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Assets fast mesh simplifier

Discussion in 'Works In Progress - Archive' started by Buquet, Nov 4, 2018.

  1. Buquet

    Buquet

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    11
    very fast mesh simplifier for unity. plugin.
    -optimized for skinned meshes
    -delete cloth-covered triangles
    in progress supporting blendshapes

    if there is time, I will make a free asset
     

    Attached Files:

  2. Buquet

    Buquet

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    add blendshape support

    simplify x2 (tris and polygons) 1screen
    simplify x4 (tris and polygon) 2screen
     

    Attached Files:

    Last edited: Nov 9, 2018
  3. Buquet

    Buquet

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    testing LOD ^^
     
  4. Firlefanz73

    Firlefanz73

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    Looks interesting :)
    Does this work in game runtime, too?
    Like adding a mesh to the Scene during game runtime, then simplyfy via Script?

    Thanks. :)
     
  5. Buquet

    Buquet

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    yes, is possible)
    i try async multithread processing inside DLL and runtime LOD generation.
    but it has a high cost for the CPU
     
  6. Firlefanz73

    Firlefanz73

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    I will Keep an eye on this :)
    Maybe I can use it for my static mesh reduction in my chunk based procedural game
    in order to automatically create lod chunks...
     
  7. Buquet

    Buquet

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    Aug 13, 2015
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    you can try my oldest version.
    without complete skinned mesh supports
    https://yadi.sk/d/60H9iHYFM-Fe1Q

    1)in editor menu Window>ESoft>Mesh
    2)select object with mesh on scene
    3)press button "select"
    4)change percent triangles and press "simplify"

    avoid small values, maybe hang :)
     
    Firlefanz73 likes this.
  8. Firlefanz73

    Firlefanz73

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    That works pretty well!

    I had some high poly mesh and reduced it a few times a lot.
    Worked very well, only small round holes were still there while other parts started to disappera completly...
    But this was an unfair test just wanted to know what happened :)

    I generate chunk meshes in runtime, baking cubes and meshes together in one chunk when spawning my world.
    I would like to use it to make a lower poly low lod copy of each chunk when making a new chunk, and when that chunk is far away, Show the low lod chunk copy, when near Show chunk original.

    Skinned mesh Support is of a great idea, in my usage I would not need it now (but maybe later for my humans)...

    Thanks for the Trial Version!