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Function Request – Synchronize instance objects in 3D software to v3d

Home Forums Bug Reports and Feature Requests Function Request – Synchronize instance objects in 3D software to v3d

  • This topic has 2 replies, 3 voices, and was last updated 1 week ago by kdv.
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  • #77712
    安娜
    Participant

    Hello!
    I am a user of the 3dsmax version of v3d and usually create large-scale scenes, such as many street lights or trees inside. In this process, we will implement the same objects in the form of replicas (instances), imagining that this can reduce a lot of performance. However, when exported to v3d, it will become a separate object, which means it loses its original associated function. Therefore, can we request that the official optimize it in the new version, so that the objects originally associated in the modeling software can function? This is very important for building large scenes.
    Greets
    Anna

    #77713
    xeon
    Customer

    Are you using the Verge3D gltf exporter or 3dsmax gltf exporter?

    When you export a scene with 4 cubes and a camera (no light) with all the same basic material…
    If the cubes are copied, duplicated, or instanced in a way that is not compatible with instancing in a GLFT export…they will be unique geo in the GLTF. If you are successful and creating the instances the Geo buffers = 2 if you are uncessful the geo buffers =5.

    The requirements for instancing to work in GLTF is pretty limiting…if I recall. All instances have to be instances from a single source mesh. Meaning no instances of an instance. All instances have to have the same material….there are some other rules..cant think of them right now.

    However one work around is to create a empty at a origins of your instance objects…then delete the instance objects in your scene leaving only the empties and the original source meshes then within V3D clone your source objects to the empties at the start.

    This insures quick load times, and you have complete control of your cloned objects.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #77725
    kdv
    Participant

    implement the same objects in the form of replicas (instances), imagining that this can reduce a lot of performance

    There are only two prifits to use instanced meshes in your modelling suite:
    1. Smaller .bin or .glb file size (.gltf is not affected) => faster loading time.
    2. Fewer amount of geometry buffers in scenes.

    That’s all, nothing else. Every object is a separate object with it’s own position/rotation/scale and is rendered individually.

    If your trees are not supposed to be moved or clicked, just merge them into one mesh…

    • This reply was modified 6 days, 20 hours ago by kdv.

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

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