None of the programs listed Link are not able to open or convert 28M triangle .ply file to another format.
Blender can inport 10M tri model using 4-5 Gb of memory, after saving blend and reopening, memory use is only 1,2-1,3 Gb.
Why blender ply inporter can’t save portions of data on HDD and join parts later.
Why it’s good to us 2-5 % of cpu’s 1 core and write few bytes data /sec on HDD?
So i tested some commercial applications, none of them are able to load 28 000 000 tri Lucy with 8GB of ram.
There is a 20 000 000 tri version in “QSplat Multiresolution Point Rendering System” format
But how to convert sutch format to mesh.
BTW from QSplat Lucy looks very hi detail and it’s not eroded like the “Thai Statue”
Maybe somebody with more memory can convert the .ply file to .blend, normals calculated out, solid mesh, scale to 0,2m in height.
If removing doubles doesnt make it un manifold then why not to reduce geometry down by 35-50%
Is your interest solely to test the ply import capabilities of Blender, or do you just want the model? If the latter then search for the same model with lower poly count, like the one here.
I was just after the Lucy model.
Thanks for the link
EDIT
Can i force Blender to use ~6,5 GB of memory and keep some free for Vista
so i can turn it sleep for night and inport 2-3 days
Maybe even it speeds up inporting if cpu doesnt drop close to 0 % when memory runs out.
Can the .ply inporter write right to blend file on HDD
because i don’t need to edit the model and in object mode it takes just 3,5 GB and a little more to render in LuxRender.
))) i loved the details of 20M tri QSplat, it looked beautyfull. )))
EDIT2
Ply file decimation software costs 1000 $
nice
turns out ply aint so open format like spoked
Interesting, can sutch script be used inside blender to speed up 3d viewport rendering when geometry is very hi. Like with voxels.
Now i have 5M verteks Lucy, even if i hide 90% of them in edit mode it seems the hidden data is still slowing down 3d viewport. It’s not allways like that with lower geometry (then viewport gets mutch faster when i hide data).
If i zoom in and on my screen there are only 1% of geometry, the fps is still down.
Anyway i discovered mesh automatic fixing tools (holes, double edges/verts, Spike - Overlapped - Sharp - Intersected - Folded Triangles).
It was reall pain in the ass to fix manually large mesh when viewport is soo slow. :yes: