Daz - is there a polygon limit?

I just bought a highly detailed car model which I hoped to render in Daz (64-bit). The model was quite expensive ($150) and is available in many formats including .obj and .3ds. The polygon count is 300,000 and the .obj is about 800mb.

I have tried to import to Daz and it gets to 99% on the import window and just hangs. Does anyone know if this is a limit of Daz or a RAM issue - I only have 4gb. My PC is an i7 quad core running windows 8.1 with a high end AMD card.

Comments

  • prixatprixat Posts: 1,588
    edited July 2015

    Is the hard drive constantly active when that happens?

    It does sound like you've hit the limit of your system. Though Studio may chug through and eventually get it on screen.

    Post edited by prixat on
  • keithgkeithg Posts: 62

    Strangely enough the hard drive goes quite quiet when it hangs.

    I hope it's the RAM. I've just ordered 16gb so we'll see what happens then.

  • millighostmillighost Posts: 261
    keithg said:

    I just bought a highly detailed car model which I hoped to render in Daz (64-bit). The model was quite expensive ($150) and is available in many formats including .obj and .3ds. The polygon count is 300,000 and the .obj is about 800mb.

    800MB is too much for an OBJ file with 300K polygons. Somthing up to 30MB (1:100 polygon/size ratio) is more realistic. Check for a corrupt file.

  • keithgkeithg Posts: 62

    I agree 800mb is crazy. It says 300,000 polys on the turbosquid website but when I finally managed to get it to load in blender it says the model had 9 million verts - that doesn't stack up in my view.

  • prixatprixat Posts: 1,588

    Is the 3DS format much smaller?

    You might try running that through Blender to get a 'cleaned up' OBJ.

  • keithgkeithg Posts: 62

    Prixat. No the 3DS isn't much smaller. I can get it into blender but can't do anything with it once it's in there. Every mouse click takes 30 seconds. Decimating it would take aeons.

    I've just tried it at home where I have more ram and it does load into Daz. I reckon it's more like 9 million polys. The level of detail is astonishing. Right down to all the bolts in the engine. I either need to get a much much faster pc or buy a lower detail model. Shame it would have been perfect for the project I'm working on.

    Still, good to know that Daz can handle such a huge model.

  • nicsttnicstt Posts: 11,715
    edited July 2015
    keithg said:

    I agree 800mb is crazy. It says 300,000 polys on the turbosquid website but when I finally managed to get it to load in blender it says the model had 9 million verts - that doesn't stack up in my view.

    A sub-surf modifier would drastically up the verts/polys.

    Is the model, and I've noticed that a number are, made for a specific package?

     

    For instance, the image below shows the model I made in Blender; it had about 275k quads; with the sub-surf modifiers about 6 million. That was interior and exterior. That makes a big difference to the memory requirements; as long as your computer is set up to use swap, which means it will swap information to hard drive as required, insufficient memory itself shouldn't be the issue. You would have to specifically disable swap, and you shouldn't do that.

    render 266 small.JPG
    1200 x 675 - 175K
    Post edited by nicstt on
  • mjc1016mjc1016 Posts: 15,001
    edited July 2015

    If you flip Studio to wireframe before you load the car (the little 'shaded' ball in the upper right corner of the main viewport) you can eek out a few more polys before 'snail crawl' kicks in.

    Post edited by mjc1016 on
  • keithgkeithg Posts: 62

    Just to let people know how this was resolved in case it helps others.

    The supplier confirmed that the poly count was far higher than advertised - almost 10 million polygons.

    I upgraded the RAM in my laptop to 16gb and it opened fine in Blender and Daz. My video card isn't the best so it was very very jerky in Daz even on wireframe.

    I opened the model in Blender and exported every single part as a separate .obj file - took me a day. I imported all into Daz and they came in perfectly. Now all I need to do is hide the stuff I don't need and everything is great. For animation I just show 1 or two parts, set up the animation, make everything visible and set it to render - works a treat.

    Attached a couple of quick renders in 3Delight.

    tr blue.jpg
    1076 x 769 - 404K
    tr blue bodywork.jpg
    1076 x 769 - 601K
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