12-15-2020, 01:44 AM
Hello,
I've been playing with Tyflow and I'm really enjoy it. However I'm trying to create an fairly "large scale" battle scene. When I do a single "company" of soldiers following this method: Using a biped skinned mesh with an Animation Sequence, of around 1100 particles it renders very quickly.
But once I begin to add multiple (company's) factions. During the initial render process it begins to say "Collecting TMs" and starts running awfully slow and sometimes even crashes, the total particle count winds up being around 32,000.
I've tried finding ways to get around this but I find myself stuck. Is my Work Flow wrong? Is there a way to optimize this method so it won't be so harsh?
The Skinned Meshes are very low poly count, nothing intense.
I've been playing with Tyflow and I'm really enjoy it. However I'm trying to create an fairly "large scale" battle scene. When I do a single "company" of soldiers following this method: Using a biped skinned mesh with an Animation Sequence, of around 1100 particles it renders very quickly.
But once I begin to add multiple (company's) factions. During the initial render process it begins to say "Collecting TMs" and starts running awfully slow and sometimes even crashes, the total particle count winds up being around 32,000.
I've tried finding ways to get around this but I find myself stuck. Is my Work Flow wrong? Is there a way to optimize this method so it won't be so harsh?
The Skinned Meshes are very low poly count, nothing intense.