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	<title>VRED - DIGITAL PRODUCTION</title>
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		<title>InstaLOD 2026 Targets VR and Animation Pipelines</title>
		<link>https://digitalproduction.com/2026/02/16/instalod-2026-targets-vr-and-animation-pipelines/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=instalod-2026-targets-vr-and-animation-pipelines</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Mon, 16 Feb 2026 08:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[Abstract]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Bevel Normals baker]]></category>
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		<category><![CDATA[CAD]]></category>
		<category><![CDATA[Disk Sampling curvature]]></category>
		<category><![CDATA[glTF]]></category>
		<category><![CDATA[InstaLOD]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[mesh smoothing]]></category>
		<category><![CDATA[Polyverse]]></category>
		<category><![CDATA[Polyverse integration]]></category>
		<category><![CDATA[real-time]]></category>
		<category><![CDATA[texture baking]]></category>
		<category><![CDATA[Unreal Engine]]></category>
		<category><![CDATA[USD skeletal meshes]]></category>
		<category><![CDATA[UV primitive projection]]></category>
		<category><![CDATA[VR]]></category>
		<category><![CDATA[VR optimization]]></category>
		<category><![CDATA[VRED]]></category>
		<category><![CDATA[winding order correction]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=253002</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/pr2026_instalod_car-lod-generation.png?fit=1200%2C679&quality=72&ssl=1" width="1200" height="679" title="" alt="A digital 3D model of a sleek black sports car displayed in a 3D modeling application interface. The workspace shows various panel settings and options for model optimization and adjustments." /></div><div><p>InstaLOD 2026 adds VR delivery targets, raytraced shadows and full GLTF USD animation support for real-time pipelines.</p>
<p>The post <a href="https://digitalproduction.com/2026/02/16/instalod-2026-targets-vr-and-animation-pipelines/">InstaLOD 2026 Targets VR and Animation Pipelines</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/pr2026_instalod_car-lod-generation.png?fit=1200%2C679&quality=72&ssl=1" width="1200" height="679" title="" alt="A digital 3D model of a sleek black sports car displayed in a 3D modeling application interface. The workspace shows various panel settings and options for model optimization and adjustments." /></div><div><p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://digitalproduction.com/tag/instalod/" title="InstaLOD">InstaLOD </a>from <a href="https://www.abstract3d.com" title="">Abstract</a> is a geometry optimisation layer sitting between DCC tools such as <a>Blender</a> and engines like <a>Unreal Engine</a>. It turns CAD, scans and DCC exports into predictable, well-behaving real-time assets without asking you to babysit every mesh.</em></p>
<span hidden class="__iawmlf-post-loop-links" data-iawmlf-links="[{&quot;id&quot;:13350,&quot;href&quot;:&quot;https:\/\/www.abstract3d.com&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260210143953\/https:\/\/abstract3d.com\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-02-12 08:50:00&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-16 09:57:19&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-20 04:06:49&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-23 06:23:29&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-04 22:50:56&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-11 22:04:29&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-25 05:17:46&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-29 08:08:14&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-21 04:32:02&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-27 12:18:22&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-02 05:51:25&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-18 14:51:09&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-26 15:33:26&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-06-01 19:27:49&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-06-01 19:27:49&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]"></span>


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<h3 id="vr-as-a-first-class-citizen" class="wp-block-heading">VR as a first class citizen</h3>



<p class="wp-block-paragraph">With InstaLOD 2026, <a>Abstract</a> adds a dedicated VR target inside Delivery Optimization. Instead of nudging triangle counts and texture sizes mesh by mesh, users can now choose VR as the destination and let the system evaluate scene-wide constraints. InstaLOD accounts for triangle density, material complexity, texture resolution and runtime constraints when preparing assets for immersive devices or web deployment. Delivery Optimization can still run interactively, as reusable profiles or as rule based batch operations.</p>



<p class="wp-block-paragraph">The difference is philosophical as much as technical. Rather than tweaking assets one at a time, teams define a policy and apply it everywhere. For large libraries sourced from CAD, scans and assorted DCC exports, that shift is more than cosmetic. It is also a reminder that XR performance budgets do not care how lovingly a mesh was modelled.</p>



<h3 id="raytraced-shadows-fewer-surprises" class="wp-block-heading">Raytraced shadows, fewer surprises</h3>



<p class="wp-block-paragraph">InstaLOD Studio’s physically accurate viewport now renders raytraced shadows using its deferred renderer, enabled by default. Raytracing can be toggled in Viewport Settings under Raytraced Effects. This is not pitched as a final render solution, but a sanity check. Evaluating silhouettes, normal fidelity and shading response under raytraced lighting during optimisation reduces the need to bounce assets back and forth to an external renderer. Translucency, bloom and transparency handling have also been improved.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/docs.instalod.io/changelog/raytracing_on_and_off.gif?w=1200&ssl=1"  alt="https://docs.instalod.io/changelog/raytracing_on_and_off.gif" ></figure>



<p class="wp-block-paragraph">Full scene wireframe rendering, adjustable opacity for filtered selections, corrected bloom and depth behaviour, and updated gizmo controls push the viewport closer to a diagnostic tool than a passive preview. The deferred renderer stays on by default, raytrcaing is optional. Less guesswork, fewer late night re-exports.</p>



<h3 id="uvs-without-the-ritual" class="wp-block-heading">UVs without the ritual</h3>



<p class="wp-block-paragraph">UV Unwrap gains primitive based projection. Users can project from planes, cylinders, spheres in several variants, or boxes. Projection can be fitted to selected geometry via Adjust To Selection or aligned to bounding volumes using Fit To Bounding Box.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/docs.instalod.io/instalod_studio/instalod_2026_primitive_uv_projection.png?w=1200&quality=72&ssl=1"  alt="https://docs.instalod.io/instalod_studio/instalod_2026_primitive_uv_projection.png" ></figure>



<p class="wp-block-paragraph">The feature is available from the Mesh menu, as a dedicated window or embedded in scene rules. When executed as a mesh operation, the projection adapts per mesh without manual parameter tweaks.</p>



<p class="wp-block-paragraph">For large CAD imports or scan datasets, this means repeatable UV layouts without a custom setup per object. It will not replace hero asset unwrapping but works greatly for primitive geometry so you don’t have to unwrap the same bolt for the fiftieth time. For more complex geometries, InstaLOD’s already-existing UV algorithms can be applied.</p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/pr2026_instalod_mesh-smoothing-scaled.png?quality=72&ssl=1"><img data-recalc-dims="1" height="688" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/pr2026_instalod_mesh-smoothing.png?resize=1200%2C688&quality=72&ssl=1"  alt="A comparison of two 3D models of a bust. The left side shows a detailed, textured version with rough surfaces, while the right side presents a smoothed version with a polished finish. Text reads &quot;Mesh Smoothing&quot; with an arrow indicating the transition."  class="wp-image-253113" ></a></figure>



<h3 id="fixing-geometry-before-it-bites" class="wp-block-heading">Fixing geometry before it bites</h3>



<p class="wp-block-paragraph">Abstract states that the tool can fully reconstruct face orientation rather than simply flipping detected backfaces. For anyone who has chased blank faces through a pipeline at 2am, that promise alone will be appealing. Whether it resolves every pathological import case still depends on asset testing. So, now the Mesh Toolkit expands with Mesh Smoothing and a reworked Fix Winding Order. MMesh Smoothing is most useful for fixing messy scan data, not so much for CAD. </p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/docs.instalod.io/changelog/fix_winding_order_before_after.png?w=1200&quality=72&ssl=1"  alt="https://docs.instalod.io/changelog/fix_winding_order_before_after.png" ></figure>



<p class="wp-block-paragraph">Fix Winding Order is the most helpful one for fixing broken CAD data. Fix Winding Order introduces a new algorithm that recomputes polygon orientation when normals are inconsistent or flipped. It is accessible in the Mesh Toolkit, Mesh menu, CAD import dialogue and CAD Live Link panel.</p>



<p class="wp-block-paragraph"></p>



<h3 id="bakers-that-trade-triangles-for-pixels" class="wp-block-heading">Bakers that trade triangles for pixels</h3>



<p class="wp-block-paragraph">Two new texture bakers extend surface detail workflows. Disk Sampling Curvature replaces previous curvature sampling approaches. The vendor states that it provides more stable and accurate curvature maps across varying art styles and geometric densities. It is enabled by selecting the Curvature baker and choosing Disk Sampling in the Texture Output panel.</p>



<p class="wp-block-paragraph">The Bevel Normals baker generates rounded edge information directly into a normal map. Instead of adding subdivisions, it simulates bevelled edges in shading space. For low poly assets heading into real-time engines, this allows visually softer edges without increasing triangle counts.</p>



<p class="wp-block-paragraph">The principle is familiar. If detail can live in a map instead of the mesh, the GPU will usually thank you. The art director may also stop asking why everything looks razor sharp.</p>



<h3 id="animation-stays-intact" class="wp-block-heading">Animation stays intact</h3>



<p class="wp-block-paragraph">InstaLOD 2026 extends animation support across <a href="https://digitalproduction.com/tag/gltf/" title="glTF">GLTF</a>, USD and FBX. GLTF and <a href="https://digitalproduction.com/tag/usd/" title="USD">USD </a>now support skeletal meshes, blend shapes and both skeletal and object based animations.  FBX export introduces more granular control over skeletons, animations and blend shapes, with improved compatibility across DCC tools. The headline here is preservation. Optimisation does not automatically mean animation loss. InstaLOD positions itself as a geometry processing layer that respects rigs and deformation data rather than flattening them into static meshes. That is a meaningful distinction in pipelines where animation is not optional.</p>



<h3 id="usd" class="wp-block-heading">USD</h3>



<p class="wp-block-paragraph">USD workflows support polygonal meshes without forced triangulation, improved handling of stage metadata such as metersPerUnit, and removal of the default USDRoot node in exports. Material handling has been corrected for cases involving emissive colours or naming conflicts.</p>



<h3 id="polyverse-inside-the-tool" class="wp-block-heading">Polyverse inside the tool</h3>



<p class="wp-block-paragraph">Deeper Polyverse integration brings a built in asset browser into InstaLOD Studio. Users can download and import original meshes and automatically generated LODs directly inside the application. Authentication tokens are stored to reduce repeated logins. Assets can be previewed or opened in a web browser from within the interface.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/pr2025_instamat_polyverseintegration.png?quality=72&ssl=1"><img data-recalc-dims="1"  fetchpriority="high"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/pr2025_instamat_polyverseintegration.png?resize=1200%2C675&quality=72&ssl=1"  alt="A digital interface showcasing a material called &#039;Pond Lily Pads Covered&#039;, featuring a circular preview of lily pad textures. The layout includes settings for material properties displayed on the right side and a thumbnail of the texture in the upper left corner."  class="wp-image-253005" ></a></figure>



<p class="wp-block-paragraph">The practical effect is fewer open tabs and less manual file shuffling. Asset discovery, LOD retrieval and optimisation now sit in a contiguous workflow. It is not glamorous, but it is the kind of friction reduction that accumulates over long productions.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/docs.instalod.io/changelog/instalod_polyverse_asset_browser.png?w=1200&quality=72&ssl=1"  alt="https://docs.instalod.io/changelog/instalod_polyverse_asset_browser.png" ></figure>



<h3 id="formats-and-host-apps-covered" class="wp-block-heading">Formats and host apps covered</h3>



<p class="wp-block-paragraph">CAD support now includes DWG and DGN. SolidWorks configurations are supported with optimised retessellation. Winding order correction is available during import. OBJ import and export have been reworked. GLTF vertex colour support has been extended. USDZ embedded texture path sanitisation is included.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/pr2026_instalod_car-lod-generation-1.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="679"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/pr2026_instalod_car-lod-generation-1.png?resize=1200%2C679&quality=72&ssl=1"  alt=""  class="wp-image-253115" ></a></figure>



<p class="wp-block-paragraph">Plugin compatibility extends to <a href="https://digitalproduction.com/tag/blender/" title="Blender">Blender </a>up to 5.0, <a href="https://digitalproduction.com/tag/unreal/" title="Unreal">Unreal Engine</a> up to 5.7 with improved Nanite fallback LOD quality, Autodesk <a href="https://digitalproduction.com/tag/maya/" title="Maya">Maya </a>2026, Autodesk <a href="https://digitalproduction.com/tag/3ds-max/" title="3ds Max">3ds Max</a> 2026 and Autodesk <a href="https://digitalproduction.com/tag/vred/" title="VRED">VRED </a>2026.1.</p>



<p class="wp-block-paragraph">In 3ds Max, Abstract reports execution time reductions by several orders of magnitude, bringing performance closer to InstaLOD Pipeline. This claim is vendor stated and not independently verified at press time. Unreal integration removes deprecated API calls and addresses previous instability around Skeletal Mesh editors and hardware ray tracing. On macOS, the Pipeline build ships as a notarised DMG. The compatibility list reads like a checklist of common production pain points. If your DCC of choice is on it, that is one fewer integration hurdle to clear.</p>



<h3 id="small-updates-fewer-surprises" class="wp-block-heading">Small updates, fewer surprises</h3>



<p class="wp-block-paragraph">The release also adds machine translated UI localisation, an automatic update system, improved selection performance on high poly meshes, new export settings for animation data, improved material name preservation in Delivery Optimization and warning systems for unsupported DCC versions. Individually, these are incremental. Collectively, they aim to make the tool less likely to annoy you at inconvenient moments. In production, predictability often beats novelty.</p>



<p class="wp-block-paragraph">For teams working across games, XR, enterprise visualisation and virtual production, that middle layer is frequently a patchwork of scripts and manual cleanup. Abstract is consolidating it into a unified environment.</p>



<p class="wp-block-paragraph">InstaLOD 2026 is available now from Abstract. As always, new pipeline components should be tested on real production assets before being rolled into active shows. Even the tidiest mesh can hide a suprise if you do not look closely.</p>



<p class="wp-block-paragraph"><br /><a href="https://www.abstract3d.com">https://www.abstract3d.com</a></p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/02/16/instalod-2026-targets-vr-and-animation-pipelines/">InstaLOD 2026 Targets VR and Animation Pipelines</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[A digital 3D model of a sleek black sports car displayed in a 3D modeling application interface. The workspace shows various panel settings and options for model optimization and adjustments.]]></media:description>
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<post-id xmlns="com-wordpress:feed-additions:1">253002</post-id>	</item>
		<item>
		<title>InstaLOD: From CAD to VR?</title>
		<link>https://digitalproduction.com/2019/07/15/instalod-von-cad-zu-vr/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=instalod-von-cad-zu-vr</link>
		
		<dc:creator><![CDATA[Alexandra Kaschny]]></dc:creator>
		<pubDate>Mon, 15 Jul 2019 08:30:05 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[batch processing]]></category>
		<category><![CDATA[CAD Live Link]]></category>
		<category><![CDATA[DP1903]]></category>
		<category><![CDATA[InstaLOD]]></category>
		<category><![CDATA[material merge]]></category>
		<category><![CDATA[realtime rendering]]></category>
		<category><![CDATA[remeshing]]></category>
		<category><![CDATA[subscribers]]></category>
		<category><![CDATA[tessellation]]></category>
		<category><![CDATA[UV unwrap]]></category>
		<category><![CDATA[VR]]></category>
		<category><![CDATA[VRED]]></category>
		<guid isPermaLink="false">https://www.digitalproduction.com/?p=77241</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/Felge02.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="Hier sieht man, dass selbst auf der flachen Oberfläche der Felge Subdivisions hinzugefügt worden sind. Diese würden mit dem Maximum Angle nicht modelliert werden, da die Oberfläche zu flach ist. Um die gleiche Qualität mit dem Maximum Angle erreichen zu können, bräuchte man einen Winkel von ca 2 bis 3 Grad, wodurch dann der Rest der Szene extrem hoch tesselliert werden würde." alt="Hier sieht man, dass selbst auf der flachen Oberfläche der Felge Subdivisions hinzugefügt worden sind. Diese würden mit dem Maximum Angle nicht modelliert werden, da die Oberfläche zu flach ist. Um die gleiche Qualität mit dem Maximum Angle erreichen zu können, bräuchte man einen Winkel von ca 2 bis 3 Grad, wodurch dann der Rest der Szene extrem hoch tesselliert werden würde." /></div><div><p>InstaLOD automates the 3D workflow, including the tedious steps that no artist likes, such as UV unwrapping, manual retopo or baking. But how does it work?</p>
<p>The post <a href="https://digitalproduction.com/2019/07/15/instalod-von-cad-zu-vr/">InstaLOD: From CAD to VR?</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/alexandra-kaschny/">Alexandra Kaschny</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/Felge02.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="Hier sieht man, dass selbst auf der flachen Oberfläche der Felge Subdivisions hinzugefügt worden sind. Diese würden mit dem Maximum Angle nicht modelliert werden, da die Oberfläche zu flach ist. Um die gleiche Qualität mit dem Maximum Angle erreichen zu können, bräuchte man einen Winkel von ca 2 bis 3 Grad, wodurch dann der Rest der Szene extrem hoch tesselliert werden würde." alt="Hier sieht man, dass selbst auf der flachen Oberfläche der Felge Subdivisions hinzugefügt worden sind. Diese würden mit dem Maximum Angle nicht modelliert werden, da die Oberfläche zu flach ist. Um die gleiche Qualität mit dem Maximum Angle erreichen zu können, bräuchte man einen Winkel von ca 2 bis 3 Grad, wodurch dann der Rest der Szene extrem hoch tesselliert werden würde." /></div><div><p class="wp-block-paragraph">You can see an overview of <a href="https://instalod.com/de/" title="">InstaLOD’s </a>complete feature set in DP 03:19. In this issue, we look in particular at how InstaLOD can automate the workflow from <a href="https://instalod.com/availability/" title="">CAD data from a PLM system to a real-time-ready VR model</a>.</p>
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<p class="wp-block-paragraph"><em>by Calvin Bacon</em></p>



<p class="wp-block-paragraph">Computer Aided Design (CAD) data from engineering consists of nurbs curves and surfaces and cannot be rendered by most renderers. Until now, there were two options for preparing them for real-time rendering. Either a manual retopo, i.e. building the asset from scratch as a 3D mesh, or tessellation. </p>



<p class="wp-block-paragraph">Manual retopo is a process that can take days or weeks per scene – depending on the complexity of the models. The other option is automatic tessellation. However, since CAD data is parametric (has infinite accuracy), automatic tessellation achieves an extremely high polycount, which is practically useless for real-time rendering, and if a low tessellation is aimed for, details are often missing, curvatures are poorly modelled or get broken normals. </p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/import.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="945" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/import.jpg?resize=1200%2C945&quality=80&ssl=1"  alt="Importfenster für CAD-Daten mit Auswahlmöglichkeiten für verschiedene Teile und Einstellungen zu Tessellation und Schattierung."  class="wp-image-184902" ></a><figcaption class="wp-element-caption">The tessellation can be set in the import window. The standard that is automatically calculated for the scene is often a good starting point, which is why we do not initially change the standard settings during the first import.</figcaption></figure>



<p class="wp-block-paragraph">If the CAD object is then tessellated with sufficient accuracy, the polycount must be reduced, again by automatic optimisation or manual retopo. Finally, UVs have to be designed and textures baked so that the model can be viewed in the VR scene with sufficient fps. And even then, there are long-term problems with both manual preparation methods if a different renderer is to be used or if the initial CAD data changes. </p>



<p class="wp-block-paragraph">Huge material libraries are currently being created, but these are only customised for a single renderer. Whether VRED, Arnold, V-Ray etc., the problem is the same. If you want to switch to a different engine in the future, every material from the library has to be completely rebuilt as a shader.</p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/Felge01.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="675" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/Felge01.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="Screenshot von InstaLOD Studio, das eine 3D-Modellierung eines Autoreifens mit einer roten Felge zeigt, inklusive Benutzeroberfläche und Einstellungen für Mesh-Operationen."  class="wp-image-184904" ></a><figcaption class="wp-element-caption">After a few seconds, the scene, in our case a rim, is visible in tessellated form in the viewport. The materials can be changed in the material editor so that the metal value, surface roughness and colour are already set as they should be in the end product.</figcaption></figure>



<p class="wp-block-paragraph">Another major problem with a product lifecycle management (PLM) system is that CAD data in it is constantly being modified by engineers, which means that all of the above steps often have to be carried out from scratch on a weekly basis. This workflow can be completely automated with InstaLOD’s CAD Live Link and Scene Import Rules. </p>



<p class="wp-block-paragraph">By the way: Each feature can be executed as a batch process operator. All settings that are set up in a profile, including Scene Import Rules, can be saved externally as a JSON file. These can be used as presets or, if the CAD object changes again next week, the user loads the profile that has already been set up, applies it and achieves the same result again: an object that works for VR without manual intervention.</p>



<h2 id="loading-cad-data-with-cad-live-link" class="wp-block-heading">Loading CAD data with CAD Live Link</h2>



<p class="wp-block-paragraph">But what is the CAD Live Link and how do you use it? When loading a CAD file, you are first greeted with an import window in which you can select which parts or sub-assemblies are to be imported. InstaLOD supports a variety of CAD formats including Catia, Solidworks, Rhino, JT, NX, STEP and many more. Since the CAD Live Link still maintains the connection to the original CAD parts, we can still selectively retessell the parts. </p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/Felge02.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="675" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/Felge02.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="Hier sieht man, dass selbst auf der flachen Oberfläche der Felge Subdivisions hinzugefügt worden sind. Diese würden mit dem Maximum Angle nicht modelliert werden, da die Oberfläche zu flach ist. Um die gleiche Qualität mit dem Maximum Angle erreichen zu können, bräuchte man einen Winkel von ca 2 bis 3 Grad, wodurch dann der Rest der Szene extrem hoch tesselliert werden würde."  class="wp-image-184899" ></a><figcaption class="wp-element-caption">Here you can see that even on the flat surface of the rim, subdivisions have been added. These would not be modelled with the Maximum Angle as the surface is too flat. To achieve the same quality with the maximum angle, you would need an angle of approx. 2 to 3 degrees, which would cause the rest of the scene to be tessellated extremely high.</figcaption></figure>



<p class="wp-block-paragraph">Tessellation is influenced by three settings: </p>



<p class="wp-block-paragraph"><strong>Maximum Deviation</strong> – uses a tolerance specified by the user to determine how much InstaLOD may deviate from the original CAD surface. This feature originally comes from InstaLOD’s optimiser, but was so popular that it was also integrated into CAD Live Link.</p>



<p class="wp-block-paragraph"><br /><strong>Maximum Edge Length</strong> – Specifies the maximum length of the edges.</p>



<p class="wp-block-paragraph"><strong>Maximum Angle</strong> – Specifies the maximum angle between two polygons. If the angle is exceeded, the area is subdivided again until the specified angle is achieved.</p>



<p class="wp-block-paragraph">The maximum angle is mainly used in other tessellation programmes, but is often not the ideal solution. The reason for this is that small parts – such as screws – can very quickly become very strongly tessellated within large assemblies. Normally, you don’t want to have a single screw with 50,000 polygons. Maximum deviation is therefore the ideal solution. This tessellates the objects to the quality tolerance that is specified, but does not subdivide the object unnecessarily.</p>



<figure class="wp-block-gallery has-nested-images columns-1 is-cropped wp-block-gallery-1 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/Felge04.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="675" width="1200"  decoding="async"  data-id="184907"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/Felge04.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="Screenshot der Benutzeroberfläche von InstaLOD Studio XL, die Mesh-Operations- und CAD-Import-Einstellungen anzeigt, einschließlich Polygone, Draw Calls und verschiedene Optionen zur Tessellierung und Shading."  class="wp-image-184907" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/Felge05.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="675" width="1200"  decoding="async"  data-id="184906"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/Felge05.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="Screenshot der Benutzeroberfläche von InstaLOD Studio XL, die CAD-Daten mit verschiedenen Mesh-Operationen zur Optimierung und Vorbereitung für VR-Anwendungen zeigt."  class="wp-image-184906" ></a></figure>
<figcaption class="blocks-gallery-caption wp-element-caption">Above: Before. Below: the state after applying the shading settings</figcaption></figure>



<h2 id="getting-the-splits" class="wp-block-heading">Getting the splits ..</h2>



<p class="wp-block-paragraph">Another problem that often occurs with CAD data is surface inaccuracies, which can lead to shading problems. One such problem is shading splits – as shown in the images on the right. By default, a 3D operator has to manually repair these splits piece by piece, which is a lengthy process. With InstaLOD’s CAD Live Link, these can be repaired quickly and easily using the shading settings. In many cases, recalculating the normals is sufficient. In our case, however, a lot of shading information is stored within the CAD metadata, which would be lost by recalculation. </p>



<p class="wp-block-paragraph">We therefore use InstaLOD’s Shading Magic, which automatically localises and repairs the problematic areas. After the tessellation has been performed and any shading problems have been repaired, the rim is not really usable yet, as all materials would have to be set up again for a render. There are also no UVs yet, so textures could not be added, and finally we have 80,000 polygons in the current state. If you were to scale these to a complete car, you would quickly have several million polygons, which is not compatible with a VR application.</p>



<p class="wp-block-paragraph">So the next step is to make the rim VR-ready in a few steps. Firstly, we go to the mesh operation settings and start with a UV unwrap. Here we use the Hard Surface Axial algorithm, which creates a clean unwrap for the surfaces facing the axles.</p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/UV_Viewer.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="1080" width="972"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/UV_Viewer.jpg?resize=972%2C1080&quality=80&ssl=1"  alt="UV-Viewer, der die UV-Koordinaten eines 3D-Modells darstellt, mit verschiedenen UV-Segmenten auf einem Rasterhintergrund."  class="wp-image-184909" ></a><figcaption class="wp-element-caption">UV unwrap with the hard surface axial algorithm for data aligned with the axes.</figcaption></figure>



<p class="wp-block-paragraph"></p>



<h2 id="material-merge" class="wp-block-heading">Material Merge</h2>



<p class="wp-block-paragraph">After the UV unwrap, we perform a material merge operation. The reason for this is that we have three objects with three materials in this scene. If we scale this scene to a complete car, we quickly have thousands of objects with thousands of materials. Firstly, this is a lot of work for manually setting up the materials for a render, and secondly, this is also a huge amount of draw calls for a real-time application. We therefore use the material merge, which combines all materials and textures into a single material with a texture atlas. </p>



<p class="wp-block-paragraph">Here we also merge the material parameters of metalness and roughness into a texture. This saves time later on when setting up the individual materials, but also saves a lot of draw calls and texture memory. To make it even easier to set up the materials, we combine the objects by using “Combine Meshes” in the Mesh Tool Kit (MTK). We now have an object with a material and a draw call. This object can now be exported and imported into any renderer, as we have the UVs and textures to render the materials exactly as initially set up – completely independent of the renderer.</p>



<figure class="wp-block-gallery has-nested-images columns-1 is-cropped wp-block-gallery-2 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/NEU_Felge_Highpoly.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="675" width="1200"  decoding="async"  data-id="184910"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/NEU_Felge_Highpoly.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="Screenshot der Benutzeroberfläche von InstaLOD Studio XL zeigt eine 3D-Visualisierung einer Felge mit 79016 Polygonen. Auf der linken Seite sind die Menüleisten und Einstellungen für Mesh-Operationen sichtbar."  class="wp-image-184910" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/NEU_Felge_Remeshed_Lowpoly.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="675" width="1200"  decoding="async"  data-id="184911"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/NEU_Felge_Remeshed_Lowpoly.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="Screenshot der InstaLOD-Software, die einen detaillierten 3D-Radmodell zeigt, einschließlich Mesh-Operationseinstellungen auf der linken Seite und einer roten Hintergrundfläche."  class="wp-image-184911" ></a></figure>
<figcaption class="blocks-gallery-caption wp-element-caption">Above: Initial mesh with approx. 73k polys and below result of the remesh with 7k polys – over 90% reduction in the number of polygons and reduction from three to one draw call with only minimal visual loss of quality.</figcaption></figure>



<h2 id="away-with-the-polygons" class="wp-block-heading">Away with the polygons</h2>



<p class="wp-block-paragraph">Now the number of polygons must be reduced. To do this, we use InstaLOD’s Remesher, which performs a complete reconstruction of the rim within a very short time, simultaneously building UVs and baking textures. The result is an incredible reduction of over 90 %. We had already done all these steps manually, which begs the question: Why didn’t we use Remeshing directly on the original object? The reason for this is the workflow that we want to set up. What we can do now is to take our timeline with all the entries of UVs, Material Merge, Combine Meshes and Remesh – and convert all that into a new profile.</p>



<h2 id="outlook-and-application" class="wp-block-heading">Outlook and application</h2>



<p class="wp-block-paragraph">Now you really realise how powerful InstaLOD’s workflows are – we can test multiple mesh operations, and if we’d rather try something else, we can just jump back in the timeline and test other operations until we’re happy. Then we can turn the workflow into a profile and scale it to hundreds or thousands of objects by exporting the profile as a JSON file and running it through the command line as a batch process. Or we can run the profile directly within InstaLOD Studio XL with InstaLOD Pipeline. </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/MeshOperations.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  width="1181"  height="747"  sizes="auto, (max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/MeshOperations.jpg?resize=1181%2C747&quality=80&ssl=1"  alt="Screenshot der Benutzeroberfläche mit Mesh-Operationen in InstaLOD, zeigt UV-Unwrap, Mesh-Merge, Mesh-Toolkit und Remeshing-Optionen."  class="wp-image-184916" ></a><figcaption class="wp-element-caption">we have set up a complex chain reaction with which we can not only create the low-poly real-time-ready model with a mouse click, but also save the high-poly model separately at the same time – with UVs and textures for an offline render.</figcaption></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/Converttimeline.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="675" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/Converttimeline.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="Screenshot der InstaLOD Studio XL Software, die eine 3D-Visualization eines Radatyps zeigt, inkl. Mesh-Operations-Einstellungen und verschiedenen Werkzeugoptionen."  class="wp-image-184919" ></a><figcaption class="wp-element-caption">#image_title</figcaption></figure>



<p class="wp-block-paragraph">Profiles (which contain all settings) can be saved and used again at a later time. This is how presets etc. are set up if this ensures a better workflow. Experience has shown that you should first test the profile on one or two objects to see whether the profile has been set up correctly. Then nothing stands in the way of making your work easier – or of complete automation.</p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/Sceneimport.jpg?quality=80&ssl=1"><img data-recalc-dims="1" height="1080" width="800"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/Sceneimport.jpg?resize=800%2C1080&quality=80&ssl=1"  alt="Screenshot der Scene Import Rules in InstaLOD mit einer Liste von Regeln zum Importieren von CAD-Daten, die verschiedene Einstellungen zur Optimierung anzeigen."  class="wp-image-184914" ></a><figcaption class="wp-element-caption">In the latest version of InstaLOD Studio XL, the rules for preparing the object can now also be recorded automatically using the Record button.</figcaption></figure>



<h2 id="scene-import-rules" class="wp-block-heading">Scene import rules</h2>



<p class="wp-block-paragraph">When batch processing the CAD file, you logically have no manual control over the first steps that we have applied to the rim. This includes changing the tessellation and materials and often also changing the object hierarchies that you want to change or delete, as you don’t need them for the visualisation (see image above left “Organise outside” and “Organise inside”). With the Scene Import Rules, all this is possible with little effort. Simply specify which objects are affected and what should happen to them.</p>



<p class="wp-block-paragraph">To set up a rule, you need to add a new entry in the “Scene Import Rules” window and give it a name. You then need to specify an attribute. Everything from the object name to the path can be specified here. The nice thing here is that basically any available attribute can be used within the metadata. You can see exactly which ones are available in the “Selected Object Information” window. </p>



<p class="wp-block-paragraph">If you use “Name” as an attribute, for example, you must enter the name of the object in the “Match RegEx” field below so that it is processed by the rule. In the Predicate, you can specify how important this rule is, which is helpful if there are many rules, so that you can specify which rule is processed earlier or later in the list. </p>



<p class="wp-block-paragraph">The predicate determines what the rules should perform on the objects. Available options are operations such as “Material Assignment”, “Tessellate”, “Delete” and many more. (top left image “Scene Import Rules”). Customised predicates can also be added using a C plug-in. These plug-ins are automatically compatible with the complete InstaLOD system. With these plug-ins you can customise InstaLOD to what you need for your own pipeline.</p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="974" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2019/07/pipeline.jpg?resize=1200%2C974&quality=80&ssl=1"  alt="Screenshot der InstaLOD Pipeline, die Einstellungen und Optionen für die Batch-Verarbeitung von CAD-Daten zeigt."  class="wp-image-184917" ><figcaption class="wp-element-caption">Here you can see InstaLOD Pipeline – the tool where we can load meshes or folders full of meshes that are prepared by a profile in a batch process even without manual interaction. You can set up mesh operations as chain reactions (Previous Output as Input) or simply load several profiles and specify which folders and files are to be processed by which profile – the artist retains control over everything that is to be processed.</figcaption></figure>



<h2 id="conclusion-automation-rocks" class="wp-block-heading">Conclusion: Automation rocks!</h2>



<p class="wp-block-paragraph">Now we come back to the PLM system that was briefly mentioned earlier. Once you have set up a set of rules, including the subsequent mesh operations, it is no longer a problem to update the CAD objects on a weekly basis. Simply load the finished profile and run a batch process in which the objects are automatically prepared using the rules (including materials, tessellation, organisation, etc.) and finally reduced by the mesh operations. </p>



<p class="wp-block-paragraph">At the end, you get the finished, updated scene at the touch of a button, without having to manually intervene in the process. This means that large assemblies can be continuously extracted from a PLM system and made VR-ready within a very short time. By the way: If you want to try this out for yourself, you can get a trial version by filling in the form on our website InstaLOD.com and try out the described workflow and all the other features and processes that InstaLOD makes possible on your own assets.</p><p>The post <a href="https://digitalproduction.com/2019/07/15/instalod-von-cad-zu-vr/">InstaLOD: From CAD to VR?</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/alexandra-kaschny/">Alexandra Kaschny</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:title>Hier sieht man, dass selbst auf der flachen Oberfläche der Felge Subdivisions hinzugefügt worden sind. Diese würden mit dem Maximum Angle nicht modelliert werden, da die Oberfläche zu flach ist. Um die gleiche Qualität mit dem Maximum Angle erreichen zu können, bräuchte man einen Winkel von ca 2 bis 3 Grad, wodurch dann der Rest der Szene extrem hoch tesselliert werden würde.</media:title>
	<media:description type="html"><![CDATA[Hier sieht man, dass selbst auf der flachen Oberfläche der Felge Subdivisions hinzugefügt worden sind. Diese würden mit dem Maximum Angle nicht modelliert werden, da die Oberfläche zu flach ist. Um die gleiche Qualität mit dem Maximum Angle erreichen zu können, bräuchte man einen Winkel von ca 2 bis 3 Grad, wodurch dann der Rest der Szene extrem hoch tesselliert werden würde.]]></media:description>
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