Hi !
Just wondering if people in here had any tips or trick to manage 3DSmax crashes due to heavy ZBrush imports. I was wondering if regarding my computer configuration, a maxscript could calculate how many triangles I could import in 3DS Max. I'm tired of restarting Max because of a crash.
Hope my question is not too confusing.
Replies
To test your max triangle count you could subdivide an object (like a sphere) and duplicate as many times as possible until you get a crash. I've managed to get around 60 million tris doing this. If you want to play around with heavy meshes you'll get better performance with lots of ram and a 64 bit OS.
second, don't let the polygons be shown in viewport, max can handle quite a lot internally created polies, imported will kill your scene, no matter what, i managed to import and bake 30mio quads with gi and 2 bounces inside max, the renderer doesn't care but you should just not let them be shown in the viewport
what i normally do
right click viewport label set to display bounding box only
import the model
rightclick the model > properties > set show as bounding box
hit f3 or f4 to get normal view back
to see the mesh volume when baking i just import a lower subdivided mesh from zbrush/mudbox and use that as a reference, level 2 or 3 normally is enough
Psyk0: What do you mean by "hidden layers" trick ?
By the way, do you use polygon cruncher ? I've seen that Epic guys use it a lot. But if we can handle 60 millions polygons within Max, is it really useful?
And I'm sure there are other useful things that canbe done with it.
Like Neox said, in the layer manager: set the "0 default" layer to hidden so when you import max isnt trying to read and display the heavy meshes at the same time. Turning on display as box or activating "override adaptive degradation" is also needed sometimes. Other workaround would be to break your object into multiple subobjects and bake each of them separately and merge the maps in photoshop. So far i havent reached the 50-60 millions limit, mostly because the hard surface work is done with turbosmooth modifier which can be set to higher values at render time instead of being displayed in the viewport.