![]() Details on eye socket silhouette is matching original asset. Let's look at the results when tessellation is applied. Remeshed eye socket at 1 000 pixels without tessellation applied Wireframe for remeshed eye socket at 1 000 pixels without tessellation applied Notice that silhouette details disappears on the tight eye socket parts. This is eye socket remeshed at 1000 pixels. Photoscanned skull optimizations Original to left - remeshing in middle - tessellated remeshing to right.Įxample - Photoscanned skull eye socket silhouette preservation Example - Photoscanned skull optimization This enables you to create remeshings where the density and quality of the mesh is on pair with LOD0. The remesher now supports tesselation directly without the use of a mapping image. This to ensure that it does not change the mesh siluette when performing hole filling. We have also improved the quality of the remeshing by making it handle indentations better. ![]() This enables you to perform remeshings on assets at higher screen sizes than what was previously possible. The improvents we have done to the remsher makes it significantly faster while at the same time require significantly less memory during processing. To make proxy creation for game developer easier we have spend a lot of the time this release working under the hood with our remesher to ensure it can tackle these demands. The trend we are seeing with proxy creation is that the original meshes contains more data, but also that the proxy meshes needs to be of increased quality as switching distance draws close to the camera. Meshes in video games are becoming denser and denser and with that, asset optimization becomes more important. Lastly we got some new ease of use features for customers using the well received compute caster. Unreal developers can enjoy support for Unreal Engine 5.2. We are thrilled to help optimize Unity games both for low end devices and virtual reality but also the Unity projects pushing the engine's graphic quality to the limits. Simplygon 10.2 adds support for Unity's Universal Render Pipeline and High Definition Render Pipeline. With built-in support for tessellated attributes you can now push the density of your remeshings even further than before. It is now significantly faster, requires less memory and gives better quality result. As a Midsummer gift to all game developers we are proud to release Simplygon 10.2! In this release we have worked on core improvements to our remesher. ![]()
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