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Kerkythea Rendering System • View topic - exporter problem report for avariant
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exporter problem report for avariant

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<<

dentex

KT-Master

Posts: 914

Joined: Mon Nov 26, 2007 9:19 pm

Location: Italy

Post Tue May 06, 2008 9:34 am

exporter problem report for avariant

Ciao Avariant,
I'm experiencing an issue with your exporter, so I wanted to make this report.
I don't know if depends directly on the exporter itself.
Basically I found that wings crashes when I try to export my model if it's smoothed more than once.
I explain better.
I have 4 objects. I want to smooth twice only the one named "suv"
If I apply smooth once and export, I obtain the xml file.
If I apply smooth twice and export, it doesn't work.
After a few seconds I read in the task manager that the werl.exe is not working anymore (CPU at 0%).
I selected the option to export mat names only.
I don't think is a RAM problem. I have 2 Gb and the two processes above didn't use it all up.

If you have time and want to take a look...

this is the .wings file:
http://www.webalice.it/samuele.rini/temp/SUV_temp.rar

thanks.
bye!
dentex
<<

ycarry

KT-Warrior

Posts: 110

Joined: Wed Jan 30, 2008 4:52 pm

Location: France

Post Tue May 06, 2008 11:41 am

Hi Dentex
If I can… its not an exporter prob but a construction prob
and then a Wings prob because the amount of (useless) polygon.
In file SUV body have 10 508 poly, if 2 smooth: 168 169
(must be 168 128 but probably some no square face)…
if triangulate now: 336 336 poly only for SUV!
But virtual mirror is on for SUV and Lights bodies…
if freeze + triangulate, SUV is 672 672 poly!

So you finish, if freeze all + 2 smooth on SUV body,
with (all bodies): 456 926 poly, 914458 edges, 457508 vertices
and you still need to triangulate! (>900 000 faces)
:shock:
<<

dentex

KT-Master

Posts: 914

Joined: Mon Nov 26, 2007 9:19 pm

Location: Italy

Post Tue May 06, 2008 1:26 pm

dentex
<<

ycarry

KT-Warrior

Posts: 110

Joined: Wed Jan 30, 2008 4:52 pm

Location: France

Post Tue May 06, 2008 4:12 pm

construction problem: (if i can ++) some faces are bad and even you ask 2 smooth you cant correct the effect. Ex: look a wheel, press Shift-tab, you can see some wrong shaded faces… you need to move or reoriente etc. sometimes dissolve or connect. If a face is strange in preview mode, it stay strange after.

useless: number of poly have limit for Wings (see below) but if not planed before, you can gain faces after; here I reduce poly (final -7799) on light body as exemple with no change in pieces (see attachment)

Do you think there are too many polygons?: yes. my Wings cant calculate tesselate of this file and stop.
Possible test to know how much poly your wings can: create a sphere and make successive body smooth looking for each the top left number of poly…
Attachments
SUVmod.jpg
Reduced # of poly; but better is model at start as low as poss.
<<

Avariant

KT-Team
KT-Team

Posts: 765

Joined: Tue Aug 28, 2007 5:47 pm

Post Tue May 06, 2008 4:46 pm

I suspect ycarry is probably right. I'm downloading the file right now. I've encountered many instances where Wings will simply stop working when exporting a very large file, like you described. Not just KT, but .obj, .x, etc. I don't know why (memory, function stack overflow, who knows) but it's definitely related to the poly count of the model.

Anyway, cleaning up your model by removing unnecessary edge loops (like ycarry's example) is always a good idea. Not only will exporting be faster, but rendering will be faster too, obviously.

The other option is export in pieces. But I would only suggest that if you absolutely had to.
<<

dentex

KT-Master

Posts: 914

Joined: Mon Nov 26, 2007 9:19 pm

Location: Italy

Post Tue May 06, 2008 4:58 pm

@Avariant
thank you very much, bro.
:D

@ycarry:
wow...
thanks for the explanation!

now, I get the point about construction problems, but when I look at a wheel after a shift tab, I'm not able to find wrong shaded faces, maybe because I don't know where to look. (img01)

About the useless faces, can you suggest an automated procedure, or is all "hand made"? (I did a sort of it in the wheel model, as you can't find the strange faces pattern on the back, as in the lights model).
Attachments
s79.jpg
dentex
<<

dentex

KT-Master

Posts: 914

Joined: Mon Nov 26, 2007 9:19 pm

Location: Italy

Post Tue May 06, 2008 5:23 pm

Attachments
s80.jpg
dentex
<<

ycarry

KT-Warrior

Posts: 110

Joined: Wed Jan 30, 2008 4:52 pm

Location: France

Post Tue May 06, 2008 5:29 pm

Attachments
SUVwheel.jpg
<<

Avariant

KT-Team
KT-Team

Posts: 765

Joined: Tue Aug 28, 2007 5:47 pm

Post Tue May 06, 2008 5:30 pm

<<

ycarry

KT-Warrior

Posts: 110

Joined: Wed Jan 30, 2008 4:52 pm

Location: France

Post Tue May 06, 2008 5:46 pm

<<

ozylot

KT-Master

Posts: 693

Joined: Fri Apr 06, 2007 10:56 pm

Location: Ont, Canada

Post Tue May 06, 2008 6:12 pm

- Ozy -
Windows XP Home, Intel P4 1.72Ghz, 1.5Gb Ram.
<<

dentex

KT-Master

Posts: 914

Joined: Mon Nov 26, 2007 9:19 pm

Location: Italy

Post Tue May 06, 2008 8:07 pm

dentex
<<

ozylot

KT-Master

Posts: 693

Joined: Fri Apr 06, 2007 10:56 pm

Location: Ont, Canada

Post Tue May 06, 2008 10:43 pm

- Ozy -
Windows XP Home, Intel P4 1.72Ghz, 1.5Gb Ram.

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