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optimizing blender for Web configurator

Home Forums Graphics / Blender optimizing blender for Web configurator

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  • #48846
    fireups
    Customer

    So i read a few threads in hear and not finding what I am looking for. My website is using the bin.xz files but I am still at 15.4 megs. the entire load is 23 megs… so I am working on the other aspects of scaling down al loading thumbs for textures.

    What is the best way to drop this bin file size.

    + use compression . XZ files.. doing this now.
    + remove not used materials will work on this
    + less complex mesh .. this is not currently an issue.

    what else can I do to drop this.

    Do the texture files need to be so large for my default textures and what is optimal for web?

    Thank you for your tips in advance!

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    #48849
    fireups
    Customer

    ok so I went through and removed all references to materials not in use and got rid of redundant calls to image orphans .. I removed all unused objects. I optimized the web interface and removed unused JavaScript file loads. So I am down to 13.5 megs .. I want to know what is realistic?

    I have an optimized website ranking first page that is 2.9 megs… for this level of functionality is 13.5 megs acceptable?

    bin.xz file is still 10 megs. (side note.. this is loading as 15 megs :wacko: :wacko: )

    #48850
    jem
    Customer

    @fireups, there are many objects in the scene that appear to be identical. For instance, the knobs, pulls, drawer fronts, and grates are all repeated many times. Since you are using Blender, you can make these objects as an instance of a linked mesh. I always found this to be a good way to dramatically shrink the bin file of scenes with repetitive components. Maybe you are already doing this?

    Jeremy Wernick

    #48851
    fireups
    Customer

    ok, kinda new to this…

    most of the door fronts are the same as well..

    I have attached a screenshot of the mesh list.. of knobs.. I am going to assume this is what you are talking about how I should have one pull mesh associated to all the objects.

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    #48854
    jem
    Customer

    @fireups, ya. That is at least one of your issues. Each of those 8in drawer pulls has its own unique mesh. Each of those meshes is in the bin file.

    Blender and Verge3D support linked meshes. If you were starting from scratch, you would use the linked duplicate (alt-D) command to create a new object with a linked mesh. As opposed to ordinary duplicate (shift-D).

    In your case, you need to link the meshes after the fact.
    1. Select the object to be linked
    2. While holding shift, select the object to link to.
    3. ctrl-l (the shortcut for linking)
    4. select “Link Object Data” from the popup menu.
    5. Use the outliner to verify that the two objects share the same mesh.
    6. Re-export the Verge files.

    You can actually do all of the objects of one type in a single pass. Just keep selecting objects while you hold down the shift key. They will all be linked to the last object that you select.

    If all of the objects seem to disappear when you do this, that was likely because they had their transformations applied already (a common side-effect of working with CAD data). All of the objects are still in the scene if this happens but they appear all in the same location in space. Basically, the origin of each drawer pull mesh was at the world origin rather than somewhere on the mesh itself. This is tough to explain w/o pictures, so I hope that this is not your case. If it does occur, you just need to move the newly linked meshes back to their correct locations in space.

    Jeremy Wernick

    #49086
    xeon
    Customer

    Your bin.xz file is very large, so I am thinking you have all your products, and textures stored in this one verge project?

    Most product configurators for cars, houses, cabinets…. 2 or 3 Mb tops. Then products are loaded and appended to the scene and unloaded as needed. I am sure you are already doing this but there is something that is causing your bin file to get very big. Your objects seem pretty low poly. So it’s either textures/materials that are being duplicated, really high texture file size or lots of different objects we dont see in the image?

    13Mb is not horrible…for an interactive. A browser can support up to 50Mb, but depending on the devices you are supporting, this could be much less. You will have to determine the lowest common denominator for your supported devices and then work backwards from that number.

    As Jen pointed out you can save file size by using duplicate linking. Although its not a true instance its as close as we have. Note that when the duplicate linked object is opened in the browser it will add to the triangle and draw count as if the object was a direct copy. This will count towards that memory buffer limit so you have keep count of those and monitor where you are at.

    To determine where your file issue is, I would save your project and start deleting items until you see where you get the biggest file saving gains and then if needed break up the files into smaller files that can be loaded after the intitial project load.

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

    #49269
    fireups
    Customer

    thank you for the help. Still working to make it better.. woudl be great to get to 2-3 megs.

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