Quick Optimization tips for Blender!

แชร์
ฝัง
  • เผยแพร่เมื่อ 5 ม.ค. 2025

ความคิดเห็น • 64

  • @tobiastabel9003
    @tobiastabel9003 3 ปีที่แล้ว +25

    You saved me so hard, my data was about 40 million verts and dropped down to 4 million. Thank you so much!

    • @AlexPearce3d
      @AlexPearce3d  3 ปีที่แล้ว +4

      Great to hear Tobias!

    • @AlexPearce3d
      @AlexPearce3d  3 ปีที่แล้ว +9

      also, 40 MILLION VERTS? what the heck?!

    • @teryakiisauce
      @teryakiisauce 3 ปีที่แล้ว +3

      im still waiting for an explanation for the 40M verts...

    • @AlexPearce3d
      @AlexPearce3d  3 ปีที่แล้ว

      I have been using World Creator recently and if you export the full res version, it's about 40 million verts! Takes my pretty good computer about 10 minutes just to import it.

  • @FloppyFish
    @FloppyFish 3 ปีที่แล้ว +6

    That worked like magic, Blender used to be horrendously slow, but now that I have decimated all of the objects in my scene, it feels like the speed of light. Thank you very much for sharing this tip.

    • @SStupendous
      @SStupendous 3 ปีที่แล้ว +2

      :) Good to see Alex get recoginition

    • @VisitBeforeHumanPollute
      @VisitBeforeHumanPollute 3 ปีที่แล้ว +1

      Lol 😂

    • @VisitBeforeHumanPollute
      @VisitBeforeHumanPollute 3 ปีที่แล้ว +1

      Today im just smashed my laptop 😑 after im watching this, that's why lol

    • @AlexPearce3d
      @AlexPearce3d  3 ปีที่แล้ว

      Why? Cause you wish you knew sooner? Cause it messed something up for you?

  • @someul
    @someul 2 ปีที่แล้ว +1

    Thanks for sharing really useful tips

  • @vijayanmuthuraj1691
    @vijayanmuthuraj1691 2 ปีที่แล้ว +1

    thats awsome, thanks for sharing the knowledge! really appreciate man. cant thank you enough!

  • @gregortidholm
    @gregortidholm 2 ปีที่แล้ว

    This was amazing!

  • @sim2g
    @sim2g 3 ปีที่แล้ว +2

    Very good video, helped me a lot on my old PC. Thank you! Big like and following.

  • @geraldnender6248
    @geraldnender6248 2 ปีที่แล้ว +1

    Thanks a lot man!, it worked 🙏🙏

  • @NareshUgaonkar
    @NareshUgaonkar 3 ปีที่แล้ว +7

    Thanks a ton man. You are doing amazing work. I have a 1.6 gig blender file this is going to help immensely.

    • @AlexPearce3d
      @AlexPearce3d  3 ปีที่แล้ว

      Thanks! Just make sure to back it up, because some of this workflow is destructive. I also have an addon called ap gametools, with it you can add a decimate modifier to all selected objects, it decimated them by 5% so you can actually just keep pressing it til it looks good, and its all non destructive.

    • @AlexPearce3d
      @AlexPearce3d  3 ปีที่แล้ว

      Happy to give it to you if it's too expensive ($10)

    • @NareshUgaonkar
      @NareshUgaonkar 3 ปีที่แล้ว +1

      @@AlexPearce3d i would have said yes and bought it but unfortunately it's not financially viable in my situation for a lot of reasons. I might be interested in consultation with you. Let me know if you'd be interested in something like that.

    • @AlexPearce3d
      @AlexPearce3d  3 ปีที่แล้ว +1

      @@NareshUgaonkar no worries man! You can email at Alex at Blenderender dot com and I'll send it to you.

    • @NareshUgaonkar
      @NareshUgaonkar 3 ปีที่แล้ว

      @@AlexPearce3d thank you for your generosity. I have a doubt though so you are saying your plugin will allow me to decimate and save a smaller file and still be able to open it later and decimate up to higher quality? If yes i will definitely pay you as much as i can.

  • @AmauryChihuahua
    @AmauryChihuahua 2 ปีที่แล้ว

    Nice scene bro

  • @EpicHardware
    @EpicHardware 4 ปีที่แล้ว +3

    Thank you! That was my problem and this solve it very well.

  • @GaryParris
    @GaryParris 2 ปีที่แล้ว +1

    well done! excellent :O)

  • @thenoobdev
    @thenoobdev 3 ปีที่แล้ว

    Damn.. Why i watch this when i just closed blender... Optimizing a stadium with 'only' 39.000 seats.. Went for the join objects, making it go from 350mb to 6gig in no time.. Gonna try the join by material tomorrow (if my computer won't blow up) 😁 great share!

  • @doubleustudios2020
    @doubleustudios2020 3 ปีที่แล้ว +1

    Amazing tips, God bless you

  • @Andy-yl9jz
    @Andy-yl9jz 3 ปีที่แล้ว +4

    Great tips thank you from a newb

  • @jonathanmarcelthome
    @jonathanmarcelthome 3 ปีที่แล้ว +1

    Excellent!

  • @ChaxPL
    @ChaxPL 3 ปีที่แล้ว

    Love you man!

  • @DavesChaoticBrain
    @DavesChaoticBrain 3 ปีที่แล้ว +2

    Would it not just be easier to build your library in a way where you ahve one nice high poply model and then one accept low poly? Rather than butching your entire scene in one go? Or wouldn't it be nice to be able to be working in this scene and decide "you what, this plane has too many polys" and then be able to edit that plane into a low poly version and the save it out ON ITS OWN as a low poly version of the original in the folder with the original?

    • @AlexPearce3d
      @AlexPearce3d  3 ปีที่แล้ว +1

      Yeah, probably so! It kind of depends on what you're doing. When I figured out this workflow (seems like forever ago), I had a model that I didn't need to come back to again ever, and I needed a faster way to do it, sometimes butchering it is great haha. But definitely, if you have a project or models you might return to, some of the destructive methods in this video are not ideal.

    • @AlexPearce3d
      @AlexPearce3d  3 ปีที่แล้ว

      In terms of the plane, you could also just add a decimate modifier set to plane and export the lower poly model

    • @DavesChaoticBrain
      @DavesChaoticBrain 3 ปีที่แล้ว +1

      @@AlexPearce3d Wow. Reading back what I wrote is so embarrassing! It's almost like I don't know English, the only language I DO know. haha Anyway, I'm personally working under the assumption that every object I make might get used again one day. if not by me, then I can either provide them free on a site like CD Trader, or sell the through a Gumroad or something. So it's interesting to see how other people work and learning the reasoning behind various decisions they make. Thanks for the insight!

    • @AlexPearce3d
      @AlexPearce3d  3 ปีที่แล้ว

      Ah yeah for sure. I basically don't do 3d modeling at all, I get the models after someone has created them, either from an artist or from a store, so I'm basically always working from someone else's model. Then manipulating in blender and either brining it to a game engine or lighting it and rendinging stills or animation, etc.

  • @DH-xu8fs
    @DH-xu8fs 3 ปีที่แล้ว +1

    Thank you ❤️

  • @AmitAbhishek
    @AmitAbhishek 3 ปีที่แล้ว +2

    Hey i need those models

    • @AlexPearce3d
      @AlexPearce3d  3 ปีที่แล้ว +1

      I think we purchased that set from turbo squid years ago. A few models are custom made/textured and I can't share those

    • @AmitAbhishek
      @AmitAbhishek 3 ปีที่แล้ว

      @@AlexPearce3d ok thanx btw

  • @shibanobi69
    @shibanobi69 2 ปีที่แล้ว

    awesome

  • @israelRaizer
    @israelRaizer 4 ปีที่แล้ว +6

    Good tips, thanks for the info!
    I have a question tho... What happens if you try to join objects by material when there's objects with more than one material assigned? Does Blender separate the meshes and then rejoin them in a way that each object only has one material?

    • @AlexPearce3d
      @AlexPearce3d  4 ปีที่แล้ว +5

      I just tested it out. If they share one material, it joins them together as a mesh, and all materials are show up in your material list, but it does retain the data of where materials are assigned. Does that make sense and answer your question? You can also manually join meshes, either by selecting them and pressing Cntl+j or by shift+q, but instead of auto join, select only the material you want to join.

    • @israelRaizer
      @israelRaizer 4 ปีที่แล้ว +1

      @@AlexPearce3d yeah, that explains it, thanks

  • @jasonwoods1015
    @jasonwoods1015 4 ปีที่แล้ว +11

    Yah I have to say be VERY careful following the advice on this video. You can very easily break your scene. The decimate modifier is non destructive and is by far the best way to go.

    • @AlexPearce3d
      @AlexPearce3d  4 ปีที่แล้ว +1

      Do you mean with removing doubles? Or what part specifically?

    • @AlexPearce3d
      @AlexPearce3d  3 ปีที่แล้ว +1

      Nice computer! I wonder what specifically is causing it to crash? Can you go to window, show console and see if there is anything that let's you know? Is there an action that causes it? What resolution is your monitor? If you have a 4k monitor, you might try a 1080 monitor and see if that makes a difference. You can also scale your viewport down, the smaller it is, the easier for your computer to render it. You can also use control b then select the render region to only render a smaller part of your frame, then control alt b to clear the render region.

    • @AlexPearce3d
      @AlexPearce3d  3 ปีที่แล้ว

      No I think that would be like on your actual computer or display. So windows, settings, system, display.

    • @patrick9969
      @patrick9969 3 ปีที่แล้ว +1

      He said so in the beginning, when he said to duplicate your work before doing anything

  • @harshjain8345
    @harshjain8345 3 ปีที่แล้ว +1

    Hey..this helped alot...what are your pc specs btw?

    • @AlexPearce3d
      @AlexPearce3d  3 ปีที่แล้ว

      Glad it helped! I have a msi stealth, I think it's gs75, laptop. Gpu is Nvidia 2080 max q (laptop version). I don't remember my cpu off the top of my head but let me know if you want me to look it up and I can later today when I'm back home.

    • @harshjain8345
      @harshjain8345 3 ปีที่แล้ว

      @@AlexPearce3d thanks for replying back!

    • @AlexPearce3d
      @AlexPearce3d  3 ปีที่แล้ว

      I try to respond as often as I can, YT makes it a little difficult, but I know I always appreciate it when a TH-camr or someone responds to me, so I want to do the same for others

    • @harshjain8345
      @harshjain8345 3 ปีที่แล้ว

      @@AlexPearce3d well i have a doubt... I have a 2gb graphic card ... And wanted to know whether blender requires gpu expect rendering and sculpting
      Like i have some high poly animations to produce...so would i be able to do it with my 2gb graphics... Will viewport and development of animation be smooth???

    • @AlexPearce3d
      @AlexPearce3d  3 ปีที่แล้ว

      Well, it's free so there's no harm in trying. Are you coming from another program? If so which one(s)? Are you going to use cycles or eevee? I don't use eevee that much but if I did a bunch of animation, I would really spend time figuring out eevee because it can run a lot faster and render faster of course too. There are also render farms, there's one called sheepit that is free, so you could potentially render your projects using them, if your computer couldn't handle it.

  • @traxmaeus9892
    @traxmaeus9892 4 ปีที่แล้ว +20

    Not a good idea how to optimize your scene in [My Opinion]... decimate will break topology, create shading & normal problems, stretch textures and a lot of other bad stuff. This method is something I would not recommend in any scenario. Just optimize your assets before adding them to a scene, create only one texture set per asset !(if it's not an hero asset or character) and you will prevent any issues related to optimization

    • @oozly9291
      @oozly9291 3 ปีที่แล้ว +1

      Decimate is a quick and easy way for LODS though

    • @lydellstorm6092
      @lydellstorm6092 3 ปีที่แล้ว

      how do you recommend optimizing assets?
      Also, as somebody new to this, I'm not understanding at all how you can create one texture for something like a huge building or a character with multiple moving parts

    • @AlexPearce3d
      @AlexPearce3d  3 ปีที่แล้ว +4

      I think it depends on what you are optimizing and what your role is. If you are a 3d modeler creating a new asset, this is not the way to optimize as Trax said. There are other tutorials that show how to bake normals to reduce ply count but keep the overall topogoly. If you are a game developer and need to create lods so that the further away you get, the lower poly, this is a great method. If you are a generalist, like me, then it depends on many factors including time and use. For web3d stuff, I might only have one or two models anyway, then it pays off to bake normals, but if I'm creating a level for a vr game with existing assets, and there are hundreds of assets, then probably only my hero assets are going to get any individual attention. Everything else, I will use this type of workflow to decimate and bring it down, even the lod 0 of need be.

  • @BoguZk
    @BoguZk 2 ปีที่แล้ว +1

    This method will likely generate ton of artifacts and mesh problems that cannot be undone.

  • @theimmortalsage5013
    @theimmortalsage5013 3 ปีที่แล้ว

    how much ram u had at this time

    • @AlexPearce3d
      @AlexPearce3d  3 ปีที่แล้ว

      I don't know off the top of my head, but I think 16, or maybe 32. Definitely not 64 or higher

  • @fo1711
    @fo1711 3 ปีที่แล้ว

    YUp...Blender lacking sub-menu. Very well thought and smart and user-friendly interface...