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Fast highpoly mesh editing
Confirmed, HighPublicTO DO

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Description

Status: Need tests cases, a design / engineer plan and ideally a commissioner (though if the scope here is super technical just having some artists testing may be enough.


Team

Commissioner: ?
Project leader: @Campbell Barton (campbellbarton)
Project members: @Clément Foucault (fclem)

Description

Big picture: 2.7x level of performance for mesh editing.

Use cases:

  • Editing high poly objects with good performance without modifiers.

Design: ?

Engineer plan: ?

Work plan

Time estimate: ?

Notes: Optimizing modifiers is out of the scope.


Relevant links:

Event Timeline

Dalai Felinto (dfelinto) triaged this task as High priority.Fri, Jan 24, 3:16 PM
Dalai Felinto (dfelinto) created this task.

2.8x could and should go beyond 2.7x in highpoly editing especially now we can edit multiple objects at the same time.
I hope things go well for this project.

Alex (Sen) added a subscriber: Alex (Sen).EditedThu, Jan 30, 1:16 AM

Overall performance should be the highest priority right now.

Everything is slower than 2.79. Mesh editing, Texture painting, weight painting and sculpting are all slower on the same PC where 2.79 is faster.
Maybe the Vulkan update will help?

There's a hardcore delay when selecting vertices. Currently it's test of patience.

I had a forum discussion recently where I did put together a test case to highlight the lacking performance. For your consideration: Video HERE. Test-asset HERE. (free model used)

Campbell Barton (campbellbarton) changed the task status from Needs Triage to Confirmed.Wed, Feb 12, 8:28 AM

I had a forum discussion recently where I did put together a test case to highlight the lacking performance. For your consideration: Video HERE. Test-asset HERE. (free model used)

There have been many comparisons already, it looks like perfomance vs beauty issue.
Also interesting that Blender have fast sculpting mode, but slow edit mode. So the problem is in the mode.

Editing high poly objects with good performance without modifiers.

What is a reasonable definition of "high poly" for the purpose of this task? 200,000 triangles? 500k? One million? Five?

Need tests cases

If you're looking for test cases let's assume that this photogrammetry object (exported from Meshroom) fits the definition of "high poly" that was established above:

Cut the tree trunk out of the rest of the scene. This could be either via box/lasso selecting all the unwanted faces and deleting them or it could be with the Bisect tool with "Clear Inner" or "Clear Outer" enabled.

What is a reasonable definition of "high poly" for the purpose of this task? 200,000 triangles? 500k? One million? Five?
If you're looking for test cases let's assume that this photogrammetry object (exported from Meshroom) fits the definition of "high poly" that was established above

Suzanne with subd=5 applied have million tris.
Suzanne with subd=6 have 2 mln tris, like the dragon from the video.

A good example to start from

Don't we any other objects to test or what. Why susan?
You guys have in house studio and there are plenty of High poly production meshes. Ànd it's almost a month since this job created. But still no plans to how to tackle things.

Don't we any other objects to test or what. Why susan?
You guys have in house studio and there are plenty of High poly production meshes. Ànd it's almost a month since this job created. But still no plans to how to tackle things.

Because subdiv lagging more than highpoly without modifiers

No.
Live Subd It is completely different issue.
Applied subdiv is "converted to mesh", a generated static highpoly geometry.
I want to say that it is easy to get highpoly mesh for basic testing edit mode.