Hi Garry,

> 
>   Some S/W is optimised for million polygon scenes , some are
> not . That , I can accept . I have a very hard time accepting
> that some tools that are years old still do not work right .
> 

Years ago (early 90's) I chose RS especially because it was not polygon
based.
There are so many advantages above working with polygons. Think about any
curved surface and perfect Booleans.
But it's true there are disadvantages too. Polygon based objects have
advantages when working with irregular shapes.
They're also more flexible when it comes to deforming.

It's true that RS is far too slow in handling scenes with hi poly objects.
It's true that it starts to stall, so bad you have to use task manager to
stop the process.
It's nice that there's support for Realflow for instance, but the imported
meshes are hard to deal with. When I created those snow surfaces I had to
adjust the mesh here and there. This was undoable inside RS. So I exported
proxies for the buildings and edited the mesh outside RS to import them
again to render. It's sad that we just got this soft selection tool, but
then I can't use it because it can't handle the mesh I want to use it on.

I remember when the nurbs objects appeared first, they were extremely slow
to render. Only after another update they became usable.
I hope Vesa and Juha manage to develop the app. in such a way that it can
handle both worlds (polygon and solid) in an good way.

Arjo.



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