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View Full Version : Dealing with INSANELY detailed NURBS objects


Wigaru Wiyamoto
07-19-2003, 12:21 AM
I was given a VERY complex NURBS model of a vehicle that will be used in an animation. When I mean complex I mean over 3000 NURBS patches.

This thing is totally impractical to work with, I was able to make a lowpoly conversion of the exterior for a proxy, but I'd still like to clean up the original model. It takes 1.5 minutes to render the vehicle with no textures or lights! Considering that there could be 10-15 of these vehicles in the shot from a distance that's all just wasted time.

The exterior is fine, made up of mostly large patches, it's the interior that's crazy. Tons of tiny little patches in the corners and what not. I'm going through the interior right now trying to select all these patches and delete them at like 5fps. This insane detail is nice for the close up shots, but for the most part you're not going to see any of the interior save for the seats.

Argh, so anyone have a quick and dirty way of quickly reducing this model's complexity? Or magically deleting uncessary patches?

MasonDoran
07-19-2003, 02:06 AM
maya slows down a lot when it has to DRAW a lot...so do some quick and dirty selections and assign them to new layers and hide them...that should speed things up

also to help...make friends with isolate select and a toggle script on highend

MasonDoran
07-19-2003, 02:07 AM
and make sure your displaying the Nurbs surfaces all at lowRez....1 key

MasonDoran
07-19-2003, 02:08 AM
and you could even delete the meshes via the hypershade by selecting the particular shading groups that connect to the meshes u dont want

ie: select the material used for the vehicles body paint...select the in and outputs...and eventually you will find the mesh connected to it....and then assign this to a layer...

Wigaru Wiyamoto
07-19-2003, 02:44 AM
Thanks for the tips. Right now I'm not really worried about viewport performance as I am render time. This will get ugly quick when I start adding lights and textures.

Sadly it has no materials other than the default lambert. Trying to assign materials to over 3000 patches will be the end of me.

I Rebuilt the patches with the "reduce" ooption, which helped a little, but I still have all those patches...if I could just reduce the number to a few hundred or even 1000 I'd be better off.

Sigh, this wont be fun. :hmm:

Kabab
07-19-2003, 03:33 AM
Is the model imported from a cad system ??

Wigaru Wiyamoto
07-19-2003, 04:22 AM
I'm trying to find out what program it was originally made in.

Kabab
07-19-2003, 06:04 AM
The only real way to get that stuff in is iges but if you have access to studio tools you can try making the objects into STL's and importing the .wire file.

stickyblue
07-19-2003, 12:02 PM
use custom nurbs display instead of low display(1)

MasonDoran
07-20-2003, 10:09 AM
also...the renderer converts all nurbs to polys upon rendering....you can specify the tesselation value as u want....i am not sure if it will reduce it for you...dont know if u would want to do it that way...

but yeah...thats one of the headaches of nurbs

Wigaru Wiyamoto
07-20-2003, 10:22 AM
Thanks for the help! Applying materials will still suck, but eh... :shrug:

Wigaru Wiyamoto
07-21-2003, 03:10 AM
FWIW the original model was made in ProEngineer.

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