Skip to main content

Timeline for Separate by vertex count - fast

Current License: CC BY-SA 4.0

17 events
when toggle format what by license comment
Jul 15, 2019 at 0:03 comment added Jan Kadeřábek I have modified this script and converted it into an addon, not very good code, but it works really great - thank you: github.com/jendabek/blender-export-x-rbr
Jul 13, 2019 at 17:46 vote accept Jan Kadeřábek
Jul 13, 2019 at 8:15 comment added Jan Kadeřábek @batFINGER Thanks, but one of my requirements is to explode the mesh using it's existing topology, not by creating extra cuts - this would create a lot of unnecessary extra vertices. It should basically select an area of 25k vertices, copy it into new object and continue with a next part.
Jul 13, 2019 at 8:10 answer added lemon timeline score: 3
Jul 13, 2019 at 5:25 comment added batFINGER Consider employing this method blender.stackexchange.com/a/133136/15543
Jul 12, 2019 at 18:24 comment added Jan Kadeřábek @lemon It must be automated, no hand cutting, even switching into Edit Mode is very slow in Blender in case of such large mesh. The part in the uploaded .blend is just a very small portion of the overall mesh (which is 40km consisting of a road + surroundings covered by vegetation).
Jul 12, 2019 at 18:10 comment added lemon I've joined it again (if, see previous comment). I think you should use a dichotomy to separate the parts. Cut in half, cut the half in half, etc. The more the mesh is divided the more it is fast (doing it from Blender GUI).
Jul 12, 2019 at 18:07 comment added lemon the file you've uploaded is already cut, right? so join it again will make the base mesh?
Jul 12, 2019 at 17:57 comment added Jan Kadeřábek @HenrikD Split into grid? I am not sure I understand you. It must produce pieces of around 25k vertices. I would like to duplicate it into chunks by Python, but I struggled especially with preventing UVs, Vertex Colors and Materials, unfortunately my skills are quite limited. Separate by Loose Parts can't be used as it must work with larger continuous meshes (like the ground) but at the same time it shouldn't produce too many small chunks (in case of individual trees or grass clusters).
Jul 12, 2019 at 17:54 comment added Jan Kadeřábek @lemon I have attached it, thx.
Jul 12, 2019 at 17:53 history edited Jan Kadeřábek CC BY-SA 4.0
added 245 characters in body
Jul 12, 2019 at 17:44 history edited Jan Kadeřábek CC BY-SA 4.0
added 11 characters in body
Jul 12, 2019 at 17:44 comment added HenrikD 1. split your mesh into a grid with a rule per face into which object it gets copied, not circle ish parts which need a lot of l2 distance checks. 2. duplicate parts of the original mesh directly in python to avoid editing the big mesh. 3. you could maybe use the seperate loose parts function
Jul 12, 2019 at 17:41 comment added lemon You should add a sample blend file, I think, to allow people to test eventual improvements.
Jul 12, 2019 at 17:31 history edited Jan Kadeřábek CC BY-SA 4.0
edited title
Jul 12, 2019 at 17:16 history edited Jan Kadeřábek CC BY-SA 4.0
deleted 8 characters in body
Jul 12, 2019 at 17:10 history asked Jan Kadeřábek CC BY-SA 4.0