Announcement

Collapse
No announcement yet.

3Ds Max - Slow loading/xref/merging times

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    It's a long shot but are there ridiculous amounts of non-model data somehow hiding in the scene, like frozen stuff or things that have names but which are essentially empty items?
    Another approach would be, from an empty scene, import random blocks from the import list, then merge your cube or whatever test object, to possibly isolate what may be causing this.
    I guess you already tried importing, saving, then importing stuff into a fresh scene?
    https://www.behance.net/bartgelin

    Comment


    • #17
      Originally posted by Nearl View Post
      To clarify, the main issue I have is with the general merging and xref function locking up, not with bringing Revit data into Max. Merging a simple cube into this scene, freezes Max for hours.

      I noted that this scene has a Revit model, because Revit data typically causes long delays and "silly" things to happen. The Revit model came in with no major issue and Max is functioning correctly...except for allowing me to merge objects (furniture, plants, splines...a cube) into the scene.

      So right now I have a large vacant building with no props/entourage...I guess I could always use the "high quality" Revit furniture. HAHAHA

      Thanks for the help!
      Don't forget the Revit materials they have included with the model for you convenience, it's in a just press render stage, right?

      Comment


      • #18
        The joys of archviz, LOL. I'll get back to this project tomorrow and I'll update the thread if I find a cause or if it goes away for some reason. Fingers crossed. Thanks everyone!
        Neal Biggs

        3D Generalist | Freelance | Founder | Big5 Studio
        http://big5studio.com/

        3ds Max 2022 - V-Ray5 Update 2.2

        Comment


        • #19
          I had my fair share of merging problems with colleagues, most of the time it were animation layers clogging the whole thing. You might want to try and use Prune Scene as well, to see if there are any left. https://3dground.net/prod/prune-scene-2180817 and to clean other things that might slow down the scene. There's a paid and free version.
          A.

          ---------------------
          www.digitaltwins.be

          Comment


          • #20
            Originally posted by Vizioen View Post
            I had my fair share of merging problems with colleagues, most of the time it were animation layers clogging the whole thing. You might want to try and use Prune Scene as well, to see if there are any left. https://3dground.net/prod/prune-scene-2180817 and to clean other things that might slow down the scene. There's a paid and free version.
            Thanks Ashley! I have a Cleaner script I use. I'll try this as well.
            Neal Biggs

            3D Generalist | Freelance | Founder | Big5 Studio
            http://big5studio.com/

            3ds Max 2022 - V-Ray5 Update 2.2

            Comment


            • #21
              Originally posted by Nearl View Post
              Could the Security Tools be causing the delay?
              They do install a slew of callbacks on anything which is file-related.
              What it is they do, i haven't had the heart to check, but given some of the crap lives on animation controllers, for big scenes there has to be some serious traversing going on.
              Then again, it's easy enough to remove all the callbacks and try it with a cleaner max (if you do not know how, i can help, ofc.).

              Lele
              Trouble Stirrer in RnD @ Chaos
              ----------------------
              emanuele.lecchi@chaos.com

              Disclaimer:
              The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

              Comment


              • #22
                Originally posted by ^Lele^ View Post
                They do install a slew of callbacks on anything which is file-related.
                What it is they do, i haven't had the heart to check, but given some of the crap lives on animation controllers, for big scenes there has to be some serious traversing going on.
                Then again, it's easy enough to remove all the callbacks and try it with a cleaner max (if you do not know how, i can help, ofc.).
                Thanks Lele! I have not removed callbacks before, any help would be appreciated.
                Neal Biggs

                3D Generalist | Freelance | Founder | Big5 Studio
                http://big5studio.com/

                3ds Max 2022 - V-Ray5 Update 2.2

                Comment


                • #23
                  Quick update - I remove approximately 6 million polys/Revit garbage - no change. I reset my ENU and turned off the Security Tools - no change. I ran the Prune Scene script @Vizioenreferenced - my scene file dropped from 2gb (uncompressed) to 790mb, and I was able to merge without issue. The scripts cleared memory, garbage and animation keys. The only things animated were cameras and an alignment dummy. So, I ran Prune Scene again but excluded my animation keys - file size dropped, but the merge issue returned. I deleted the alignment dummy object - merge issue went away.

                  SO, after all my tests and scripts and wasted time...my issue was a dummy...poetic.

                  Ashley, you are my new favorite person! Thanks everyone for the help!
                  Neal Biggs

                  3D Generalist | Freelance | Founder | Big5 Studio
                  http://big5studio.com/

                  3ds Max 2022 - V-Ray5 Update 2.2

                  Comment


                  • #24
                    Originally posted by Nearl View Post
                    my issue was a dummy
                    Printed and attached to the office door. ^^
                    Lele
                    Trouble Stirrer in RnD @ Chaos
                    ----------------------
                    emanuele.lecchi@chaos.com

                    Disclaimer:
                    The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

                    Comment


                    • #25
                      Originally posted by Nearl View Post
                      Thanks Lele! I have not removed callbacks before, any help would be appreciated.
                      Code:
                      callbacks.show()
                      will print in the listener all the currently active callbacks.
                      There should be a few of ours with "vfb" in the name, and then a few more which are physX related.
                      This should be the basic max (201 payload, without security tools, and with v-ray installed.
                      It will look something like this:
                      Code:
                      unitsChange:
                        id:#PhysXUnitChange, "PxUnitsChange()"
                      spacemodeChange:
                        id:#PhysXPlugin, "px_stopSimulationForEditing()"
                      systemPreReset:
                        id:#PhysXPlugin, "px_systemPreReset()"
                      systemPostReset:
                        id:#PhysXToolPanel, "PxPanelClose()"
                        id:#vfb_rollouts, "VFB_methods_struct.Reset()"
                        id:#PhysXPlugin, "px_systemPostReset()"
                      systemPreNew:
                        id:#PhysXPlugin, "px_systemPreNew()"
                      systemPostNew:
                        id:#vfb_rollouts, "VFB_methods_struct.Reset()"
                        id:#PhysXPlugin, "px_systemPostNew()"
                      filePreOpen:
                        id:#PhysXPlugin, "px_filePreOpen()"
                      filePostOpen:
                        id:#PhysXPluginRagdoll, "PxRagFilePostOpen()"
                        id:#vfb_rollouts, "if (callbacks.notificationParam() !=2)  do VFB_methods_struct.Reset()"
                        id:#PhysXPlugin, "px_filePostOpen()"
                      filePreSave:
                        id:#PhysXPlugin, "px_filePreSave()"
                      selectionSetChanged:
                        id:#PhysXPlugin, "px_selectionChangedDirty()"
                      sceneNodeAdded:
                        id:#PhsyXPlugin, "px_syncRagdollList()"
                      preSystemShutdown:
                        id:#CATUtils, "CAT_OnMaxShutdown()"
                        id:#PhysXPlugin, "px_systemPreShutdown()"
                      sceneUndo:
                        id:#PhysXToolPanel, "PxPanelUndo()"
                      sceneRedo:
                        id:#PhysXToolPanel, "PxPanelUndo()"
                      preModifierAdded:
                        id:#PhysXModRB, "PxModRBPreAdded()"
                        id:#ApexClothingModifier, "PxApexModifierPreAdded()"
                        id:#MassFXClothModifier, "PxClothModifierPreAdded()"
                      postModifierAdded:
                        id:#PhysXModRB, "PxModRBPostAdded()"
                        id:#ApexClothingModifier, "PxApexModifierPostAdded()"
                        id:#MassFXClothModifier, "PxClothModifierPostAdded()"
                      preModifierDeleted:
                        id:#PhysXModRB, "PxModRBPreDelete()"
                        id:#ApexClothingModifier, "PxApexModifierPreDelete()"
                        id:#MassFXClothModifier, "PxClothModifierPreDelete()"
                      postNodesCloned:
                        id:#PhysXModRB, "PxModRBCloneHappend()"
                      postRendererChange:
                        id:#vfb_rollouts, "VFB_methods.VFB_ResetRollouts()"
                      preNodeBonePropChanged:
                        id:#PhysXPlugin, "px_stopSimulationForEditing()"
                      preNodeGeneralPropChanged:
                        id:#PhysXPlugin, "px_stopSimulationForEditing()"
                      filePreOpenProcess:
                        id:#pcPreFileOpen, "ProceduralContentOps.OnPreFileOpen()"
                      preImageViewerDisplay:
                        id:#vfb_rollouts, "VFB_methods.VFB_AddRollouts (callbacks.notificationParam())"
                      What you're interested in is in when the callback will fire (eg. "filePreOpenProcess", if that's troubling you), and in the callback id (eg. #pcPreFileOpen), because to remove one (for the current session only, mind you.) you need to type
                      Code:
                      callbacks.removeScripts id:#pcPreFileOpen
                      in the listener (or a maxscript window) and execute it.
                      Without looking at each function, however, is hard to know what each does, and one's quite sure to break some things.
                      It's also going to be a slow slog removing one, and trying a merge, removing another and trying a merge, and so on, as on max restart, everything will go back to normal.

                      I have prepared one such script for myself to get rid of those should i have doubts about background processes. It can be copied and pasted in the listener, and run.
                      This of course leaves the VFB related ones only.
                      Fair warning: use at your own risk.

                      Code:
                      "------------------- Initial Callbacks ---------------------"
                      callbacks.show()
                      
                      callbacks.removeScripts id:#PhysXModRB
                      callbacks.removeScripts id:#PhysXUnitChange
                      callbacks.removeScripts id:#PhysXToolPanel
                      callbacks.removeScripts id:#PhysXPlugin
                      callbacks.removeScripts id:#PhysXToolPanel
                      callbacks.removeScripts id:#CATUtils
                      callbacks.removeScripts id:#ApexClothingModifier
                      callbacks.removeScripts id:#MassFXClothModifier
                      callbacks.removeScripts id:#PhysXPluginRagdoll
                      callbacks.removeScripts id:#PhysXModRB
                      callbacks.removeScripts id:#MassFX
                      callbacks.removeScripts id:#PhsyXPlugin
                      callbacks.removeScripts id:#pcPreFileOpen
                      
                      "------------------- Left over Callbacks ---------------------"
                      callbacks.show()
                      Glad it wasn't related to these, though.
                      Lele
                      Trouble Stirrer in RnD @ Chaos
                      ----------------------
                      emanuele.lecchi@chaos.com

                      Disclaimer:
                      The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

                      Comment


                      • #26
                        Thanks Lele! I really appreciate you taking your time to help me out. I'll store this away for later.
                        Neal Biggs

                        3D Generalist | Freelance | Founder | Big5 Studio
                        http://big5studio.com/

                        3ds Max 2022 - V-Ray5 Update 2.2

                        Comment


                        • #27
                          Hehe well I'm glad you sorted it out. It is normally the last thing you select which is the culprit. Funny in a way, once the therapy is over
                          https://www.behance.net/bartgelin

                          Comment

                          Working...
                          X