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3D plant layout

Home Forums Projects 3D plant layout

Viewing 15 posts - 1 through 15 (of 18 total)
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  • #74603
    visualizer
    Customer

    Hi
    Here is the small project of overall 3D plant layout in web browser for viewing and communicating with team members during work in progress. It might take couple of minutes to load since huge layout is included.
    You may click on the roof of processplant1 for example – this type of several interactions are built for various locations

    https://www.horizonfx.net/sample/company/index.html
    We have built a complete VR version of the same with Quest3.

    This link will be available & accessible for limited time.

    #74605

    not loading for me unfortunately :scratch:

    Chief 3D Verger | LinkedIn | Twitter

    #74610
    kdv
    Participant

    The same. Have been waiting long enough but with no result.

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #74618
    visualizer
    Customer

    Again?

    Check this link. Now published on Verge network.

    https://v3d.net/108q

    #74619

    Looking good! :good:

    Chief 3D Verger | LinkedIn | Twitter

    #74622
    kdv
    Participant

    It might take couple of minutes to load since huge layout is included

    4 seconds from soft8soft.com (with cache cleared) :good:

    But there are too many render calls (1800+). You’d better consider using “batch geometry” puzzle or join elements with the same material into one mesh in Blender. It will boost FPS and perfomance significantly.

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #74625
    visualizer
    Customer

    KDV
    I agree instead of loads of geometries we can simplify still. However actually, we spent lot of time in optimizing & arranging the 3D CAD data while bringing it from few 100 MBs (I guess that was 600 to 800 mbs initially) to just 22 MBs including textures. HaHa

    Especially when deadline is there then sometimes we have to just leave it at some point. Later once the job is over nobody has a time to look at it again lol.

    But as you said. If I get some free time will surely try to optimize it further.

    • This reply was modified 3 months ago by visualizer.
    #74636
    kdv
    Participant

    Reducing render calls from 1800 to 700 decreases the frame time from 24 ms (~42 fps) to 11 ms (~90 fps). And it’s just a rough and quick optimization.

    Attachments:
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    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #74669
    visualizer
    Customer

    Yes agreed ! :good:

    Will surely look into it

    #74762
    c4cc
    Participant

    But there are too many render calls (1800+). You’d better consider using “batch geometry” puzzle or join elements with the same material into one mesh in Blender. It will boost FPS and perfomance significantly.

    besides batch geometry, any other way to reduce render call?

    #74764
    kdv
    Participant

    any other way to reduce render call?

    One visible mesh = one render call. Reduce meshes’ count. No matter how you do it.

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #74833
    c4cc
    Participant

    One visible mesh = one render call. Reduce meshes’ count. No matter how you do it.

    What do you mean, meshes’ count?

    Also, will amount of vertices in a mesh affect the render call of a mesh?

    #74835
    kdv
    Participant

    will amount of vertices in a mesh affect the render call of a mesh

    Nope.

    What do you mean, meshes’ count?

    Literally, the total count (amount) of meshes in the scene.

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #74836
    c4cc
    Participant

    Nope.

    Great.

    Literally, the total count (amount) of meshes in the scene.

    I see, the total number of meshes in the scene eh? So if I hid the meshes, it reduces render call right?

    #74900
    visualizer
    Customer

    I see, the total number of meshes in the scene eh? So if I hid the meshes, it reduces render call right?

    No hiding mesh should not be the solution he means to connect them as much as possible in minimum count with as much as possible in low poly style.

    I believe vertex count definitely matters a lot. When we initially imported the CAD mesh it was about 1 GB or even more. at several places we reduced by using opacity maps which drastically increased the loading speed. we stopped our work when whole thing reached under 25 mb. because the purpose was achieved.
    Still loading is a slight concern I will look at it for further optimizing as discussed above

    example – see the platform mesh in boiler at rear corner. instead of 3d object wires we used opacity map. huge saving on vertex count.

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