Problems with high poly models.

saitov.rinat
Participant
Participant

Problems with high poly models.

saitov.rinat
Participant
Participant

Dear friends, everything in the Fusion program is excellent, but there is a problem that has been bothering me for two years. If I work with a high-poly mesh object - everything is fine, fast operations and fast saving. But as soon as I convert this object to a solid body - Fusion dies before my eyes. Any operation lasts a long time and the program often freezes. I have no programming skills, and perhaps I do not see the difference between these two objects, but maybe something can be done to speed up Fusion's work with high-poly solid bodies?

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jeff_strater
Community Manager
Community Manager

"But as soon as I convert this object to a solid body - Fusion dies before my eyes"

 

This is exactly why this workflow is not recommended.  Mesh bodies and Solid bodies are very different types of objects.  Converting a mesh to a solid using the "faceted" approach creates one solid face for every mesh facet.  This creates a VERY heavy solid body.  So, your experience is exactly as expected.

 

Instead, if you want to use solid modeling, the best approach is a re-engineering process - use the mesh as a reference, and rebuild the model as a native Fusion solid.  A lot of this depends on the nature of the model.  Is it "organic"?  (meaning a curvy model), then you would use T-Splines.  If the model is composed of lots of planes and right angles, then you would use commands like Create Mesh Section and Fit Curves to Mesh Section to create sketches, and use Extrude/Revolve/Sweep, etc to rebuild the model.


Jeff Strater
Engineering Director
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saitov.rinat
Participant
Participant

Thanks for the reply. I expected something like that, but I was hoping it could be solved with one button. After all, a mesh and a solid are very similar to each other. It would be great if scanned models could be converted to a solid right away and work with them directly.

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TrippyLighting
Consultant
Consultant

@saitov.rinat wrote:

.... After all, a mesh and a solid are very similar to each other...


 

That could not be further from the truth!

 

A Solid Body is comprised of usually trimmed analytical geometry (surfaces) and NURBS surfaces stitched into a BRep.

It is a mathematically precise description of geometry with topology and without a fixed resolution.

 

A scanned triangulated mesh has a fixed resolution and no topology (in a mathematical sense). 

 

When you convert that mesh into a solid, each triangular mesh face is converted into analytical surface. That takes more data and more computing resources. When you use normal solid modeling operations, instead of dealing with just a few edges and surfaces, now Fusion has to calculate hundreds and surfaces and edges.


EESignature

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welbot
Enthusiast
Enthusiast

The best thing you can do, is make sure your model is exported as quads, then import to fusion. Then you can convert it to a t-spline body, and from there, to a brep. I've found this is the most efficient way to go about it.

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