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When optimization gets practical
Customer stories, technical guides, and deep dives into 3D content optimization pipelines.
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Unique optimization capabilities added by the Simplygon UE4 plugin
We get a lot of questions about our new UE4 plugin and what it provides for the user? So what exactly does our plugin provide that UE4 doesn't already have? That is exactly what this blog post is about, to hopefully make it a bit more clear what unique capabilities our UE4 plugin has to offer your project.

Remeshing terrain chunks for hierarchical LODs in C++
In this example we will discuss how to utilize the remeshing processor for generating a grid of HLOD terrain chunks from a large terrain input geometry. In doing so, we'll go over some basic geometry manipulation, remeshing fundamentals, and advanced usage of some remeshing processor functionality.

Multiple Reduction targets and Stop conditions
Running reduction with multiple Reduction targets and Stop conditions can be a flexible way to run the same reduction settings on a batch of assets targeting a certain quality while simultaneously enforcing a strict performance goal.

Using custom shaders in Unity
In this example we'll show how you can use material casting with a shading network to optimize a custom shader.

Optimizing 3D scans with Simplygon
Want to make those scanned assets more lightweight and ready to be used in your game or web application? This post will show how you can use Simplygon's remesher to produce heavily optimized versions of your scan data. It will also dig in on how to create a repeatable pipeline with which you can process large amounts of similar assets.
A simple Python remeshing
This post will give you a simple starting point for a remeshing script. We'll show how to turn an untextured glb asset, with material colors, into a textured proxy.
A simple reduction script in Unity
This example goes through how to setup a simple reduction script in Unity.
A simple reduction script in Blender
This blog will give you a simple starting point into scripting with Simplygon's Python API in Blender.

Visibility culling through generated cameras in Max
This (Python) example demonstrates how to use the Visibility Culling feature to remove geometry that is not visible from a specific set of cameras. The cameras are automatically generated by Simplygon based on a user-specified visibility volume / geometry.
Scripting a Python batch processor with distribution and progress observing
A crucial part of an automatic pipeline is the ability to distribute processes. With that you can complete large batches of assets much faster than if you're running them on a single machine. Distribution is a first class citizen of the Simplygon API, and in this post we will explore how to build a simple distribution over Simplygon Grid using Python.

Comparing material casting and aggregation
In Simplygon, you have two different options when it comes to transferring materials from source to optimized geometry. You can either cast the materials pixel for pixel, or merge the materials using the existing UVs. This makes for some interesting choices that we will explore in this post.
What to think about when it comes to LOD transitions
Balancing performance with visual quality by making sure the triangle budget of the LODs end up in the right place.
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