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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.???
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