Just wondering if this might be a feature consideration for the future. Leaving it up to the 3D package to subdivide before exporting the mesh is fine but this seems to generate huge .igs files which eat up A LOT of disk space.
A test render I did with 28 monkey heads with subdivision at render time set to 3 generated a 188MB .igs file for each frame?!?!?
phong.[/img]
[REQ] Subdivision primitive?
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- Posts: 9
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Not 500. Each monkey has a render subdivision setting of 3. I don't know how many polygons that makes but it definitely wasn't 500 each.Kram1032 wrote:Ok. I see...
500*~4^3*28~=896000 faces. Hum, I'm pretty sure that either my formula is wrong or you haven't got enough RAM, as that shouldn't really be a problem to handle...
phong.
AFAIK, one suzanne has exactly 500 faces, though the calculation isn't perfectly correct, as it has a few tris, aswell, and those only get subd'd in three quads instead of 4.
the *28 was from the 28 not-instanced suzannes...
Edit: strange, I get completely different values...
125 952 faces per suzanne... far off...
so, it actually should be
3 526 656 faces...
the *28 was from the 28 not-instanced suzannes...
Edit: strange, I get completely different values...
125 952 faces per suzanne... far off...
so, it actually should be
3 526 656 faces...
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