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24 Nodes
Posted: Tue Sep 21, 2010 5:35 am
by Trainguy76
Hi,
To my horror I discovered the 24 node limit, in 3DCanvas terms, is it okay to have lots of siblings, but 24 (or less) child objects?
Re: 24 Nodes
Posted: Tue Sep 21, 2010 7:47 am
by decapod
Trainguy76 wrote:Hi,
To my horror I discovered the 24 node limit, in 3DCanvas terms, is it okay to have lots of siblings, but 24 (or less) child objects?
If a group is not animated, move the objects into the main group - it is also better for efficency.
The limitation is that any group can only have a max of 24 sub groups so in theory you can have 24x24 with two levels.
Re: 24 Nodes
Posted: Sun Oct 10, 2010 8:32 pm
by JADsHome
I feel your pain - Blender has a 16 texture per object limit as I found out the other day while trying to do a complex dynamic number object - well at least until Henning has worked his magic

Re: 24 Nodes
Posted: Wed Oct 13, 2010 2:01 am
by Trainguy76
Okay I'm pretty sure I solved my problem, but now I get, "Too many nodes- (followed by error string) line:301"
Does this mean I need have less objects literally?
Re: 24 Nodes
Posted: Wed Oct 13, 2010 5:58 pm
by sanyix
too many nodes causing other problems too, in all games: drawcall amount for model is (when cpu sends info to gpu): number of nodes*texture count of each node.
So 24 node each with 16 textures means 384 drawcalls... (for example a normal open game scene with ALL drawn things between 1000-3000 drawcalls).
Drawcall amount is much more important than the polygon count in a game like RW because the cpu usage have the most impact on frame rates, just check the gpu usage under rw, if you have a not low end card, the gpu usage will be far below 100%