Dinorius_Redundicus
kuid 68213
Yeah, that's my theory. The mathematics are way too arcane to go into here, but it's only the vertices that evaporate into gamma rays. The heat evolved is what welds the edges together as your virtual texture. If the mesh is sufficiently high-poly, you can reach a condition known as "gamma maximum" (or "gmax" for short) in which you have a 99% chance of being rendered - sterile. Blender can't do this of course, it just makes you a nice chocolate milkshake.
Paulsw, sorry, we are de-railing this serious thread. I didn't think I was a particularly low-poly creator, there are many others out there, including yourself, who are much stricter than I. By the same token, it's not always just Sketch-up models that are poly-bloated. I can think of a certain creator of signals who really goes overboard on poly-details and I think he uses Max or gmax. At least with those programs, it's a matter of choice or deliberate slackness that will give a high-poly result, but Sketch-up seems to assume you want high-poly and God help you if you want to do anything else.
Paulsw, sorry, we are de-railing this serious thread. I didn't think I was a particularly low-poly creator, there are many others out there, including yourself, who are much stricter than I. By the same token, it's not always just Sketch-up models that are poly-bloated. I can think of a certain creator of signals who really goes overboard on poly-details and I think he uses Max or gmax. At least with those programs, it's a matter of choice or deliberate slackness that will give a high-poly result, but Sketch-up seems to assume you want high-poly and God help you if you want to do anything else.
Last edited: