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Blender high poly to low poly
Blender high poly to low poly












Create API function to lazily initialize an edit-mesh objects evaluation mesh #64262 Skip EditMesh to Mesh Conversion () (committed) **Design:** #74186 (Proposal for fast high poly mesh editing) * Sample file with 3M avaiable on request, file is ~300MB. * Editing high poly objects with good performance without modifiers. **Project leader:** members:** picture:** 2.7x level of performance for mesh editing. Could use a design / engineer plan and ideally a commissioner (though if the scope here is super technical just having some artists testing may be enough. **Status:** Need work plan "approval", all tasks listed already.

  • #57936 (Mesh modeling performance regressions).
  • Notes: Optimizing modifiers is out of the scope.
  • Improve geometry buffer configuration (data layout used by the draw manager).
  • Multi-thread edit-mesh to GPU data uploading.
  • Milestone 3 - opensubdiv Fast mesh OpenSubdiv viewport implementation.
  • Undo optimization: skip mesh conversion for meshes which aren't modified.
  • I'd suggest only to support this if it doesn't add a lot of code-complexity. Note: we may run into diminishing returns with UV layer partial updates for custom-data layers, since only updating a single layer will already give us significant benefits. Support partial updates for custom data layers.
  • UV-tangents (note: need to investigate feasibility).
  • Custom Normals (note: need to investigate feasibility).
  • Support updating only modified geometry when transforming vertex coordinates.
  • For the full bmesh to mesh coversion (uses more complex logic).īenchmark production files, and investigate if the current code has room for improvement, making necessary optimizations.
  • For evaluation mesh (uses simplified logic).
  • Limit updates to: selection data, active element.
  • Draw manager support deformed edit-meshes, so an edit-mesh conversion isn't required when drawing an edit-meshes deformed cage (similar to 2.7x support).Ĭreate API functions for tagging edit-mesh changes.
  • Evaluate production scenes (yet to be defined) to ensure that conversion isn't required for common editing operations.
  • Replace lazy initialization with code that uses the edit-mesh, where practical.
  • Lazily initialize by disabling edit-mesh to mesh conversion in the modifier stack, calling lazy initialization where needed.
  • Create API function to lazily initialize an edit-mesh objects evaluation mesh #64262.
  • Skip EditMesh to Mesh Conversion D7169 (committed)

    blender high poly to low poly

  • Sample file with 3M avaiable on request, file is ~300MB.ĭesign: #74186 (Proposal for fast high poly mesh editing).
  • blender high poly to low poly

    Editing high poly objects with good performance without modifiers.Team Commissioner: ? Project leader: Project members: Big picture: 2.7x level of performance for mesh editing.

    blender high poly to low poly

    Status: Need work plan "approval", all tasks listed already.














    Blender high poly to low poly