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.
Read more >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.
Read more >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.
Read more >Sometimes you want the ability to protect certain features in your assets. Simplygon provides you with the ability to use either vertex weights or locks to direct the optimization process to keep polygons where you want.
Read more >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.
Read more >The Simplygon 10 release brings a couple of real hero features to the game. In this version we have added a quad reducer and processor that helps with protecting seams when optimizing modular content.
Read more >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.
Read more >When creating physics meshes, it's typically a good idea to optimize the original heavily, to make calculations cheaper. You would also want to keep material information in the optimized object, in order to spawn appropriate effects, play correct sounds etc. Combining the vertex color caster and remeshing is a great starting point to achieve super-simple geometry that checks the boxes for good physics meshes.
Read more >Simplygon has a native plug-in within Maya that can handle exporting and importing assets. This is not only useful when you are working within the Maya UI, but can also come in handy if you want to batch process many assets and use the built-in functionality in Maya. In this post we will sho how you can set up a simple batch script that runs headless in Maya.
Read more >Using a visibility sphere can be a great way to save some polygons on assets that are not going to visible from all angles. In this article we will go through how you can use the SetCustomSphereCameraPath function in Simplygon to take away unnecessary polygons.
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