Jump to content
3DCoat Forums

Search the Community

Showing results for tags 'octree'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Tutorials and new feature demos
    • New Releases, Bugs Reports & Development Discussion
  • 3DCoat
    • General 3DCoat
    • Coding scripts & plugins
    • SOS! If you need urgent help for 3DCoat
  • Community
    • CG & Hardware Discussion
    • Content exchange
    • Artwork & Contest
  • International
    • Chinese forum - 3DCoat用户讨论组
    • Japanese forum - 日本のフォーラム
    • German Forum - Man spricht Deutsch
    • French Forum - Forum Francophone
    • Russian Forum
  • 3DC's Topics
  • 3DC's Tips
  • 3DC's Topics
  • 3DC's Paint
  • 3DC's Hipoly
  • 3DC's Lowpoly

Calendars

  • Community Calendar

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Google+


YouTube


Vimeo


Facebook


Location


Interests

Found 1 result

  1. I assume it does use one for Voxel volumes, but do Surface volumes not go under any such optimization? I ask as I notice the more dense a surface volume is(I work with 10-15 million triangles usually), some operations can be very slow(retopo to 1M can take 8+ hours on draft, accidental double click on the 1 million retopo mesh can take an hour for edges where it seems to selects all edges, sculpt room geometry->close holes various amounts of time...10mins to hour+, delete or fill hole 10 secs+, etc) . Using sculpt brush tools to add details(or live clay with not just push/pull triangles but add/remove) all seem to work pretty fast and responsively. It's not a hardware issue as far as I can tell, the machines I've used coat on have more than enough grunt. I know quite a few tasks are single threaded, but with an octree or similar perhaps that could use multiple threads by splitting the work across octants? The reason I get the impression octree is not in use is when performing a task like delete or fill hole on a small set of triangles, it would seem the more triangles in the volume, the longer this operation can take, the actual amount of triangles to delete or size of hole doesn't make the difference. I get the impression these performance issues can be fixed, is it well known as problematic? Or not common for users to work with 10mil + triangles in a surface volume? Is it a size that 3D Coat should be able to handle better?(I edit environmental scan data where voxels isn't really an option).
×
×
  • Create New...