Home › Forums › General Questions › Max number of polygons/verticies?
- This topic has 3 replies, 4 voices, and was last updated 6 years ago by Yuri Kovelenov.
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2018-12-13 at 8:20 pm #9847patrickbeltCustomer
Hello. I am trying to use Verge3D to animate and interact with dense .stl meshes converted to .obj files. It would take several minutes to load the scene when I clicked the “sneak peak” button. (The original project contained about 500,000 verts.) To try and speed things up, I have decimated and retopologized a lot of the project so it is now down to 300,000 verts, but it still takes a while to load. Is there a limit to the number of verts or polygons (or project size in general) a scene can have before the load times start to slow down? Thank you.
patrick.c.belt@gmail.com
2018-12-14 at 5:53 am #9849Mikhail LuzyaninStaffIs there a limit to the number of verts or polygons (or project size in general) a scene can have before the load times start to slow down? Thank you.
Recommended number of vetixes per scene is max 100,000 – this is optimal for loading. But you also can use LZMA compressing to compress your scene. It helps a lot. It doesn’t effect sneak peak but only loading an application exported to gltf file format. You also will be need to enable checkobox in Init puzzles “Compressed assets”. But most problem for loading the application is loading a textures, so the only way to optimize them convert to jpg (if possible), combine b/w masks into one rgb texture, reduse it’s size, reuse textures multimple times etc.
Co-founder and lead graphics specialist at Soft8Soft.
2018-12-14 at 6:29 pm #9860jemCustomerMaybe this is obvious, but I will state it anyway. When you press the “Sneak Peek” button, the Verge3D plugin builds the .gltf and .bin files before it loads those files into the browser. This build can take a long time. This build time will depend on the size of your scene and the speed of your CPU.
Like you, I also have some high poly scenes and they do take some time to preview after I press the sneak peek button. Your end users will not experience this same lag because they will pull static gltf/bin files from your web server (rather than generated on-the-fly from Blender or 3DS).
…plus, do everything that Mikhail said to do and you should be in good shape.
Jeremy Wernick
2018-12-15 at 9:28 am #9877Yuri KovelenovStaffThanks for the addition, Jeremy. Indeed, the export operation may be prolonged for big scenes, especially if animated objects are present. We’ll consider optimizing the export by rewriting critical parts of the exporter script to C programming language, as we did for the Max version.
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