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sammy Member
Joined: 03 Feb 2006 Posts: 60
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Posted: Thu Jun 21, 2007 7:05 am Post subject: Max. no. of polygon = 10,000 ? |
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Hi all,
Is the max. no. of polygon = 10,000 (as mentioned in help file) in DeleD?
Thanks in advance. |
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elementrix DeleD PRO user
Joined: 11 May 2006 Posts: 1300 Location: The Netherlands
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Posted: Thu Jun 21, 2007 7:13 am Post subject: |
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no, there isn't a max however, the more poly's you get in your scene the slower it will get.
i had once 1 millions poly's in the screen but the FPS whas like 2.
i am now building a scene that already containes 25000 poly's |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Thu Jun 21, 2007 8:16 am Post subject: |
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Tip: hide some parts of your scene to speed up rendering. |
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ally DeleD PRO user
Joined: 08 Jul 2007 Posts: 24
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Posted: Sun Jul 08, 2007 10:39 pm Post subject: Layers |
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Forgive me for asking so many questions, but is there a way to have DeleD work in layers? Similar to any photo / paint program, you could specify certain objects to be a part of a particular layer, then have DeleD only render specific layers. Mm just a thought is all =] |
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Mr.Fletcher DeleD PRO user
Joined: 07 Aug 2004 Posts: 1772 Location: Germany
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Posted: Mon Jul 09, 2007 1:22 pm Post subject: |
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This might be what grouping is for. _________________ Behold! The DeleD Wiki! Please help us expanding it
DeleD on IRC |
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jwatte DeleD PRO user
Joined: 26 Apr 2006 Posts: 513
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Posted: Tue Jul 10, 2007 11:35 am Post subject: |
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No; grouping and layers are very different things. If you're building a scene with many different meshes, then layering is very useful, because you can not only individually hide layers (all trees, or all buildings to the north, or whatever your layers are), but you can also (typically) set the editor to only accept selections within the active layer.
If you group all trees in DeleD, you can hide them as a whole, but you can't make it so that only trees are selectable, and you can't move an individual tree while they are grouped. |
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harper Member
Joined: 19 Jul 2007 Posts: 283 Location: Hamburg, Germany
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Posted: Tue Jul 31, 2007 2:43 pm Post subject: |
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Can anyone give me a hint, if it is better to build up, for example a complex building, as one big multi-poly-object or is it better to create every floor as one object and place them together in a scene ? Is this depending on the engine, that will be used ? I don't know whatever engine i will use - still looking for a good world-editor.... |
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elementrix DeleD PRO user
Joined: 11 May 2006 Posts: 1300 Location: The Netherlands
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Posted: Tue Jul 31, 2007 3:25 pm Post subject: |
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it's much better do build it in parts and then you can always use "merge" to make it a multipoly object.
you don't have to make every poly as a separate part, just make something like seperate rooms.
when you make it separate it's much easier to modify. |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Tue Jul 31, 2007 3:49 pm Post subject: |
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I agree with elementrix. Build stuff in parts. Much easier to maintain and to re-use stuff that way. If you save your stuff as prefabs, DeleD makes it very easy to re-use whatever you make. |
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harper Member
Joined: 19 Jul 2007 Posts: 283 Location: Hamburg, Germany
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Posted: Tue Jul 31, 2007 4:38 pm Post subject: |
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Thanx alot for VERY fast aswers.
Ok for editing. But - have you any experiences what engines think of 1 object with many poly's v/s many objects with low poly's ? |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Tue Jul 31, 2007 5:57 pm Post subject: |
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I don't use engines myself (I have my hands full with developing DeleD ) but I think most engines don't really care much about that difference as they convert the scene into internal structures most of the time anyway (like BSP trees etc). Anyway, there are lots of people here that know more about engines than me, so I think I better shut up. |
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elementrix DeleD PRO user
Joined: 11 May 2006 Posts: 1300 Location: The Netherlands
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Posted: Tue Jul 31, 2007 7:03 pm Post subject: |
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for things like tree's you can better make them separate.
say you have a tree with 100 poly's and you have 100 tree's in your zone.
that is 10,000 polygons if you put them all in DeleD and export them, but when you export one tree to your engine and add that tree 100 times in the engine then it will render faster (correct me if i am wrong). so the best thing you can do is: make the terrain, export that to your engine and in you engine add the trees and house's.
also what do you think is many poly's? |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Wed Aug 01, 2007 5:56 am Post subject: |
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This all very much depends on the engine, but I'd say with most it doesn't matter. If you don't have indepth knowledge about said engine anyway, I wouldn't worry about it too much up front. Just build a scene with a reasonable polygon count, get it into the engine, and see how things behave. Tweak and fiddle around until things are right... You'll have to do that anyway. |
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