1. Umbra Cloud Token
Insert the Umbra Cloud Token you've received from your Umbra sales rep. Make sure you copy it carefully and remove for example any trailing spaces.
The smallest feature parameter roughly corresponds to the smallest preserved geometric detail in world units after remeshing of the input data. Features smaller than this are likely to disappear during remeshing but may still be approximated by textures. Smaller values will result in more detailed and accurate output assets while increasing output file sizes and computation times.
The value of smallest feature parameter is limited to powers of two. The slider in the GUI controls the exponent while the value to the left is the resulting smallest value.
Number of LODs
Specify the number of LOD levels to compute. The most detailed LOD level will capture the smallest feature parameter that has been set, and subsequent levels of detail will capture the geometry at twice the previous level's smallest feature size.
The Auto-value generates an LOD hierarchy which ensures that the maximum number of visible triangles at runtime is capped, for any given scene.
Sometimes you might want to limit the number of levels. For instance, for a smaller scene on the Hololens, it may be beneficial to limit yourself to one level only, since LOD switching may cause small stutters on that platform. If you can get your scene to run at a satisfactory framerate with one level, there is nothing to be gained by computing and using more levels.
This changes the output texture resolution between preset values. Increasing texture size will slow down the computation.
Enable Normal Maps
Umbra can compute and include normal maps in the output geometry
Enable Metal Glossiness
Metal glossiness map can be used to define metallic surfaces in your output geometry. By toggling this option Umbra will take Metallic values from original geometry and generate optimized metallic textures for your output geometry.
If your scene has double-sided triangles, disabling this setting will be required to get correct results. Disabling this setting will also increase the output data size considerably.
(Experimental) This setting enables ambient occlusion calculations. Ambient occlusion is baked into the diffuse texture. Note that this setting will significantly increase computation times but has no effect on output size or runtime performance.
Optimize by layer
Select whether to restrict optimization to specific layers. When enabled, Umbra ignores all objects that are not in the given layer. To learn about how to isolate objects into a specific layer in Unity, please see here.