|
|
"Greg M. Johnson" wrote:
> I have had success making INC files with a hundred primitives moving in
> various flocking algorithms. When I tried to replace the primitives
> with an sPatch-modelled craft, my HDD swapped like the dickens upon
> tracing. I had 12 800 objects and I have 256 MB RAM. Apparently, my
> craft has 128 patches.
>
> Have I just plain hit a resource wall? Is there any trick to make it
> less resource intensive: order of reorient vs. translate, avoid scaling,
> bicubic settings, BOUNDING, etc.???
12,800 patches is alot. Look at the u-steps and v-steps of the patches.
Lower
these numbers if possible, for starters.
Post a reply to this message
|
|