Polygon Cruncher 10 vs Polygon Cruncher 9

What's new about optimization?

3ds Max modifier progressive
optimization
Textures Vertex colors Normals Material Memory Interface

New 3ds Max modifier

3ds Max modifier

Polygon Cruncher 10 for 3ds Max introduces a modifier plugin. This modifier is a very useful way to optimize one or several meshes by adding Polygon Cruncher to the modifier stack. Any change to the optimization settings is displayed in 3ds Max windows in a very interactive way.

The utility plugin is still provided too, allowing to perform the optimization in the usual external viewer.

Introducing progressive optimization

Initial mesh
The original mesh
Polygon Cruncher V9

Polygon Cruncher 9 uses linear optimization.

Object with few points disappears along optimization because they are optimized using a global ratio for all scene meshes.

V9 linear optimization95% of points removed Where are the forks and glasses?

Polygon Cruncher V10

Polygon Cruncher 10 introduces progressive optimization.

Each object is optimized differently depending on its number of points. Polygon Cruncher optimizes more or less depending on the object size.

V10 Progressive optimization95% of points removed
All details are kept although we use the same optimization ratio

Textures optimization amelioration

Polygon Cruncher V9

Polygon Cruncher 9 locked many points on UV seams. These points were unremovable and produces a spider web effect when using important optimization ratio.

Polygon Cruncher V10

Polygon Cruncher 10 introduces new optimization texture mode. These new modes do not lock the points anymore giving more flexibility to the optimizer.

As a result, this is possible to remove more points in a better way with these new modes.

Optimizing texture with V9
80% of points removed
no more points could be removed

Optimizing texture with V10
80% of points removed
...
...and this is possible to remove even more points!

Vertex colors support improvements

Polygon Cruncher V9

Polygon Cruncher 9 was able to optimize vertex colors in two ways: one that kept colors without any care of the boundaries, the other that locked points on the boundaries. This mode reduced number of removable points and introduced many constraints on the optimization as shown above.

Polygon Cruncher V10

Polygon Cruncher introduces the preserve and protect modes for optimizing vertex colors. It gives better results and does not locked the points on the color boundaries.

Vertex colors with Polygon Cruncher 9 without keeping VC frontiers
75% of points removed
Points are not frozen but
color areas are lost

Original mesh
The original mesh

A simple sphere with distinct color areas

Vertex colors with Polygon Cruncher 9
60% of points removed
Points on colors boundaries are frozen.
Color areas are kept but too much constraint is added
resulting in a worst optimization.

Vertex colors support with Polygon Cruncher 10 using protected mode75% of points removed
Colors boundaries are protected without frozing points. The color areas are kept with good optimization results.

Normals new support

Polygon Cruncher V9

Polygon Cruncher V10

Normal optimization has been tweaked. Polygon Cruncher 9 options were taken back but with greater performance.

New mode for optimizing Material boundaries

Optimizing texture with V10
The original mesh
A single object with different materials

Polygon Cruncher V9

The only way to keep material boundaries in Polygon Cruncher V9 was to lock the points on the boundaries, which makes many points unremovable.

Polygon Cruncher V10

Polygon Cruncher V10 introduces new modes that give a progressive control on the material boundary optimization.

Points are not any longer locked and higher optimization ratio can be reached.

Optimizing texture with V9
63% of points removed
No more points could be removed. Constraints deteriorates the result at this level.

Optimizing texture with V10
76% of points removed
...
...and this is possible to remove even more points!

Low memory needs

Polygon Cruncher 10 needs 30% less memory than in the past. Million polygons mesh could be optimized even with a limited memory system. As a consequence, optimization also is processed faster for large meshes.

Compact and more productive interface

more compact interface

more compact interface

UV seams and
constraint display

more compact interface

Polygon Cruncher 10 interface is more compact making settings easier to adjust.

Many smalls but significative improvements had been done to make the tool more ergonomic, such new display mode which show clearly were are UV seams or colors boundaries and are their optimization constraints.

and more...

Polygon Cruncher introduces LXO format support and allows dynamic optimization on Modo files. Many improvements on file format support has been performed. Lightwave plugin as well as Maya exchange plugin has been improved too.