How to Decimate and Bake Atlas in Autodesk 3ds Max
Table of Contents
General Information
This guide is part of the RapidPipeline 3D Plugin Actions Knowledge Base. It shows how to Decimate and Bake Atlas on Autodesk 3ds Max; if you'd like to know more about it, please check out the following links:
Tutorials & Videos
- Use the 3ds Max Plugin
- Select a part
- Run "Decimate and Bake Atlas" Action
- Examine the results
This tutorial shows how use the RapidPipeline Processor Plugin in 3ds Max to simplify the geometry of a model with decimation and bake the material and texture information into a new UV atlas. For more information see the 3ds Max Plugin Documentation.
See below a preview of the processing´s output: the input shoe (top) has 145 K faces and the output (bottom), less than 50K faces: --->


Decimate and Bake Atlas Action
- First step is to make sure the RapidPipeline Processor Plugin for 3ds Max is installed and ready to use.
- Open the Plugin via the Menu Bar, clicking on RapidPipeline and Load Plugin.
- Select the model you want to optimize (if no selection is made, the whole scene will be processed).
- Inside the Plugin window, choose the Action Decimate and Bake Atlas.
- Press the Run button.


Examine the Results
To see the results with proper shading and the effect of the texture baking, enable “High Quality” from the Viewport Shading drop-down menu.

To fully check the topology optimization by enabling “Edged Faces” from the Viewport Shading drop-down menu, so you can see a wireframe view of your models.
Finally, you can compare the materials and texture count of input and output by selecting each of them and opening the Material Editor (shortcut M). Then, click on Materials and Get from selected from the top bar.



Next Steps
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