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.

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.

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.

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.

Bake decals into surfaces

In this spooky blog post we will optimize away spider web decals from a scene. While it might seem unfitting given the release date of this post it is a well-known fact that most of the spider webs being displayed are not real and just for decoration.

Accelerated remeshing using tessellated attributes

With Simplygon 10.0 we introduced tessellated attributes. In this post we'll showcase how to use them to speed up high resolution remeshings where we only care about surface details.

Custom material casting using mapping image

In this example we'll show how you can use the mapping image directly to do a custom material casting.

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