Power User Tutorial Ideas (Input Needed)
-
So issues related to speed only?
When it comes to speed, the important part for me is navigating and moving objects without too much of delay. Large models with large textures begin to bog SU down - making you hide parts off the model or turn of textures. But a large SU model is not the same as a large model in other application. This is where most of SU's speed complaints come from. Then again, other applications often display in wireframe by default and quickly degrade objects to bounding boxes when orbiting.
I've learned to work with it, know when my computer can't deal with much larger models. And currently I'm looking at other application to fill in for scenarios when SU won't cut it. Especially scenes with lots of vegetation which quickly makes SU crumble.There is one thing, which really bugs me and often puts a fork in my workflow. Exploding larger pieces of the model. This can take ages. Though, it seem that (got no hard facts) some times it's quicker to explode in a couple of smaller batches than in one large bulk. I've gotten the impression that some times when I explode a large piece of the model SU chokes completely. It can stand there for ages. But if I do smaller pieces it's done within a few minutes... (anyone else experience this?)
@unknownuser said:
Are there any other areas than pure performance that should be covered in a tutorial of this subject?
If that means topics other than performance, I got one; texturing complex objects.
For instance, what I've been trying to do the last couple of days: I have a model with two hallways intersecting each other in a cross. The ceiling of the hallways are gothic arches. At the intersection I wanted to round of the corner a little bit as it makes for better detail when rendering. However, making the textures round the corner properly is nearby impossible. The bottom section of the hallway before the arch begins is easy as SU will let the texture round the corner seamlessly. But at the arch intersection it's a different ballgame. I think the textures needs to be skewed or warped in order to make them fit properly together, but I've yet to find a method to reliably do so. -
Interesting thread, a place to rant in an organised and productive way.
Firstly I probably come across as a "Google hater' but I'm actually quite the contrary, I love this app so much that I'm prepared to rant and bitch in order to get it better. Like a child on drugs, if it's not mine I'd make a comment and move on, but if it's my kid I will go to any length to rid him of such addictions even if it means tough love, the same goes with SU, I am vocal because I care.
My biggest issue is the way it buckles under high poly load, I do understand that it handles poly's as it did from version one and has not degraded in performance, nor improved and that's the problem as five years ago reaching SU's limits was not a common thing as models were simpler and plug-ins were less. Today the need for higher detail, more populated and complexed scenes require one to model with more polygons and unfortunately SU has not kept up to the market standards of today.
I honestly do not know what the solution is, I can only guess that inferencing or even the core needs to be addressed in order to get the needed 'oomph' to keep current with even the most basic 3D app out there as far as poly weights go.
We threaten to start using other apps the way you threaten military school to a child, hoping it will spark some action, I'm not sure I could ever leave SU, however I'm forced to use other apps to compile heavy scenes and SU to build bits and pieces.So I'd say navigating/orbiting is number one as far as speed goes, exploding another, I'm not too concerned about exporting as I use a 3rd party app for that.
I also believe if it's a 'Power user' tutorial then the basic stuff like layer control, purging and using groups and components need not be mentioned as that's elementary level of SU and not a Power user issue.
-
I agree with Pete 100 %.
-
I'm not that concerned about the initial loading time of GSU. I load it once, then I have it running all day. (Unless it bugsplats...)
On that note though, V-Ray for Sketchup added a significant loading time. 3-5 seconds extra. Since I didn't use VfSU all the time I renamed the VRayForSketchup.rb file to VRayForSketchup.rb.disabled and then made a menu command that would load it on demand. That greatly improved the SU loading time.
I have a number of plugins and the SU loading time doesn't bother me. And the plugins are far more valuable to use than to remove them for teh sake of loading speed.
-
Hi Coen, hi folks.
I dont have many plugins and thus, loading times are acceptable.
I am just curious about one thing: why does SU takes 15 seconds to load at first time and 5 seconds on subsequent loads ? This is on a PC with Windows XP-Pro. There is probably a cache memory involved but I am curious.
My main concern, so far, is with huge number of geometries when SU slows down. This is the same hi poly problem noted by Solo. However, I can excuse a 500 $ software when I compare its efficiency with behemots like Catia since the cost of such a software can go to huge amount of money and one shall expect a really fast response from these.
Best regards.
-
@jean lemire said:
I am just curious about one thing: why does SU takes 15 seconds to load at first time and 5 seconds on subsequent loads ? This is on a PC with Windows XP-Pro. There is probably a cache memory involved but I am curious.
Yes, the first time it reads it from the disk, which is really slow. Then the second time it just reads from the memory.
Advertisement