Jump to content

collapsing


SgWRX
 Share

Recommended Posts

there's a couple of different things that can be referred to as collapsing... you can collapse an object with modifiers, you can select several objects and collapse them.

 

if you create 3 spheres, convert 1 to an editable poly, then attach the two others, is that also considered collapsing?

 

i've read that collapsing many objects into 1 mesh is often a good way to save resources when rendering.

 

thanks

Link to comment
Share on other sites

Hi Steve,

 

Well, when I say collapse, I mean collapsing the stack. I think it's probably the most correct usage of the word in 3ds.

 

If I convert a primitive to a sphere, I say ..er.. convert.

 

If I combine or attach objects together, I say ..er.. attach.

 

Hehhe... It's the programmer in me - I just try to use the most appropriate word.

And if there is a doubt about which word, then I use the name of the function within the program. Hence, collapse, convert, attach, etc.

 

I've heard having multiple objects attached to form a single object can save resources, but I think it's not worth it if you lose the 'granularity' of the objects. In other words, does saving 500 bytes of system RAM (out of 8 billion) justify losing the ability to select each object by their elements?

Link to comment
Share on other sites

You dont lose the ability to select by element though. Edity Poly, press '5' and then click and select.

 

I often collapse / then attach large amounts of objects together, especially for things like Internal walls / External walls / slabs. Objects that arent detailed and have relatively simple materials geometry mostly, really speeds things up.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...