Hi. I'v been working on quite a few highpoly objects lately and it's not been pretty. Currently i'm sitting with 2 models that are aprox. 10 mil polys each and i'm getting constant freezes and FPS sits at around 15-20, it's hard to work efficiently. I have a fairly beefy computer as well, 32gigs of DDR4, i7 5920k, GTX 980Ti etc.. Is it simply the softwares limit? It only uses about 8 gigs of my RAM and barely any CPU.
Any tips would be great :awesome:
Replies
Max 2017 has seen a great increase in edit mesh/edit poly performance. But Max 2016 isn't too bad either. It all depends whether it's really the raw poly count that kills your performance or other reasons. Of course you can't expect to get good performance if you use a modifier stack which constantly has to push updated geometry up the stack, causing modifiers to do their recalcs...
Just some random thoughts:
* be sure do disable backface culling in the object properties
* as mentioned above, if you work on high poly, collapse the stack, or toggle show end result to be off in the modifier rollout
* work in shaded mode, not realistic mode, maybe even clay mode is faster than shaded mode, plain wireframe mode should be faster too
* be sure to not run a service pack/version with well known bugs ( eg. the memory leaking nitrous bug of 3ds Max 2016 SP2 )
* if you work with texture display enabled in the viewport , take care ( = enable ) texture resolution limits.
(eg. Procedural texture resolution higher than 512 can seriously hurt performance )
If you still are on Max 2013, or even Max 2012 ( let not even talk about pre-Nitrous versions ), you are on a bit of a sour spot.
Those early nitrous implementations sure miss some essential optimizations
So to give you better advice it would help to know what you want to do.
As far as I know there is not the right way. Just the best workaround for your specific task.
musashidan: for example 3d scanns
In a perfect world I would do all this clever stuff but in reality most of the time you just have to come up with a way to get things going.
Anyway.. this would represent one use case.. retopo represents another.. That's why I'm asking for more information.
this speeds up working in zbrush a good deal, too. you can always keep the actual scan separate from your work scene.
Regarding bugs:
Max 2016 SP3 is pretty solid for my tasks, but i seem to remember a UV flipping bug on FBX export some people reported. Don'T know if theres a workaround for that. Max 2017 is even better in my eyes, but needs that second SP ( SP2 )
But rest assured that Max 2015 too has some bugs left in it and certainly will never receive a fix for those.