Hello,
Here's an alternative method I use often for that tasks, using Houdini.
Few benefits :
- Houdini will loop/voxelize every individual pieces of the geometry, so it works very well with models where all the details are done with MoI 'merge' booleans function.
- There is an adaptivity option that reduce polycount greatly without changing to much the overall surface quality. (but a second reduction pass might be needed)
- You can update the scene (reload the source geometry) with a single click
- You can run the process without a 3D viewport, and generate very insane models (no problem to push over 100M triangle polymesh)
- No need to heavily tesselate MoI mesh export, just use a low angle (triangles output) to get nice result.
It's still a memory intensive process, for average models 32Gb is a minimum.
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