Makes sense. With other apps its the same case.
Unfortunately, I won't have time to test this thoroughly for our needs... I'll trust your experience and comments in this case :-)   (I already have to come in for the weekend as it is), but I will keep an eye on how the scene feels as I progress.
Thanks guys!


On 01/11/2013 11:09 AM, Alan Fregtman wrote:
Historically Soft has dealt quite well with few objects with intense topology much better than thousands of low-res objects.

Like Eric said, it wouldn't hurt to run some tests yourself. For example, you could make a very densely subdivided cube, extract each face to get a few thousand objects and test performance of that vs extract each side getting multiple polys.

You enable the framerate counter in the viewport with Display->Visibility Options (All Cameras), then in the Stats tab, first option.




On Fri, Nov 1, 2013 at 11:02 AM, Eric Thivierge <[email protected]> wrote:
Have you run any tests yourself in this respect?


On Friday, November 01, 2013 10:58:56 AM, Sergio Mucino wrote:
Simple, quick question. When dealing with extracting meshes from
another one that is deforming (using Create - Poly Mesh - Extract
Polygons (keep) ), what is a better approach to take,
performance-wise? One single mesh with lots of polygons (relatively
speaking), or several meshes with few polys? Thanks everyone!
--


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