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    Vertex Maps Slowing Down Viewport

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    • E
      entry-newspaper last edited by

      I already just posted one question, regarding the creation and modification of vertex maps.
      However, I'm finding that regardless of that, I'm still encountering extreme viewport performance degradation, directly related to my objects' vertex maps.

      So...is there any way to optimize such maps, or more realistically, a way to only have them active at render-time?
      I'm only using them for material creations; not for deformations, nor other FX. So, they only need to be active when RS needs to render a frame.

      Does this question even make any sense?

      Thanks.

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      • Dr. Sassi
        Dr. Sassi last edited by Dr. Sassi

        Hi entry-newspaper,

        Depending on your object's mesh resolution, there can be a lot of data that needs to be processed.

        I copied this text from the other reply:
        Perhaps the Freeze can store those better if they don't change. In the moment they are stored, the selections can be switched off.
        You can check the specific processing time in the
        Main Menu> Window> Object Profiler.

        Screenshot 2025-04-11 at 1.00.56 PM.jpg

        I try typically not to guess here, but I'm sure my little system here will behave differently than yours, so any file exchange might result in something that will not help. I know asking questions might waste time on your end, but let me try:
        Have you tried to bake those as Alembic files?

        Perhaps create an RS Proxy from it

        If the draw on the system is very heavy, perhaps explore XRef and the use of a Proxy.

        Enjoy your weekend

        Dr. Sassi Sassmannshausen Ph.D.
        Senior Trainer, Maxon Master Trainer, L&D - Strategist
        Cinema 4D mentor since 2004, Member of VES, DCS.

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        • E
          entry-newspaper last edited by

          Hi, Dr. Sassi.
          Thanks for the suggestions / questions.
          Unfortunately, I really can't get around the direct use of the "live" vertex maps, on the active objects. There is simply far too much direct control over the RS materials, to do anything else.
          Over the weekend, I tested different ways to actually construct those vertex maps; some using freeze objects, others, directly linked to the polygon tags, etc.
          Ultimately, no real difference in performance. Interestingly, the performance hit comes when the actual objects (with the vertex tags) are animated. When those are static, and only the camera moves, it's as fast as can be.
          So, clearly, there is something "under the hood" with the way Cinema processes vertex maps, when motion is involved.

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          • Dr. Sassi
            Dr. Sassi last edited by

            Thanks for the reply, entry-newspaper.

            I would suggest to check with tech support.
            https://www.maxon.net/en/

            My best wishes

            Dr. Sassi Sassmannshausen Ph.D.
            Senior Trainer, Maxon Master Trainer, L&D - Strategist
            Cinema 4D mentor since 2004, Member of VES, DCS.

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            • E
              entry-newspaper last edited by

              Good idea. While, it doesn't necessarily present itself as a bug, perhaps it's an efficiency aspect which could be improved, in the future.

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              • Dr. Sassi
                Dr. Sassi last edited by

                Thank you for being open to this, entry-newspaper.

                I understand Tech-Support is supported with tech; it is not limited to bug support. We all want things to work smoothly. I never considered it as an isolated single question/answer. If there is something to improve or fix, it is to the advantage of many.

                Fingers crossed, there is some improvement afterward.

                All the best

                My best wishes

                Dr. Sassi Sassmannshausen Ph.D.
                Senior Trainer, Maxon Master Trainer, L&D - Strategist
                Cinema 4D mentor since 2004, Member of VES, DCS.

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