# Simplygon > Simplygon is the standard in 3D game content optimization: automated LOD creation, remeshing, impostors and material casting for game and real-time 3D pipelines. ## About - Category: DeveloperApplication - Platform: Windows - Current SDK version: 10.4.490.0 - Integrations: Autodesk Maya, Autodesk 3ds Max, Unreal Engine, Unity, Blender, Houdini - Documentation: https://documentation.simplygon.com ## Key pages - [Home](https://simplygon.com/): product overview and solutions. - [Features](https://simplygon.com/features): the complete optimization feature catalog. - [Downloads](https://simplygon.com/downloads): SDK releases, installers and release notes. - [Blog](https://simplygon.com/blog): technical guides and customer stories. - [Documentation](https://documentation.simplygon.com): API reference and integration guides. ## Solutions - [Build Vast, Immersive Worlds](https://simplygon.com/solutions/worlds): Replace complexity with lightweight proxies — remeshing, impostors, and culling for open worlds and HLODs. Features: Remesher, Clustered Meshlets Optimization, Vegetation Optimization, Optimizing Thin Geometries, Compute Casting, Flipbook, Impostor From Single View, Geometry Culling. - [Craft Superior Character LODs](https://simplygon.com/solutions/characters): Reduce and re-cast characters while preserving skinning, blend shapes, and silhouette across the LOD chain. Features: Quad Reducer, Triangle Reducer, Blend Shapes & Skinning Preservation, Bone Reduction, Modular Seams, Geometry Data Caster, Vertex Color Casting, Material Merging, Vertex Weights. - [Be at the Forefront of Innovation](https://simplygon.com/solutions/innovations): Mesh shaders, micro-meshes, occlusion, and scripting — the techniques pushing real-time geometry forward. Features: Occlusion Mesh, Clustered Meshlets Optimization, Micro-Meshes, Scripting, Geometry Data Caster, Compute Casting, Quad Reducer, High-density Remesher, High-density Reducer. - [Unleash the Power of Automation](https://simplygon.com/solutions/automation): Run optimization as code, at studio scale, across machines and the Simplygon Grid. Features: Scripting, Distributed Batch Processing, Scene Graph, Compute Casting, Ambient Occlusion Casting. - [Expand Your Reach Across Platforms](https://simplygon.com/solutions/platforms): Aggregate, merge, and cull to hit memory and draw-call budgets when porting across platforms. Features: Quad Reducer, Object Aggregation, Distributed Batch Processing, Compute Casting, Material Merging, Geometry Culling. - [Boost Your Favorite Tool](https://simplygon.com/solutions/tools): Native Simplygon integrations inside the DCCs and engines your pipeline already runs on. Features: Autodesk Maya, Autodesk 3ds Max, Unreal Engine, Unity, Blender, Houdini. ## Features - [Remesher](https://simplygon.com/features/remesher): Volumetric remeshing into one watertight, low-draw-call proxy for distant vistas and HLODs. - [Clustered Meshlets Optimization](https://simplygon.com/features/clusteredmeshletsoptimization): Optimizes geometry into GPU-friendly meshlet clusters for fine-grained culling and modern mesh-shader pipelines. - [Vegetation Optimization](https://simplygon.com/features/vegetationoptimization): Foliage and tree reduction that holds silhouette and density while cutting triangles and overdraw. - [Optimizing Thin Geometries](https://simplygon.com/features/thinobjectsoptimization): Handles thin, double-sided surfaces that generic reducers tear: fences, foliage cards, wires. - [Compute Casting](https://simplygon.com/features/computecasting): GPU-accelerated material casting that bakes complex, blended materials into proxy textures at high throughput. - [Flipbook](https://simplygon.com/features/flipbook): Generates flipbook impostors (multi-angle sprite sheets) for cheap distant rendering of dense objects. - [Impostor From Single View](https://simplygon.com/features/impostorfromsingleview): Creates a billboard impostor from a single camera view for the most aggressive distance LODs. - [Geometry Culling](https://simplygon.com/features/geometryculling): Cuts overdraw by removing geometry that never renders: below-ground, interior, intersecting. - [Quad Reducer](https://simplygon.com/features/quadreducer): Quad-aware reduction that keeps clean topology and edge flow for character and hard-surface LODs. - [Triangle Reducer](https://simplygon.com/features/trianglereducer): The core triangle-based reducer for fast, controllable LOD chains with preserved boundaries and UVs. - [Blend Shapes & Skinning Preservation](https://simplygon.com/features/blendshapesskinningpreservation): Carries blend shapes and skin weights through reduction so morph- and skin-driven characters stay intact at every LOD. - [Bone Reduction](https://simplygon.com/features/bonereduction): Removes low-impact bones from LODs to cut skinning cost while preserving deformation quality. - [Modular Seams](https://simplygon.com/features/modularseams): Keeps shared edges identical across modular pieces so reduced kits still tile without cracks. - [Geometry Data Caster](https://simplygon.com/features/geometrydatacasters): Bakes per-vertex and geometry data like IDs and custom channels onto proxies for customizable in-game objects. - [Vertex Color Casting](https://simplygon.com/features/vertexcolorcasting): Transfers vertex colors from source to optimized meshes so shading and blends survive reduction. - [Material Merging](https://simplygon.com/features/materialmerging): Merges many source materials into one atlased material, collapsing draw calls on the optimized asset. - [Vertex Weights](https://simplygon.com/features/vertexweighting): Weights reduction toward what matters most, so faces, hands, and silhouettes keep their detail. - [Occlusion Mesh](https://simplygon.com/features/occlusionmesh): Generates conservative occluder meshes that drive software and hardware occlusion culling. - [Micro-Meshes](https://simplygon.com/features/micromeshes): Outputs NVIDIA micro-mesh geometry for ray-traced detail on RTX-class hardware at low memory cost. - [Scripting](https://simplygon.com/features/scripting): Drive any optimization as code with the scripting API for repeatable, parameterized pipelines. - [High-density Remesher](https://simplygon.com/features/highdensityremesher): A remesher tuned for high-resolution output where fine surface detail must be retained. - [High-density Reducer](https://simplygon.com/features/highdensityreducer): Reduction tuned for very dense source meshes, preserving fidelity at high triangle budgets. - [Distributed Batch Processing](https://simplygon.com/features/distributedbatchprocessing): Fans optimization jobs across machines and the Simplygon Grid for studio-scale throughput. - [Scene Graph](https://simplygon.com/features/scenegraph): A full scene-graph API to inspect, transform, and assemble scenes programmatically before optimizing. - [Ambient Occlusion Casting](https://simplygon.com/features/ambientocclusioncasting): Bakes ambient occlusion into proxy textures so cheap materials keep grounded, believable shading. - [Object Aggregation](https://simplygon.com/features/objectaggregation): Combines many objects into one optimized mesh to slash draw calls when porting to constrained platforms. - [Autodesk Maya](https://simplygon.com/features/maya): Run Simplygon optimization directly inside Maya with a native plugin and UI. - [Autodesk 3ds Max](https://simplygon.com/features/max): Optimize without leaving 3ds Max via the native Simplygon plugin and UI. - [Unreal Engine](https://simplygon.com/features/ue): Generate LODs, HLODs, and proxies inside the Unreal Engine editor pipeline. - [Unity](https://simplygon.com/features/unity): Bring Simplygon optimization into Unity projects, tools, and build pipelines. - [Blender](https://simplygon.com/features/blender): Optimize meshes from within Blender through the Simplygon integration. - [Houdini](https://simplygon.com/features/houdini): Run procedural Simplygon optimization from within Houdini via a native plugin. ## Recent writing - [How to build view-specific proxies in Unreal Engine](https://simplygon.com/blog/13781576-0306-4ffc-9849-5781cb032ecb) (2026-10-19) - [Simplygon on Tour: Shanghai, Tokyo & Montréal](https://simplygon.com/blog/0fa5ac26-6057-4e99-9945-b5b1ebac9979) (2026-10-12) - [Simplygon turns 20](https://simplygon.com/blog/9da929c1-9388-43bb-a5b5-bacc907b81d4) (2026-10-05) - [How to optimize all 3D models in a folder](https://simplygon.com/blog/d9046026-f021-4dd7-aa6d-e8e2cbf1ec2c) (2026-09-28) - [Optimize 3d models for strategy games with Simplygon](https://simplygon.com/blog/1ffd13c9-285e-46c9-8000-58baccb0cba0) (2026-09-21) - [Customer story: Porting Cozy Caravan to mobile and Switch](https://simplygon.com/blog/374e4a83-d54c-4a51-b753-6166ce0d579e) (2026-09-14) - [Customer story: Scaling Forza Horizon 6 with Simplygon](https://simplygon.com/blog/f2a10dde-4ca7-44e1-9ee3-eaa8286f4d4e) (2026-08-17) - [Control LOD switch distances in Simplygon's Unreal Engine plugin](https://simplygon.com/blog/dd10914d-b7a4-4a78-9b3c-35eec441495d) (2026-05-25) - [Create vertex weights from skinning data](https://simplygon.com/blog/f587153f-698b-4f61-860b-ead3bfaf841b) (2026-05-11) - [How to optimize vegetation with Simplygon](https://simplygon.com/blog/aba6ae7b-af8a-4f27-90ea-1a784cf83226) (2026-05-04) - [A deep dive into alpha blending with compute casters](https://simplygon.com/blog/bfd8ce8e-f3ee-46b8-842d-af5a9e387300) (2026-04-27) - [Customer story: South of Midnight](https://simplygon.com/blog/91543032-aaa3-44a1-97c7-02d25c3f8d20) (2026-04-09) - [How to create AAA quality vehicle LODs for racing games](https://simplygon.com/blog/3816dedd-2e6f-43fd-aca8-2f83652dca32) (2026-04-07) - [Reduce overdraw in Unity games with visibility culling](https://simplygon.com/blog/bf1c6967-e39e-4c32-85d3-c47c260645bf) (2026-03-30) - [Introduction to Part Remover tool](https://simplygon.com/blog/7f497e89-3191-4d16-9c24-fe2626a0232f) (2026-03-16) - [Three advanced tools to improve your automated character LOD pipeline](https://simplygon.com/blog/2f2ae287-a1e0-4529-a05d-670daa80d30d) (2026-03-07) - [LOD0 character optimization using quad reduction and material baking](https://simplygon.com/blog/ae19d96e-3509-4330-90b0-fbd0faa83cee) (2026-03-02) - [Automated asset optimization for mobile games](https://simplygon.com/blog/9bdd2712-1b30-41ab-b99b-5fe03767bab1) (2026-02-09) - [What is the right reduction target for LOD creation?](https://simplygon.com/blog/b83478b7-a2a1-46a9-a0e1-cba3da7da307) (2026-02-02) - [Load additional texture channels into a Simplygon scene](https://simplygon.com/blog/1c920394-9840-417d-8b9b-b343d5215ce7) (2025-12-08) ## Machine-readable endpoints - [Sitemap](https://simplygon.com/sitemap.xml): every indexable URL. - [Blog feed](https://simplygon.com/blog/feed): RSS, newest first. Last updated: 2026-10-26