High(er)-poly radiosity breaks up meshes?

(lycanth) #1


Does anyone know why having a complex-ish scene sometimes causes the radiosity solver to spit out the result as multiple separate meshes? Is it because there’s some upper limit to the number of vertices per mesh?

I haven’t run into too many problems with it yet, but I imagine it might be annoying to properly separate objects afterwards if they’ve been split between two or more meshes.

(Jamesk) #2

There is an upper limit for verts per mesh. It used to be 64K, but I cannot remember if that was increased in 2.23 or not… I think it was only the total verts/scene… So the answer is Yes. The mesh vert capacity is the problem.