RKM - System

The size of a mesh depends on a variety of parameters, but it can easily exceed 100 MB. Some 3D programs cannot handle these huge meshes and fail to render. To avoid this problem, the RFRK internally subdivides the mesh into groups that will be rendered separately. The result is still a seamless mesh – you will not notice the subdivision process.

 

3DS

C4D

HOU

LWV

MYA

XSI

Threads

Threads

Threads

Threads

Threads

Threads

Number of Polygons per Group

Number of Polygons per Group

Number of Polygons per Group

Number of Polygons per Group

Number of Polygons per Group

Number of Polygons per Group

Threads

Specify how many system threads should be used as a maximum for mesh creation.

Number of Polygons per Group

Here you can determine the maximum number of polygons of each sub-mesh. For mental ray this is a critical parameter, because the render time significantly decreases if the objects consist of just a few thousand polygons. With smaller values, the engine will create more parts, but the extra time that is needed for this process will be counterbalanced by decreased render times. The default value is 100,000 polygons per group.