RapidPipeline introduces a single, automated toolchain to streamline 3D workflows, at massive scale β for eCommerce, Games, real-time 3D and XR use cases. Developed with the best in the field, and battle tested on more than 4 million 3D models.
We currently use RapidPipeline to translate a large list of 3D file types into USDz, while maintaining our 3D PBR compliant workflow. I don't know where we'd be without the support of your team, and the availability of your tool. I'm have no doubt we'll continue to use your product into the future, especially as the 3D landscape becomes more mainstream than it is today.
Such an amazing toolset for 3D assets, with a deep set of functions. The texture baking in particular is amazing, plus the V-Ray conversion to real-time. A must-have!
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First of all, many thanks @albn for hunting our product! We are big fans of Sketchfab, so itβs a true honor π
1) WHAT IS THIS ABOUT?
π’ 3D artists out there β I guess you might know this problem:
β’ You have some amazing 3D models and want them ready for different apps and devices
β’ All your use cases have their very own requirements (on mesh resolution, textures, supported material model, draw calls, supported file formats, and so on)
β’ You end up spending days on re-formatting, optimizing, and translating your 3D contentβ¦ and then there are tight deadlines to meet, which doesnβt make it better!
βWe hear you: 3D data prep is hard, and it takes 3D artists so much of their precious time.
Working on many 3D R&D projects together, Miguel, Julian, Felix faced exactly the same problems, until we asked ourselves one day:
π€ What if there was a system from which you could simply order just the right downstream versions for all the 3D models in your database or catalog?
2) HOW DID WE GET THERE?
π‘ Making the whole area of 3D data prep as easy as ordering pizza (a type of food that saved our lives a few times when being up late and crunching towards the next deadline :), the system would enable 3D artists to
β’ save precious time and focus their attention on more fulfilling tasks,
β’ create their custom workflow recipes where desired (customizing settings for remeshing, texture encoding, atlas baking, and so on), and
β’ get every 3D project delivered, reliably, on time, and in budget β enabling their organizations to successfully use 3D at scale!
βοΈ We ended up doing did a lot of research to build the technology needed to make this vision a reality (I even ended up doing my PhD on it), founded our own company, and quickly found enterprise partners that helped us battle-test our solution, on several million 3D models. This helped our technology (originally called βRapidCompactβ) to get more mature by the day.
Now, we are incredibly excited to finally take it to the next level, making it easily available to everyone:
3) π SAY HELLO TO RAPIDPIPELINE! π
Introducing:
β an easy -to-use SaaS interface, along with a REST API and on-prem batch processing tools
β subscription plans for individuals and SMBs, letting everyone leverage our automation pipeline for 3D data prep as part of their own projects β no matter what scale they might be!
β visual feedback, auto-generated summaries and QA scores for each output model, making it easy to see how close it still is compared to the original source, and
β intuitive workflow controls with βbasicβ, βadvancedβ and βexpertβ settings β making our tool easy to pick up for first-day users, while giving more experienced users full control over their workflows.
The team and I are super excited about this launch, and we canβt wait to see what people will build on top of RapidPipeline, and which opportunities it will unlock across the industry β in 3D Commerce, including various verticals such as furniture, household items and apparel, but possibly also in many other areasβ¦ and we are much looking forward to your support and feedback! π
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@albn@mlimper
In fact, the team did a great job! congratulations on the release of RapidPipelineπ
@albn@antonikozelski many thanks Antoni! You're right, it was a great team effort π€
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Hey Max! As a former Designer can see the amount of hour you've worked on this and how it's gonna change designers journey. Happy to see you helping on this and wishing you all the best here!
@german_merlo1 Thanks so much GermΓ‘n! Happy to see you find the product idea helpful, and hoping to help as many 3D designers as possible down the road! :-)
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This is exactly what good tech is. Removing the drudgery from painful workflows XD Working with 3D itself feels like some legacy system compared to how much easier our lives are getting in other areas. Tools like this are definitely a step in the right direction. Great idea, and all the best on the launch!
@jayanthr Thanks a lot Jayanth! Yeah it's true - 3D data is so much more complex than images or video... and the problem is not even clear to many who aren't so familiar with the medium. Therefore, it takes quite some heavy lifting to make it easy... but it definitely feels rewarding to see that vision come to fruition!
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Already thought RapidCompact was a game changer. But this is making an awesome product even better. Congrats on the launch!
@cschagen Many thanks Chris - it's an honor to read this from you π
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Congratulations on the launch, Max and team! The need for 3D content is only increasing and RapidPipeline is a core part of modernizing that infrastructure
Hey,
I'm curious what specific pain points in the 3D workflow you're addressing. How does your automated toolchain work, and what kind of time savings can users expect?
Also, with 4 million models processed, what interesting insights have you gained about 3D data preparation?
Congrats on the launch!
@kyrylosilin Great questions!
So, on the worklow:
* We looked at the steps that artists typically do by hand, and how they do that with several different tools (some examples in my PhD thesis here: https://max-limper.de/publicatio...)
* Typical stages for a more complex workflow could include steps like mesh simplification (or retopo, or remeshing), removing small and invisible occluded parts, setting up UVs, baking textures for the lowpoly model, compressing geometry and textures, and exporting to the desired formats - which often involves material translation steps.
* Time savings compared to a manual workflow can be anything between an hour and a few days - depending on the input data, and on the requirements of the output app(s). We noted that in many cases, our solution would enable certain apps in the first place - for example, if you want to visualize a catalog of products and only have limited time and budget, so there'd be no way to do what you want for 100 or 1000 digital twin products in this case.
Regarding the learnings... I guess some are contained in the above already^^ but apart from that we realized that ease of use is a big pain point in general, as well as QA automation. Last year we processed over 100K models for a client, and there'd be no way to manually QA such a batch, obviously :-D so then it becomes all about flagging assets that look "too different" from the input... and in that context, a couple false positives don't hurt (as long as there are not false negatives - so, using a conservative QA scoring metric).
Hope that helps already a bit to shed more light on the topic! :-)
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