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When optimization gets practical
Customer stories, technical guides, and deep dives into 3D content optimization pipelines.
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Automatic material casters with glTF in C++
If your asset pipeline holds different material setups for different assets, it can be useful to know how to make Simplygon cast materials correctly without having to know the exact setup for each asset. In this post we will guide you through a way of detecting and applying the correct material casters based on the input materials of the loaded scene. This guide is for the glTF file format, and different options is likely to be required for other file formats.
Culling geometry with camera volumes in Python script
In cases where you know from which angles an asset will be viewed, you can use that information to optimize the assets accordingly. For example, side scene geometry in the level that's only going to be seen from the playing field. Rather the building assets custom for that case, you could just use what you got and optimize it through cameras scattered in the player area. You can instruct Simplygon to cull anything fully occluded, but the visibility information can also be guide the reducer and the material caster to keep more where the geometry is most visible.

Simple remeshing scripting in 3ds Max 2021
This blog post will show you how to write a simple remeshing python script in 3ds Max 2021, using the new Physical Material system.

TwentyTwenty - A year in review
We're closing the book on a quite different year. A year filled with challenges. We all have had to figure out how to work within this new environment. At Simplygon we had big plans for this year, both in terms of development and presence at conferences and events. The latter we had to scratch, but their has been no brakes on our product development. In this post we'll go through what we added to the SDK over the last year.
Billboard cloud mode: Outer shell
The billboard cloud aims to replace the objects in a scene with a view independent set of billboards. The Billboard mode: Outer shell makes the planes fit to the outer shell of objects, as opposed to Billboard mode: Foliage.
Impostor: Billboard cloud for vegetation
The billboard cloud aims to replace the objects in a scene with a view independent set of billboards. For vegetation assets the "Billboard mode" should be set to "Foliage" . This mode allows the billboards to represent the foliage volume with intersecting planes. The leaves should map to the billboards in a manner that keeps the perception of volume and silhouette close to the original tree.
Introducing our new Unreal Engine plugin
With the release of 9.1 we are introducing a brand new plugin for Unreal Engine users. The plugin provides most of the functionality from our previous integration in a new and easier to integrate experince.

What's new in Simplygon 9.1
In this article we are walking you through the Simplygon 9.1 updates, ranging from easier Simplygon integration work in Unreal Engine 4 with a new standalone Simplygon UE4 plugin to new impostor processor for vegetation optimization as one of the use cases.
Working with Simplygon objects in Python
The Simplygon Python and C# APIs are wrappers around the core C++ library that contains all the algorithms and tools. This means that the ways of working with the API is inherited from the C++ library. Both in Python and C# there are some things that might seem odd at first, and this post will shed some light on these things.
Creating a physics mesh with Simplygon
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.
Running cascaded pipelines in script
Many scripted Simplygon workflows starts with a pipeline that is exported from one of our integrations. In this post will give you a very straight forward step by step on how to create a scripted optimization with cascaded pipelines.

Customer story: Simplygon saves time, improves visual quality and performance for Forza Motorsport 7
At Turn 10, hitting our visual and performance goals of a rock solid 60fps at native resolution on Xbox requires us to author highly optimized assets with multiple levels-of-detail (LOD). Manually creating LOD’s could take up to 30% of our individual asset creation time. We looked to Simplygon to help us find a solution that would reduce or even eliminate this extra workload.
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