New Member Ethan.noble Posted August 30, 2016 New Member Report Share Posted August 30, 2016 Is there a performance overhead associated with having multiple objects within the 3d coat Sculpt scene at one time? I've recently started a character, and planned to begin with a block-in in blender then final detailing and what not in 3d coat. If I import 700k triangles worth of objects (52 objects) from blender, my frame rate drops by over 100, yet if I import 1.5 million tris worth of chain mail (in a single object) from blender, performance barley even takes a dent. I've attached screenshots to show this. I've had scenes well over 50 million triangles run fine in 3d coat, it's been a dream so far, but I mean ... this might be a bit of a deal breaker for me personally. Are there any considerations for working with many objects? Is there anything I can do on my end to mitigate this, or is this a fact of life of 3d Coat? Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted August 30, 2016 Report Share Posted August 30, 2016 Too much objects is really performance eater. Each ring as separate object - will not work. We generally plan to make arrays, it will make possible to operate with big count of similar objects. 2 Quote Link to comment Share on other sites More sharing options...
New Member Ethan.noble Posted August 30, 2016 Author New Member Report Share Posted August 30, 2016 (edited) Thanks for the quick reply :)! When you say "Each ring as a separate object" Do you mean to say each ring on the chain mail? Because that's not the case currently. Edited August 30, 2016 by Ethan.noble Seeking clarification for a point I might have missed Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted August 30, 2016 Report Share Posted August 30, 2016 Generally now working with >100 or 200 objects becomes essentially slower. Arrays will save situation in some degree. Quote Link to comment Share on other sites More sharing options...
New Member Ethan.noble Posted August 30, 2016 Author New Member Report Share Posted August 30, 2016 Hmm, the scene atm has 48 objects .. that seams quite significant of a slowdown for relatively few sub objects Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted August 30, 2016 Report Share Posted August 30, 2016 48 is not too much. Strange.... Try to ghost all objects (but one with alt click). Will fps grow essentially? Quote Link to comment Share on other sites More sharing options...
New Member Ethan.noble Posted August 30, 2016 Author New Member Report Share Posted August 30, 2016 Doesn't seam to make it any better no, I've attached a shot of my voxtree in case there's some sort of tell in there. Quote Link to comment Share on other sites More sharing options...
Javis Posted August 30, 2016 Report Share Posted August 30, 2016 Are there any floating vertices not attached to polygons that might have been imported with the scene or 2 point poly chains, in one of your mesh items/layers? If you haven't already, try running a clean up command in blender to check for these kinds of issues. This will definitely slow down 3DC. Also are there any holes in any of the mesh items/layers? This is lesser so to cause problems, but worth looking into. Though I suspect the former issues over this based on the performance drop you mention. Quote Link to comment Share on other sites More sharing options...
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