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Extremly Fast Mesh Decimation

Discussion in 'Works In Progress - Archive' started by aniv, Mar 17, 2016.

  1. aniv

    aniv

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    I'm working on mesh decimation tool for Unity. Here is the progress.



    Are there any specific features you want it to have?
     
    Last edited: Mar 26, 2016
    PhoenixRising1 and Todd-Wasson like this.
  2. manpower13

    manpower13

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    Looks cool! Can it decimate skinned mesh renderers? And does it edit the source file or does it create a new mesh?
     
  3. aniv

    aniv

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    It will be abe to decimate skinned mesh, I will make it keep every property of original mesh (colors, uv channels, bone weights, normals). It creates new file, current workflow is Create->decimated mesh-> and it creates an asset which asks for source mesh. You are also abe to decimate at run time (as core part is using C++ and OpenMesh library I will provide .bundle .so and .dll for cross platform compatibility)
     
  4. SpookyCat

    SpookyCat

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    Does it handle multiple materials nicely? Can you have different settings for each material on an object?
     
  5. aniv

    aniv

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    It will work good for multi material meshes, I'll post a video when I get it working. You mean different amount of decimation per material? I didn't plan this, but if people need this, l'll add it.
    EDIT: Or did you mean pack the textures of materials into single one?
     
    Last edited: Mar 18, 2016
  6. SpookyCat

    SpookyCat

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    Different decimation amounts per material, could get problematic on material seams though.
     
  7. aniv

    aniv

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    I made it work along UV seams nicely. Here is an example with ugly unwrapped Suzanne:
     
  8. MarshallVisions

    MarshallVisions

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    Did anything come out of this? I need something like this.
     
  9. aniv

    aniv

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    I never published this, sorry. There must be some alternatives, I remember Simplygon had some similar tools.
     
  10. winning11123

    winning11123

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    Apr 29, 2014
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    looks great, hard to find a good mesh decimator especially with uv, looks like it would have been useful. The ones i have tried where not that great for complex meshes.