Nikki Posted December 26, 2017 Share Posted December 26, 2017 Heya, I would love to see a merge-option for grouped objects. I do think it has several benefits performance and editing wise. - Very detailed Objects are one piece instead of several 100- Detailed Objects don't fall apart / Pushed off alignment during load map/merge MinervaX, LaylaK, Veronique and 4 others 7 Link to comment Share on other sites More sharing options...
Alliehotass Posted December 26, 2017 Share Posted December 26, 2017 Yes ah was tinking this tha other day. Even to the extent of a final Merge of the entire room/world you create. When ah look close at details in Fresco for example they all look merged somehow and I'm sure this would be a lot more economical on recourses. Fo sho on small objects we make out of many props. Ah am also finding certain objects ah have made, like tings very close together in spacing will move out of alignment when ah reload the room after not making sure the ocean level was clicked and ENTER pressed when leaving the Editor ( ah set mah level at -20000 so the ocean is gone ). On reloading the room the ocean will be back and some object ah have made is all wik wak and eet is sooo annoying. So is eet possible to have this "Glue" or Mastering Merge to apply to a finished room file to make many many props into one "Room" as it were and make a far smaller file? Link to comment Share on other sites More sharing options...
TashaTight Posted December 26, 2017 Share Posted December 26, 2017 Heya, I would love to see a merge-option for grouped objects. I do think it has several benefits performance and editing wise. - Very detailed Objects are one piece instead of several 100- Detailed Objects don't fall apart / Pushed off alignment during load map/merge Not really sure it would do any performance difference, it's the amount and polygon that count mathematically structure of the object that takes performance. So typically the more smooth item is and how many polygon the more resources it will require, so less world editor get so advance it can snap and connect polygon points in effect way to sorta model the linked items into one object with less polygons. Then performance wise i doubt will make much of a difference. But probably be more practical in terms of scaling then linked assuming it can actually determine full linked objects structure better than when linked. Think if we should get more options to build more advanced with low performance requirement, we need options to add rows around object with extra polygons plus ability to extrude extra surfaces so you can model from one object, but somehow doubt we will get that judging from how difficult some find working in world editor as it is now, would probably find modelling on that level to complex and difficult it would be sorta like working in autocad. Nikki and Chilles 2 Link to comment Share on other sites More sharing options...
Chilles Posted December 26, 2017 Share Posted December 26, 2017 I'm also not sure it's possible to merge objects because the objects where made in World Editor aren't there as standalone object and I think the client needs the polycons to show the objects correctly To merge objects would mean all the merged objects needs be uploaded and deposited as fixed object and all Members needs Download this object to get the infos about. The object group lock functions for everyone made more sense and is already there!You can lock group objects in a fixed object and move then without to mark it always new Iren_Rin, Nikki and TashaTight 3 Link to comment Share on other sites More sharing options...
TashaTight Posted December 26, 2017 Share Posted December 26, 2017 In someway if you put fact it will have extra polygons when linked than if modeled as single object aside, linked object actually have benefit that you can unlock them if you find out there been building mistake along way. If they way merged into one object removing any extra polygons assuming integrating mechanic like that would be manageable at all, you would not be able to get back make fixes once their connected as surface meshes and polygon joint together. One thing i would however wish would be that they considered letting us upload textures or picture, maybe with restrictions like 256 color or size limits etc. Because building stuff like prop houses it would greatly help reducing amount of objects since you could use picture/texture for windows, instead of building window simple or complex with will be many objects in for instance city with skyscrapers. If you wish to have somewhat realistic background looking out of windows from your user room city apartment looking out window, instead of just watching big ocean out there. Or simply placing texture picture outside windows instead of building object backgrounds like some builders, in second life does to minimize objects and grid points. Nikki, JessicaX, chloe and 3 others 6 Link to comment Share on other sites More sharing options...
Chilles Posted December 26, 2017 Share Posted December 26, 2017 One thing i would however wish would be that they considered letting us upload textures or picture, maybe with restrictions like 256 color or size limits etc. Because building stuff like prop houses it would greatly help reducing amount of objects since you could use picture/texture for windows, instead of building window simple or complex with will be many objects in for instance city with skyscrapers. If you wish to have somewhat realistic background looking out of windows from your user room city apartment looking out window, instead of just watching big ocean out there. Or simply placing texture picture outside windows instead of building object backgrounds like some builders, in second life does to minimize objects and grid points.They could simple link this with the Profile Picture functions This would help minimize the upload and safe server resources and in the same line becomes the XGold some more sense! Link to comment Share on other sites More sharing options...
Nikki Posted December 26, 2017 Author Share Posted December 26, 2017 Not really sure it would do any performance difference, it's the amount and polygon that count mathematically structure of the object that takes performance. So typically the more smooth item is and how many polygon the more resources it will require, so less world editor get so advance it can snap and connect polygon points in effect way to sorta model the linked items into one object with less polygons. Then performance wise i doubt will make much of a difference. But probably be more practical in terms of scaling then linked assuming it can actually determine full linked objects structure better than when linked. Think if we should get more options to build more advanced with low performance requirement, we need options to add rows around object with extra polygons plus ability to extrude extra surfaces so you can model from one object, but somehow doubt we will get that judging from how difficult some find working in world editor as it is now, would probably find modelling on that level to complex and difficult it would be sorta like working in autocad. I'm also not sure it's possible to merge objects because the objects where made in World Editor aren't there as standalone object and I think the client needs the polycons to show the objects correctly To merge objects would mean all the merged objects needs be uploaded and deposited as fixed object and all Members needs Download this object to get the infos about. The object group lock functions for everyone made more sense and is already there! You can lock group objects in a fixed object and move then without to mark it always new Hmmmm I thought it could have worked like as example you have a selfmade chair that uses 10 Shapes (10 items) and if it would be merged it would only be 1 item. Kinda thought the performance would rely on items count aswell. I am really no expert how stuff like that works, just thought that it might be easier for the game to load 1 merged item instead of 10 different items individually. The idea was to bring down the item count Link to comment Share on other sites More sharing options...
Izu. Posted December 26, 2017 Share Posted December 26, 2017 Well, actually this would somewhat help in terms of performance. Think about it like this, every object in 3D modeling is made up 3 things, Edges, Vertexs, and faces, (And can further be made up of things like Tri's and pesky, pesky NGons).Generally, your faces are what'd you define as the actual "Polycount". So- let's say you want to make a right angle, there are two ways to do this. One is by taking the faces of that cube and extracting them or pulling them out from just the one cube. The other would involve using a second cube to accomplish what we did just with the one cube. Now the second way is what we have to do in 3DX's World Editor, and although it doesn't seem like that big of a difference, we still have that face there from the second object. They're not merged so, so there's an extra face there that's hidden by the shape or just lined up correctly that it looks like it's one piece. So, If you had an object that's made up of a 1000 squares/cubes, there are 6 faces per cube, so that'd mean 6000 poly's because we've done each shape individually, vs. 5000 polys, 1000 not there because it'd be all one object. Chilles, Nikki and chloe 3 Link to comment Share on other sites More sharing options...
Chilles Posted December 26, 2017 Share Posted December 26, 2017 Hmmmm I thought it could have worked like as example you have a selfmade chair that uses 10 Shapes (10 items) and if it would be merged it would only be 1 item. Kinda thought the performance would rely on items count aswell. I am really no expert how stuff like that works, just thought that it might be easier for the game to load 1 merged item instead of 10 different items individually. The idea was to bring down the item count This could work with known objects where everyone have already the informations about the forms etc...The Devs did already announce to add more objects in to the WorldEditor. The Objects who are there in the WorldEditor are this kind of known objects Well maybe would it be possible to remove useless polygons hidden from the inside of fused objects?But this are just theoretical thoughts and I don't know is something like this possible with unity... Nikki 1 Link to comment Share on other sites More sharing options...
Keely Kat Posted December 26, 2017 Share Posted December 26, 2017 I would like to see a multi object merge also. Statis trees to reduce load would be a good thing too...the wind isnt always blowing Link to comment Share on other sites More sharing options...
Heden Posted December 31, 2017 Share Posted December 31, 2017 Merging objects would save some performances, especially for small detailed objects. Polygons are not the only thing which matters in a Unity game but also the number of what is called "gameobjects" matters a lot. By merging several gameobjects in only one gameobject would optimize a bit and would also avoid misalignments. Link to comment Share on other sites More sharing options...
JessicaX Posted January 8, 2018 Share Posted January 8, 2018 I don't think the merge idea would really solve anything. Unity seems to render everything within your "bubble" regardless of whether you can see them or not. If you have an inside club with no windows... setting the water level to -50000 will improve performance. This kind of proves that even tho you can't see the water, it's still being rendered. Same goes with objects made up of many other objects. Even tho you can only see parts of the objects... they are still being fully rendered. I'm not sure if that's how 3dx has been coded or if it's just a limitation of Unity. Link to comment Share on other sites More sharing options...
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