Face to Memory Translation

I just stumbled on the Scene Info tab in DAZ. Neat!

So I was wondering how does a single face/geometry translate into storage memory?

E.g. 1 face == 1 byte etc...

I want to make my own script that calculates a scene's total of faces and translate it into memory units of storage. I realize there's a script that does this in the store but why pay for something if you can roll your own...

Thanks!

Comments

  • I'm not sure what the conversion will be, but I suspect a face will take a byte or more to store the number of vertices and then a byte or more per vertex. The SDK may make this explicit (or it may not, so that the details can vary as needed without having to rewrite the code that accesses the data).

  • pfunkyfizepfunkyfize Posts: 491
    edited September 2016

    I'm not sure what the conversion will be, but I suspect a face will take a byte or more to store the number of vertices and then a byte or more per vertex. The SDK may make this explicit (or it may not, so that the details can vary as needed without having to rewrite the code that accesses the data).

    Thanks for pointing me in that direction Richard,

    I'll check out the SDK. I was curious if the algorithm was count faces/verts + count textures size amount to get the total amount of memory used for a render or if it was count ,OBJ size of each figure/prop + count textures size amount to get the total size of memory for a scene getting rendered.

    Thanks!

    Post edited by pfunkyfize on
  • Don't use the size of textures on disc as a guide - they will be uncompressed on loading, then 3Delight processes them to yield mip-maps while Iray applies its own compression method.

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