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Polygon limit in Director

Mar 10, 2011 2:45 AM

Hi there.


I'm exploring the 3D features of Director. I would like to know the maximum polygon/triangle count that Director can handle. I have a model that has approximately 105000 polygons. I have previously used this model in Viewpoint Enliven and have considerable success there and now trying to replicate that using Director.


Can Director handle such high poly count? Also can I have interactive features using such(heavy) models?


Thanks and Regards,

  • Currently Being Moderated
    Mar 10, 2011 8:37 AM   in reply to RamjiKarma

    There is no set limit for the number of polygons, but as the polygon count increases, more powerful hardware is required to run the movie smoothly.


    With a polygon count of over 100,000, I would say that is unlikely that a cheap laptop with integrated graphics could play your movie smoothly, but a desktop system with a Nvidia Fermi graphics card would have no problem.

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  • Currently Being Moderated
    Mar 10, 2011 10:18 AM   in reply to RamjiKarma

    Shockwave3D is not really good at handling large amounts of polygons. Having 105000 Polygons is quite a large number and will not render at very high framerates. The Shockwave3D engine scales a lot with the hardware that is available. Poor hardware leads to poor performance.


    Important is not the total polycount of the scene. It is a combination of different factors like:


    - how many models are in front of the camera

    - how many shaders are used

    - how many textures are used

    - few models with many polygons perform better then many models with few polygons



    The there it all depends a lot on what sort of thing you want to do. If it is just a single model with 105000 polygons, then it could work out well.




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  • Currently Being Moderated
    Mar 13, 2011 8:03 PM   in reply to RamjiKarma

    Theorically, if the camera doesn't walkthrough inside the scene, the number of triangles is not the problem in sw3d engine. it depends on the video card.


    The 2 problems in sw3d are


    - the number of models: shockwave makes a bruteforce z-order test between models.

    - the number of meshes (sub-models with different shaders): for each model/shader combination, shockwave 3d recalls all the rendering api


    Shockwave is supposed to display a small number of models and a small number of sub-models


    So you gotta "remaster" your scene to optimize it for shockwave:

    - merge as many models you can (if models a b c d e f... are static, merge them. if models g h i j k... are parts of a piece which can move, merge them...)

    - merge textures on a large tileset. use a different material only if the rendering effect is different (transparent/opaque/shiny...)

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