Scene » Optimize
Opens the module that provides further operations for example, geometrical optimizations, sharing, and so on. Default activates a recommended selection that could increase render performance; Clear unselects all selected modules; Optimize executes selected optimization commands. All operations are applied recursively. Multiselection is supported on execution. Undo for these types of actions is not available.
Changes the lengths and indices of a geometry to a 16-bit data type.
Deletes all point objects within the selection.
Deletes all line objects within the selection
Deletes all LOD's nodes within the selection; command execution keeps child instance with highest mesh resolution and replaces the LOD node with it.
Deletes all LOD's nodes within selection; command execution keeps child instance with lowest amount of polygons and replaces the LOD node with it.
Removes all switch nodes within the selection; command execution keeps last child instance and replaces the switch node with it.
Deletes all existing vertex normals from the selection.
Imported objects could contain in maximum two different RGB values for every vertex point (edge point of polygons). This technique is called vertex color. The feature removes existing vertex color information from shape nodes.
Deletes existing texture coordinates from related channel. Channel #1 - #6 relate to UVW mapped texture coordinates; channel #7 and #8 contain ambient occlusion calculated shadow information.
Deletes all materials within the Materials module that are not assigned to an object.
Incorrect usage on external geometry editors could generate shape nodes that contain no polygons. These types of shape nodes imported to VRED could decrease runtime stability. This feature deletes such shape nodes.
Deletes identity transform nodes within the selection.
Imported objects could contain invalid texture coordinates. Feature helps to delete that type of information.
Removes shape nodes that cannot be drawn from the render engine.
Deletes existing animation from selection.
Object transformation could be realized in two different ways within the scenegraph. Either the transformation is stored within the object itself (flushed) or the related information is stored within group nodes on a higher hierarchy level above (unflushed). Nodes that contain transformations got a symbol of an axis in front of its icon. Several transformations on different levels are accumulated.
Moves transform information from transform nodes to the geometry nodes on lowest level. Recalculates face normals additionally on execution.
Moves translation-related transform information of selected sub-tree to the geometry nodes on lowest level.
Moves rotation-related transform information of selected sub-tree to the geometry nodes on lowest level.
Moves scale related transform information of selected subtree to the geometry nodes on lowest level.
Moves transform information of the selected sub-tree to the geometry nodes on lowest level.
Material assignment in VRED can be done by assignment to the object itself or to a material group node on a higher hierarchy level. Execution moves unflushed material definition from material group node the object.
Creates a material group node above each geometrical node within selection and moves material definition there.
Converts TexGenChunk information to texture coordinates within the object on the level below.
Converts TextureTransformChunk information to texture coordinates within the object on the level below.
Sharing improves OpenGL render and Raytracing performance because required objects are not present several times within system memory. Shared instances are indicated by an underlined node description inside the scene tree. Any change on a shared object affects the cloned instance and vice versa.
Looks for identical objects (identical polygon mesh) within selection and references all occurrences.
References all occurrences of duplicated geometry properties.
References all occurrences of duplicated materials.
References all occurrences of duplicated textures.
References all occurrences of duplicated Blend Chunks.
Converts all types of polygon meshes into triangles. Faces with four and more edges are split into the appropriate number of triangles.
Indices of vertices must be defined in a counterclockwise order on creation. Following this rule increases runtime stability and render performance. This option converts all types of polygon meshes into triangles and it applies the regeneration of all vertex indices.
Is a type of tree structure that provides constant branches within the scene tree - every node had to contain eight or no child nodes. Execution restructures scene tree in that way.
Merges identical materials to one.
Merges geometrical nodes to one contiguous object. Regarding objects are unshared, identical material are assigned, and all objects that should be combined are located within same group node.
CAD generated data contains sometimes deep branches on their created trees. A group node contains a group node that contains a group node, and so on; at the end there is one shape node in a nested arrangement of group nodes. This option deletes these types of nested groups automatically without removing the shape nodes itself. Group nodes that contain two or less shapes are considered on execution.
Every triangulated polygon got three vertices; one in every edge. Polygons located directly beside to each other should share as many vertices as possible to increase render performance. Command looks for identical, not shared vertices and combines them.
Connects triangles to fans and stitches.
Tries to improve vertex cache efficiency by reordering triangle indices.
Sorts indices from selection.