Hi, I’ve been working on a 3d model of an urban situation in particular location. Everything was fine since I’ve faced the part where I have to show the greenery, to be exact - trees. There are many websites with 3d libraries and I found one with low resolution object. To mention the object wasn’t a 3dm object, which may cause system to overload in my opinion. I am wondering how urban designers are dealing with this issue?
These green spots are the ammount of trees needed to appear.
It looks like using blocks is more efficient compared to copying, still feels like it is slowing down as far as I continue to insert objects using blocks.
I’m guessing, but it could be that the tree geometry you are inserting is a very detailed mesh. If it is a mesh, you can try and simplify the mesh. This command might help: ReduceMesh | Rhino 3-D modeling (mcneel.com)
I’ve turned that into a block and inserted 60 instances in a simple scene and that still behaves quite swiftly.
That is expected behavior. How many you can insert and still maintain enough display speed will mostly depend on the GPU in your system.
When things become too slow, hide what you are not currently working on.
When you need to render a scene, show what is needed and hide again when you continue working.
-wim
Hi Devonsha - another trick-
The skp file has a pile of meshes - ~3000 separate meshes for the leaves - this produces a mass of overhead in how Rhino obiects are stored, there is a ton of information on each object. If you select all the objects on the LF layer and Join into one mesh, you’ll have one object there and thus 1/3000 of the overhead info. Similar with the rest of the tree- if it renders the same color it can be joined into one mesh. This will be less likely to workif there is mapped texturing that needs to be seen in the rendering , but in this case, it should be fine I would think. Then Block the resulting two meshes and insert the block.