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Rhino to Blender import problems

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  • #77980
    jeroenvdwater
    Participant

    Hi all,

    I’ve been struggling with a certain problem concerning a model that needs to be imported from Rhino3D to Blender. I can get all assets imported into Blender, but all materials duplicate themselves per object. Which leaves me with hundreds of materials when in reality there are maybe 12.

    My colleague works with Rhino and has provided a very extensive 3D model of the product we are trying to use in Verge3D. I can get to the point where I can import the model, but when I export as glTF to the Verge3D webviewer, the model is invisible due to the “glTF 2.0 compatible” option. I can make certain parts visibile and rendered by, well simply, switching the option on!

    But,

    Here’s the kicker though, the model is (in my personal opinion) HUGE. every corner, cotter pin, nut, bolt and washer is drawn in very intricate detail and makes for an exact 1:1 model to the real thing we have in our workshop. (it’s really quite impressive) On the other hand, this causes the model to have a grand total of 710 individual objects, and (ahem) 3,628,166 triangulations. This number will rise quite a bit when my colleague adds the interior. Gulp.

    This means I will have to manually click the optionbox “on” for 710 objects. is there a way to import from Rhino without having it copy all the materials for every object? or have the “glTF 2.0 compatible” option checked for all imported objects? Also, concerning the size of the project, Will Verge3D be able to handle something like this in a webbrowser? or is it going to be unbearably slow?

    Please let me know, hope anyone has some experience with this particular issue.

    • This topic was modified 2 months ago by jeroenvdwater. Reason: typo
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    #78531
    xeon
    Customer

    Well… the answer is … it depends. If you are going to try to publish this online, then I would strongly suggest heavily optimizing the model, getting rid of unnecessary model detail and reducing the number of parts by a factor of 100 ish. However if you going to turn this into an Electron app…you do have a tad bit more wiggle room. Regardless optimization is key to good performance.

    A general rule of thumb is if its not seen, then delete it. As an example if the model has a bolt that is anchoring the floor the chassis and it will not be seen in the interactive, delete the bolt.
    In blender if the model density is black…like the tires in your scene….its way to dense and you need to either rebuild or optimize the mesh. Any details in your model that you can use decals and normal maps in place of mesh is strongly recommended. But use atlas maps to reduce your map count as you don’t want to have a lot of textures either.

    I was once given a model with 1000’s of parts, textures and over 25 million triangles. As a model its not practical to use for a V3D project. Decimation and other things make a mess out of things so its typically just faster to use the provided model as a reference and remodel or if you are good with retopology tools go that way. But to make this workable you will need to edit, rebuild, retopolgoize, create atlas maps and normal maps.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

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