3ds Max :: Editable Poly Editing Around 10x Slower With Nitrous
Aug 19, 2011
For an example if I create a sphere, add a turbosmooth with 4 itterations and collapse it to an editable poly again. Then when I try to manipulate the mesh by draging vertices with or without soft selection or paint deformation I get around 10X faster performance with direct3d (roughly 40-50 fps compared to nitrous 4-5 fps).
I know that nitrous is slow with pflow and animation but I did not expect it to have such poor performance with modelling?!
I have the same effect on both of my workstations. Laptop with core2 quad extreme, 12 gig ram, quadro fx3700m, win7 x64. Dells latest graphics driver. Stationary computer with Xeon quadcore, 14 gig ram, geforce 285 gtx card and win xp 64. Latest nvidia driver.
A simple editable mesh object, a piece of terrain, which has standard texture on it an no modifiers, just some UV's on channel 1.
Whenever I add "edit poly" modifier or convert it to editable poly, additional geometry will be created. Statistics show that only vertex count of the selected object goes up about 6x but no additional faces are generated. This not the case when check on a sub-object level, there are lot of additional faces created. I've never seen this happen, jumping between edit poly and edit mesh has been easy without any errors like this.
I've tried the same model with 2013 as well - same results. Also tried collapsing the object, removing uv-mapping, different materials, attaching the mesh to empty box, etc, garbage collection, exporting it to obj and importing - even then same thing happens.
Is there a way to recall a editable poly set and or a uvw map? It seems like I have to always re select them if if i want to modify a map.
Here is what I dont get, I have a box converted to an editable poly. With all of the polygons (faces) selected on one side, I assign a uvw map and successfully assign a map.
So I proceed to the top of the box and repeat the process and what? The entire cube takes on my "assign material to select" and I only have the top faces selected. What the heck is going on here. This is happening in 2013 and also 2012.
I have a diamond model I built (editable poly) and it is sitting on a pillow I made (garment maker, cloth- also editable poly) Ok so there has got to be an easy way to make the diamond sink into the pillow. I have been playing around with conform space modifier for hours now and I can make basic shapes change but it will not effect my ed polies and also I dont know if this is working the way I imagined anyway.
I cant solve this problem with edge selection tool, my task is to create an oil barrel and when I select the barrel with edge selection tool then press setting button next to connect there is that triangle pattern in between two lines that I don't want, how do I get rid of it?
I've been working on a tyre for a while. Now i need to model the side wall with some text on it. Because the tyre has to be printed in 3d i need this text as polygons in the model (not in a texture). So what is the best way to get a 3d text on my poly? It's very important to get an valid editable poly (from each vertice start 4 edges / an edge don't has 1 face on on side and 2 on the other ...).
Is there a way to conform an object (with a thickness) to an editable poly surface, like you can with patch deform to a patch surface ? I know you can use the compound object 'conform', but that does not give the result I'm looking for.
I was hoping that is was possible to simply convert an editable poly surface to a patch surface, but then I just get "illegal surface" when I pick the deform surface.
Patch deform is great, but almost worthless if I can't use it for editable poly objects...
I found to model a joystick. I have created a spline mesh, and applied a Surface modifier. The next step is to convert it to an Editable Poly. Fine, no sweat there. The thing is, when i do that, Max creates a ton more vertices; so many that its blatant over kill. My Surface mesh contains only 214 verts, but after conversion, i have over 6000.
Im guessing its adding some kind of smoothing somewhere...? After conversion, the tutorial has no more verts than it did before conversion, and it looks pretty much the same.
Conversion does not add extra vertices?
Intel I7 3.8Ghz, 8GB DDR3, SSD, nVidia 460, Windows 7 Ultimate x64 3DS Max 2011 Hotfix 4 x64
When you use the cut tool on an editable poly, and cut from one vert, across the polygon, to another vert, you often get an extra vertex. URL....Some other way of cutting? It seems like this bug has been in there forever.
Is there a way to make an editable mesh or poly somewhat transparent when a material is applied? Think of the material being a thin cloth such as nylon. You can't see directly through it, but it isn't like a thick material such as jeans etc. I also want to make this object deform like a balloon inflating, so I don't know if that will cause issues with transparency.
Is there a way to extract the WHITE edges of this Editable Poly as Spline Shapes? Then I could use the Surface modifier to convert it to a Patch object.
I know there is a "Create Shape From Selection" button on in the Editable Poly dialog. But this gives me the ORANGE lines from the control cage, not the smooth lines on the subdivided object.
My model is ready for the rigging. But my model is a little heavy in poly-count. I can rig it now but at the time of animation i know it will be a problem while animating it. It will lag while moving its controls. I have seen people animating with low mesh and while rendering they use high mesh. Do, i have to create a low poly version of my model?. If yes, Then i have to paint weight twice. low poly one and the high poly one.
3ds nitrous (alt x) gives me a very strange, way too bright see-through object result. Retopo is difficult in this mode but views on youtube show that the demonstrator doesnt have the same problem so I think it is a setting I am missing. I have a nvidia GTS 250 card.
I normally press "j" to disable the bounding box. but when you press F3 for wireframe and then F3 again to return to realistic view, the bounding box turns back on. is this a "fix" or a bug?
AMD Phenom 9550 Quad-Core processor 2.20GHz 4GB Ram Windows Vista 64
My graphics card: Dual SLI Geforce 9600 GT (1GB Ram)
I booted up CS4 last night expecting to see an amazing difference, and well I did. It ended up seeing slower redraw rates and it chugs when I pan through big images.
I have a feeling there's some setting that I'm not doing right. I updated my Geforce drivers.
In the Nvidia control panel, there are a ton of settings for the Photoshop CS4 applications that I've been playing with but cant seem to get a favorable solution. Anyone have an Easy Button for this?
I just tested some of my scenes from Max 2011 in 2012, and rendering is in average about 30% slower than in 2011.
I am attaching pictures for reference. It is obvious that they are 100% identical, there is no difference quality wise, but a significant difference performance wise. I will add some more result comparisons on more complex scenes to confirm the problem once they finish rendering. I am willing to provide my scenes to Autodesk if interested to solve this issue ASAP.
why my Material/AO/Lighting looks better in Nitrous-Viewport than it does in the actual render.As you can see in the Screenshots I am working with an A&D Material with active AmbientOcclusion.Even if I try 0 (=unlimited) distance, nothing fancy is coming out.
My gamma Correction is set to 2.2 Skylight with HDR-Map, Intensity 1 MR-Omnilight, Intensity 1 MR-Photographic Exposure is OFF
Usually i have no probs with Ambient Occlusion and MentalRa
I have a Comp, which admittidely is a render nightmare, with 64 instances of a the same video each 1 frame ahead of the next. So it's very RAM hungry and something of a balancing act between the number of CPUs and how much RAM each is allowed (but generally allowing 3GB per process and 1 less CPU than suggested)
The thing that is killing me though is the RAM Preview is going almost 3x faster than a normal render. Even when the normal render destination is an SSD and compression is None. otherwise exact same settings i.e. 100%, best quality.
The really interesting part is that when doing a MP RAM preview the CPU usage (as viewed in activity monitor) is a solid wall of green but when I do a standard MP render the CPU useage is fluctuating wildly. I've tried various dififerent MP options (all maintaining a safe RAM overhead for the sysytem) with very little difference in performance.
MacPRO 2x 2.26 QuadCore, OSX10.8.3, 32GB RAM, Proavio RAID for source, internal SSD for destination.
I've been running into a frustrating limitation with certain keyboard shotcuts for Nitrous display modes. For example, if I try to use my old 2011 shortcut for "Viewport Box Mode Toggle", the bounding box displays on TOP of the current shaded/wire mode instead of toggling. If I change the assignment to the new Nitrous command "Viewport Visual Style Bounding Box", it is no longer a TOGGLE key and to go back I must then use the key assigned to "Viewport Visual Style Wireframes/Shaded" (or classic "Wireframe/Smooth+Highlights Toggle")...
BUT...
In Nitrous both of these wire/shaded toggle commands do not work properly if you are changing from another display type (such as box). Instead of toggling between wire/shaded, they toggle between wire and the last display mode. So in essence there is no way to toggle between Box and Shaded without r-clicking on the viewport label every time you want to return to shaded mode as far as I can tell. Not being able to quickly toggle Box mode really screws up my work flow, so for now I'm reverting back to DirectX.
how can you adjust the "Grab Viewport" -Animation Quality for Nitrous?
Rendering any one of the styles in Animation produces horrific quality, because the viewport renderer does not spend the few extra seconds necessary to generate nice antialiased image-quality.
there is no way to adjust the rendertime. Because this would make this valuable improvement 50% useless again, if you can not use it decently for this purpose.
When I import a dwg model exported from Revit, the curtain walls (frames and glass pannels) do not display with Nitrous. They are there and can be selected from the layer manager. They are visible if I add an Editable Mesh modifier.
DirectX and OpenGL display properly. FBX import display properly
Is there a way NOT to improve the transparency in nitrous in realistic mode ? I really dislike the "noisy" display when moving around objects.
I know i can unselect the progressive refinement, but then the image stays noisy. I would like the transparency just to be as clean and fast as in the "shaded" mode.
I can see flat shading with direct 3d, but not on nitrous. it's unavailable on nitrous? it's a shame because flat is very good to see hue variations on textures and stuff like that.