Blog
When optimization gets practical
Customer stories, technical guides, and deep dives into 3D content optimization pipelines.
Categories
Tags
Search results

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.

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.

Tight fitting impostors with minimal overdraw
Generate tight fitting impostor geometries around the opaque areas based on the input opacity map.

How to remesh your house with Simplygon
There are many objects which have different types of materials; both transparent and opaque. Remeshing these with Simplygon requires extra care if one wants to preserve the transparency. In this example are going to optimize a house with glass windows, a quite common asset in many games.
No posts match your filters
Try a different keyword, or clear the active filters to see every post.