#3d-Studio Faces Limits
6 messages in this thread
I have a Acad file with over 150,000 faces and would like to bring it
into 3D-Studio. Will it handle this large face count. The Acad file
itself is only about 800K and was generated on a sparc 10. That same
Sparc 10 takes 20 minutes to render a scene. I run 3D-Studio on a
Pentium 60 w/16 meg of ram w/unlimited disk space. Can render times
be aproximated and it it feasable to load that many face into
3D-Studio. Any help would be good. JDL
3DS has no limit on the numer of faces and vertex points in a scene,
however there is a limit per object. No object can have more than 64K
vertices. For more info on importing files, check out pages 3-36 thru
3-40 in the reference manual.
-Brian
Thankyou for your responce and I have read those pages. I guess my
question still remains can render times be compared to render times
seen in Autocad. Currently my scene takes 17 minutes on a Sparc 10.
Is that saying it will take 30 minutes on a PC. My main goal is to
do a Video of this room arrangement model that I am working on but if
Render times for a 3 Minute Video are going to take 30 Minutes a
Frame I am afraid that my deadline will not be met. Informing my
customer now would save face later. Thankyou for your help.
How fast you render a scene in Autocad has very little bearing on how
fast it will render in 3DS. Especially if you are switching platforms
in the middle. I would assume once in 3D Studio, you would add
textures, lighting effects, etc…. All this will change how fast the
rendering takes place.
Your best bet is just to DXF the file over, and render a single frame.
This will give you an approximate per frame render time. Then add
some time per frame, for all the materials, shadows, etc. that you
are going to add. How much time to add depends on how much work you
are going to do with the file.
More precisely, no sub-object can have more than 65,535 points or faces. Most
objects hit the point limit before the face limit, although it's perfectly
possible for a malformed 3DS file to have 64K points but only one face.
I wonder about the limits within the DXF import within 3DS and the standalone
DXF3DS converter… do they, too, use only 16-bit values for counting points
and faces while assembling data that must conform to 3DS geometry limits? I
suspect that they must use 32-bit values, since it's quite easy for a model to
have an excess of points before merging.
The only limit is that each object in 3DS have a max of 64000 faces.
As long as your acad dwg has layers enough (a layer is converted into
an object), there won't be a problem. All faces in 3DS are 3 sided,
so you'll probably have more than 150K.