The Optimize Mesh Menu contains advanced mesh data optimization/reduction algorithms:


Menu option

Description

Keyboard Shortcut

Remove Holes

Removes holes from the meshes of the selected Parts, or fills them with a specified material


Decimate To Quality

Reduces meshes density (polygon count) on the selected Parts by performing a decimation algorithm


See also: About Decimation


Decimate To Target

Reduces the polygon density targeting the target polycount defined by the user


See also: About Decimation


Hidden Removal

Automatically deletes parts, patches or polygons not viewed from a set of cameras placed spherically around the selected Parts


Smart Hidden Removal

Automatically deletes parts, patches or polygons not viewed from a set of cameras automatically generated and scattered around the selected model.


Combine Meshes

Creates a single mesh with a single material (+ textures) out of a selection of meshes


Phantom Mesh

Automatically generates one unique optimized mesh out of the models in the scene, with material(s)


Proxy Mesh + Bake

Automatically generates a proxy mesh (or remeshing) out of the current selection, with optional automatic texture maps generation (by baking)


Decimate To Target + Bake

Automatically decimates a selection of meshes, using as a target a triangle count or a ratio (reduction percentage), and bakes Normals information into a texture (plus other textures)


Check out this video to learn more about this feature:


Create Billboard

Create a billboard (textured planes) out of a selection of Parts


Voxelize

Automatically generates a voxelization representation out of the external skin of the selected Parts


Marching Cubes

Automatically generates a Marching cubes representation out of the meshes of the selected Parts


Convex Decomposition

Creates a new set of convex meshes approximating the given meshes


Proxy Mesh

Automatically generates a proxy mesh (or remeshing) out of the current selection


Replace By...

Use to replace a selection of occurrences by: another occurrence, its Bounding Box, a Convex Hull envelop or a primitive


Bake Texture Maps

Create textures maps (map types: Diffuse, Normal, Opacity, Roughness, Specular, Metallic, AO, Part ID, Material ID...) out of the selected parts, providing they have normalized UVs.


TIPS                By default, maps are baked with a padding (or “dilation”) of a few pixels, defined in the “Padding” parameter. It is also possible to bake maps with an “infinite” padding, in order to avoid issues, like mipmap bleeding when seeing a model from a distance. To do so, set the value in the “Padding” parameter to “-1”: