I’m assigning new materials to OBJ furniture models. Naturally, they’re quite high poly. Some models don’t have materials split properly, also not by vertices, so there’s quite a bit of L-selecting going on.
In total, the file has around 300.000 verts, for 12 bed models in total I think that’s not so many, though the file itself has almost 17 GB.
If I select the first part of a mesh, or maybe 1 medium and 1 smaller/less dense, for example, it’s being selected practically instantaneously. If I then select the next part, it sometimes takes forever, meaning up to several minutes, to select.
Someone once told me, this is due to Blender’s event stack, that has to be processed before the next batch can get on its way.
If so, is it possible to display said event stack processing or is there some way to optimize my system for speed for such selections?
My specs: 2x Xeon E5-2667 v4, 128 GB RAM (I guess that’s the essential part), Quadro M5000 with 8 GB VRAM.
Sounds like your specs should be able to handle that many verts. Do your objects have modifiers that are not applied? If so you can disable them from being visible in edit mode whilst you adjust things to speed things up. Find them in the modifiers panel and look for the blue icons.
No, those are totally plain, all I did was apply smooth shading. Free OBJ/FBX models exported from 3DSMax.
That’s what I don’t understand at all. Blender can handle 40 million verts before it starts lagging seriously, so I don’t get why selecting 10.00 3 times after another is causing a problem
Your file size is huge at 17gb. Are there particle systems working? Volumetrics? Seriously heavy shader setups? Are you editing in rendered view? Solid mode?
Hiya, you can change how much memory is used to store previous actions so that you can undo (in the example above 32 times/steps, I have this set quite high like 64, I forget exactly.) I wonder if you turn that off how many undos you can make? 1? You can also set the max amount of memory to use on these steps before it’s stops allowing more undos
I also found something similar to happen with larger parametric buildings, a while ago. for example. I got massive Alt-Key lag - didn’t have a real 3-button mouse and was using emulation - and constantly moved things inadvertedly.
Such things are likely linked to “event stack overflow”, where events occurs faster than running code is able to consume, so they stack and execute after mouse release until the stack is empty.
I try to avoid such situations by skipping events when code is still running (mostly occurs with segment rotations).
That’s what I was told happens by a dev in that specific case. So, if selecting one vertex counts as event, I can understand the problem, if selecting 20.000 at the same time count as 20.000 events.
I think I’ll go with the undo settings for now. I’ve got 32 set, that’s enough for me, and maybe selecting 20.000 vertices are 20.000 micro undos bundled into one…
Turning off global undo can help but it’s also very dangerous. In my experience, undo simply doesn’t work anymore : the undo stack is scrambled, completely unrelated things get undone and you might lose work. Just a warning.
As per your issue, 17GiB sounds way, way too much for an object with 300k vertices. I reckon something else is going on. What else is there in that file ?
Blender has that kind of performance issues, so it’s not entirely surprising but let’s investigate a bit more because I don’t think mesh edit mode is necessarily at fault here (especially since it was drastically sped up in latest versions).
If you can’t find the cause of the slowdown, last ditch effort is to file a bug report and attach the problematic file.
Yeah I was going to say it’s a dangerous approach, especially if you have auto save on, or save regularly. This is very puzzling but I think the key to figuring this out maybe in pinpointing what is making the file so large.
Random idea but maybe try exporting the obj/FBX from blender, then import it again into blender. See if the file size remains the same.
I’m not friends with undo anyway, especially with Archipack it doesn’t really work, except somewhat in Legacy Mode.
OK now, seems like I misread the stats a LITTLE bit the first time around.
One of those beds appears to have 1.3 million verts, times 13, I cut down memory usage by cleaning all the previously linked materials, so it’s a bit smaller, by about 4 GB.
I recorded a video so you can “experience” it, after 35 seconds, it’s mostly waiting. So it was about 4 minutes to select the meshes of 2 pillows.
It’s very well possible I did something really stupid trying to put all those assets into 1 file, so that was 1st & last time, but maybe there’s something else amiss
Perhaps it is all about that higher vertex count now. It might take time initially but why not separate the pillows, bedframe etc into individual objects and then work on them in isolation. 300,000 isn’t too bad for my pc, but 1 million + will still require waiting time and slow things down considerably. I think you have slightly better specs than me though.
Sorry thats all I can offer for now. Maybe someone else can confirm things, offer another approach or advise on certain settings you may be able to change to help things run smoother for you.
This is one out of 3 that came as OBJ, so everything was merged. SInce I normally just add/replace materials, I don’t need to separate, as I’ll have material indices later on, anyways. And I’d still have to select them in the first place
I have also expreienced that in files with only one such vertex monster though - select, wait, select, wait, not that long, but still.
I’ll see what people bring to the table here, since I’m super lost. I would have expected that from my old AMD FX rig, but this computer is very much considerably better, so I’m a bit confused.
Nothing to be sorry about, you took quite a bit of time to help me fix this! Thank you very much
You’re welcome. Ive just had a little play with moving around a plane with 1 million verts. Proportional editing was quite fast and making selections. I had the odd wait of 10 seconds maybe but nothing like you are experiencing.
Test 2; A 2 million vert suzanne head. I put lots of random seams, used select linked (by seam) the different areas and it was almost instant. Grabbing her ear and activating proportional editing, i hit G and wait about 4 mins before I decide to close down blender.
So this doesn’t explain why you are waiting so long just to select things, and lucky you if you do not need to move anything!
I’m using Blender 3.0 for this. I have an 8gb gpu, 64gb ram, ryzen 7 3700x
Showing off? I thought that was probably lame. Unfortunately, I have no comparison, since tuts are often sped up. I actually wanted a Ryzen, but fate brought me Xeons…