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Instantiate - Bad?

Instantiate - Bad?

2005-03-04       - By kim@(protected)

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Reply:     1     2     3     4     5     6     7     8     9     10  

Hooo yes. 3000 models consisting of only a null. Watch those load and save
times for an empty scene skyrocket.

Chris Marshall writes:

> 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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