Instantiate - Bad? 2005-03-03 - By Chris Marshall
Back and that's one hazzard to watch out for when working with Boujou.
-- -- Original Message -- -- From: kim aldis <kim@(protected)> To: XSI@(protected) Sent: Thu, 3 Mar 2005 16:17:39 +0000 Subject: RE: Instantiate - Bad?
> The poly count, as you've noticed, is less important than the actual number > o elements; 3000 one poly objects is going to peform way poorer than one > 3000 poly object so if you can combine these things in any way you'll run > faster. It becomes really frustrating with instances because instances both > require and become models so 3000 lo poly instances is still going to > perform badly because they all become models. If you can figure a way to > make particle isntances do what you want you'll get way more instances into > your scene. > > > __ __ > > From: owner-xsi@(protected) [mailto:owner-xsi@(protected)] On Behalf Of > Piotr Twardo > Sent: 03 March 2005 10:50 > To: XSI@(protected) > Subject: Re: Instantiate - Bad? > > > A bit OT... > They should really improve the performance of managing large object count > scenes, XSI will crawl even with 3000 of 6 poly cubes, the poly count is not > as important here. I had a serious problem when I imported thousands of > curves from rhino (IGES). When they were imported as eps (single object) the > performance increase was incredible. > > Peter > > -- -- Original Message -- -- > From: Benjamin Huber <mailto:bhuber@(protected)> > To: XSI@(protected) > Sent: Wednesday, March 02, 2005 10:41 PM > Subject: RE: Instantiate - Bad? > > We had a case once where generating thousands of instances of a fairly > low-poly (50 faces range) object would slow XSI > to a crawl. creating plain duplicates and merging them all in one huge > object solved the issue. aparently keeping track > of thousands of individual objects with trans/rot/scale information is more > computationally intensive than having one object > with tens of thousands of faces. > > so, if that's possible in your case, merge your original object pieces into > one object, freeze it (thus getting rid of a whole > lot of transforms), and *then* generate the instances. or, even better, > create duplicates of your merged object and merge > all of them together. although, obviously, you won't be able to individually > animate the duplicates any more then. depends on > your scene. > > hope that helps, > > -ben > --- > ben huber (x83291) > ilm digimatte > serious like ninjas > --- > > -- --Original Message-- -- > From: owner-xsi@(protected) [mailto:owner-xsi@(protected)]On Behalf Of > Pollack, Sean > Sent: Wednesday, March 02, 2005 12:40 PM > To: XSI@(protected) > Subject: Instantiate - Bad? > > > > > I haven't found all the landmines yet in XSI and hit a bunch in a recent > job. > > Is instantiating a model with lots of pieces a bad idea? > Seems like my performance is in the toilet. > > If there is a lot of geometry to reuse, is it recommended to go with > referencing and let it be at that and steer clear of instances? > > S > > >
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