Uploaded January 2019 | Updated September 2026, 2 weeks ago
In this tutorial:
00:00 - Introduction
00:38 - Textures in the Asset Browser
01:02 - Supported formats
01:08 - Importing textures
02:07 - Texture presets and postfixes
02:42 - Albedo and shading textures
03:13 - Diffuse and specular textures
03:25 - Normal maps
03:48 - Ambient occlusion textures
04:03 - Emission textures
04:19 - Parallax textures
04:38 - Masks
05:10 - Cubemaps
05:31 - 3D textures
06:19 - Customizing import parameters
07:08 - Run-time files generated for texture assets
07:39 - Unchanged option
07:54 - UV mapping: static and animated modes, using expressions
09:15 - Clamping along axes and anisotropic filtering
09:48 - Common texture settings
In this tutorial:
00:00 - Introduction
00:38 - Textures in the Asset Browser
01:02 - Supported formats
01:08 - Importing textures
02:07 - Texture presets and postfixes
02:42 - Albedo and shading textures
03:13 - Diffuse and specular textures
03:25 - Normal maps
03:48 - Ambient occlusion textures
04:03 - Emission textures
04:19 - Parallax textures
04:38 - Masks
05:10 - Cubemaps
05:31 - 3D textures
06:19 - Customizing import parameters
07:08 - Run-time files generated for texture assets
07:39 - Unchanged option
07:54 - UV mapping: static and animated modes, using expressions
09:15 - Clamping along axes and anisotropic filtering
09:48 - Common texture settings
![Content Optimization - UNIGINE Editor 2 Essentials
In this tutorial:
00:00 - Introduction
00:39 - Managing Levels of Detail (LODs)
02:41 - Using impostors to replace geometry at long distances
03:37 - [OUTDATED] Combining various nodes into World Clusters
04:45 - Combining identical meshes into Mesh Clusters
05:44 - Using World Clutters to scatter various nodes
06:18 - Using Mesh Clutters to scatter identical meshes
06:56 - Optimizing vegetation rendering using Grass impostors
07:36 - Using Occluders (Box, Mesh, and Terrain) for geometry culling
09:47 - [OUTDATED] Using Sectors and Portals for geometry culling in indoor and outdoor areas
10:47 - Using Hardware Occlusion Culling
11:42 - Optimizing effects and interactions via bitmasking
13:58 - Combining groups of nodes into World Layers to optimize loading and memory usage
14:53 - Using Switchers for distance-dependent node visibility management
15:10 - Spatial trees and optimization, using related flags
16:09 - Performance profiling Content Optimization - UNIGINE Editor 2 Essentials](https://i.ytimg.com/vi/Iqsr3fEvnis/mqdefault.jpg)









