My 2 cents on the object count problems : a mesh made of millions of individual
triangles still counts as one object. So if
the macro creates "patches" of hair, you can have 6000 patches and a really large
number of individual hair strands. I have a
macro that creates a prairie by collating meshes of grass patches (n x n individual
blades). The parsing & render time are
incredibly low in spite of the complexity. Of course, to do this on a curved object is
typical Colefax magic...
Gilles Tran
Ken wrote:
> If you look closer at the reported stats you will see that there are just
> over 6000 objects in the scene. That is a walk in the park to parse. It is
> when you have 50k or more objects that the memory and parsing overhead
> become really noticable. What surprises me the most is the scale of the
> object vs. the number of hairs it took to get full coverage. The camera
> is a couple hundred units away from the object which implies to me
> that it must be near a hundred pov units in size to fill the image the
> way it does. I can't imagine how the object count is so low and the
> coverage is so good. It may be a trick of the mesh compression utility
> that Warp is running it through.
>
> --
> Ken Tyler
>
> mailto://tylereng@pacbell.net
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