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2025-09-29 00:52:08 +02:00

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[Root/AutoLODSection]
;Quality of the LOD switch. The higher the quality the sooner the LOD switch occurs and thus less LOD popping effects. Note that changing the LOD switch quality therefore changes all the LOD switch onscreen size values up/down. For more information between the exact relation between switch quality, onscreen pixel size, Nr triangles, and camera distance, please refer to Simplygon whitepapers.
LODSwitchQuality = Normal
;Option for tangent space calculation. The 'Orthonormal' mode is the most common one, and creates an orthonormal tangent basis per vertex. The OpenGL version creates right-handed tangent spaces. The D3D version creates left-handed tangent spaces. It is used by most rendering systems, as well as Autodesk Maya. The '3ds Max' one is used in Autodesk 3ds Max.
TangentSpaceType = 3ds Max
;If set, LODs are based on previous LODs in the chain and not on the original mesh.
CascadedLODChain = false
;Override strings are used to add undocumented settings to Simplygon
OverrideStrings =
[Root/LODCollectionSection]
;The number of automatic LODs to be created from the base model.
LODCount = 1
[Root/LODCollectionSection/LOD0Section]
;MeshLODs are created by removing edges and vertices from the original mesh, while preserving critical features and all relevant original vertex data. Mesh LODs are often used for creating a set of AutoLODs for each prop and character in a game, in order to reduce triangle count. ProxyLODs are made by generating one new mesh (proxy mesh) and one new set of textures (proxy maps). The new mesh and texture resemble a copy of the base model, which looks similar to the base model at the defined LOD switch onscreen size. Proxy LODs are often used to replace groups of static objects with many materials and meshes, at a distance in a game scene. Switching to a Proxy LOD thus significantly reduces both the number of draw calls and triangle counts, specially in large outdoor scenes. Using Proxy LODs sometimes be referred to as hierarchical LODs or LOD parents since they replace a group of objects with one proxy LOD.
ProcessingType = MeshLOD
;Set the reduction metric type. 'On-Screen Size' will reduce the geometry until any reduction will result in an error larger than one pixel when viewed at the specified size on-screen. 'Triangle Percent' will reduce until the number of triangles are reached.
ReductionMetricType = Number Triangles
;The number of triangles for the MeshLOD, measured as a percentage of the Nr triangles in the base model. For example if the base model has 10 000 triangles, setting Number Triangle to 50% will generate a MeshLOD with 5 000 triangles.
ReductionRatio = 50.000000
[Root/LODCollectionSection/LOD0Section/MeshReductionQualitySection/FeaturePreservationSection]
;Settings, used to specify the importance of different features to preserve during mesh LOD creation. Note that lowering each feature preservation quality will lead to higher triangle reduction at a certain LOD switch size, at the cost of poorer LOD quality, and vice versa.
VertexColorImportance = Normal
;Settings, used to specify the importance of different features to preserve during mesh LOD creation. Note that lowering each feature preservation quality will lead to higher triangle reduction at a certain LOD switch size, at the cost of poorer LOD quality, and vice versa.
GeometricImportance = Normal
;Settings, used to specify the importance of different features to preserve during mesh LOD creation. Note that lowering each feature preservation quality will lead to higher triangle reduction at a certain LOD switch size, at the cost of poorer LOD quality, and vice versa.
MaterialImportance = Normal
;Settings, used to specify the importance of different features to preserve during mesh LOD creation. Note that lowering each feature preservation quality will lead to higher triangle reduction at a certain LOD switch size, at the cost of poorer LOD quality, and vice versa.
ShadingImportance = Normal
;Settings, used to specify the importance of different features to preserve during mesh LOD creation. Note that lowering each feature preservation quality will lead to higher triangle reduction at a certain LOD switch size, at the cost of poorer LOD quality, and vice versa.
ObjectImportance = Normal
;Settings, used to specify the importance of different features to preserve during mesh LOD creation. Note that lowering each feature preservation quality will lead to higher triangle reduction at a certain LOD switch size, at the cost of poorer LOD quality, and vice versa.
SkinningImportance = Normal
[Root/LODCollectionSection/LOD0Section/MeshReductionQualitySection/FeaturePreservationSection/VertexWeights]
;Enables this section
IsEnabled = true
;Use this factor to balance vertex weights
WeightsMultiplier = x4
;Select a mapping channel to override the default channel.
VertexWeightsChannel = 8
[Root/LODCollectionSection/LOD0Section/MeshReductionQualitySection/RepairSection]
;All the mesh vertices at a distance this threshold will be merged together. Usually this value is set to zero, in order to weld all vertices that happen to be duplicates. In some cases however increasing the value might repair poorly made models.
WeldingThreshold = 0.000000
[Root/LODCollectionSection/LOD0Section/MeshReductionQualitySection/RepairSection/NormalCalcSection]
;Enables this section
IsEnabled = false
;The Hard Angle Cutoff value specifies an angle at which the normals are considered hard.
HardAngle = 90
[Root/LODCollectionSection/LOD0Section/MeshReductionQualitySection/SymmetrySection]
;If checked, the reduction will take symmetry into calculations.
UseSymmetry = false
;Axis to be used for symmetry calculations.
SymmetryAxis = Y
;The position of the symmetry plane along the plane axis.
SymmetryOffset = 0.000000
[Root/LODCollectionSection/LOD0Section/ReductionMappingSection]
;Enables this section
IsEnabled = false
[Root/LODCollectionSection/LOD0Section/ReductionMappingSection/TexCoordsGenerationSection]
;Gutter Space setting, in pixels, for the minimum distace between generated texture charts.
GutterSpace = 4
;This parameter specifies how much stretch is allowed in the auto unwrapped UVs. 'None' means that triangle size and angles have same relative proportions in both geometric and texture space 'Very Large' means it can differ greatly, and two triangles of same size and shape in geometric space can look vastly different in texture space.
MaxStretch = Medium
[Root/LODCollectionSection/LOD0Section/ReductionMappingSection/RebakeMapsSection]
;The pixel size of the generated maps.
Dimensions = 64x64
;Rebaking of new maps is done by sampling the old maps, this setting defines the sampling quality. The higher the quality, the longer the processing time.
Supersampling = Low
[Root/LODCollectionSection/LOD0Section/ReductionMappingSection/CastChannelsSection/Ambient]
;Enables this section
IsEnabled = true
;If set, sRGB values will be generated by the caster.
sRGB = true
;If set, vertex colors will be baked into the result by the caster.
BakeVertexColors = false
[Root/LODCollectionSection/LOD0Section/ReductionMappingSection/CastChannelsSection/Diffuse]
;Enables this section
IsEnabled = true
;If set, sRGB values will be generated by the caster.
sRGB = true
;If set, vertex colors will be baked into the result by the caster.
BakeVertexColors = false
[Root/LODCollectionSection/LOD0Section/ReductionMappingSection/CastChannelsSection/Specular]
;Enables this section
IsEnabled = true
;If set, sRGB values will be generated by the caster.
sRGB = true
;If set, vertex colors will be baked into the result by the caster.
BakeVertexColors = false
[Root/LODCollectionSection/LOD0Section/ReductionMappingSection/CastChannelsSection/Normals]
;Enables this section
IsEnabled = true
;If set, then normals in the source geometry that point into the triangles of the processed geometry will be flipped to point outwards. This should only be used on geometries with known normal errors, as the result may be inferior on geometries with well-behaved normals.
FlipBackfacingNormals = false
;If set, generate a normal map with tangent space normals. If not set, the normals in the map will be world-space.
TangentSpaceNormals = true
[Root/LODCollectionSection/LOD0Section/ReductionMappingSection/CastChannelsSection/UserMapSection]
;#Channels
MapCount = 0
[Root/LODCollectionSection/LOD0Section/BoneReductionSection]
;Enables this section
IsEnabled = false
;Set the reduction metric type. 'On-Screen Size' will reduce the bones until any reduction will result in an error larger than one pixel when viewed at the specified size on-screen. 'Number of Percent' will reduce until the number of bones are reached.
BoneReductionMetricType = Number of Bones
;The number of bones for the BoneLOD, measured as a percentage of the Nr bones in the original model. For example if the base model has 100 bones, setting Number Bones to 25% will generate a BoneLOD with 25 bones.
ReductionRatio = 50.000000
[Root/LODCollectionSection/LOD0Section/BoneReductionSection/BonesPerVertexSection]
;Enables this section
IsEnabled = false
;Sets the maximum number of bones per vertex.
BonesPerVertex = 4