Layout is so slow !
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I agree with Box. These things are awful. It goes back to what I told you about making lean and clean models.
I should have dug into your model further. I would have seen this and called it out. It started to feel like I was just piling stuff on in your other thread, though. Remember, GIGO applies here.
If you must use these components in your models, you'll need to go through them and clean them up.
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You might be able to get away with those if you really clean the rest of the model, trim the fat to allow the bloated carcasses to survive.
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Thanks guys,
Do think im barking up the wrong tree here with SU using it for industrial application? or do you think i would be better suited on another program?
thanks
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I don't think you're barking up the wrong tree. It really doesn't matter what program you are using. If the content is poorly made you'll have problems.
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@dave r said:
I don't think you're barking up the wrong tree. It really doesn't matter what program you are using. If the content is poorly made you'll have problems.
@box said:
I'm sorry but those models are just plain awful. Very bad conversions from another format. Both the one you linked and the ones in the warehouse.
I'd either find originals or model them directly.Both above are right - how many times I experienced it myself: everything was running so fine until the point where I imported a cool, yet completely unnecessarily a million times overtriangulated car, made somewhere else (and there certainly for some good reason) - and finito!
Put simply: why should a bonnet have many times the polygon volume as the building itself? In your case, this applies to almost every detail...Probably, If you want to render later on, there are many render tools (e.g. Enscape...) which are able to render your highly detailed model, while very simplified and lightweight "proxies" remain in the SkUp model only. These proxies, so to speak, only map the link that a renderer needs in order to pull up the correct high-resolution model...
This would require you to chop up your model into the required parts - a ventiel here, a shutter there, a few pipes in between (with a reasonable segmentation of course)... Finally, this procedure would have the advantage that you can expand your technical systems as you wish without any hesitation.
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@hornoxx said:
Probably, If you want to render later on, there are many render tools (e.g. Enscape...) which are able to render your highly detailed model,
The problem with these fittings is that they aren't even good for renderings, they are heavily segmented/faceted and full of holes due to poor conversion. If they were good models they would be worth the struggle but right now they are about as useful as the proverbial fart in a space suit.
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@box said:
...they aren't even good for renderings... ...right now they are about as useful as the proverbial fart in a space suit.
ja! and nice spoken -
You guys are right a little more Time up front building my own models will save time in the long run. I have taken this all on board so thank you for your wise words, much appreciated
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I think you'll find everything'll start working better for you if you go that way. Feel free to ask with any modeling problems you have. Always good to have a go at a shape then ask with your model attached and we can usually point you in the right direction from your start. Works better than just asking 'how do you model this'.
It also good to remember you get to choose the level of detail you need, so think about it as you model, do I ever see the inside of the pipe etc... Modelling for visuals is very different to modelling for tech specs. -
@mill3rluke said:
a little more Time up front building my own models will save time in the long run.
This is what I stress to my students. Although it might seem like it is taking extra time, keep things clean as you go. That means correcting reversed faces, eliminating stray geometry, purging unused stuff from files, reducing geometry, etc. If you are importing components from other programs, use the same work flow as is recommended for working with components from the 3D Warehouse. Import them into a separate SketchUp file so you can inspect and clean them to make them suitable for using in your model. Then copy and paste into your project file.
I've found that making solid components (or groups although I don't use groups) is worthwhile because solid objects tend to be the easiest to work with. Solid Inspector 2 is a good tool to add to help find problems with components and groups.
Also try to think ahead to how your project might change and how you can construct your model for easy change later on. I do a lot of furniture modeling and create plans from them. For one of my clients I can count on the details of the project changing at least once if not several times before the final copy of the plans are delivered. I do my modeling and LayOut work to make sure those changes can be made correctly, quickly, and efficiently. Actually I never really think of them as final because I could get a change later. The other day I had to make a change to a plan I delivered in 2015. It took longer to open the SketchUp file (due to all the extensions I have loading) than it did to make the changes and update two different LO files.
It'll all come with practice, though.
As Box said, think about what details you need and what you can get rid of. Don't add details that don't add anything useful to the project.
Don't hesitate to ask questions, either.
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@dave r said:
This is what I stress to my students. Although it might seem like it is taking extra time, keep things clean as you go. That means correcting reversed faces, eliminating stray geometry, purging unused stuff from files, reducing geometry, etc. If you are importing components from other programs, use the same work flow as is recommended for working with components from the 3D Warehouse. Import them into a separate SketchUp file so you can inspect and clean them to make them suitable for using in your model. Then copy and paste into your project file.
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