Is it just me, or does Max squeeze out this loaf on everyone else as well?
Everytime I load a new scene, first Max swaps to some kind of default four-viewport display of the current scene. For some insane reason it has a shaded Perspective view that has to load all the textures for that scene. Once it's done loading all that crap then it finally dumps the current scene and loads the new file.
None of my scenes are saved with a textured view. My default Maxstart file doesn't have it either. I'm using Max basically as a level editor, tons of assets per scene, so loading all those textures can be a pain in the ass, every time.
I'm not normally into cussing but this motherfucker pisses me off.
Replies
This normally happens to me after I've been asking max to do a lot of things like rendering a 100 frames or more. For some reason between renders it redraws each of the viewports. If I let this go on for too long and especially if there is a shaded viewport active it starts eating more and more memory. So now when I do long renders I switch it to a single viewport and set it to wire frame and it eats less memory. When I don't do this, it takes a long time to dump the old scene and load a new.
Sometimes its faster just to kill max and start it up fresh when you load a file. max always seems to load after the second time around for me. It also depends on what driver you are using. Software tends to push more crap int virtual memory (your HD) which is always slower to dump than Video Ram or just plain Ram.
Doesn't seem to be dumping memory... if I have the maps already loaded, it pauses only a moment before loading the next. But if I never loaded them, that's when it chugs.
I always save in wireframe mode, viewport maximized. Toggling to 4 views shows all are in wireframe too. Using the Direct3D 9 driver. Guess killing Max is the way to go, thanks Vig.
I've seen some scripts turn off viewport redraw, do their ops, then turn it back on. You might try that when you render Vig, do a disableSceneRedraw(), call the renderer, then enableSceneRedraw() when you're done.