Single node to polyreduce, automatically UV and Bake Textures.
Choose which step of the pipeline to visualize
Number To Keep
Target Output Polygon Count
Use Instant Meshes
Use the Quad Remeshing Option instead of PolyReducing
Continue Reducing Within Quality Tolerance
Use a Quality Threshold instead of a target polycount to reduce
Stop Reducing when this tolerance has been hit
Use Only Original Point Positions
Use the original positions as part of the reduction
Use the Quad retaining feature from the PolyReduce SOP
Control over if the PolyReduce should be even or more adaptive
Roundtrip the mesh through Voxels and back to polygons
Helpful Presets for the Resolution, instead dealing with numbers, use some good presets for Low, Medium and High Quality
If Resolution Preset is set to Custom, this will let you explicitly control the Voxel Resolution
Bounding Box Relative
Do the Voxel Calculations as if the mesh was 1 unit large.
Controls how even the topology of the resulting mesh is. High Adaptivity values mean concentration around areas of high curvature, low curvature means even distribution of polygons
Voxels have an great ability of growing and shrinking, which can be used for better eroding and growing the mesh. It is similar to the Peak SOP but doesn’t generate bad geometry when geometry crashed into itself.
Project to Original
Optionally Ray the resulting mesh back onto the original
Post Smooth Iterations
The Projection step can generate some undesirably overlapping polygons, this step can relax some of those polygons
Tolerance for what edges to consider for the Sharpen Features toggle.
Auto UV Method
Algorithm used to generate the UVs
The Shortest Path method, will identify areas of high curvature on a mesh and then draw shortest paths between those points.
Fuse Threshold in case paths are too close together
Number of Paths
Number of high curvature points to use as path points
Attract the seams based on high convexity (helpful for hard surface models)
Attract the seams based on Ambient Occlusion (helpful for organic models)
Clusters primitives based on position and normal attributes to generate islands
Number of Clusters
Number of Islands to be generated
Blur the Normals a bit when considering which normals are close together (will merge islands together)
Randomly change the clustering
Use the build in UV Unwrap node. While usually not the best solution, this combined with Merge Small Islands is generally one of the best solutions.
Number of Projection Planes.
Use the new UV Autoseam node
When Splitting is “Curvature based”, controls how sensitive grains are to changes in normal direction across surfaces. A value of zero is very sensitive and produces tiny grains. Larger values up to 1 are less sensitive and produce larger grains.
Controls how often smaller grains merge to become larger islands. 0 never merges (giving the initial grains as output), 1 merges all connected grains together (giving no seams in the output). You can tweak this control, centering around 0.5, to get more or fewer seams.
Merge Small Islands
Consolidates Small UV Islands into Larger Neighbors
Small Island CutOff
Size threshold of the islands that will be merged back into larger pieces
Optimize UV Border
Attempts to cleanup triangles that are sticking to the side of the UV island. May cause small islands to reappear
Defines how to flatten the Islands.
How to rotate the islands when packing
How many times to attempt fitting the islands together
How many pixels to pad the islands by
Reference Resolution for Island Padding
Automatically trigger the bake step
Manually trigger the bake step
Size of the output textures
Path for the output textures. $(CHANNEL) is necessary here and will be replaced with the type of texture (basecolor, normal, etc)
Optionally also export the incoming model as an FBX file to this path
Enable baking Vertex Colors (and Diffuse Textures) and specify the suffix
Enable baking Tangent Space normal maps and specify the suffix
Enable baking an Opacity/Transparency/Alpha map and specify the suffix
Enable baking Roughness that is sampled from the source’s material and specify the suffix
Enable baking Metallic that is sampled from the source’s material and specify the suffix
World Normal Map
Enable baking World Space normal maps and specify the suffix
Enable baking Ambient Occlusion maps and specify the suffix
Enable baking Curvature (Substance Style) and specify the suffix
Enable baking Thickness maps and specify the suffix
Enable baking Position maps and specify the suffix
Enable baking Height/Displacement maps and specify the suffix
Number of Custom Maps to be baked
Point Attribute to be baked
CHANNEL value for the texture name
Valid Frame Range
Determines if a single frame should be baked or several frames. (Useful for baking oceans and other animated effects)
If baking a frame range, make sure to remember to add a $F to your filenames, otherwise it will overwrite the same textures every frame.
Start and End Frame, and what steps to skip
Use MikkT Tangent Space
Use the MikkT calculations to bake out the Tangent Normal Maps.
The Viewport shader doesn’t have MikkT capabilities, so you might see some bruising that won’t occur on a game engine. You can use the GameDev PBR Shader in combination with the PolyFrame node if you would like to view the correct MikkT values. We understand this isn’t optimal.
Output basecolor in Linear Space
Gamma correct the BaseColor maps
Tangent Normal Flip Y
Invert the Green Channel in the Normal Map.
Ignore any lighting information. Disabling this will allow you to bake light information into your objects (just make them white)
Optional cage mesh. Must have the same topology and UVs as the UV Object. Typically a dupicate of UV Object whose vertices are slightly pushed outward. Used to determine the projection direction.
Additional pixels at the border of each UV island
Number of Samples used for raytraced shading
Determine how much to offset the rays from the surface of the object along the normal vector.
Maximum Distance to trace for nearby surfaces. -1 means infinite distance.
Basic Tint on the Albedo
Index of Refraction, similar to the base PBR value of 0.04. High Values refract more light
How rough or smooth is the specular highlight
Which channel to display as the preview map