radiance wrote:975308 tris in one object

i've had this before,
your mesh object is too large,
and indigo runs out of mem...
i also remember that .3ds is limitted to 64000 polys.
use xml embedded meshes instead, it's just so much better than crappy old .3ds...
try splitting up your object into several meshes.
it will also improve render times considerably cause of better use of the scene wide kd-tree (kd-tree of mesh tree's)
greetz,
radiance
Hmm, I've opened his scene and it is not one object, there are a lot
of objects and all of them have a "low" polycount. But maybe I don't
get it because I'm already tired and will soon hit the sack ... ;o))
So ... I did a lil test ...
316831 tris in one object, exported per .xml no problem
316831 tris in one object x3 per manual instancing
manual instancing in the .xml
Code: Select all
<!-- Original Humvee Mesh -->
<model>
<pos>0 0 0</pos>
<scale>0.01</scale>
<normal_smoothing>true</normal_smoothing>
<rotation>
<matrix>
1 0 0 0 1 0 0 0 1
</matrix>
</rotation>
<mesh_name>humvee_01</mesh_name>
</model>
<!-- Instanced Humvee Mesh 01 -->
<model>
<pos>1 0 0</pos>
<scale>0.01</scale>
<normal_smoothing>true</normal_smoothing>
<rotation>
<matrix>
1 0 0 0 1 0 0 0 1
</matrix>
</rotation>
<mesh_name>humvee_01</mesh_name>
</model>
<!-- Instanced Humvee Mesh 02 -->
<model>
<pos>-1 0 0</pos>
<scale>0.01</scale>
<normal_smoothing>true</normal_smoothing>
<rotation>
<matrix>
1 0 0 0 1 0 0 0 1
</matrix>
</rotation>
<mesh_name>humvee_01</mesh_name>
</model>
So what we need as a lil workaround and to get a better workflow,
is the native support of the exporters for instances. This would give
us at least a bit room to breath until Nick can get the code fixed.
I guess I should open up a new thread ... because I think that it is
not obvious that Indigo already supports instancing of objects.
Hehe, ... hopefully we can handle the beast. ^^
take care
psor