I have some problems .
The file size is only about 800 MB - i put some xfrog trees etc.. I have NVME disks and Nvidia 1080 GTX
It's horrible to change tree, move tree or change materials. Even rotate and refresh the window need few seconds. Any suggestion ?
Martin
Hi Martin,
You should have used shared cells for all the trees and plants these are what is taking so long to load and display. I would delete all of them compress the file and place shared cells using our Populate tool. The Xfrog trees from European 3 are all to heavy unless the whole point of the render is to see a tree. If you use the ones from European 1 or 2 they are much smaller. In any case using shared cells for these will make your file load and display faster and also they will be replicators in Luxology and render faster as well.
I had David Stradley who works on our display engine have a look and here is what he found. I am not sure where the cells that are on the last two levels in list below came from but they are the slowest.
Hope this helps,
Jerry
Thank you Jerry and of course David.
What is the problem :
- we have only Europe 3 pack and a few other trees
- we have landscape plans and need the same trees or similar to put on
Best is use SharedContent but no trees i need ( some Acers for example )
But many thanks for the tips with shared cells.
The Silver Linden is from Europe 1, I deleted all the vegetation except for the Shrubs, and Plants levels. Your file was over 900MB after deleting most of the vegetation file was down to around 19 MB I then created a library of the following trees and used populate tool to add them all over the place the file size then was 66 MB and performance was great.
Cheers,
Wow fantastic info cos i need to make some changes in project and than render A0 format in 300 dpi. I make test render
is about 14000 px and time is 5 hours. So with this you said it should be all faster. But why the populate and shared cell is so small / fast and if you put as normal cell - not ?
Shared cells are like replicators in Luxology when you place a tree for example the first instance would be same as normal cell it would require the same overhead but all others in the scene would be getting their information from that first one. We only then need the transforms like scale, rotation and location for the others much more efficient .
Thank you
As i see - i never use Populate yet, it would be nice to add Description to the cells in Populate so you can add name of the tree ( not only Latina for example ) to the set
Okay I would suggest you go here https://learn.bentley.com/app/Public/ViewLearningPathDetails?lpId=105702
Look at the video under Adding Render Ready Content to Your Scene, this was done using V8i but the way it works is the same in CONNECT Edition.
The important thing to know is that we create a depth mesh in memory when you start the tool. If you end the tool after placing a few trees and restart it then those trees will be in the depth mesh and requires more memory. You can use display set to work around this select the ground or elements that the cells are to be placed on and add to a display set then use the populate tool once it has started you can turn display set off for the view and be able to see the previously placed cells without the overhead of having them in the depth mesh.
Hi Jerry,
1. Is there any way to replace low LOD cells with higher LOD ones for at render time?
2. I imagine that a lot of users will enventually be using LumenRT side-by-side with Mstn. At the moment, entourage objects like trees would get placed on the LumenRT side. Is there a way to synch the objects placed in LumenRT back in the Mstn model?
You would need this to be able to generate drawings / bills of materials etc. The associated objects would of course be low LOD cells to avoid bogging things down.