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    <title>topic polyUnite node crash in Maya Forum</title>
    <link>https://forums.autodesk.com/t5/maya-forum/polyunite-node-crash/m-p/8940652#M23623</link>
    <description>&lt;P&gt;Maya2019.2 is out, fine!&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Unfortunately, I have a rather basic problem, which seems to be as old as Maya1998.0&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;The 'polyUnite' node crashes when I want to combine&amp;nbsp; rather large meshes. I already reported that to AD&lt;/P&gt;&lt;P&gt;(CER_201012797)&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;stack:&lt;/P&gt;&lt;P&gt;PolyEngine.dll!nMatrix::setToIdentity&lt;BR /&gt;PolyEngine.dll!TpolyGeom::computeVertexNormals&lt;BR /&gt;PolyEngine.dll!TpolyGeom::update&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Yes, the meshes are fine and also the normals (100 % sure)&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Because of that, I had to decide to write my own polyUnite node. It works great. And its very fast (multithreaded).&lt;/P&gt;&lt;P&gt;Mayas 'polyUnite' is very, very slow on large meshes and only single threaded...&lt;/P&gt;&lt;P&gt;(like 1 minute compared to 10 hours!)&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Unfortunately, I have to use MVectorArray for the creation for the face vertex normals. When the MVectorArray gets too large (&amp;gt; ~30 mio elements), it crashes Maya.&lt;/P&gt;&lt;P&gt;(BSPR-33811 API: M*Array classes crash when too large)&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Sooo, I cannot combine my large meshes.&lt;/P&gt;&lt;P&gt;Any idea how I could succeed with that?&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;thanks!&lt;/P&gt;</description>
    <pubDate>Wed, 31 Jul 2019 12:29:59 GMT</pubDate>
    <dc:creator>BurkhardRammner</dc:creator>
    <dc:date>2019-07-31T12:29:59Z</dc:date>
    <item>
      <title>polyUnite node crash</title>
      <link>https://forums.autodesk.com/t5/maya-forum/polyunite-node-crash/m-p/8940652#M23623</link>
      <description>&lt;P&gt;Maya2019.2 is out, fine!&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Unfortunately, I have a rather basic problem, which seems to be as old as Maya1998.0&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;The 'polyUnite' node crashes when I want to combine&amp;nbsp; rather large meshes. I already reported that to AD&lt;/P&gt;&lt;P&gt;(CER_201012797)&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;stack:&lt;/P&gt;&lt;P&gt;PolyEngine.dll!nMatrix::setToIdentity&lt;BR /&gt;PolyEngine.dll!TpolyGeom::computeVertexNormals&lt;BR /&gt;PolyEngine.dll!TpolyGeom::update&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Yes, the meshes are fine and also the normals (100 % sure)&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Because of that, I had to decide to write my own polyUnite node. It works great. And its very fast (multithreaded).&lt;/P&gt;&lt;P&gt;Mayas 'polyUnite' is very, very slow on large meshes and only single threaded...&lt;/P&gt;&lt;P&gt;(like 1 minute compared to 10 hours!)&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Unfortunately, I have to use MVectorArray for the creation for the face vertex normals. When the MVectorArray gets too large (&amp;gt; ~30 mio elements), it crashes Maya.&lt;/P&gt;&lt;P&gt;(BSPR-33811 API: M*Array classes crash when too large)&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Sooo, I cannot combine my large meshes.&lt;/P&gt;&lt;P&gt;Any idea how I could succeed with that?&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;thanks!&lt;/P&gt;</description>
      <pubDate>Wed, 31 Jul 2019 12:29:59 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-forum/polyunite-node-crash/m-p/8940652#M23623</guid>
      <dc:creator>BurkhardRammner</dc:creator>
      <dc:date>2019-07-31T12:29:59Z</dc:date>
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