Texturing a 1.5K mesh takes as long as a 150M mesh!
I very much would like to spot test textures using small sections of a large model; I've created a few very small test meshes for that purpose and have imported them in RC.
The problem is that even for a 512x512 single tile on a tiny 1,500 triangle mesh subset, RC is taking ~5 hours to process on 32 cores, consuming ~50GB of RAM out of 128GB total. That's about the same amount of time as it takes RC to compute (12) 16K tiles for a 20M triangle mesh in the same project.
Yes, the project contains around 4000 images -- but only a dozen or so images relate to the test mesh, so something feels wrong here.
Does this behavior square with your experiences?
Is there any way to compute low res (~1K) textures for small meshes without incurring the same computational penalty as a very large model with a very large set of texture tiles?
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Thanks for writing with your experiences!
My experience, too, is that RC can texture a small model quite quickly.
With this large file I can't texture a model comprising a few hundred triangles and seen by ~20 cameras, without ~7 hours of time.
What's even stranger is that coloring is taking the same amount of time -- that ought to be much faster.
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Hello @Jasper Mink, sorry to hear that; I can confirm that for the models where I had very high texturing times, per-vertex color of the kind you're reporting was also slow.
Are you making a round trip outside RC before coloring, assigning a UV map in another application?
In my case, I found that this is one of the cases RC doesn't like.
Also, I found that in corner cases, RC would not generate a valid UV map; texturing would take much longer but the program wouldn't crash in either UV or texture steps.
I've taken to explicitly computing UVs and then evaluating them before coloring or texturing -- hope that helps!
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Had the same problem, at mine it was a background process that kept using my gpu even though I ended the software.
Try this:
Pause the Texturing
Go to Task manager - Performance tab- click on the Gpu-chart and change the chart from "3D" (I think thats what it usually says) to "Compute_0". If theres still activity even after you pause the texturing, theres a process using your resources.
Then its just to "end tasks" till you find which one it is.
-S
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