Any ideas on optimizing a Maya files speed? (Tried everything I know)


#1

Hello,

As the title states, does anyone know how to optimize the file?
Currently I have a imported high poly model from ZBrush but have converted and imported as a GPU Cache and am doing the retopology of the ear while using it as a “Make Live”

The only thing is that it is going super slow I have to wait seconds for every single quad I want to place down, which is ridiculous once as I add quads or want to adjust anything.

So far Ive tried…
-Delete All By Type > History & Non Deformer History
This only speeds up by a little and then slows down again after

  • Smooth Shade off
    This doesnt seem to make any noteable difference

6_5_19_EarRetopo.zip (1.7 MB)


#2

set the openGL viewport render to something other than viewport 2.0, e.g. legacy default. There are other things, but that is one to try that may speed things up.


#3

This might help…
If you are re-topoing to make a cleaner base mesh. Decimate your mesh down in Zbrush to a more manageable amount of polys before bringing it into Maya.


#4

Tried turning off Construction history but it didnt help, also I deleted the higher poly GPU Cache from the Outliner, and also Deleted all By Type, Deformer and non Defromer History

And the same lag was still apparent,

I think this suffices to say the problem is not due to the high poly model imported as a GPU cache no?


#6

Any ideas guys?


#7

First of all I am NOT an Zbrush guy.
But it sounds to me like your issues are performance related.
But you haven’t provided your hardware details.
Have you compared your hardware/graphics card to this?:
https://pixologic.com/zbrush/system/

Because there is only so much you can get the software to do for you.
The next level of improvement may require some upgrades…


#8

i don’t consider your model that much high poly to slow down Maya.
it’s mostly because of history. it’s better to completely disable history .
if you are using a very low end PC you may prefer to switch to viewport 1


#9

With quad draw there is sometimes a glitch where it will run really slow, until you disconnect the shader in the node editor and then apply something like a new Lambert.


#10

Thank you Tucker, could you elaborate on how to do this in a more step by step fashion?
Im still quite new to Maya’s many options as I am coming over to do retopo after working in Zbrush 95% of the time

Also would like to note
New scene + High poly GPU Cahce import > Live Surface> Quad Draw = No lag

&

Someone had told me that when they try to Qiad Draw on “Olly_4_7_17_17k_BindSkin” model
it also lags for them

So it seems pretty confirmed that the High Poly GPU Cache import, is not the problem here


#11

So for what I was talking about, its actually the quadraw geo that is being slow. This was a problem in Maya 2016, but could occur in newer versions as well.

If you select the quad draw geo and go to Windows>Node Editor there’s a button of a square with 2 play buttons inside it. Hit this to display the node tree for that geo. Now delete the lines that connect the shape and geo nodes to the shader. If this worked correctly the geo will become green indicating it has no shader. Then assign a new lambert and see if there are any performance improvements.


#12

Hi Tucker this is where I got up to and am wondering which one is the shader node?

Also is the “Olly_4_7_17_17k_BindSkin” one the geo node?


#13

retopology slows down when you manipulate more than 2-3 thousand polygons.
My solution was to retopo in chunks and I combine them only as the last step. The high poly geometry has some effect on performance, but from what I saw until now the bigger issue was the number of polygons you are changing with quad draw.


#14

Select those 2 connections on the Olly_*****_BindSkinShape that connect to defaultMat and delete them. If your Geo turns green, you know it worked. Assign a brand new lambert to that piece of Geo.


#15

Sorry, Im still quite slow on the lingo, by “that piece of Geo” do you mean the “Olly_***_BindSkinShape” geo?
And how does one assign a brand new lambert to the new geo?


#16

I Actually think this one workflow works well because I tried doing retopo on a new layer and theres no lag, but may I know if it is a common problem for all retopo to do this?

I would hope that this lag is only focused in on the retopo part,
Otherwise if it was something in my scene like if something was corrupt or rigging and skin weights were causing a lag which would suck in the long term
As I try to move on to other steps with the file.


#17

Yes That’s the piece of geo I meant. It’s your retopo geo. Do assign a new material, select and then right click that object and at the bottom select assign new shader. And then pick a lambert.