Texturing a 1.5K mesh takes as long as a 150M mesh!

I very much would like to spot test textures using small sections of a large model; I’ve created a few very small test meshes for that purpose and have imported them in RC.

The problem is that even for a 512x512 single tile on a tiny 1,500 triangle mesh subset, RC is taking ~5 hours to process on 32 cores, consuming ~50GB of RAM out of 128GB total.  That’s about the same amount of time as it takes RC to compute (12) 16K tiles for a 20M triangle mesh in the same project.

Yes, the project contains around 4000 images – but only a dozen or so images relate to the test mesh, so something feels wrong here.

Does this behavior square with your experiences?

Is there any way to compute low res (~1K) textures for small meshes without incurring the same computational penalty as a very large model with a very large set of texture tiles?

 

Can’t say anything about the resolution but my observation in the past was repeatedly that a high poly model takes significantly longer than the same one with much lower poly count.

Thanks for writing with your experiences!

My experience, too, is that RC can texture a small model quite quickly.

With this large file I can’t texture a model comprising a few hundred triangles and seen by ~20 cameras, without ~7 hours of time.

What’s even stranger is that coloring is taking the same amount of time – that ought to be much faster.

I am experiencing the same issues.

 

Taking over 5 hours to colorize 100k points (cropped from a 286mil point cloud) based of 2435 images. This doesn’t seem right.

Hello @anonymous_user_527abaec Mink, sorry to hear that; I can confirm that for the models where I had very high texturing times, per-vertex color of the kind you’re reporting was also slow.

Are you making a round trip outside RC before coloring, assigning a UV map in another application?  

In my case, I found that this is one of the cases RC doesn’t like.

Also, I found that in corner cases, RC would not generate a valid UV map; texturing would take much longer but the program wouldn’t crash in either UV or texture steps.

I’ve taken to explicitly computing UVs and then evaluating them before coloring or texturing – hope that helps!

Had the same problem, at mine it was a background process that kept using my gpu even though I ended the software.  

Try this:

 

Pause the Texturing

Go to Task manager - Performance tab- click on the Gpu-chart and change the chart from “3D” (I think thats what it usually says) to “Compute_0”.  If theres still activity even after you pause the texturing, theres a process using your resources.  

Then its just to “end tasks” till you find which one it is.

-S