thanks Ian, Ill be looking into it in the
morning.
it seems like manually splitting will be my best
option.
for my polycount: the allready subdivided object
was 40k polys.
I think with ~4 million tris, I ll be where
I want.
As
I mentioned in the other fork, mental has an internal heuristic that reduces
the triangulation count. Try cutting your model in two, and apply the
same settings. I think you will find that the two objects separately
will have 2 million each (unless their heuristic caps the number of
triangles/poly... but it is still worth testing).
For parametric, and I believe LDA as well, mental takes one object
and produces a single displaced object internally. This is why their
heurstic is there, they don't want to create too large an object since it
would require many megabytes of continuous data (a big problem on 32 bit
machines).
Fine displacement, on the other hand, can produce what are referred
to as "split objects" (what in 5.0 we create automatically as well).
Basically, your initial object may lead to many split objects, each with a
"reasonable" number of triangles in them. Hence, no heuristic is
necessary (except good luck with your 40k * 16 for two subd levels * 4^15 =
687 trillion quads?... there's a reason we cap it at 7!)
Yes, fine displacement does presampling for perhaps ages, but the
reason it does that is to better allocate the triangles, hopefully giving
better bang for your buck.
And yes, 2 million with fine displacement is too low a limit, but you
are not using that -- for LDA, it is more reasonable.
-----Original Message-----
From: owner-xsi(at)Softimage.COM
[mailto:owner-xsi(at)Softimage.COM]On Behalf Of peter_b
Posted
At: October 27, 2005 12:47 PM
Posted To:
xsi
Conversation: maximum polycount environment
variable?
Subject: Re: maximum polycount environment
variable?
i cant imagine capping out at 2 million with fine displacement.
you mean, that it sounds too low as a
limit? thats why I wrote here, Im sure I've had higher counts before. Not on
one object though.
are you sure you are not setting the max displacement? that will
limit the amount of geometry made by clipping displacement at that
value?
under most conditions i use fine, view
dependant.
like I explained in another mail, fine
first starts to do displacement presampling for ages.
with LDA is doesnt.
it displaces the mesh in a minute and a
half, then "computing camera volumes" for 2 minutes (I wonder if this
is the actual creation of the BSP tree?) and then renders in 10-15
minutes. in the other mail I mentioned the parameter settings, but I've
tried with and without view dependent, raising the subdivisions up to 15
(with LDA it does that!) lowering the treshold to .1 with view dependent.
That should make it create a huge
amount of polys. But it doesnt.
_sam
SAM CUTTRISS
3D AFICIONADO
![]()
peter_b
wrote:
cant find it in the archives, and I know it existed in soft3d
so is there an environment variable for XSI
or mental ray that limits the size of objects?
or that splits up objects at rendertime or
....
Im trying to push displacement subdivisions
on this object, and it doesnt want to go over 2 million
tris.
reducing the length treshold weirdly gives
me less tris (something around 700 000) and is much less
detailed.
any pointers?