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Vue F.A.Q (Last Updated: 2025 Jan 30 6:52 am)



Subject: Decimate an object for use in Vue ?


sirenia ( ) posted Wed, 18 February 2009 at 11:31 AM · edited Sat, 15 February 2025 at 4:47 AM

Hi all,

I created a big object in Hexagon and exported it as an .obj file for use in Vue.

All works as it is supposed to but the .obj file is a whopping 162mb and this works very slowly in Vue.
It even works slowly in Hexagon due to the number of polygons :-)

When you guys and girls create an object, do you decimate it before use in Vue ?

Thanks
Wim

 

Society failed to tolerate me...

... and i have failed to tolerate society

 


chudo121 ( ) posted Wed, 18 February 2009 at 11:58 AM

WOW man, as a new modeler myself I must say...that is HUGE file size. I made a model with 220,000+ polygons which of course Vue imported fine and after the .vob export it was only 80Megs, which is rather large. Maybe you should look at the way your modeling to start(; As for decimation, well it depends on what it is, i havent had any luck with it in Cinema, but Hexagon i know nothing about. I did learn very fast though, it is VERY important to get a routine and learn tools and model the same thing over and over till you learn all the shortcuts :D I have the exact same model for comercial use down to 87,000+ and nothing different at all.

The most beautiful experience we can have is the mysterious. It is the fundamental emotion that stands at the cradle of true art and true science...


Monsoon ( ) posted Wed, 18 February 2009 at 1:12 PM

If you double click on the object in Vue, there will pop up an option to decimate it.   Or....

Hexagon has a good decimator that leaves nice sharp edges. Good for tech stuff.

AccuTrans is a very inexpensive (20bucks) 3d object optimizer. It can also translate tris to quads.

Then, last but not least there's Blender which can do both and more.


FrankT ( ) posted Wed, 18 February 2009 at 1:24 PM

I've been known to run ZBrush meshes through Hex to decimate them before I load them into Poser or Vue - so long as you don't overdo it, it works pretty well

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chudo121 ( ) posted Wed, 18 February 2009 at 1:47 PM

Perosnally, i wouldnt let Vue decimate it. Vue is not a modeler..and Blender...well free yes and cool i am sure from what i seen, if you can get your head around that gimme a call :D ZBrush...well forget about it...what a waste of cash...Only interface i know of that could enter the special olympics:P Thing is, learn your tool and get the best most acurate mesh you possibly can before loading into Vue, then let Vue deal with it, cause it is gonna turn it all into tris anyway(;

The most beautiful experience we can have is the mysterious. It is the fundamental emotion that stands at the cradle of true art and true science...


chippwalters ( ) posted Thu, 19 February 2009 at 12:36 AM · edited Thu, 19 February 2009 at 12:37 AM

 One of the drawbacks of subdivision patch modelers, is they create objects with tons of polygons. This is one of the reasons I prefer modeling in SketchUp for many things.

One thing you can do, is export your mesh at a very low sub-d patch setting, and let Vue add the polys for you during rendertime using the Dynamic Subdivision feature in the Polygon Mesh Options panel.

 


ShawnDriscoll ( ) posted Thu, 19 February 2009 at 3:04 AM · edited Thu, 19 February 2009 at 3:05 AM

Quote - Hi all,

I created a big object in Hexagon and exported it as an .obj file for use in Vue.

All works as it is supposed to but the .obj file is a whopping 162mb and this works very slowly in Vue.
It even works slowly in Hexagon due to the number of polygons :-)

When you guys and girls create an object, do you decimate it before use in Vue ?

Thanks
Wim

I never decimate.

Something is wrong there.  Either you hit smooth more than twice on an already smooth model, or you've been exporting/importing the model as OBJ using Hexagon and not saving it as HXN which would reduce the file size greatly before exporting it as OBJ just once for Vue import.

www.youtube.com/user/ShawnDriscollCG


sirenia ( ) posted Fri, 20 February 2009 at 7:33 AM

file_424591.jpg

I reed some good ideas here, i've attached a pic of the model of how it is currently modeled in Hex. I know i apply a lot of smoothing on especially the balcony pieces, i guess i overdid it a bit :-)

 

Society failed to tolerate me...

... and i have failed to tolerate society

 


sirenia ( ) posted Fri, 20 February 2009 at 7:34 AM

file_424592.jpg

Here is a close up of what i mean :-)

 

Society failed to tolerate me...

... and i have failed to tolerate society

 


chudo121 ( ) posted Fri, 20 February 2009 at 7:41 AM

I dont know Hex well, did you use splines to model the pillars ? Yu can get away with primatives at lower poly count if its not gonna be to close up of a render. Looks good though(;

The most beautiful experience we can have is the mysterious. It is the fundamental emotion that stands at the cradle of true art and true science...


sirenia ( ) posted Fri, 20 February 2009 at 8:02 AM

Not shure what splines are but as far as the balcony pillars go, i created a square line and a circle, linked them together on four corners with another 4 lines and ten i used 'gordon surface' which creates a surface from a network of curves.

But for the most part of the model in it's entire (the temple itself) i started out with primitives.

 

Society failed to tolerate me...

... and i have failed to tolerate society

 


chudo121 ( ) posted Fri, 20 February 2009 at 8:15 AM

Splines do the same thing. Create a surface (and a ton of polygons) from a network of curves :D

Same thing i suppose(; As i said, i am new myself, so i could be wrong...

The most beautiful experience we can have is the mysterious. It is the fundamental emotion that stands at the cradle of true art and true science...


sirenia ( ) posted Fri, 20 February 2009 at 8:54 AM

I'm busy texturing it in Vue and this is howit looks so far.
Please don t' mind the lighting  and composition yet LOL ...

 

Society failed to tolerate me...

... and i have failed to tolerate society

 


sirenia ( ) posted Fri, 20 February 2009 at 9:06 AM

file_424594.jpg

sorry, pic did not attach

 

Society failed to tolerate me...

... and i have failed to tolerate society

 


ArtPearl ( ) posted Fri, 20 February 2009 at 11:12 AM

If this object is intended for use in vue only, and if the main problem is with the pillars on the balcony, you might want to consider using the pillars as eco instances rather than one large objects.

  1. remove the pillars from the big object
  2. make one pillar object
  3. make an object (or material group) that defines the area where the pillars should be (3 rectangular shapes) (I'll call it 'shape')
  4. import the main object and shape object to vue.
  5. Make the shape's material an eco material, use your pillar object as 'instance' and populate using 'force regular alignment of instances'. adjust density to get the spacing right.  If small additional adjustments are needed for precision placement, convert instances to objects, adjust and restore to eco.

When finished you can save as vob
It saves a lot of resources to have items as eco instances rather than objects.

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ShawnDriscoll ( ) posted Fri, 20 February 2009 at 2:04 PM

File size does not equate to polygon count.  Once the huge file is imported into Vue, you may be able to save as VOB and end up with a smaller file size than what the OBJ was.

www.youtube.com/user/ShawnDriscollCG


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