This example show how you can use shading networks to recreate a normal map that had it's blue channel removed.
Read more >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.
Read more >This example goes through how to setup a simple reduction script in Unity.
Read more >This blog will give you a simple starting point into scripting with Simplygon's Python API in Blender.
Read more >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.
Read more >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.
Read more >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.
Read more >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.
Read more >This blog post will show you how to write a simple remeshing python script in 3ds Max 2021, using the new Physical Material system.
Read more >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.
Read more >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.
Read more >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.
Read more >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.
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