TABLE OF CONTENTS
2. The RapidCompact Platform
- Base Assets Dashboard & Upload
- Asset Management
- Rapid Models Dashboard & Embeds
Factory Presets & Custom Presets (Preset Editor)
What is RapidCompact?
RapidCompact optimizes 3D assets to exactly fit specific target requirements for different use-cases - all in the cloud via a browser based Web Portal or REST API (for the latter please see the Developer Documentation).
The powerful core software not only optimizes mesh data but also PBR materials, scene nodes and other 3D data. Using the RapidCompact MB Target (patent pending) it is even possible to reduce intelligently towards a specific target filesize.
More about RapidCompact and Guidelines for the Input Data can be read in the RapidCompact Asset Guidelines.
2. The RapidCompact Platform
The RapidCompact Cloud Platform is an interactive browser-based Web Interface with capabilities to:
- Upload & Manage 3D Input Assets (Base Assets)
- Manage Optimization Settings as Presets (Factory & Custom Presets)
- Download & Manage 3D Output Assets (Rapid Models)
- Embed & Share optimized assets via 3D Web Viewer
a. Base Assets Dashboard & Upload
1. Asset Management
c. Rapid Models Dashboard & Embeds
1. Asset Management
d. Factory Presets & Custom Presets (Preset Editor)
1. Factory Presets
Factory presets are already fine tuned settings towards the requirements of specific target platforms, devices or software eco-systems.
Usually they come with 3 levels of Detail:
- Medium Resolution (average)
- Low Resolution (minimum)
- High Resolution (maximum)
- Apple Reality Composer
- Facebook SparkAR
- Snap Inc. Lens Studio
- Adobe Aero
- Microsoft Office 3D
- Microsoft HoloLens
3D Commerce Publishing Target Presets:
- Single-Item Mobile AR/3D Web Catalogue View
- Banner AD View
- Web-based Planning Tool
- Single-Item Desktop 3D Web View
2. Custom Presets (Preset Editor)
RapidCompact also offers the possiblity to dive a bit deeper into the Core Optimization Features and create Custom Presets.
In the following all steps and settings are documented:
1. Workflow Selection
The first choice to make is weather going for "Target Resolutions" (ammount of polygons, pixels) or rather use RapidCompact's MB Target and let the software decide based on the given file size limit of the optimized output data.
Selecting Target Resolutions you will have the choice between % or absolute number of faces (triangles) as a target for the mesh optimization. Furthermore the target texture resolution can be specified for each texture channel (PBR Material).
In contrast, the MB Target offers less variety but already gives an overview on recommended file sizes for specific scenarios.
Minimum file size is 100kb (0.1MB) and maximum alloud file size is 25 MB (These limitations do not exist using the API).
2. Asset Simplification Settings
a. Asset Simplification Mode
Independently of the workflow selection we can continue with the Asset Simplification Settings. The first choice here is between 5 differend Simplifiction Modes (These modes are based on API equivalents) :
|Atlas Baking||"rebake"||Aggregates all UVs and creates a unified layout, bakes all information to new UVs.|
|Preserve Tiling||"preserveTiling"||Preserves input's tiled UVs and textures. Non-tiling UVs will be aggregated and baked as in "Atlas Baking" mode. If ao is enabled will be baked into a new 2nd UV set.|
|Preserve Mesh & Material Nodes||"rebakepreserveNodes"||Preserves all mesh and material nodes. Aggregates all UVs per material and bakes information to these new UVs. Can lead to a high number of output texture maps and draw calls!|
|Preserve UVs||"preserveUVsAndNodes"||Preserves all mesh, material nodes and all input UVs. Process might stop and deliver slightly higher mesh resolution if face or vertices target is very low.|
|Drop Textures to Material Colors||"dropTextures"||Averages the color of input texture maps and converts to material colors. Avoids baking and textures. Results in very low file size, but might produce more draw calls than "Atlas Baking". |
Depending on the chosen mode the optimization outcome can be quite different in terms of visual fidelity but also in terms of performance; here is a chart illustrating the different modes and their (dis)advantages:
As you can see the default Atlas Baking delivers average visual quality output and quite good performance optimization. If your input content already has optimized UV layouts and textures, we would recommend the Preserve UVs mode as it preserves the visual fidelity and otherwise only improves performance by reducing polycount and/or texture resolution.
b. Other Settings
The other settings are divided into 3 categories:
- Topology Settings (Mesh Decimation Settings)
- UV & Atlas Settings
- Materials & Baking
By default the settings are optimized for a average to good quality in terms of mesh, UV and texture optimization and focussed on fast computation performance. In the following an overview over the settings and possible consequences:
|Polygon Distribution Method||0 / 1 (Adaptive vs Equalized)||Adaptive gives the best polygon distribution (less on flat angles, higher on details & more organic shapes surfaces)|
|Vertex Merging Distance||0 - 0.1 (Range)||Vertex Collapses during Decimation. If you not know what this is, we recommend default value.|
|Boundary Preservation||0-1 (Range)||Preservation of Mesh Boundaries. If you not know what this is, we recommend the default value.|
|UV Creation Method||0 / 1 (Hard Surface vs Organic)||Different Auto-UV layout methods. The Organic variant might take a lot longer to compute and results in less charts. Not recommended for any hard surface assets such as furniture.|
|Baking Quality||1-3 (Medium vs Low vs High)||The higher the more baking passes, thus the better the quality but the longer the computation.|
|Bake Normal Map||On / Off||Bakes normal map from input geometry + input normal maps if existing. Improves lowpoly mesh surface appearance.|
|Bake AO Map||On / Off||Bakes ambient occlusion maps. This improves visual fidelity, but increases computation time. If used with "Preserve Tiling" mode, 2nd UV set will be utilized|
3. Export & Compression Settings
The last section covers mesh & texture output formats as well as compression methods. The mesh compression method (draco, dracoLossy) is only available for glTF/GLB and the texture compression can be chosen in the texture formats drop down.
For supported 3D Output formats & compression methods please refer to our Asset Guidlines.