allow you to assign a specific vertex color field to guide the optimization process. This eliminates the need for manual cleanup and enables a fully automated 3D content optimization pipeline.

Vertex weights work in conjunction with feature importance settings, allowing for greater optimization of the asset while preserving high fidelity in critical areas.

Vertex weights can also be applied to enhance other Simplygon features, such as:

  • In the Triangle Reducer, vertex weights give you control over where to retain more triangles.
  • Similarly, the Quad Reducer can use vertex weights to prioritize areas where more quad strips should be preserved.
  • In Material Merging and Object Aggregation, vertex weights can control the amount of texture space allocated to each UV chart in the new texture atlas.
  • Vertex weights can be created through Scene Graph in the Scripting. This allows programmatic control over which parts of the model are prioritized, such as improving the quality of parts made from a specific material.

Want to enhance optimization quality in your game? Contact us for an evaluation to learn more about using vertex weights.