How many polys can 3ds max handle
This is my first time using 3dsmax to do an arch viz scene, but without any cars or trees loaded, it's at k polys, and I have some trees and cars from evermotion, but they are at k polygon each! If I want to add a few, that will easy surpass a 2 mil poly count. I am using a standard "gamer" laptop and I can barely spin around as is with the k poly. So my question is, is it normal to surpass 2 million polygons and is it normal to get 0.
Everything was just imported from sketchup, and sketchup doesn't lag at all I've set my driver to Direct3D and is there some sort of configuration to reduce this insane lag for my computer? This is so unbearable that I want to cry! Which is the reason I never tried learning Max because I always think I don't have the raw computer power for it. Cant say what is 'normal' for a scene as every scene varies in poly count But evermotion stuff is modeled to death and their poly counts are insane, dont know why they overmodel every single thing Big scenes do have lots of polys, but in general I would say that going to 2 mil is alot, I have had far more than that, but then we are talking massive projects, sorta city type things One evermotion model takes more than my entire scene itself.
I know that's another "it depends question", but are there usually a thumb of rule as to when to do what? I wish all my scenes had under 2 million polys!
It's obviously best to keep poly count as low as possible by detailing just what is near the cameras etc. We often have to scatter trees and bushes across large landscapes so are probably in to billions of polys when everything has to render. Needless to say proxys are the way to get lots of detail for less used RAM. We use VRay. There isn't really a norm because it depends on how detailed your models are. It's a tough one to answer to be honest. You are of course bound by your computers capabilities.
There is no exact number anyone can give you. You could work in a scene with 10M or more, but it would likely be near impossible to navigate in the scene. And there is more to a scene than just polygons. If you start using bitmaps in your materials, adding in lights, and so on, you'll notice the scene starting to slow down. And your render times will start increasing quickly once your RAM is full. If you can, I suggest at least tripling your RAM. I have 24GB and use most of it.
The big advantage to having a lot is being able to run other programs along with 3ds Max, and not having everything suffer because Windows is using the pagefile. Chris Medeck Twitter LinkedIn. Set the Roughness value to 0. When prompted to Select Bitmap Image File , select the texture you created earlier. On the Babylon menu, select Babylon File Exporter. Make sure glb is selected under Output format , and then select the Export only selected check box so all necessary or selected 3D models are exported.
After you've prepared a 3D model, use the following links to learn more about using the model in Dynamics Guides or Power Apps:. Power Apps. Several screenshots in this document were taken from the Autodesk 3ds Max software program in order to provide clear instructions on how to use Autodesk's software. Learn more about Autodesk. Autodesk 3ds Max Babylon Exporter for 3ds Max. Microsoft Corporation is not responsible for, and expressly disclaims all liability for damages of any kind arising out of the use of Autodesk 3ds Max, or reliance on these instructions.
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Tip You can also search at the top of the Select from Scene menu. Tip You can be as granular with what you reduce as you like. Note You can also apply the Smooth modifier to individual 3D models if they each require a different threshold. Note If your 3D model has 10 or more materials, performance might be an issue.
Note This process only works if the materials haven't yet been converted to Physical Material. Baking, UVs, and texture maps are complex. The goal of this tutorial isn't to make you an expert in texture baking, but to help you get through the process so that you can use your 3D models with Dynamics Guides and Power Apps.
For this reason, this tutorial doesn't go into a lot of detail about texture baking. Is this page helpful? Yes No. Any additional feedback? I use them for plants in arch vis renderings. I would say the Scene and Object Instance features in max would be the way to go. Layers will also help you manage your scene. As long as you keep them well organized, you can turn sections of your scene on and off depending on what you need to work with at that time. I found a new plugin on the net called GroundWiz Planter , I wonder if it can really render hundreds of millions of triangles as they claim.
I have to check it out more - anybody knows how useful it really is? From the sounds of it, it is probably something very similar to VRay Proxy.
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