![]() "Javis idea with switching to a polygon modeller sound since but i am not a big fan of switching differtent apps for a job." Viewed in 3DC and viewing the STL model as real polygons in Blender's viewport.Įvery program has it's weak areas and bevelling irregular shapes as your's is a weaker area in 3DC. I used the low quality image as the material image file from your post to create the depth. The model in the image is 950,000 polygons. Sorry to port you off to tutorial land again for this. Also I am not including information about preparing your model for 3D printing. It is not in the scope of this answer to tell you in detail how to do the above but these are the correct steps. When exporting you can reduce the amount of polygons or in other words polygon reduction through a smart decimation routine which keeps the details as much as possible. I do not know the polygon limit for other 3D printing websites. ShapeWays has a limit on the amount of polygons than can be 3D printed which is one million. ![]() The model will be exported with the real depth created by polygons. Use your material image or a mask image to create your real depth in the model surface.Įxport the model as a STL model file. Import the STL model into the voxel room either as a voxel object or surface model object. The only reason you are lost is that you do not understand which workflow to use for the task at hand which is sculpting \ detailing a model for 3D printing.ĭo not use the Paint Room for your specific task. On the right is the 250,000 decimated model in surface mode. On the left in the image is from the Paintroom exported as a 500,000 quad obj. You do not need to always test once you figure out the workflow. That way you could test various depth levels or see if even MV mode in the paintroom workflow will work or not for your needs. Import the model with a 2k or 4k texture size.Īlso set your millions of polygons in the import dialog box to 8 million for a 2k texture and 16 million for a 4k texture The true polygon exported model is created based off the displacement map. That is not enough image resolution to create a quality displacement map. I noticed you had only a 512 x 512 texture size. Import into surface mode (voxel room) to check the model and then export it out as a STL file for 3D printing. If you still want to use the Paintroom in MV mode, then export the model out as an obj. MV mode can be used but I pefer the other method. It gets a lot worse on more complex models. The routine did a pretty good job on this more simple default male but still the chest just screws things up. In the image the chest gets very little polygons. Really without Andrew returning and doing some more work, I consider the auto-retopo routine still in a beta state with more optimizing needed.Ĭase in point. Higher will give more variation.ĭecimate, I put at 60.00 and leave it there. I believe 1.00 will try to make all the polygons even as much as possible. Painting Density ( not the one in the dialog box) is still buggy which is meant to give us more control over the amount of polygons in certain areas.Īuto-density influence Multiplier I set to 1.050, this seems to work the best on average for me. Also a times polygons will intrude and overlap inside the surface of the mesh in tight spots. Still the routine still will create large polygons where they need to be small and the other way around at times. ![]() If there are enough damaged FP64 units, then the GPU is downgraded for use in a consumer card.I have not seen much difference between versions in Linux. Just like sharders are disabled because they are damaged and the GPU is used in a lower tier card the same might be done with FP64 units. Now it also could be entirely a yield thing too. Cards that use the same GPU cores have far lower FP64 performance in consumer cards despite the FP64 units being present in the GPU. And that's pretty much how it all goes in the consumer space vs the professional space. So there are just far more FP64 units disabled(but still physically there) in the RTX3090 or the performance is nerfed. However, the Quadro A6000's FP performance is 1:32 of the FP32 but the RTX3090 is 1:64. So the FP64 units in the cards is the same. The RTX3090 and Quadro A6000 both use the same GA102 GPU core. ![]() However, in other cards the FP64 performance is just nerfed. The GA100 used in Ampere high end compute cards does have more FP64 units than the GA102 used in the RTX3090/3080. Yes, in the Ampere GPUs, that is the case I believe.
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