Rhino File is too big and can't find solution

Most of my final rhino files are huge in size an I don’t know where the problem is.
I usually do most of the 3d modeling work through sketchup and then import it to rhino for further detailed modeling work and rendering.
But the final model file size is always over 1.5GB (is this normal for an office/school size project?) and lags often when I try rendering with enscape, and takes a while to save.
I tried the audit3dm command and saw that there was a lot of data in the objects table but I’m not sure if that’s the problem.

Can someone please check out my rhino file and see where the problem is?
https://drive.google.com/file/d/1Q3fgnHmQdfj25NPk1UzsksjqLYrxGTni/view?usp=sharing

btw I import the surfaces as trimmed planes when importing from sketchup to rhino.
the file above is rhino7

The file was laggy after opening and orbiting.
It turned out there was some (large) geometry a bit further away in various directions, deleting that and then purging removed 167 unused blocks, 5000+ empty groups and a few other things.
It didn’t reduce file size that much but it became quite a bit more responsive.

The problem is that you have a lot of single identical objects that might work out better if they were instances of a single block, that usually reduces overhead within the file. Not sure though if it would make a difference for Enscape as I am not using that but I can imagine if one block has been rendered it will render the instances faster than when it has to render each individual but identical item one by one.

Those with Enscape experience can probably be of more help on this.

Hi -

You might as well import them as meshes. Then, in Rhino, select all meshes that are on the same layer and/or share the same material and join those into a single mesh. That should greatly reduce the number of objects in your scene and might make it more manageable.
-wim

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Here is a sample of what Wim was suggesting, the model converted to meshes and joined by materials (a quick take on it): reduced to 170MB and should work very fast.

Obviously you may need to be selective about it since in some cases meshes may be harder to edit in Rhino but just for visualization purposes this may be the best way to go:
DOWNLOAD MODEL

is there a difference between importing as trimmed surfaces and meshes?
I’m not clear about the difference exactly but I remember doing the work more easily when I imported them as trimmed surfaces. Maybe had something to do with making things into closed polysurfaces and such.

also if you’re using vray or enscape, will materials be applied to meshes without any problems? I usually make sure they’re polysurfaces or surfaces

Hi -

There is a difference between handling large amounts of surfaces and meshes. For one, when you are using surfaces, you are doubling the amount of geometry in the file - meshes are still created to display the surfaces. Also, disconnected surfaces can’t be joined into a single object - meshes can. Each and every object in the scene has an overhead. A few thousands or one single object makes a large difference.

It all depends what you need to do. There are more tools to work with surfaces than with meshes.
If your file gets that big that you can’t navigate in it, more tools won’t help much.

I’m not using either of these, no.
-wim

Hello, I have a similar issue. My file is 2.4 GB and I can’t find a way to reduce the size and make it work properly (I have purged everything and most elements are meshes). Because of the big size, I cannot even connect it to D5 Render to start rendering. I would appreciate it if someone had a solution to this.

Hello - Try: Join all mesh parts that share a single material.

-Pascal

all good suggestion with joining mesh, but modelling from scratch in Rhino might be the best option instead of starting in Sketchup then detailing in Rhino? When I need to use SKP models, I often just build from scratch in Rhino using the SKP file as reference. It might feel like a waste of time, but it’s so much easier for editing down the road, also cleaner and lighter file size.

A double-floating point number has 8 byte. Meaning a 3-dimensional double-precise point has 24 bytes. If you consider that a mesh is basically a set of points and edges, you can have 100 million points for 0,24 Gigabyte. Consider the rest of the data takes in worse cases x3, then you not even manage to reach 1Gb.

Meaning whatever you do is terribly unoptimized. Even for rendering purposes you should tweak the level of detail. There are tons of ways of reducing the polygon count, but it depends on what and where you do it.

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Does this model have plants? Or objects that are repeated often? Perhaps railings or wall surfaces with a lot of extrusions?

For rendering models there are a lot of tricks that are used to deal with huge amounts of data. And I would bet D5 has to work with all these issues. For instance I see they do have asset libraries that may be able to pull a swap with simpler assets in Rhino.

Can you post and image or two of the model so we can see what might be the challenging areas?

Here is the whole file - 3D MODEL.3dmbak is available for download
There are a lot of trees and bushes repeating, objects as well.

Thank you for the file. It really helps, sort of.

Generally the problem is that the file is full of many meshes with very little repatability.

Over all the model has 54,501,473 polygons. That is large.
42 GB of textures also are in the file.

13 million of the polys are in the Model layer and its sublayers. That is a lot, but since it is most of the model not too bad.

The small bushes, not including trees are 7 million polygons. That is a lot for an item that contributes so little to the scene.

The outside chairs layer, which there are only a few account for 10 million polys. That is also a lot for a little bang.

The other furniture put together is around 7 million polys.

I would as D5 what they would do with repeating blocks and the plants. Many realtime render engines have special ways to deal with these assets to reduce memory footprint. Find out if their internal assets might fair better for those elements.

Thank you for the advice. I have already checked the assets in D5 and some of the objects can be substituted, but for the furniture not really, I need specifically the ones I have put in the model.

The furniture models could be mesh reduced or simplified. Normally a real-time renderer like D5 will pre process a scene and join objects together with the same materials and things like that.

Is the problem speed with D5 or transfer speed?

It just doesnt sync with D5, it starts loading and even if I leave it for 1h it doesn’t load.

So then there are two options.

Send it in parts? Can D5 merge models?

Or make the model smaller. That would required the reduce mesh trick.