Optimize Mesh Menu
The Optimize Mesh menu contains advanced mesh data optimization/reduction algorithms:
Menu option | Description | Keyboard Shortcut |
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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 |
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Decimate To Target | Reduces the polygon density targeting the target polycount defined by the user See also: About Decimation |
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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 materials | |
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: |
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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 with 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. TIP: 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 : |