Trying to wrap my head around all this stuff and have somewhat confused myself. I have the following questions to try and clear it all up:
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I was under the impression that less vertices = better performance/quicker render times. If we take a default cube with 8 vertices or subdivide that cube 10 times to get 728 verts, don’t we still ultimately have the same geometry though? From a rendering point of view doesn’t it still just calculate each pixel, regardless of vertex/face count?
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Does using a modifier to subdivide/array/mirror have any benefit (aside from ease of modelling) versus just having the modifiers applied? I.e. If i have 10 cubes, or I have 1 cube arrayed 10 times with a modifier, is there any performance or render time benefit from Blender’s point of view or is the scene just as complex either way?
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It seems like using a height map/displacement is more taxing on the system/render times… Would it not be better to just have the mesh displacement applied so that come render time it doesn’t have to compute it?
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Quite often the 3D models that are sold online have incredibly high vert counts (e.g. realistic sofas, tap fittings, plants), as best practice should I be trying to simplify these as much as possible? I.e. decimating the mesh, tris to quads, etc. All I want is to whack the models in and render, but I’m worried that if I take a relatively simple interior scene and then populate it with third party furniture and decor my vert count is going to go through the roof and blowout my render times.
Thanks very much