Limit of internalised mesh?

I have a super simple GH patch, which is basically just a few meshes internalised. It is always failing with an unknown error.

Is there a limit on mesh size or vertex count in Shapediver? If yes, what is it? GLTF used to have a vertice limit of around 65.000, but that is no longer the case as you can use 32 bit UInts and get a theoretical limit of over 4 billion vertices.

What are the limits and why can it not show me this as an error message?

This is the patch, which shouldn’t be the problem, but one of the meshes has around 600k vertices.

At the moment, we still have a limit of 65k vertices, which is why your definition fails in this case. We will review the topic again in the future but our priority for now is to support as many devices as possible, which is why this limit is still enforced.

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