The Advanced Revision Editor is an all-round improvement to the Revision Editor. Authors will notice significant changes to the Operations field. This article covers these changes in details.
The Advanced Operations field of the Asset Revision page is updated to allow authors choose a category when adding an operation. The three operations categories available are; Object count reduction, Object editing and Triangle count reduction.
- Object count reduction: This is recommended to use if you have a very high object or node count (eg.: >10,000 nodes) . Note: Only one “Object count reduction” operation can be used per revision, as it changes the hierarchy of a project. When replacing an asset on an existing project, replacing/swapping issues are to be expected for nodes that were merged or changed in hierarchy. Therefore, we recommend optimizing a file at the start of a project, rather than at the end.
- Object editing: This is recommended for mass editing objects.
- Triangle count reduction: This is recommended to use if your step triangle count is >1,200,000 triangles.
All commands can be applied to:
Root: This happens when there is no specific selection made in “Nodes: ”
A specific selection: you can "ctrl" or "shift" select multiple nodes in the tree preview.
1. Object Count Reduction: This currently has 7 operations to choose from.
- Merge nodes at final hierarchy level: This operation will merge objects together in the deepest level of the tree hierarchy, when you would fully expand the tree. Meaning 1 object will be created when there are multiple objects (with the same material) under the same parent. Collapse To Parent will include the parent itself and merge it with it’s children.
- Merge nodes at hierarchy level: This operation will merge all objects at a specified hierarchy depth in the tree. You can see the hierarchy depth in the tree preview on the left. All objects in deeper levels are merged together.
- Merge nodes with shared materials: This will merge all objects that share the same materials. Not a common feature to use if you are planning to use the tree hierarchy in a meaningful way after this command.
- Delete empty occurrences: This is an easy operation to remove all empty objects. This is a recommended action with a low negative impact on asset swap/replace.
- Merge parts: This is recommended to use with node selection. This feature will merge all selected nodes together.
- Delete occurrences: This is recommended to use with node selection. This feature will delete all selected nodes.
- Rename parts and compress tree: This operation will compress the tree. Meaning it will remove obsolete parents, empty parents, empty objects. During the process, children will be renamed to their parent if their parent gets deleted. This is a very efficient feature to strongly remove the amount of nodes in the tree, without actually merging objects together. It can have a potentially big impact on asset replacement/swap – it is recommended to use at the start of a project rather than later.
2. Object Editing: Object editing has 8 operations to choose from.
- Reset transform: Resets all transformations of all nodes to scale x=1, y=1 and z=1. And translations to x=0, y=0 and z=0. All pivot points will be reset to the origin. Heavy impact to be expected on pivot points, also on animations and consequences for asset replaced/swap. Recommended to use at the start of a project.
- Explode connected meshes: Only use this feature on specific node selections in case you “over merge” an object with the “Object reducing operation”. For example; When 2 screws are merged together in one object, and you want to separate them. Select this node in the tree, and use this command to separate them again. After this you can replace the revised asset to update the changes in your project.
- Merge identical materials: Merges materials together that have the exact same material properties. This does not affect merging of objects.
- Remove materials: Removes all materials on root or node selection. Can serve as a good start after importing CAD that has random rainbow colors.
- Remove UV: Removes all UVs on root or node selection. You can use this feature if you are not planning to use textures in materials, to make your model lighter in file size. DO NOT use on objects that have specific UVs with existing textures.
- Invert faces orientation: Recommended to use on specific node selection only. This will invert the normal of an object. Only use this feature if you noticed specific normal issues (eg. the front and back face culling appears inverted on a specific object).
- Create Instances by Similarity: This will attempt to reference instances that are very similar. Eg. a model that contains 100 identical screws that are not referenced, could become much lighter in file size. The parameters are an expression in %. In the example below, the operation will create an instance IF the dimensions (bounding box volume) is at least 98% the same AND the polycount (triangle count) is at least 98% the same.
- Automatic UV unwrapping: Only use this feature if you are planning to apply tillable textures to a specific node. We do not recommend applying this feature to the root, as it will make your file unnecessarily heavy.
3. Triangle Count Reduction: Triangle Count has 5 Operations to choose from.
- Decimate to quality: This will attempt to reduce triangle count targeting a specific quality: Low, medium or high.
- Decimate to target: The most powerful triangle reduction operation. It allows you to target a specific triangle count. We suggest using this feature for models over 1,200,000 triangles. A good default to use is 1,000,000.
- Re-Tessellate: Only applies to CAD models containing NURBS data, triangulated data will not be affected. Tessellate to a Low, Medium or High quality.
- Remove holes: This will attempt to remove holes from triangulated meshes. The maximum hole diameter to remove holes can be specified in mm. The default -1 means that all holes will be attempted to remove. Eg. 20 mm will attempt to remove all holes smaller than 20mm in diameter.
- Tesselate with custom max sag: Only applies to CAD models containing NURBS data, triangulated data will not be affected. Tessellate to a specific Max Sag (eg. 0.1 = high tessellation, 0.2= medium tessellation, 1= low tessellation). In other words, if you want to get a low triangle count for CAD/NURBS data, tessellate with a value of 1 or higher (eg. 5 = extremely low tessellation).