- Mon Jun 07, 2010 5:43 am
#324753
It depends on what you mean by fix. If you mean somehow allowing SketchUp to handle more high-poly cars, then no, but if you mean dealing with them as best as possible from an exporting point of view, then yes -- if the car is a component, and if you use instances, then I guarantee that meshes for only one car will be exported, regardless how many copies of that component you make, or how you nest them in other components, etc., etc. If each instance has different materials, due to faces inheriting materials from their group or component, then the car will automatically be split up on material boundaries (if it's not already explicitly split up on faces) and instances of each material group will be generated.
There are other strategies we can explore later on, but none of them are very attractive. The old plugin has its 'proxy' feature, but you cannot visualize what you're going to get beforehand, and you suffer some of the same scene-debugging issues as with the auto-mxm discussion above. Richard has proposed a similar idea, a 'mxs proxy', but this is basically a different version of the same thing -- the data still has to come into memory at some point in time if we want to render it, and this is worse, because you're talking about trying to merge geometry and materials, etc., from different mxs files, and this is not a really simple thing to do.
In the Cinema plugin, I wrote a custom instance object from scratch, because the native so-called 'instance object' in Cinema was of a poor design and didn't save any memory at all. So, mine just drew bounding boxes to show where the instances would end up, since the Cinema SDK allows for doing that, and it worked very well; we could build scenes with millions of instances of things with very good viewport performance. But -- all the work was for nothing...at the next half-point version update of Cinema, they finally 'fixed' their own instance object (after however many years), rendering my own completely superfluous.
Next Limit Team