Instantiate - Bad? 2005-03-04 - By kim@(protected)
Back 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 >> >> >> > > > --- > Unsubscribe? Mail Majordomo@(protected) with the following text in body: > unsubscribe xsi >
--- Unsubscribe? Mail Majordomo@(protected) with the following text in body: unsubscribe xsi
|
|