[Released] Ixion DecimatorRT - Editor/Runtime mesh optimisation

Announcing the release of Ixion DecimatorRT a tool that optimises and simplifies meshes in the editor and at runtime.

Using Ixion DecimatorRT you can:

  • Optimise and simplify meshes in the Editor
  • Create multiple and bake multiple LODs for characters and objects
  • Decimate meshes by maximum error or target number of faces
  • Weight sub meshes and Zones to protect areas of the model or mark them for additional simplification
  • Create LOD levels at run time
  • Optimise procedurally generated meshes

DecimatorRT is available on the Asset Store for US$60.

Here’s a video of it in action:

Please note that in the video you see a DAZ model with multiple sub meshes being decimated. DecimatorRT respects outer edges of models to ensure that submeshes fit together after decimation which means that seams are not decimated. Single mesh models can be more effectively processed because they do not have this limitation.

Nice work! I can see this being very handy to use within the editor.

What’s the performance like at runtime?

It depends on how much you decimate and how complex the mesh is of course.

It would be suitable for running during level set up, but not suitable for running while the game is playing.

The next version group (0.8) will be running the decimation on a second thread which will help.

The runtime decimation is interesting. Can you make demo apk to test performance, and show wireframe of decimation result

That’s a good idea. I’m travelling for the next day, but I’ll certainly get around to it shortly…

Cool - just bought it (I’d started porting some mesh simplification code a while back but never finished it - at this price it’s a no-brainer to just use yours). I’m mostly interested in using it from code. One suggestion: maybe use a namespace ?

Agreed, will add a namespace during the 0.8 release cycle

Version 0.77 available - fixes a bug in Zones and removes problems with ambiguity around the Decimate method that takes a float by adding DecimateByError.

0.8 in submission process - new triangle balancing method and ability to switch methods used to assess triangle importance.

Can you save the decimated mesh or you need the script attached to the mesh in order to keep the poly count low?
Or is it replaced with the decimated version as soon as u hit ‘decimate’ button?

Great job!
Please, can you provide a little runtime demo in webplayer or at least a video of realtime optimizations?

Thanks!

Haven’t seen a response for this in a while, is this still being supported / developed?

I also have the same question as @axelz58 . Having a new mesh or prefab created would be HUGE in comparison to another solution, also with this price makes this seem highly valuable.

Also I like @kenshin1 would also like to see some sort of web demo of before and after models as well as optimization.

Is anyone using this? How well does it work in runtime? I really like the idea.

Also, does it support skinned meshes?

I may need DecimatorRT. Does it come with a method I can call in order to decimate an arbitrary mesh that’s not attached to a component? In that case, it does what I need and I’ll get it! :slight_smile: