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cinomadic

R21: UV Transform & Move Tools Very Slow

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Your welcome! 🖖 🙂


| MAXON Quality Assurance | 3D Artist | C4D Cafe Manager | Gamer in Heart/PS4 ID: SIgor420 |:compEnjoy:

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If we talk about slow movement while adjusting UV´s, speed of movement is highly dependent on complexity of mesh, other words pointcount.

For instance from my tests editing UV´s on object with 31k points is fine, but while is polyobject under enabled SDS on level 2, pointcout is immediatelly increased to 540k and now is movement much much slower and delayed. (interesting, because UV pointcount still remain...)

 

So, some kind of "linking" between OM, viewport and texture editor has big influence on movement. Maybe will be good (if posible) for developers add some preference option or button for manual update of managers AFTER UV editing. It means while clicked/selected component in UV editor, linking wil be stopped and after editing will be button for update everything others or some script for autoupdate while nothing selected or M/S/R is not currently performed on UV´s ...

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  • 8 hours ago, bezo said:

    If we talk about slow movement while adjusting UV´s, speed of movement is highly dependent on complexity of mesh, other words pointcount.

    For instance from my tests editing UV´s on object with 31k points is fine, but while is polyobject under enabled SDS on level 2, pointcout is immediatelly increased to 540k and now is movement much much slower and delayed. (interesting, because UV pointcount still remain...)

     

    So, some kind of "linking" between OM, viewport and texture editor has big influence on movement. Maybe will be good (if posible) for developers add some preference option or button for manual update of managers AFTER UV editing. It means while clicked/selected component in UV editor, linking wil be stopped and after editing will be button for update everything others or some script for autoupdate while nothing selected or M/S/R is not currently performed on UV´s ...

     

    This is a good idea! I agree.

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    Ah guys, its not that easy...its easy to say just do this or that and your good, we wish is like that. Code is very old, things are not straight forward, there is much more into it then it meets the eye!


    | MAXON Quality Assurance | 3D Artist | C4D Cafe Manager | Gamer in Heart/PS4 ID: SIgor420 |:compEnjoy:

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    9 hours ago, Igor said:

    ... Code is very old...

     Igor, don´t say such things a loud, because we expect fully rewrited code... ;-)

     

    But back to original theme...

    There are a workflows, which can really improve speed of UV editing (and doesn´t matter if SDS enabled or not). This workflow can not be used everytime but in some cases is more than enough. Those workflows are:

     

       -----   HIDING VIEWPORT IN LAYOUT WHILE UV´s EDITING  -----

       -----   MAXIMIZING TEXTURE UV EDITOR -----

     

    In first case (second also) we could see how deep is linked viewport with other managers. Since in UV edit layout is viewport view as simple tab, adding just one another tab (help...help no because we haven´t build-in help :wallhead:, but for example render settings. I personally don´t have render setttings as tab, but saw in a lot of "profesional" tutorials to use render settings as tab) and switching to this tab. Since viewport itself is hidden, "linking" between UV texture editor is "temporary broken" and UV´s moves as fast as they can...

    Yes, this kind of worflow is not usable all the time, but for small adjustments of UV´s to displayed texture is enough.

    The same for second workflow. Since UV´s are maximized to screen, is much better to work with and with speed as expected...

     

     

     

     

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    13 minutes ago, bezo said:

    Igor, don´t say such things a loud, because we expect fully rewrited code... 😉

    Which doesnt mean we are not gonna tackle it or that we are not tackling it already. I am just saying how things are atm, but its going to change in the future. 😉


    | MAXON Quality Assurance | 3D Artist | C4D Cafe Manager | Gamer in Heart/PS4 ID: SIgor420 |:compEnjoy:

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    15 minutes ago, bezo said:

    In first case (second also) we could see how deep is linked viewport with other managers. Since in UV edit layout is viewport view as simple tab, adding just one another tab (help...help no because we haven´t build-in help :wallhead:, but for example render settings. I personally don´t have render setttings as tab, but saw in a lot of "profesional" tutorials to use render settings as tab) and switching to this tab. Since viewport itself is hidden, "linking" between UV texture editor is "temporary broken" and UV´s moves as fast as they can...

    Yes, this kind of worflow is not usable all the time, but for small adjustments of UV´s to displayed texture is enough.

    The same for second workflow. Since UV´s are maximized to screen, is much better to work with and with speed as expected...

     

    We are definetly looking into improvimng all aspects of UV editing etc. We are well aware of current limitations and problems! 🙂


    | MAXON Quality Assurance | 3D Artist | C4D Cafe Manager | Gamer in Heart/PS4 ID: SIgor420 |:compEnjoy:

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