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Any ideas on optimizing a Maya files speed? (Tried everything I know)

gene098
polycounter lvl 6
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gene098 polycounter lvl 6
Hello,

As the title states, does anyone know how to optimize the file?
Currently I have a imported high poly model from ZBrush but have converted and imported as a GPU Cache and am doing the retopology of the ear while using it as a "Make Live"

The only thing is that it is going super slow I have to wait seconds for every single quad I want to place down, which is ridiculous once as I add quads or want to adjust anything.

So far Ive tried....
-Delete All By Type > History & Non Deformer History
This only speeds up by a little and then slows down again after
- Smooth Shade off
This doesnt seem to make any noteable difference


Replies

  • gvii
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    gvii polycounter lvl 10
    Are you decimating the high poly before importing it? Or are you bringing it in full res?
  • gene098
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    gene098 polycounter lvl 6
    gvii said:
    Are you decimating the high poly before importing it? Or are you bringing it in full res?
    full rez but converting it to a GPU Cache so it doesnt lag
  • sprunghunt
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    sprunghunt polycounter
    What will speed it up is if you could cut your model into separate alembic caches. Even though it's an alembic cache it's still a multi-million poly model so Maya will slow down a bunch. 

    Or you could just decimate the model a little bit. 
  • gene098
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    gene098 polycounter lvl 6

    Tried turning off Construction history but it didnt help, also I deleted the higher poly GPU Cache from the Outliner, and also Deleted all By Type, Deformer and non Defromer History

     

    And the same lag was still apparent,

    I think this suffices to say the problem is not due to the high poly model imported as a GPU cache no?

  • pior
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    pior grand marshal polycounter
    decimate.
    your.
    high.
  • gene098
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    gene098 polycounter lvl 6
    pior said:
    decimate.
    your.
    high.
    Hi I had just updated the situation, please read when able
  • pior
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    pior grand marshal polycounter
    Yes - decimate your high.
  • gnoop
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    gnoop sublime tool
    For retopo you don't need hi res mesh at all.  It could be pretty low res proxi one.

    The only soft where you could have even more hi res than in Zbrush  without any displacement baking and other troubles is Clarisse.  Still  it takes ages to load something 300mil there. Also no retopo there , only scattering things and scene construction.

  • gene098
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    gene098 polycounter lvl 6
    Im not sure if Im misunderstanding something here, but I deleted the higher poly GPU Cache from the Outliner, and also Deleted all By Type, Deformer and non Defromer History

    and still there was lag

    Does this not prove that the lag is not a result of the high poly model? Because even when it is not in the scene it still lags...
    Which is why Im confused that some people are still pushing the emphases on the high poly model being the problem and that the decimation of it would be the answer here?
  • gene098
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    gene098 polycounter lvl 6
    Any thoughts on the most previous comment guys?
  • sprunghunt
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    sprunghunt polycounter
    gene098 said:
    Im not sure if Im misunderstanding something here, but I deleted the higher poly GPU Cache from the Outliner, and also Deleted all By Type, Deformer and non Defromer History

    and still there was lag

    Does this not prove that the lag is not a result of the high poly model? Because even when it is not in the scene it still lags...
    Which is why Im confused that some people are still pushing the emphases on the high poly model being the problem and that the decimation of it would be the answer here?
    Did you try making a new scene with only the high poly model in it? 
  • gene098
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    gene098 polycounter lvl 6
    gene098 said:
    Im not sure if Im misunderstanding something here, but I deleted the higher poly GPU Cache from the Outliner, and also Deleted all By Type, Deformer and non Defromer History

    and still there was lag

    Does this not prove that the lag is not a result of the high poly model? Because even when it is not in the scene it still lags...
    Which is why Im confused that some people are still pushing the emphases on the high poly model being the problem and that the decimation of it would be the answer here?
    Did you try making a new scene with only the high poly model in it? 
    Thanks for the troubleshooting, yes I just did it and it works perfectly fine
    New scene + High poly GPU Cahce import > Live Surface> Quad Draw = No lag

    Someone had told me that when they try to Qiad Draw on "Olly_4_7_17_17k_BindSkin" model
    it also lags for them

    So it seems pretty confirmed that the High Poly GPU Cache import, is not the problem here
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