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Zbrush 4r8 how do i delete trianles12/2/2022 The 65536 shouldn't apply if the bug is still there. There is a test in the code that should detect the 65536 limit on vertices, and that should be intercepted and give an error message, but maybe they just let in stop adding vertices and let the upload continue. So it looks like they must have fixed it. Now that I think of it, this bug should stop you running into the 65536 limit, because it makes the new materials before you can ever reach that, before you get to 50k triangles. On the right, the secretly added materials in the same mesh are shown up in different colours. If I am right about your mesh, a wireframe view should reveal missing vertices as well as the missing triangles that needed them. You can see that all the vertices are there and that it's the triangles that are missing. The left shaws a mesh with more than 174752 triangles, with the resulting holes/ In the middle is part of that mesh in wireframe view. Just for fun, here's a picture I made for the jira about the triangle count limit. There is no reasonable need for such high polycounts if you use smooth shading, which is much more efficient anyway (with limited sharp edges where required), and they are bad for performance. Although there is no LI-like limit for attachments, that doesn't change the fact that excessive poly counts use excessive viewer graphics capacity, slowing viewer frame rate, and excessive network and asset server resources. The fact that other creators use such high poly counts doesn't make it sensible. Beyond that, you will get holes again because the triangles with extra materials are just discarded. So you may not notice until you run out of the 8 allowed materials, reached at 174752 triangles (if you haven't used any up explicitly). However, what happens then is that the uploader automatically starts a new material with the same name. That is the strange limit on the number of triangles per material to 21844. In fact (unless BUG1001 has been fixed - no way of telling these days), there is another limit you will run into before you hit 65535 vertices. So you would then be able to reduce both triangles and vertices MUCH more. It would also remove what I would guess is the reason you have used such a high poly count - to get a smooth appearance despite sharp-edged shading. Conversion to smooth shading, in which the normal at a vertex is the same for all the meeting triangles, should drastically reduce your vertex count. The SL internal format has to duplicate vertices when they have different normals, as they do when used by triangles that meet at unsmoothed edges. That is most likely because you have not used smoothed shading on your mesh. If that has mostly the usual regular layout, you would expect the number of vertices to be about half the number of triangles, but it isn't. Of course it should give you an error message telling you it's too many, but. That's how many the upload dialog says you have, but you almost certainly had more and it just stopped when it got the that number. There is a hard coded limit of 65536 vertices (per material - due to use of 16-bit vertex list indices). I'd appreciate ANY assistance I can get! Thank you! I haven't been able to find anything helpful thus far. I am at a loss about what I can do to fix this issue. I tried to upload a rigged and non rigged version of the rest dress and both came out the same way. I also tried rigging a test dress to make sure I had made no mistakes along the way. I checked normals and all the faces are pointed out correctly: Though I am ABLE to upload my mesh to SL using the 2011 Converter, it is all kinds of messed up in both the upload window and in world, and disappears completely when worn on my avatar. 20 both give me errors (material of model is not a subset of reference model). 2011 is the only one I am able to get an upload processed with in SL. I have tried using three different converters from autodesk. I have changed my export settings both the Units and Axis Conversion. I am exporting to FBX then using Autodesk's FBX to DAE converter. I have weight painted properly using the correct settings (Smooth bind to Selected joints and UNchecked the remove unused attributes box) I am creating the mesh, exporting as OBJ, bringing it into Zbrush to make the triangles quads, re-exporting as OBJ, and bringing it back into Maya for rigging. Hi there I am having huge issues with uploading mesh from Maya 2012 to SL
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