Want to know the priority between different opitimization parameters
AnsweredPercent Triangles: Optimize to a percentage of the input polygon count
Absolut Triangles: Optimize to a specific amount of polygons
Screen Size In Pixels: Optimizes using the mesh deviation depending on the pixel amount used to display the object
Maximum Deviation: Optimizes as far as possible until a specified quality threshold is reached. More information on the 'Mesh Deviation' can be found here.
This description is from FAQ. But it doesn't state whether we should set all of them at once, or if conflicting paramters are set which parameter is respected. Please clear up on this topic.
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Official commentHello,
The precedence of settings is as follows:
Screen Size in Pixels > Absolute Triangles > Percentage Triangles.
This means that if Screen Size in Pixels is specified, Absolute Triangles and Percentage Triangles are ignored.
Maximum Deviation always results in a stop if the specified value is reached, independent of the current optimization target.
Thanks,ErhanComment actions -
Hello,Please excuse the delayed response.
Generally, the plugin works as intended, yes. Most of the functionality provided by the plugins is tailored to the host application. Some settings are missing as they are not supported or may yield results that are subpar.
For batch processing, we have our batch application InstaLOD Pipeline.
You can get in touch with our sales team to learn more about our licensing models.
Thanks,Erhan -
Here's a perticular problem those missing features is really hampering our workflow:
We have a lot of meshs of rocks that our artists use to kitbash and make mountains and cliffs. A lot of those vertices in under ground (about 50%). We wrote an in-house tool to combine those meshes and remove vertices underground. Then we need to use InstaLOD to optimize those result meshes to make them having even less vertices, but we need InstaLOD to lock boundary vertices alone. Otherwise there might be gaps above ground. "Lock boundary" is in the InstaLOD Studio, but not in Unity plugin.
Exporting result meshes as fbx files and using pipeline/studio is not an option, because some texture and shader options cannot be exported, it would be too time consuming to export them and set texture and shader options back again manually.
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