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CPU usage low, Fusion chugging away calculating something...

Anonymous

CPU usage low, Fusion chugging away calculating something...

Anonymous
Not applicable

Why is Fusion chugging away and calculating something, but it is only using 16% of my cpu? (Other processes are using less than 5% combined. 15 of 32 gig of memory in use.)

 

I have a decent computer as it was purchased to run HTC Vive VR. Graphics is a nVidia 1080 with 8 gig of memory.

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innovatenate
Autodesk Support
Autodesk Support

Some processes are multi-threaded, some are not. So for some calculations, Fusion will only be able to utilize one processor at a time which is why you only are using 16 percent. Try running a local simulation solve and see how many cores light up on the computer.

 

I'm guessing you are using one of those features that is not multi-threaded.

 

It might help to elaborate on what you're doing or were doing when the Fusion starts chugging away. There may be another way to achieve what you're trying to do. Sharing a design or screenshot could be helpful. I'm happy to look and make recommendations.

 

Thanks,

 




Nathan Chandler
Principal Specialist
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Anonymous
Not applicable

Greetings!

 

Thanks for a fast reply. Well, I've read about multi-threaded features and what I found is that most features in mesh and sculpt environment are able to use multiple threads. The funny thing is when I'm doing mesh/T-spline editing, converting, etc. it's working seamlessly and then it chugs on simple tasks like selecting element, moving part with a move or align feature, simple zooming in (with only shaded display and better performance enabled).

I've tried rendering with this monster processor and it's being smashed on  100% all 32 threads and it works seriously fast. But the weird thing is I've never seen Fusion using more than 4.4GB of RAM even when it chugs. On the other side compared with, for example, Blender, I can work with 50m-250m facets without even flickering but ram usage is around 10GB, so I'm wondering if there is a RAM limitation of some sort in Fusion which is causing a bottleneck with high poly mesh?
So short answer to your question about what I'm doing. I'm editing and working with high poly meshes which I prepared in Blender (mostly just convert Tris to Quads since I found Fusion working great with quads). Most of my meshes are around 150k-750k quads and when I import for example .obj converting mesh->T-spline works great, editing and modifying mesh with most of the features in "modify" compartment under a sculpt environment works seamlessly and then suddenly Fusion chungs and crashes on simple tasks like zooming in, selecting random facet, move feature (ok I understand it's proly not supporting multiple threads and moving 300k-500k mesh is not a simple task) but I don't get it why it crashes on zooming in and selecting a facet? In my first post, I linked a screenshot with a chug on just randomly selected face.

I mean don't get me wrong I'm in love with your software and I'll never ever look back on any other modeling software. In my humble opinion, you're making groundbreaking changes in CAD/CAM world with Fusion by giving us such versatile software with literally all in one (cad/cam/rendering/cae). I'm just reporting a problem so developers could perhaps find a solution in future. 

Thank you and have a blast day,
Mario

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TrippyLighting
Consultant
Consultant

Can you share a screenshot of a design that requires 350k quad polygons ?

 

A fairly detailed quad mesh can have a couple 10k faces, but 350k sounds like an unreasonably high poly count.

 

A T-Spline in Fusion 360 might model similar to a polygon mesh, but a T-Spline is mathematically and thus computationally much more involved than a polygon-mesh.

 

NURBS related geometry creation is handled by he geometric modeling kernel and is not easily broken up into parallelizable tasks.


EESignature

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Anonymous
Not applicable

Thanks for the reply.

I'm working on machining some topology GIS data. In order to get a precise feel and look of topology and to be able to edit details, I need seriously fine mesh. I don't feel comfortable sharing my project data yet since it's work in progress. High poly mesh enables me to achieve a smooth surface and all the details like in real life.

 

EDIT: Sorry for some odd reasons I replied to a similar post (this one). Here is a thread I made with screenshots and some more info when I opened replied I was kinda sure it's on my thread. Sorry, my mistake.

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TrippyLighting
Consultant
Consultant

With what tool will you cut the seriously fine detail that is represented by his seriously one mesh ?

Have you done some back-of-the-envelope calculations to see what level of detail you can machine (tool radius) and what mesh resolution you need to represent that level of detail ?

 

 


EESignature

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Anonymous
Not applicable

I've already manufactured about 70 similar products in all different sizes (from 300-400x150 to 2500x1500mm) and it's working quite great. All the details on the mesh are smooth and nice after milling. I need great mesh so I'm able to edit particular details to match the reality (GIS topology). Tools are quite simple (mostly flat end mills and ball end mills) but it took some time to master tricks I'm using to make it possible in CAM.

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TrippyLighting
Consultant
Consultant

You did not answer my question. Have you done some back of the envelop calculations to see what mesh density is needed to re-create the geometry with the machining tools at hand ?

 

The aim would obviously be to reduce the mesh count to the need, not keep it as hight as one possibly can and then wonder why the software slows down. Thus what you have produced could possibly overkill in terms of mesh density.

The question is how to do more with less.


EESignature

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Anonymous
Not applicable

Dear,

 

I experience the same problem! Just by copying some lines in a sketch, fusion360 is calculating too long. Many times I have to kill the program

 

CPU usage is around 25%...

intel core i7-4790k

16gb ram

 

kind regards

 

Klaas Van der Schoepen

 

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TrippyLighting
Consultant
Consultant

Aha. But you provided no detail, e.g. shared a design, or made a screencast.


EESignature

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Anonymous
Not applicable

Dear,

 

see attachments

 

kind regards

 

Klaas Van der Schoepen

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Anonymous
Not applicable

Dear,

 

printscreen in attachment

 

kind regards

 

Klaas Van der Schoepen

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Anonymous
Not applicable

attachment

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TrippyLighting
Consultant
Consultant

So first of all, you should have created a separate thread. While you might feel you see the same symptoms, the root cause is completely different.

 

Your design has one sketch. You created a polygon and hen I assume you used the move command to multiply that sketch geometry.

 

The 1st mistake here is that you did not fully constrain and dimensions the 1st polygon.

The 2nd mistake is that you try to pattern the polygon by using the move command. A hex pattern can be read using 1 polygon and 2 feature patterns. No pattern should be created in the sketch at all.

The third mistake is that instead of dimensioning the location of the 1st polygon to lock it into place you used the fix constrained on the copy-pasted pattern of 8 polygons.

The 4rth mistake is that then you must have used the copy/paste command about 20-30 times to create more instances but you could not move these instances because of the applied fix constraint.

So now what looks like 6 polygons is really 6 x 30 (or so)  unconstrained polygons.

 

And THAT absolutely kills the performance of the sketch solver. It is also compelt3ely avoidable bt using proper techniques. Create a polygon or two in the sketch. Extrude and then pattern the feature or faces.

 

Edit: MIstake #5 the design has no timeline! Not at all recommended for beginners!


EESignature

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Anonymous
Not applicable

Peter,

 

thank you for info.

Just draw as less as possible in 2D sketches 🙂

 

kind regards

 

Klaas Van der Schoepen

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Anonymous
Not applicable

Hi

I had 100k triangulated mesh and after making quads and then T-spline, I cannot even choose the object so that I can repair the T_spline. I'm working on a propeller and the details matter to me. The CPU usage gets no more than 6%, but the Fusion software is not responding. I would appreciate for any help . 

 

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TrippyLighting
Consultant
Consultant

That quad mesh looks like a mess. What software did you use for re-meshing ? 

In essence the edge flow is very bad resulting on very many poles (star points in t-Spline lingo). This will create a very complex T-Spline, which is not needed for this relatively simple geometry.

A manual re-topology workflow would likely create a much better outcome.

 

Can you share the original (triangulated) mesh file ? (zip and attach)


EESignature

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Anonymous
Not applicable

I used a 3D scanner> importing file into Netfab, reducing and repairing > 3d Max for converting tries to quadros> Fusion.

Here I attach the 100,000 traingled mesh, reduced after using Netfab

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