Crappy Performance?
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Why is it that I can have a 100MB SU model and zooming, panning, opening groups, etc. seems to work pretty quickly and decently but if I import a hi-ish poly file from let's say an OBJ file and my SU file is 40-60MB it runs like a dog turd? Sooo slow and unresponsive, opening a single group takes minutes. Does SU just not want to play with geometry from other sources? Of all the 3D programs out there, most are capable of importing large files and being able to not come to a grinding hault.
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Some initial ideas would be double vertices and mesh groups.
Can you share a file?
How's Thea going?
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Very impressed with Thea so far. Presto is pretty amazing actually.
This really isn't related to just one particular project. I import OBJs using Fluid Importer and I was curious why those files run so sluggish. Anything from a pillow model to a tree. I get that these things are hi poly and will weigh down performance, but I know what a 40MB SU file 'feels' like and something is just not right with these. Wonder if its FluidImporter?
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I'm just wondering if it's because of duplicate vertices.
SU may not auto heal edges that intersect so meshes can be denser than they appear.
Open the OBJ in Blender and edit the mesh. 'A' to select all geometry then 'W' > 'Remove Doubles'
You gonna jump to Thea? Or have you already?
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OBJ implies that you're importing catalog models from some provider... these tend to be massive poly wise for their size and use, they normally have texture maps that have individually applied per face. Not to mention troubles as Rich mentioned. These types of models as well as most anything imported into Sketchup will need to optimizing.
Goldilocks Texture and Goldilocks Geometry will help there as well as a few of Thomthom's cleanup tools...
Also if these are not models you're currently working on in the project model then you can set the layer to off, hide the group/comp or use proxies.
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I think Rich is also asking if you're dwelving on Thea on a deeper level because if you are you can simply forget about importing OBJ files into Sketchup.
What I do is the following:
Import the OBJ to Thea Studio wich will import all faces with correct maps (Sketchup doesn't).
I guess that the obj might not import into Thea with materials assigned already. (Some do and .3ds almost always do)
If the obj doesn't show materials assigned in Thea, simply create a basic material with the textures that come with the obj file and then drag the texture to the corresponding group or surface on Thea.It will paint the obj respecting original UV. This won't happen in SU 95% of the times and you'll need to have some labor reworking maps.
I only do that when obj in Thea get no grouped geometry and I need it for some reason, or because scales get all wrong, or if I have some modelling to perfect on the obj...
I hope this helps a bit...
Create a basic material from the maps that com -
Yep, it seems like its the importer (FluidImporter) screwing things up. I opened the file in Ultimate Unwrap and then saved a new OBJ and it imported a file that was way more responsive. Then I tried SimLab's OBJ importer and that was actually the best result. Groups and smoothed geometry ran like a charm. I guess FluidImporter, even though quite fast, might take too many shortcuts, leaving a lot of extra junk in your SU file.
As for thea, I have been testing proxies by importing into Studio and then rendering in SU and I am very impressed so far! Looks great. I actually ran my first production render for a client this week and they (and I) were impressed with the quality.
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I have been using Simlab's OBJ importer and it is light years better. Imports come in clean, grouped, smoothed, no performance issues. All this time I thought it was just SU not being able to handle the geometry. Never could understand it.
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@valerostudio said:
I have been using Simlab's OBJ importer and it is light years better. Imports come in clean, grouped, smoothed, no performance issues. All this time I thought it was just SU not being able to handle the geometry. Never could understand it.
Completely agree, I trialed Simlab and imported poly heavy models and they imported in no time and were clean. Although, I've learned that scaling models up/down helps too.
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Hi Matthew,
Did you find out what is the difference between the models imported with FluidImporter and those imported with Simlab? Is it that the objects are grouped together into a single mesh or that the vertices are duplicated or both? It would be pretty easy to add this option for the next version of FluidImporter.
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We just released FluidImporter 3.1.0. You can get it here.
Here's what's new:
- Faster import
- FluidImporter is now a full .rbz extension, with a single file for Windows/OSX
- You can access FluidImporter funtionality through the menu Extensions -> FluidImporter
- Added edge smooth option
- Options are now saved so you don't lose your settings when closing SkechUp
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@fluid said:
We just released FluidImporter 3.1.0. You can get it here.
Here's what's new:
- Faster import
- FluidImporter is now a full .rbz extension, with a single file for Windows/OSX
- You can access FluidImporter funtionality through the menu Extensions -> FluidImporter
- Added edge smooth option
- Options are now saved so you don't lose your settings when closing SkechUp
Looks interesting except for the "machine lock." When I purchase software, I want it locked to ME, not my machine. Even high dollar software like Keyshot allows me to put it on a computer at the office and my laptop and home. ugh.
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