Notifications
Clear all

[Closed] Creating a Mesh is faster than Instancing One?

I would like to contribute something…

If I would like to copy some mesh objects which have a multi-material placed on it, obviously, we have set material id’s as well…

If I would instance the object, it would be much more easier to tweak the material and if I create the mesh, I would anyhow like to put the material again…

So depending on the complexities, 3ds max takes time to re-create the geometry…

If you do not want properties like materials, modifiers, controller, mat-id’s, transform scripts, etc, you can go with simple creation of mesh…

So that is what I suppose it the logic behind the time consumption.

Let me know if I am right!!!

That would probably eat up time I’m sure.

But what’s odd is, like I said, even if its a Teapot and you Convert to EPoly or EMesh, its 2-3x slower than if it was just a Primitive.

Although, I think in Max 2012 this might not be an issue, maybe just in 2010/2011.

may be, primitives don’t carry information with them, so it wont have to iterate through all faces to give it an id…

I was wondering yesterday, would there be a way to snapshot a mesh and create a temp primitive on the fly to instance? That would speed up processing.

have you tried mesher compound object? may be that would work!!!

Hm… Yeah! That does seem to work the same as a primitive speed wise :).

I converted a Teapot to EPoly, then added that to the Mesher, and Instanced the Mesher and its the same speed basically.

is it slow or fast?

For my “Preview Mode” that shows the Objects Frozen, before it took around

Max 2010 64bit.

1100 Objects: 1.5-2 Seconds to Instance an EditablePoly Teapot with no Materials/ect.

1100 Objects: 0.300 – 0.400 to Create/Instance the Mesher of the Teapot.

The fastest way to create a mesh is to “will” it into existence.

While staring at the screen, telepathically flip the correct bits and bytes to create the objects in max. With enough practice, you can will all objects into existence at once.

When combined with “astral projection” techniques you can create objects outside of max.
Of course, this workflow is much slower with the new service pack for 2012.

Page 2 / 2