Skip to content

Blog

When optimization gets practical

Customer stories, technical guides, and deep dives into 3D content optimization pipelines.

Categories

Tags

Search results

49 posts

RSS feed
Characters

Create vertex weights from skinning data

In this blog we will have a look at how to generate vertex weights from skinning data. This lets us use bones to control geometric density. In our case we will use it to make character faces more detailed than their bodies after reduction.

3ds Max

LOD0 character optimization using quad reduction and material baking

In this blog post, we will create a character optimization pipeline inside 3ds Max. It will feature quad reduction and material merging. With vertex weighting, geometric quality and UV scaling can be controlled by the artist painting vertex colors.

Batching

Load additional texture channels into a Simplygon scene

In this blog post, we will showcase how to load textures into additional material channels in a file. This is useful if you are using material channels not defined in a standard file format (like FBX).

Batching

Handling alpha clipping with compute casters

In this blog we will have a look at how to create billboard impostors for assets using shaders with alpha clipping. The solution is to introduce a little code snippet using sg_DiscardValue and sg_PreviousValue in every sampler function.

Meshlets

Introduction to Clustered Meshlet Optimization

In this blog post we will look at Simplygon's new clustered meshlet feature. We will cover how to generated them and a way to visualize them which serves as the base for implementing a clustered meshlet rendering pipeline in your engine.

Blender

How to create a cross billboard impostor

In this blog post, we’ll demonstrate how to use impostor from single view, along with some scene graph manipulation—specifically copying and rotating—to create a cross billboard. A cross billboard consists of two axis-aligned impostors, using the same texture in this example.

Unity

Getting started with draw call optimization in Unity

In this blog we'll have a look at how to optimize draw calls in Unity using material merging. We'll cover how to both UI and C# scripting.

Best practices

How to merge proxy texture into original texture map

In this post we'll showcase how to merge the texture of a remeshed proxy into the original texture. This allows you to use the remesher without requirement of introducing a new material and texture set.

Reduction

Visibility culling and weighting with sphere and hemisphere

This blog covers visibility sphere and hemisphere guided optimization. We'll cover visibility culling in aggregation and visibility weights in reduction.

Unity

LOD0 optimization in Unity

Today we are going to look at how to optimize LOD0 models in Unity. This is useful in two cases, if we have lots of assets of varying quality from asset packs or if we want to port a game to a weaker platform.

Maya

Introduction to material merging in Maya

When working with 3D assets, optimizing materials can significantly improve performance, especially in game development and real-time rendering. In this post, we’ll walk you through how to merge materials in Maya using Simplygon. We’ll cover both the manual process through the UI and a more automated approach, helping you set up an efficient optimization pipeline. Whether you're looking to speed up your workflow or prepare assets for large-scale production, this guide will help you get started.

Unity

Optimize Unity character prefabs

In this blog we will create a system for automatic character prefab automation. We will cover baking textures during reduction for URP and rebinding LODs to the original skeleton.