LDCad Model is too large for 3D rendering software


Model is too large for 3D rendering software
#1
I have built a very large model which I currently have saved as Ldraw files.  This is a model consisting of over 157,000 pieces. I have attached a few still images to give you the sense of how large this model is.  The model is of a town I grew up in and my dream and end goal was to produce a video flyover that looks like a realistic lego model so I can share it on social media.  The problem is that coming in at 157,000 parts, it is just too large for 3D programs to handle and render 3D video. I have tried outsourcing the project to a skilled 3D artist and after a week of trying he admitted defeat and said even though he has a top-end system, the 157,000 pieces was too much.  He said the only solution he can think of is to combine many of the individual legos into solid pieces to reduce the complexity of the file. I don’t know if that is even possible.  I am currently opening the files with LeoCad which allows me to render them as 3DS or DAE file (however, since the model is so large I have to separate it in 4 sections to render it then put the sections back together after it is rendered)

If there is anyone out there that has advice, either combining legos or rendering enormous files into video via other routes I would be very grateful.  This project has been shelved for two years because this problem proven so difficult. I am willing to pay for professional services to make this happen.  If you would like me to upload the files just let me know.


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RE: Model is too large for 3D rendering software
#2
(2022-02-06, 18:15)kevlamar Wrote: I have built a very large model which I currently have saved as Ldraw files.  This is a model consisting of over 157,000 pieces. I have attached a few still images to give you the sense of how large this model is.  The model is of a town I grew up in and my dream and end goal was to produce a video flyover that looks like a realistic lego model so I can share it on social media.  The problem is that coming in at 157,000 parts, it is just too large for 3D programs to handle and render 3D video. I have tried outsourcing the project to a skilled 3D artist and after a week of trying he admitted defeat and said even though he has a top-end system, the 157,000 pieces was too much.  He said the only solution he can think of is to combine many of the individual legos into solid pieces to reduce the complexity of the file. I don’t know if that is even possible.  I am currently opening the files with LeoCad which allows me to render them as 3DS or DAE file (however, since the model is so large I have to separate it in 4 sections to render it then put the sections back together after it is rendered)

If there is anyone out there that has advice, either combining legos or rendering enormous files into video via other routes I would be very grateful.  This project has been shelved for two years because this problem proven so difficult. I am willing to pay for professional services to make this happen.  If you would like me to upload the files just let me know.

The only way I can see this working is to split the project into several sub projects that are of a manageable size.

At that point you can open them individually in an already built viewer, or you can write a purpose built viewer that selectively loads only what's actually visible.

If you want to view the entire thing at once in a system like that, you'd have to put in some kind of LOD system that replaces the full resolution elements with low polygon analogues. It's what game engines do, so it's not a new problem and there's bound to be a ton of documentation on how to do such a thing.

I'm working towards implementing something like this in my blender plugin for datsville. As it stands, there's nothing that I know of that loads it either.
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RE: Model is too large for 3D rendering software
#3
(2022-02-27, 3:17)Matthew Morrison Wrote: If you want to view the entire thing at once in a system like that, you'd have to put in some kind of LOD system that replaces the full resolution elements with low polygon analogues. It's what game engines do, so it's not a new problem and there's bound to be a ton of documentation on how to do such a thing.

LDCad currently only applies frustum culling to things behind the camera (so Z tests only).

And it disables rendering of edges for stuff at a certain distance.

The 2.0 engine was supposed to improve on this.
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