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When optimization gets practical
Customer stories, technical guides, and deep dives into 3D content optimization pipelines.
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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.
Protecting selected materials
In this blog post, we will guide you through the art of safeguarding specific materials during mesh reduction. Imagine scenarios where preserving intricate details, such as character faces or dynamic materials like cloth, is crucial to maintaining the overall visual appeal of your 3D models.

Simple Maya script
In this post, we'll guide you through using Simplygon's scripting support in Maya to transfer data from Maya to Simplygon, run a process, and bring the results back into Maya. This tutorial will provide a solid foundation for applying tips and tricks from other blogs directly within Maya.

Scripting with Simplygon: Introduction
This is the first of a series of posts where we dig deeper into how to script with Simplygon. In this post we will explore four levels of scripting depth, discussing the advantages and disadvantages of each approach.

Optimizing a modular character asset
Characters constructed of modular pieces can suffer from a problem after they are optimized. If the seams connecting the different parts are not matching each other, you can end up with visual artefacts. This blog post will show how you can use the modular seams feature of Simplygon to prevent these issues.

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.

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 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.

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.

Remapping Materials in Blender after Simplygon Processing
Simplygon is using Blender glTF exporter/importer as an intermediate format when processing objects. The glTF importer creates new materials even if identical materials already exist in the scene, resulting in a duplication of materials when reduction processes brought back into Bleder. To overcome this limitation and ensure material continuity, we can employ a Python script that remaps materials from the processed objects to their original counterparts
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