CompuServe Thread

#ts 2.0-faster wireframe?

27 messages in this thread
#11861From: Marc BeckersjuergenMay 11, 1995 4:31 AM
Will v2.0 have faster wireframe reconstruction? Right now I am trying to move a camera through a more or less complex model and it takes 10-15 seconds to rebuild the wireframe everytime I nudge the camera just an inch. Annoying, somehow. Is there a switch to constantly force tS to simplify the objects to primitives without the complex meshes? Bye, Marc
#11863From: Ian FirthMay 11, 1995 7:21 AM
Marc, Open the settings dialog, and turn ON NoEcho… you will see a big improvment in redraw speed. Ian
#11868From: Terry Cotant[RSS]May 11, 1995 8:13 AM
Yes.. Go to your settings box and change your threshold setting. Here's the help text for threshold: As you transform objects in trueSpace's workspace, the program attempts to maintain maximum feedback by continually redrawing wireframe objects during manipulations. This is in contraxt to other programs, which automatically create bounding boxes during any transformation, reducing feedback and requiring more time for set-up. However, with complex objects and/or many simultaneously open views, forcing everything to continually redraw can cause unwanted delays, in which case the program resorts to using bounding boxes during transformations. This setting determines the maximum redraw time before a scene is simplified with bounding boxes while transforming objects. The lower the setting, the greater the likelihood that simplification will occur. If you're working with complex objects and redraw time is taking too long while transforming it, lower this setting. If more than one view window is open, the total redraw time in all windows is taken into consideration. If not all windows need to be simplified, the current window is simplified last. In other words, if you have a small Top view window open and you're dragging a complex object in the main Perspective view, it may appear as a bounding box in the Top view but as a wireframe in the Perspective view. WHen working with hierarchical objects, there is an additional level of detail between wireframe and bounding box, which is hierarchical bounding box. This creates a bounding box for each member of hierarchy, rather than a single one for the entire object.
#11928From: Marc BeckersjuergenMay 12, 1995 5:14 AM
Reducing the treshold does not do the trick, at least not completely. If I, for instance, look through a camera onto a complex scene and I wanted to adjust the camera's view, I need the camera to be the "active" object, which immediately will be transformed to boundary boxes (if treshold is set to zero). But the scene I am looking at won't. tS tries to redraw it every few seconds, so smooth manual panning of the camera to find a good angle is almost impossible. The objects of the scene are not "active" (white). Sorry, but I guess I didn't make myself clear enough in my first mail. BTW: I just uploaded "HITMAN.JPG". This is when I discovered my problem… Bye, Marc e-merge
#11937From: Ian FirthMay 12, 1995 9:47 AM
This sounds like a slow video card problem, what card do you have Marc??? Ian
#11949From: Marc BeckersjuergenMay 12, 1995 1:32 PM
I am running tS 1.04 on a Pentium 90 (32MB) with an Elsa Winner Pro 1000 (2MB) under Win95 (M8). (BTW: When rendering the scene, Win 95 creates a 70 Meg Swapfile… not bad (well, actually, this IS bad, but anyway <g>)) The Elsa is not THAT slow… Bye, Marc e-merge
#11952From: Ian FirthMay 12, 1995 2:47 PM
Well, if tS is using 100MB to render the scene, I would definately say that the size of the scene is what is slowing it down. My largest render to date took about 56 MB, and that scene had over 50000 faces and 400 objects. >not bad (well, actually, this IS bad, but anyway <g> Actually, that's terrible… If any of my scenes hit the swap file, I kill the animation, and find a way to trim down wasted textures, objects, or faces, so it runs from RAM…. Swapping is 70000 times slower than RAM, and generating the number of frames I do in a week, I would need years(instead of months) to finish my current project. Ian
#11945From: Terry Cotant[RSS]May 12, 1995 12:59 PM
Can you get me the object (GRVENC to sysop area) to try some things? I know what you're talking about, but even with some really complex objects on my system, I don't see it being that bad.. I'd like to help, though.
#11950From: Marc BeckersjuergenMay 12, 1995 1:32 PM
I will upload the "visor"-object as you suggested (GRVENC), so you can take a closer look (VISOR.OBJ). When I link a small view window with the camera and try to pan the camera *the smallest bit* tS needs at least 3-4 seconds to update the view. As I already said: No way for smooth adjusting of the viewport. Bye, Marc e-merge P.S.: Did you by chance come across my "snail-movement" problem?
#11953From: Ian FirthMay 12, 1995 2:49 PM
I would really enjoy seeing the size of this scene file…5 MB?? 10MB?? I don't think you are going to find any smooth panning with a scene that requires 100 MB to render. Ian
#11956From: CaligariMay 12, 1995 3:41 PM
Movement of the eye seems to perform quite differently on different cards/systems. We have an Intergraph box with Windows 95 here that does it amazingly fast. The MGA Impression Plus seems to be particularly slow in wireframe mode, but it *is* very nice when trying to move the eyepoint in solid-render mode. We would be very interested in how large of a scene file (in polygons and MB) you normally work with and what the largest is that you have ever used. Also, I have talked to some of you who say that they have amassed huge amounts of models/scene data. Who is the scene king/queen? trueSpace2 has some nice little enhancements that we don't normally talk about, but one is that you can specify one of five modes: unselected objects are always shown as boxes, unselected objects are shown as boxes while the active object is manipulated, unselected objects are always shown as wireframes (opposed to solid rendered objects), unselected objects are shown as wireframes while the active solid-rendered object is manipulated, all objects are always rendered in real-time. We have thought about adding object management through layers in the future. How important do you think this would be compared to the other items on the wish list? Konstantin
#11986From: Ian FirthMay 13, 1995 1:35 AM
>Also, I have talked to some of you who say that they have amassed huge amounts of models/scene data. Who is >the scene king/queen? Void Pirates currently has a total of 271 scene files with over 500 textures among them. >We have thought about adding object management through layers in the future. How important do you think this >would be compared to the other items on the wish list? This would be an excellent feature! I still want camera viewport cropping as well, please… Ian
#11997From: Rob BryertonMay 13, 1995 11:20 AM
>>>We have thought about adding object management through layers in the future. How important do you think this would be compared to the other items on the wish list?<< I agree with Ian…this would be a great addition to tS… Rob
#12001From: Jon DeaneMay 13, 1995 3:45 PM
I would also like view-port cropping. It's far nicer to have a full screen for graphics and then do animations through dirty-rectangles — you don't need massive-compression CODECs breaking up the video. Lets hope a bit harder!! -Jon.
#11994From: Kenneth M. RiegerMay 13, 1995 9:54 AM
|->I still want camera viewport cropping as well, please…<-| Hi Konstantin-add my vote to Ian's for this-it's sorely needed to more easily check the final cropping of the image. …Ken
#12055From: Marc BeckersjuergenMay 15, 1995 2:35 AM
>We have thought about adding object management through layers in the future. How important do you think >this would be compared to the other items on the wish list? Definitely important… <g> This really would speed up working on more complex scenes. However, the different view modes are a step into the right direction Bye, Marc e-merge
#12054From: Marc BeckersjuergenMay 15, 1995 2:35 AM
>5 MB?? 10MB?? 4.8 MB The scene is not that complex. Bye, Marc e-merge
#12063From: Ian FirthMay 15, 1995 10:34 AM
>4.8 MB >The scene is not that complex. That is f**king HUGE !!!! And very complex. My biggest scene for Void Pirates is 900k. It contains over 600 individual objects and calls some 100 textures, and takes quite awhile to move around in on a P90 with a Stealth. Ian
#12105From: Marc BeckersjuergenMay 16, 1995 2:35 AM
The scene "only" contains one of the rooms from the trusclips CD plus a human mannequin. If this volume of data makes tS stutter, than I guess I will be facing massive disappointments in the near future when going for the first serious projects. Bye, Marc e-merge
#12120From: Ian FirthMay 16, 1995 11:12 AM
>The scene "only" contains one of the rooms from the trusclips CD plus a human mannequin. Considering those objects are 3DStudio objects, they have many more faces than they would if created with trueSpace. Please ZIP and upload the scene here… otherwise we will never figure this out. Ian
#12129From: Terry Cotant[RSS]May 16, 1995 1:44 PM
You've got to realize that some of that stuff may (I'm not sure, here) have been converted from .dxf's (I *think* some of the Newmoneun Labs (sp?) was converted) and that's not very trueSpace-efficient.. When you build your own "stuff" in tS, you probably won't ready the number of faces, etc. that they have, especially with FFD, and spline things that tS offers.. Also, how much physical RAM do you havy? (Have?)
#12187From: Ian FirthMay 17, 1995 10:46 AM
Marc, I went ahead and loaded the COB file you are using. It took 8 minutes to load on my 66. The problem you are facing here is the COB file. It is a 3DStudio file, converted to COB format. The file IS enormous and complex, contrary to what you believe, there are over 10,000 tri-faced leaves on the tree alone, trueSpace can't even tell me how many faces are in it (it says -24780). >If this volume of data makes tS stutter, than I guess I will be facing massive disappointments >in the near future when going for the first serious projects. This volumn of data would make anything stutter… I wouldn't even try to render it in 3DStudio without at least 256 MB RAM. trueSpace is not the problem here, ANY rendering program would have difficulty with this mesh. On the bright side, without the tree, I could recreate that COB in tS and keep the size under 100k, not 4.7 meg like the one there (I would also render the tree separate, created with textures, not a zillion polys). Understand, the trueClips CD was just tossed together with whatever was available. Very few of the files are actually original COB files. trueSpace works best with files created with tS, not imports from other packages. You will be just as dissapointed with any package out there with a file of this size, please do not blame tS. Regards, Ian
#12194From: John StetzerMay 17, 1995 12:07 PM
>>…without at least 256 MB RAM. Good grief!!!! How many polys are there in that scene????? I haven't had a problem working w/scenes of over 300k faces on a 64 meg machine. John Stetzer JWS (Genuinely curious…)
#12195From: Rob BryertonMay 17, 1995 1:11 PM
>>o what you believe, there are over 10,000 tri-faced leaves on the tree alone, trueSpace can't even tell me how many faces are in it (it says -24780).<< Sorry if I missed the specifics of this thread, but what scene is this? I would like to check it out on my machine. BTW, I've been routinely (sp?) loading 10k-30k face objects into tS generated from some particle utilities I'm working on without a problem at all, and rendering time is not that bad at all. I agree with you that you should try to optimize your models, but on the other hand, I expect my tools (like tS) to be able to handle complex (50k-100k face) objects…. FWIW, Rob
#12199From: Terry Cotant[RSS]May 17, 1995 2:10 PM
8 Minutes? Sounds pretty good for that file.. I'll redo it with timings on mine..
#12069From: Terry Cotant[RSS]May 15, 1995 3:24 PM
Don't forget to ZIP it if it's that big.. Also, what type of object is that? (.obj) Thanks..
#12173From: Marc BeckersjuergenMay 17, 1995 5:28 AM
You may take the objects directly from the trueclips CD as well. nm_mgr04.cob combined with im_wmn1.cob The object I view thios scene through is in GRVENC: VISOR.OBJ Bye, Marc e-merge