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Mesh export polygons 3dsmax


eds101
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Hi All,

 

This is my first post ever anywhere!!

 

I am having a weird problem when i "mesh export" Trees in 3dsmax (vray). when i do so, the resulting proxy is showing as still containing a significant number polygons and vertices ie. from 459,000 down to 20,000 polys.

 

I recently upgraded to 2009 64 vray 1.50sp2, previously when i was working with max 9 all my mesh conversions would show 0 poly's after the mesh export, what is happening?? Shouldnt the polygon count (in viewport statistics) show 0?

 

Any suggestions would be greatly appreciated?

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AFAIK, 3ds max has a problem with objects that show 0 polys. Since you could, in theory, convert your whole scene into proxies, you'd have a really complex scene showing 0 polys, probably causing max to crash or show some error. So, they changed the properties of the proxies, making them show 10,000 polys no matter how complex they are.

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Thanks for the prompt reply Rick,

 

So is this new with 2009? im sure Max 9 showed 0 polys and i could instance many trees and shrubs in my scene without worrying too much about the polycount for the scene and never having errors.

 

Anyway, I did a test with 1 tree in 2009. First i created a proxy (which as you said contained 10,000 polys after export) then instanced it 1000 times and the poly count for the scene went to 10Milliion. This created viewport lag and would obviously increase if i had my structures in the scene. How would i combat this and still have the proxy preview ie. not display object as box, are there any scripts available to completely export with 0 polys??.

 

I am working on a single workstation 8g ram quad core 64 bit 3dsmax 2009 amd radeon 4800 series Graphics on win 7 ultimate

 

Thanks.

Edited by eds101
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Viewport performance will have nothing to do with the polycount, here. It's more like hard-or-easy to display. Regardless the poly count, the proxies would still be hard on the viewport, so you really need to use the other display options the proxy gives you. Also, you can always use adaptive degradation.

 

 

Sent from my iPod touch using Tapatalk

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I have just tried doing the same exact process in Max 9 with vray 1.5 r5 and it works fine.

 

This is my workflow:

 

I open original file, in this case a tree from evermotion archmodels. after checking materials are pointing to right location i select entire tree ---> open quad menu --->select veay mesh export, then export as multple files and automatically create proxies. Once mesh is created i then do "save as" on the original tree file for future merge into any scene.

 

I did it this way in previous (Max 9) so i could have each proxy separate giving me the ability to easily edit materials on the proxy and never had a problem. BTW when i did this process in Max9 the poly count in the viewport statistic would be 0, no matter how many times i instanced the original tree.

 

Now when i do the same process in 3dsmax 2009 the final exported mesh still has polygons, actually one tree i exported grew polygons from 60k to 150k?? I do however notice that 2009 gives me the option to convert to poly after the mesh export (i would never do this anyway, dont see the point) and i wonder if this has anything to do with polygons still displaying after the mesh export.

 

The only way i can get close to 0 polygons in 2009 is if when i merge to a scene i pick each part of the proxy i.e 3 parts for this particular tree, then make the display bounding box. The problem with this is that i have to keep turning preview on/off in order to see properly locate trees around scene without them looking identical.

 

Is anyone having the same problem or am i just doing something wrong in this new version of 3dsmax and vray???

Edited by eds101
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