Simple, quick question. When dealing with extracting meshes from
another one that is deforming (using Create - Poly Mesh - Extract
Polygons (keep) ), what is a better approach to take,
performance-wise? One single mesh with lots of polygons (relatively
speaking), or sever
Have you run any tests yourself in this respect?
On Friday, November 01, 2013 10:58:56 AM, Sergio Mucino wrote:
Simple, quick question. When dealing with extracting meshes from
another one that is deforming (using Create - Poly Mesh - Extract
Polygons (keep) ), what is a better approach to take,
Historically Soft has dealt quite well with few objects with intense
topology much better than thousands of low-res objects.
Like Eric said, it wouldn't hurt to run some tests yourself. For example,
you could make a very densely subdivided cube, extract each face to get a
few thousand objects and
I'd probably try not to keep that kind of operator live, as it has a
tendency to get frozen off easily then you're stuck with a non-moving mesh
again. For example, if the source mesh gets the modelling frozen it can
freeze the operator.
On 1 November 2013 15:02, Eric Thivierge wrote:
> Have you
Makes sense. With other apps its the same case.
Unfortunately, I won't have time to test this thoroughly for our
needs... I'll trust your experience and comments in this case :-) (I already have
to come in for the weekend as it is), but I will keep an eye on how
the sc
In this case, I won`t have to worry about that. The meshes I`m
extracting from won`t see that happen to them, and nobody but me
will be touching them.
Good to know though! Thanks Matt!
On 01/11/2013 11:10 AM, Matt Morris wrote:
I'd probably try
In theory, one mesh with more polys should be faster I think, because
the scene has only one operator to update compared to many operators in
case of multiple polys.
But, if the number of polygons is too high, the overhead for each
operator with single polygon may be less than processing the h
, November 01, 2013 11:15 AM
To: softimage@listproc.autodesk.com
Subject: Re: Extracted meshes and performance
In theory, one mesh with more polys should be faster I think, because the scene
has only one operator to update compared to many operators in case of multiple
polys.
But, if the number of
Friday, November 01, 2013 11:09 AM
To: XSI Mailing List
Subject: Re: Extracted meshes and performance
Historically Soft has dealt quite well with few objects with intense topology
much better than thousands of low-res objects.
--
.com] *On Behalf Of *Alan
Fregtman
*Sent:* Friday, November 01, 2013 11:09 AM
*To:* XSI Mailing List
*Subject:* Re: Extracted meshes and performance
Historically Soft has dealt quite well with few objects with intense
topology much better than thousands of low-res objects.
--
--
ALOK
G
This may well me the case, but I can tell you with some certainty that in
multi-thousand object scenes, Softimage handles simple operations like a
total dog compared to some of its competitors. Especialy when there are
tons of operators, Softimage can be absolutely painful to use.
On Fri, Nov 1,
odesk.com] On Behalf Of Ciaran Moloney
Sent: Friday, November 01, 2013 12:53 PM
To: Softimage Mailing list
Subject: Re: Extracted meshes and performance
This may well me the case, but I can tell you with some certainty that in
multi-thousand object scenes, Softimage handles simple operations like
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