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?
24 Nodes
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Trainguy76
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Re: 24 Nodes
If a group is not animated, move the objects into the main group - it is also better for efficency.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?
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.
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Re: 24 Nodes
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 
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Trainguy76
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Re: 24 Nodes
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?
Does this mean I need have less objects literally?
Re: 24 Nodes
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%
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%
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