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What is a Manageable scene or file


omar
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Hi all

I’m working on new job with hundreds of villas and faculties and part of the project is to have an Ariel view animation but I need to know how many ploys my scene can handle before things start to get difficult

I’m using a max6 on dull Zeon with 2gig ram and quadro fx 1100

thanx

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mesh size isn't really the problem.

 

ram and memory slow downs occure big time when you have hundreds of high sampled shadow maps. or loads or raytraced lights. or hi-res textures everywhere. or reflections everywhere. or hi sampled gi in the scene. this type of thing.

 

incidentals you dont first think of. not generally the mesh or mesh size itself.

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With Max, scenes become a real pain when they get large, regardless if there are any textures or not. It's just very ineffecient when it comes to navigating a viewport with a lot of polys.'

 

That's what slow me down the most (beside rendering), is working with large scenes. It literally takes exponentially longer. I am not sure how dependent that is on the actual file size, though.

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Will I can break the scene into small chunk file and blend them with transitions the problem is that in the story board that I’ve suggested to the client was a long shot with an Ariel view …this one can’t be broken .. I think max weakest point is handling large scene data do you think it’s the same on other 3dsoftware…

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I've found that loading the scene with all the scene objects turned on takes forever to load. If I save and I only leave on certain objects the scene loads faster when I open the file the next time.

 

Saving still takes a long time, but I've found that working with all the unecessary objects turned off makes things a little smoother and faster. I was working on a whole housing subdivision animation and it took a little while to figure that one out.

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Well the main thing before you work on Big files is to pre-plan. Not everything has to be included in the same 3d file, all at one time. Start thinking what can be separated into separate files then x ref them all at the end. Also another thing is if you have a far shot, the models don't have to be all that detailed. Make 2 versions a highly detailed for close camera animations and low poly models for far away shots. Another thing one can do is to render animation in parts then using the an alpha channel to put them all together (although I recommend this to be a last resort).

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one thing I,v learned during this project is to model from the sam camera that you will use to animate the scene this cuz you will soom discover that allot of details are not needed infact painted planes will be mor than suffishant...to late to know...

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the only suggestion i have is to use vray.

apart form creating stunning lighing solutions and very fast, the new version has a feature which is called vray proxy which you can use to render literally hundreds of millions of polygons without ANY memory problems

i am using it constantly as our work is mainly incredibly big masterplans.

we even use high geometry trees in the thousands with no viewport or memory problem in rendering.

with a combination of xrefs and vray proxies we are now able to work in scenes that we couldnt even open before. just finished an animation for masterpaln with 4 000 new homes that had several thousand trees hundreds of cars even curb details , and everything was on on most of the shots as they had to be mostly aerials with some quick zooms in key areas

hope this helps

regards

alkis

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afraid cant share any of these projects yet

viewport is no prob when using proxies . you can show thousand of high polygon proxy objects without slowing down. it uses the same kind of viewpoert rendering as bounding boxes in a way. also max 7 has the display culling option which is very useful.

keep in mind also that if you have 100 separate tree meshes fro example it will display much slower than if you attach them all in one mesh for example. this wil way you will need les RAM when rendering as well. the same technique can be used for any other repeated objects in your scene as well.

regards

alkis

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