We are working on some very large assemblies (no worry blokes, there are are no blocks there, just layers!) of car stuff and we are trying to decide how much we retopo (it’s all mesh data from car companies) to bring the entire file size down to a manage polycount in VR.
In our experience we can run Unreal VR scenes working great with about 6 million polygons on good hardware (RTX cards) but things get less than ideal with our polycount goes up in the 10 million polygons. And they suck at 15-20 million.
The mathematically correct thing to do would be retopo everything to endup with a total poly count at/bellow our threshold. The reality is that it takes a lot of time/money/labor to do that so we trying to see how in some cars of we only retopo the marts/objects with the largest polycount we can get to what we need.
The scripted solution:
Can we have a scrip that shows the X number of largest poly count objects in a file. and it tells us the cumulative poly count of those objects?
Script: “how many meshes do you want to shame?”
Script: “Here I have selected the 10 heaviest meshes in this file and their total polycount is 2,537,455 polygons”
The script should only with with visible/pickable objects. It should omit locked objects/locked layers and hidden objects/hidden layers.
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