Extracted meshes and performance

2013-11-01 Thread Sergio Mucino
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

Re: Extracted meshes and performance

2013-11-01 Thread Eric Thivierge
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,

Re: Extracted meshes and performance

2013-11-01 Thread Alan Fregtman
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

Re: Extracted meshes and performance

2013-11-01 Thread Matt Morris
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

Re: Extracted meshes and performance

2013-11-01 Thread Sergio Mucino
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

Re: Extracted meshes and performance

2013-11-01 Thread Sergio Mucino
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

Re: Extracted meshes and performance

2013-11-01 Thread Alok Gandhi
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

RE: Extracted meshes and performance

2013-11-01 Thread Manny Papamanos
, 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

RE: Extracted meshes and performance

2013-11-01 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
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. --

Re: Extracted meshes and performance

2013-11-01 Thread Alok Gandhi
.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

Re: Extracted meshes and performance

2013-11-01 Thread Ciaran Moloney
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,

RE: Extracted meshes and performance

2013-11-01 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
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