multiple Shells = slow rebuild
- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content
‎2012-12-12
05:29 PM
- last edited on
‎2023-05-23
04:33 PM
by
Rubia Torres
There are probably several hundred of them on this project, on multiple levels. Rebuild time has slowed way down.
Any way to simplify the shell or anything else to speed up rebuild?
After sizing, baluster file size is only 7 KB.
Thanks.
- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content
‎2012-12-14 05:39 PM

- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content
‎2012-12-14 06:13 PM
Actually, there are two versions of the REVOLVEDSHELL command. The first will do it with the resolution of 36 so it will give you this many polygons.
When you save it as GSM it is saved with this GDL command.
The other GDL command is REVOLVESHELLANGULAR and has two more parameters. In that version you can specify a resolution. I added this option so it will basically create a 16-segment vesrion of the balustrade. The number of polygons will be cut in half but the segments will be visible, so I dont know if that is a good solution, and also it does not reduce the polygon count that much (only 50%, not 90%, which would really be significant).
So I don't know what else could be done about this.
AMD Ryzen9 5900X CPU, 64 GB RAM 3600 MHz, Nvidia GTX 1060 6GB, 500 GB NVMe SSD
2x28" (2560x1440), Windows 10 PRO ENG, Ac20-Ac28
- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content
‎2012-12-14 07:34 PM
Foster
- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content
‎2012-12-14 08:19 PM
Good idea on the complex profile and curved wall. I tried it.....polygon count is down to 802, which is an improvement over Lazlo's revision as well.
That's why I like the forum.....large group with different ways to do things.
Thanks again.
Tom
- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content
‎2012-12-14 08:52 PM
Glad that it worked out for you! I wasn't entirely sure that the poly count would be less than Lazlo's, but am pleased to hear that it worked out. And I agree, this forum is a great resource.
Best,
John

- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content
‎2012-12-15 02:06 PM
Tom wrote:I am attaching a pdf file of the Profiler instructions.
To clarify a bit.....tried using the Profiler....but was not able to figure out a way to create it using that tool. Am assuming it has to be done in plan, right?
Objects created with Profiler will use the RESOL statement (it is near the top of the automatically generated 3D Script), so this is another way to reduce the polygon count. The RESOL could be made into a parameter, so the objects' polygon count could be easily user controlled to get the best appearance vs. speed.
David
www.davidmaudlin.com
Digital Architecture
AC28 USA • Mac mini M4 Pro OSX15 | 64 gb ram • MacBook Pro M3 Pro | 36 gb ram OSX14
- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content
‎2012-12-15 04:51 PM
- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content
‎2012-12-15 05:46 PM
- « Previous
-
- 1
- 2
- Next »
- « Previous
-
- 1
- 2
- Next »