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spoondesigns
11-14-2002, 09:20 PM
I though I read something about this a while ago, but I couldn't find it.

We have some folks working on subdivision surfaces. They usually have started out with a subdiv sphere primitive. As they work, they often use the Split Polygon tool to create new Vertices to manipulate.

The problem is that as time goes on, there is a massive slowdown. It gets so slow that moving one vertex (while in Polygon mode) takes 20-30 seconds to complete.

How can we fix/avoid this?

Thanks in advance.....

MCronin
11-14-2002, 09:36 PM
Make sure all faces are four sided, and don't try to add too much detail in the polygon proxy. Use refinements on the subdivision surface to add detail.

spoondesigns
11-15-2002, 12:11 AM
Originally posted by MCronin
Make sure all faces are four sided, and don't try to add too much detail in the polygon proxy. Use refinements on the subdivision surface to add detail.

Really? Wow, that seems like a real limit to Maya's subdiv implementation.

So why do you think n-sided polygons slow it down so much? Is the tesselation that much more complex, or is there some unseen faulty node(s) that begin to build up?

Also, would you suggest going through and rebuilding the cage to replace all non-4-sided polygons?

Thanks for your ideas.

Ckerr812
11-15-2002, 01:25 AM
Delete your blind nodes in the Input output connections.

stunndman
11-15-2002, 07:18 AM
read the sticky FAQ thread

vapulus
11-15-2002, 12:54 PM
We've had this conversation several times recently. The big one you're probably talking about is the one I started a while ago. Maya's SubD's are more powerful than the SubD's in LW, but are noticeably slower. I, personally, prefer the subdivision style from LW, so I use CPS (Connect Poly Shape). You can find it on Highend3d if you're interested. It's basically the Lightwave way of doing things.

DimitrisLiatsos
11-15-2002, 03:55 PM
Fisrt of all in Maya 4.5 u don't have to use CPS 'cuase it is implemented in a very similar way in the software now. It is doing a wonderful job when u get used to it.


Second...i had the same problem with subD's in Maya when i was modeling with low poly proxy and was creating history on proxy.

To bypass that u model in low Poly and when are finished cutting and dividing then and only then u go to SubD's......or if u have a subD and a low Poly Proxy i think u can go to hypegraph ..find the node of the subD surface and delete it...in this way in shaded mode u have a polygon model without shading group..u give it one ..delete history...and u start again from there without having this slowdown in your machine....(u have to convrt again this polygons to Subds!!!)

I must say that Maya 's SubDs are very powerfull but u must find all the tricky stuff in order to master it...i am still trying!!!lol

i Hope i helped!!!

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