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Mesh beach uses more instead of less prims


LynValentine
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My wife is rebuilding the beach in our home right now and she uses a set of mesh pieces to build the beach. Everything is fine, but one piece was a bit too big in size, so she scaled it down a bit. The result was a bit strange. The piece fits now into the beach, but the prim usage went straight through the roof from like 5 prims to 35 prims. I knew that mesh stuff becomes a lot heavier if you scale it up, but if you scale it down you would expect that it becomes lighter, not heavier (and it is like that with all mesh stuff that i have seen until now, only the pieces in this beach set seem to be different). How can this happen?

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It is a physics issue and has always been around. Apparently "expected behavior". Something about the server having to make more calculations because it is smaller and hence vertexes are closer together?    Not sure that is exactly correct but someone will know.  No fix for it really.

Many things like furniture just have a cube as the physics (or sometimes no physics at all) so THOSE are very different than something you need to walk on. 

 

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the mesh LI calculator gets a bit wonky sometimes immediately after we resize a mesh 

some ways to get it to re-calculate to more what we would expect

1) try changing Features \ Physics Shape Type to Prim then change it Convex Hull

2) If that doesn't work then try linking the object to another one where the other is the root. Then set the 2 linked objects to None (you will get a system warning about this but) then change it back to Convex Hull

3) if that doesn't change the LI for the better then resize the mesh object again by making it a tiny bit bigger. With a object like sand/ground cover, then resize it on Z so it grows down into the beach. Then Prim type and back to Convex Hull. Then resize it again if you want

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  • 2 weeks later...

Too small when it comes to colliders is the same as "too complex".

Objects don't check for collision with every single object in the region at a time, there is a lot of optimization going on to reduce the number of collision polygons to check against at any given time, but it is typically related to the distance between objects.

Size doesn't really matter in 3D, excepted for collisions, physics engines typically run on a fixed scale.

Edited by Kyrah Abattoir
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