Large Sketchup Models - 300Mb +
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@barrysmit said:
Your other suggestion to drop the image size, i'll have to have a look at as i'm taking a lot of screen shot and adding them as textures... any suggestions on how else i can take a image or screenshot and place it on a surface and keep the size down?
Are you cropping out the areas of interest - or do you use the full size screenshot as a material texture?
How many textures are you using?
What file format do you using? -
A short history:
I remember, before Google bought SketchUp, there was a very close connection between the developers of SketchUp and the users.
That communication took place at the original SketchUp forum. After Google bought SketchUp that connection got lost. Google was not even interested in continuing such a relationship. Hence several members of the old forum decided to carry on the forum on a private basis, which you are tuned into right now.Google thought, its Google groups concept would be a good substitute for the SketchUp forum. But realistically Google Groups Suckz!... in my opinion.
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Well, whatever the "story" is (and basically it indeed happened this way), you can always see SU (now Google) employees around here.
Also, even if they do not act personally every time and react every topic, they get "notified" about the hottest issues via a bunch of members here. -
@thomthom said:
Purge you model.
Window -> Model Info -> Statistics
Get rid of all unused stuff.Ensure that your textures aren't too big. In most large models I've encountered it's been the textures and scene background images that takes up the most of the file size.
SU doesn't display textures any larger than max 1024x1024 so there is no point for any textures larger than that. 512x512 is usually enough.Remove hidden stuff that you strictly don't need. Save it out to a component if you're unsure if you might need it later.
That should reduce the file size and reduce memory usage.
Thomthom,
regarding the texture size, it's true that it is huge, probably 70% of my file size (in my case). But if I were to use 512x512 or 1024x1024 textures, I think the quality of my renders with V-ray will greatly drop. Or are you saying that usually 1024x1024 are enough even for renders? I am using Arroway textures. They are huge but good. However every time I want to render, it takes forever to set up, before the white square thingy starts to render. Any ideas? Thank you!
Gerald.
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It really depend. You don't need large textures unless they are up front of the camera. The further away the smaller you can go.
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@thraxx2 said:
@thomthom said:
Purge you model.
Window -> Model Info -> Statistics
Get rid of all unused stuff.Ensure that your textures aren't too big. In most large models I've encountered it's been the textures and scene background images that takes up the most of the file size.
SU doesn't display textures any larger than max 1024x1024 so there is no point for any textures larger than that. 512x512 is usually enough.Remove hidden stuff that you strictly don't need. Save it out to a component if you're unsure if you might need it later.
That should reduce the file size and reduce memory usage.
Thomthom,
regarding the texture size, it's true that it is huge, probably 70% of my file size (in my case). But if I were to use 512x512 or 1024x1024 textures, I think the quality of my renders with V-ray will greatly drop. Or are you saying that usually 1024x1024 are enough even for renders? I am using Arroway textures. They are huge but good. However every time I want to render, it takes forever to set up, before the white square thingy starts to render. Any ideas? Thank you!
Gerald.
Export to 3ds Max x64 and render with the original Vray. That's the only serious solution (de facto the
industry standard). -
I was working with some files a ways back (SU7) and they had massive components that were fitness equip models the client wanted in the renders and they were supplied to me as Solidworks files converted to 3DS - My files were 200+MB and all I can say is get the heck out of SU if you need to have a model this size. It just is not the right program to being doing this kind of work in. Thats all I can say. It took 30-40 min to open and save these files, they crashed all the time, it was the most stressful thing I have ever worked on.
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Well, I might have a (extremely) useful solution for you guys.
I found this on a guy's blog :[mod="Gaieus":20iqenqz]Deleted link to uncontrolled and unverified exe file theoretically capable of anything harmful. If you need to "hack" your loading in a 32bit environment, there are safer solutions.[/mod:20iqenqz]
It's a patch for Sketchup.exe that makes it use 4GB of RAM instead of 2GB.
I literally went crazy when I found this, and turned out it works !However, I'm also using Arroway textures... In my last scene, I have like a couple of wood texture, ground tiles, and grass, and it reaches the 4GB of RAM (even by saving in .EXR format).
So I guess I'm going to make a low resolution version of the textures I'm using the most, and applying them accordingly to the setup of my scene. -
@elvazur said:
Deleted link to uncontrolled and unverified exe file theoretically capable of anything harmful. If you need to "hack" your loading in a 32bit environment, there are safer solutions.[/mod]
What solutions ? ... Please let me know, 'cause it's been YEARS I'm having trouble with memory problems, and this is the only real solution I found, saving me a huge amount of time. Thought it would be a good thing to share it with our fellow SU-VR users.
(right now I'm making a render, "only" 1600px wide, .exr output, decreased texture sizes, and the memory Sketchup is using is up to 3.3 GB)
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@elvazur said:
It's a patch for Sketchup.exe that makes it use 4GB of RAM instead of 2GB.
I literally went crazy when I found this, and turned out it works !Not needed any more with SU8 (M1 or M2?) being LARGE_ADDRESS_AWARE out of the box.
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Thread necromancy here to point out that getting rid of the terrain layer if you're not using it in a geolocated model can manage a huge reduction in file size.
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