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Anyone know how to dramatically reduce the number of triangles

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Thread replies: 6
Thread images: 3

File: Ribosome FACES.png (574KB, 1088x814px) Image search: [Google]
Ribosome FACES.png
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Anyone know how to dramatically reduce the number of triangles in an .stl?

My model has over 6 million triangles, and its 978 MB .stl file.

So big that makes me 3D printer crash.

Next pic is a close up of how many triangles and suggestions maybe
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File: tRIANGLES.png (116KB, 1113x886px) Image search: [Google]
tRIANGLES.png
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LOOK
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File: vdbMeshing.jpg (358KB, 1920x1017px) Image search: [Google]
vdbMeshing.jpg
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Right now it seems like you have a lot of polygons that aren't visible because they are intersecting, so that's a huge waste right there.

You could try a polygon reduction algorithm, I think all major 3d packages have them. Not sure how well that will work. The individual spheres don't look like they have a lot of detail, so you might be left with a jagged mess if you reduce the geometry too much. Might be enough though?

Personally I'd do this with Houdini. You can convert the whole mass of spheres into a volume representation and then convert it back to geometry with complete control over how many polys you end up with.
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You could try detaching each geodesic sphere to its own mesh, then reduce the polycount on each individual mesh, or merge each individual mesh to a centre point and use those points to instance a less poly dense mesh.
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If it were me, as pleb as it sounds, I'd boolean the whole lot and then use the optimise/prooptimise in max... Or the other way around to preserve the edges. Like the other anon said, you're wasting so much on intersecting geometry.
I was told polycount didn't affect 3d printing though?
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>>552950
It's affecting the slicing process. I printed a model of the mars with like 6m tris and it took over an hour to slice
Thread posts: 6
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