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.

Simplygon at Game Industry Conference 2024: HLOD can save your game!

We'll be at Game Industry Conference (GIC) in Poznan on 25th to 27nd October and hold a talk "HLOD can save your game".

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.

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.

Keep original materials during aggregation

In this blog we'll showcase how to keep original materials during material merging. This enables you to keep materials that require special shaders separated during optimization.

Character optimization with quad reduction

In this introduction blog we'll look at how to optimize a skinned character with the quad reducer.

Low-poly character optimization

In this introduction blog we'll look at how to optimize a low poly skinned character with the Simplygon plugin for 3ds Max.

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.

Introduction to terrain culling

In this blog we'll showcase how to cull away triangles that are below terrain. This is useful for aggregation and remeshing. We'll also showcase some common pitfalls.

Introduction to micro-meshes for mesh compression

In this blog we will cover how to generate meshes using NVIDIAs new micro-mesh technology with Simplygon. We will create a batch processor for kit-bashed 3d scanned content indented to save disc space and optimize render performance.

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.

A look at impostor from single view in Unity HDRP

In this blog post we will take a look at how material casting for Unity HDRP render pipeline allows us to create extremely lightweight impostors. We are also going to cover how to hide LOD pops with cross fading.

Troubleshooting material baking in Unreal Engine

In this blog we'll look at different issues with material baking in Unreal Engine and their solutions. As example we will optimize draw calls by create a stand-in replacement of a group of objects. We are going to look at how to reuse UV-space, separate out troublesome material nodes and how to debug texture baking.

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.

A look at flipbook in Unreal Engine

In this blog we'll have a look at the flipbook impostor and how to use it in Unreal Engine. We are going to cover what the up and down sides of it are as well as some tips and tricks how to change parameters and materials on generated LODs in Unreal Engine.

Customize your Simplygon pipelines

This blog will cover how to customize your Simplygon pipelines in 3ds Max, Maya, Unity and Blender. Customizing pipelines allows you to share presets for different kinds of assets with your team. Defining pipelines for different asset categories can be seen as a step to fully automating your asset pipeline.

Calculating LOD transitions when using triangle ratio as reduction target

This blog covers how to use GetResultDeviation to calculate when to LOD transition. In normal case we strongly recommend to use screen size or max deviation as reduction target, but if you have a specific need which request reduction ratio or exact triangle count this blog will describe how to calculate when to switch to that LOD. We are going to use this to populate a Unity LODComponent. We are also going cover how to reuse materials from LOD0 automatically.

Bake vertex colors into textures

In this blog we'll look at how to bake vertex colors into textures. Use case for this is certain phot scanned assets where color data is saved into vertex colors. We'll look at how to do this with both the remesher and aggregator pipeline. We'll also cover how to create a shading network for vertex colored materials as well as how to remove vertex colors from model post processing.

Introducing our high density reducer

In this post we will take a look at the new high density reducer we introduced in Simplygon 10.1. It's main intention is to be used with very high poly sculpted models and 3d scanned assets. We are going to compare the process quality and time to our ordinary reducer.

Reuse skeletons for Unity LODGroup

In this holiday themed blog post we'll showcase how to reuse skeletons for different LOD levels in Unity. As an extra spice we will also throw in Bone Reduction for our last LOD level.

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 decals into surfaces

In this spooky blog post we will optimize away spider web decals from a scene. While it might seem unfitting given the release date of this post it is a well-known fact that most of the spider webs being displayed are not real and just for decoration.

Using Simplygon with Unity LODGroups

This post will showcase how we can use Simplygon to generate LOD levels to populate Unity's LODGroup component. We are going to use cascaded reduction pipelines with screen size as stop criteria. This means we can think of LOD transitions in terms of visual difference instead of polygon count and distance to camera.

Accelerated remeshing using tessellated attributes

With Simplygon 10.0 we introduced tessellated attributes. In this post we'll showcase how to use them to speed up high resolution remeshings where we only care about surface details.

Optimizing assets made of both quads and triangles

In this post we'll showcase how to reduce meshes containing both quads and triangles. We are going to use both the triangle reducer and new quad reducer along with vertex locks.

Getting started with custom Simplygon nodes in Houdini

This post will demonstrate how to access the Simplygon Python scripting API through our Houdini plugin. We are going to create a custom geometry node running Simplygon's reduction processor and pass parameters from Houdini's UI to it.

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.

Demystifying vertex colors in 3ds Max

In this blog post we are going to optimize a game character in 3ds Max. We are going to use two sets of vertex colors; one which the game utilized and one which control the reduction.

Manually separate trunk during vegetation optimization

Simplygon has a pipeline specific tailored for vegetation optimization; Billboard Cloud for Vegetation. One of its features is an automatic trunk detector which can separate out the trunk from all leaves and run it in a separate reduction processor. However for this blog post we are going to do that manually to increase our control over the processing.

How to detect broken assets with scene validation

A lot of unexpected Simplygon behavior is caused by broken assets. This blog post is about how to use our scene validator to validate your assets.

Bake material data into textures for Unity physics meshes

Physics meshes are used in almost every 3d game. It is also very common that we want to know the different materials of the physics object for spawning certain impact effects. In this post will showcase how to optimize a physics mesh and keep material data in Unity as a texture.

Your first remeshing in 3ds Max

In this post we'll introduce how to use the Simplygon plugin for 3ds Max and use it to remesh a very high poly model.

How to remesh your house with Simplygon

There are many objects which have different types of materials; both transparent and opaque. Remeshing these with Simplygon requires extra care if one wants to preserve the transparency. In this example are going to optimize a house with glass windows, a quite common asset in many games.

Visibility culling via 3ds Max's user interface

In many games the players movement is restricted to a certain volume, that means some object will only be visible from certain angles. That is where optimization through visibility culling comes in. In this post we'll show how to use it in 3ds Max.

Remeshing interior design assets in 3ds Max

In this post we will create a proxy for an interior design asset using the 3ds Max Simplygon plugin. We will both use the basic remeshing with material baking template but also the advanced remeshing template to unlock some advanced optimization settings.

Create a Blender Add-on for your Simplygon pipeline

In this post we will take the script created in previous blog post and turn it into a simple Blender Add-on with a basic user interface. That allows us to easily share it and makes it easy to use for non-programmers.

Use shading network to recreate normal maps

This example show how you can use shading networks to recreate a normal map that had it's blue channel removed.

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