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When optimization gets practical

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

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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.

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.

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.

Unity

Automated Unity prefab optimizer

In this blog post we'll showcase how to automate LOD creation for Unity prefabs. This allows us to optimize our game with (almost) the click of a button.

Unity

Custom texture casting in Unity

In this post we will look at how to cast textures for custom shaders in Unity using compute casters. This is very useful if you have non-standard shaders that use custom texture channels.

Impostor

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.

Unity

Optimizing Unity games with Simplygon 10.3

In this blog, we'll detail how our new Simplygon 10.3 release can be used to optimize Unity games. We'll showcase different examples on what kind of performance problems that can be solved with automated asset optimization.

Blender

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.