3dsMax 2019.1 – Attaching large amounts of meshes is up to 7 times faster

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  07 July 2018
3dsMax 2019.1 – Attaching large amounts of meshes is up to 7 times faster

One of the improvements of #3dsMax 2019.1 is “Attaching large amounts of meshes is up to 7 times faster”. So.. I tested it
http://cganimator.com/3dsmax-2019-1...7-times-faster/

The enhancement was done for Collapse utility. I think 3dsMax dev choose to enhance this because this is the only attach which keeps
explicit normals.I test total 4 files. I open the file and attach all geometries.
The result is… drum roll…

05_TM_manyLowRes
Obj:5616 Verts:99,686 Faces: 165,505
2019 : 3.335s
2018 : 32.724
9.81 times faster

08_Static_Many
Obj:19913 Verts:2,264,540 Faces: 3,265,430
2019 : 11.2s
2018 : 2236s
199.35 times faster

bistro
Obj:2429 Verts:2,766,360 Faces: 3,850.480
2019 : 9.5s
2018 : 546s
57.23 times faster

EmeraldSquare
Obj:29596 Verts:9,065,430 Faces: 7,722,170
2019 : 274s
2018 : 19980s
72.95 times faster

It is actually far better than 7 times!
 
  07 July 2018
The numbers look great indeed. And how about maxscript? Can we take advantage of this when attaching meshes via script?

Originally Posted by gandhics: I think 3dsMax dev choose to enhance this because this is the only attach which keeps 
explicit normals
Well, attach with Editable Poly do preserve explicit normals. Although I got some weird results on a specific model, where it made them tangent to the surface. Detach on the other hand always lose reset normals (either with poly or mesh).

Last edited by Eugenio : 07 July 2018 at 10:40 PM.
 
  07 July 2018
Originally Posted by Eugenio: The numbers look great indeed. And how about maxscript? Can we take advantage of this when attaching meshes via script?

Well, attach with Editable Poly do preserve explicit normals. Although I got some weird results on a specific model, where it made them tangent to the surface. Detach on the other hand always lose reset normals (either with poly or mesh).
YOu have to use UIAccessor for now.
There is code in CGTalk.
 
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