Optimizing 3D Models
When working with 3D models in GraphWorX, performance issues can arise if models are too complex. Large models containing excessive vertices, triangles, and objects may not render smoothly. To improve performance without sacrificing too much detail, consider the following optimization techniques before importing your model:
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Reduce Polygon Count
Reducing the number of vertices and faces can significantly enhance performance. Use Blender’s Decimate Modifier to lower polygon count while preserving shape. The modifier can only be applied per object, but it can be linked to multiple objects.
Learn more: Blender Decimate Modifier Documentation.
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Use a Low-Poly Version of the Model
CAD models (such as industrial robots, machinery, or equipment) often exist in multiple detail levels.
Finding Low-Poly Alternatives
- Request from model owner: Ask for simplified or "visualization-ready" versions
- Check manufacturer websites: Many provide both detailed CAD and simplified visualization models
- Model libraries: Look for pre-optimized versions on 3D model marketplaces
Creating Your Own Low-Poly Version If no low-poly version exists
- Use reference images to model basic shapes in Blender or similar software
- Focus on overall form rather than fine details
- Maintain recognizable features that are important for identification
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Remove Unnecessary Details
CAD and BIM models often contain excessive details (e.g., pipes, bolts, nuts, welds) that are not essential for visualization. Removing these details can optimize performance. Delete unneeded objects or merge/join multiple objects together to simplify the scene.
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Limit Use of Textures
Using textures in materials for 3D objects can influence the performance. The general recommendation is to use textures only where needed and to not use textures with unnecessarily high resolution (only make the textures as detailed as needed). In contrast, using solid color materials for objects will be more efficient when possible.
Some 3D models assign unique textures to each object instead of reusing existing ones. Consolidate textures to reduce complexity, especially for models exported from CAD/BIM applications.
Be sure to check if the textures you are using have unnecessarily large resolutions and, if so, lower their resolution. Anything above 1 megapixel (about 1000x1000 pixels) is likely unnecessarily large. -
Limit Use of Transparency
Objects in 3D can be made transparent by either setting the opacity of their material to less than 100% or by using an analog hide dynamic. Having transparent objects in the scene can decrease performance. This effect is usually only noticeable when the number of transparent objects in the scene is high and the total number of triangles that render transparently is large. Transparency can be used in graphics, but should be used judiciously and only in necessary places of the model in order to maintain performance.
Objects may also be (partially) transparent if they have a texture that has some transparent pixels. Only some image formats support transparency but when such a format is used for a texture, the material is usually automatically marked as transparent and rendered in a more complex and more time consuming way. This additional processing happens even if the image does not contain transparent pixels and the material has 100% opacity. When using textures without transparent pixels they should be supplied in formats that do not support transparency.
Formats that do support transparency should only be used when transparent pixels in the texture are needed.
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JPEG and BMP are best if transparency is not needed. BMP is loss-less, but can cause longer loading times compared to JPEG
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PNG or TIFF are best if transparency is required.
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