# Supported features
# Pipelines
This is what pipelines that are supported via the integration's user interface. You can in many cases script or extend the integrations via using the API directly.
Experimental means that the pipeline is partially supported; it can either require a bit more work after processing or all options are not supported yet.
Pipeline | Unreal | Unity | Maya | 3ds Max | Blender | Houdini* |
---|---|---|---|---|---|---|
Reduction | Yes | Yes | Yes | Yes | Yes | Experimental |
Quad reduction | No | No | Yes | Yes | No | No |
Remeshing | Yes | Yes | Yes | Yes | Yes | Experimental |
Aggregation | Yes | Yes | Yes | Yes | Yes | Experimental |
Occlusion mesh | Yes | Yes | Yes | Yes | Yes | No |
Billboard cloud | Experimental | Yes | Yes | Yes | Yes | No |
Billboard cloud for vegetation | Experimental | Yes | Yes | Yes | Yes | No |
Impostor from single view | No | Yes | Yes | Yes | Yes | No |
Flipbook | Experimental | No | Yes | Yes | No | No |
# Features
This is what specific features that are supported per integrations. Most features are supported in all integrations and are not included in the table. Like above this is features supported via the user interface. You can in many cases use all features by using the API directly.
Feature | Unreal | Unity | Maya | 3ds Max | Blender | Houdini* |
---|---|---|---|---|---|---|
Visibility culling via camera selection set | Yes | Yes | Yes | Yes | No | No |
Geometry culling via selection set | Yes | Yes | Yes | Yes | No | No |
Keep blend shapes during reduction | Yes | No | Yes | Yes | No | No |
Multiple UV maps | Yes | Limited to 1 UV map | Yes | Yes | Limited to 2 UV maps | No |
Vertex colors | Yes | Yes | Yes | Yes | Yes | No |
Keep skinning data during reduction | Yes | Yes | Yes | Yes | Yes | No |
Bone reduction | Yes | Yes | Yes | Yes | Yes | No |
Bone reduction via bone selection sets | No | No | Yes | Yes | Yes | No |
Geomorph geometry | Yes | No | No | Yes | Yes | No |
Materials supported for material casting | Supports most setups. Flattens material prior to casting. | Standard material (not URP/HDRP) | Standard (blinn, phong, lambert), CGFX (Shading networks), DirectX (Shading networks) | Standard (<=2020), Physical (2021-2022), DirectX (Shading networks) | Most fields in Blender standard material | No |
*) Our Houdini integration is experimental and the user interface is limited. Via scripting you can use our full Python API to extend functionality.