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Very long time to save/write mxs files

Posted: Wed Aug 02, 2006 7:13 am
by howdenx2
Hi all,

I'm having major woes trying to get Maxwell to save/write the MXS files prior to render for a job i'm working on... normally all my jobs (created via AutoDesk ADT/3DS Max) save the mxs files within a few minutes but on this one job, which is very large (120Mb Max file) the MXS file can take 4hrs to save/write if it saves at all!

Once the MXS file is saved the whole rendering process is finished within 1hr!

What could the possible casues be?

I've looked into/explored the following to only find a 'deadend' on each

- corrupted ADT/Max data
- too many MXM materials
- 2D line work present in the 3DS Max file
- too many xrefed/linked 3DS Max scenes...

i can render the individual scenes of this project (very large building project) within minutes but when the files are combined either linked or merged things (MXS save times) sprial out of control...?

Any ideas would be greatly appreciated!

J

Sorted!

Posted: Sun Aug 06, 2006 11:50 am
by howdenx2
Hi All,

After a bit more playing around (testing) i figured it out!

The extra long save times (5hrs +) were due to a very large amount of meshes in the max/maxwell scene around 4500...

I've noticed that the polygon count (so far) hasn't really effected my save/render times... :) but for the mesh count! Too many of them and everything falls to pieces!

I've now done some clever cutting/weeding out of meshes that were not needed or the could be grouped into one mesh and the file now saves in seconds! :)

J

Posted: Sun Aug 06, 2006 9:39 pm
by x_site
well i have similar problems with quite small scenes... this plugin is killing me :evil:

Posted: Mon Aug 07, 2006 10:43 am
by j_man
you're saying that you have a large number of objects?

You're better minimising the number of objects you have in a scene anyway, this will improve max performance and reduce file size.

J.

Try gruping

Posted: Sat Aug 12, 2006 3:20 pm
by pixelarq
Grouping is the solution you're looking for, at least it worked for me. Seems to be that the 3ds plugin get stuck with large number of objects. Of course, 1000 objects merged on one group equals to one single object, so we have at least a workaround.

I usually import the DWG mesh with the "one layer, one object" option, except layers with different uv maps are required.

(Note, I don't use ADT, perhaps it behaves different)

Edit. Sorry, haven't read your second post, you already know the solution :D