Separate by Loose parts hangs up this file #30012

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opened 2012-01-28 20:48:12 +01:00 by Moolah Nasreddin · 12 comments

%%%win32, r43745

  • Separate - by loose psrts
  • ........ ......... .........

And I waited about 40 minutes, watched the whole serie of Monk. And nothing was happened. Blender stays busy, eats 50% of CPU on my double core Athlon.

I don't know is it a bug or something else. The mesh was generated using PS and Explode.
I think that the reason is that Explode leaves many disconnected spare vertices after "Apply". I'm not a coder but MB these vertices take too long to detect all loose parts. BTW a plane with more more simple structure (after Explode) gives the necessary meshes plus a lot of spare meshes with 1 vertex inside.
If we expect that Explode can be used in many ways (like this), it must generate the correct meshes after Apply.

I found a pipeline to avoid this problem. If I do Select by Number of Vertices - Others, delete Vertices (it selects only lonely vertices in this case) before Separate then Blender successfully calculates all parts and gives the separate meshes. Other "BTW" I think that separating 478 objects in 20 - 30 secs isn't quite fast. It's only a test plane. If it will be needed to create a serious "simulation" then the number can be x100 times greater.
Now I realize how I crave for the Node based modelling and particles in Blender :) %%%

%%%win32, r43745 - Separate - by loose psrts - ........ ......... ......... And I waited about 40 minutes, watched the whole serie of Monk. And nothing was happened. Blender stays busy, eats 50% of CPU on my double core Athlon. I don't know is it a bug or something else. The mesh was generated using PS and Explode. I think that the reason is that Explode leaves many disconnected spare vertices after "Apply". I'm not a coder but MB these vertices take too long to detect all loose parts. BTW a plane with more more simple structure (after Explode) gives the necessary meshes plus a lot of spare meshes with 1 vertex inside. If we expect that Explode can be used in many ways (like this), it must generate the correct meshes after Apply. I found a pipeline to avoid this problem. If I do Select by Number of Vertices - Others, delete Vertices (it selects only lonely vertices in this case) before Separate then Blender successfully calculates all parts and gives the separate meshes. Other "BTW" I think that separating 478 objects in 20 - 30 secs isn't quite fast. It's only a test plane. If it will be needed to create a serious "simulation" then the number can be x100 times greater. Now I realize how I crave for the Node based modelling and particles in Blender :) %%%

Changed status to: 'Open'

Changed status to: 'Open'

#45732 was marked as duplicate of this issue

#45732 was marked as duplicate of this issue

%%%You've got ~114K of isolated vertices. For each vertex new object is getting created. Each object creation implies lenty of stuff like checking for depenencies, checking for unique name and so on. It'll for will work very very long. We're aware of issues with performance when there's plenty of objects in scene and it's not the only issue. I wouldn't consider this is a bug.
As workarounf you might want to run Remove Doubles before running Separate tool.
Thanks for the report, but closing it now.%%%

%%%You've got ~114K of isolated vertices. For each vertex new object is getting created. Each object creation implies lenty of stuff like checking for depenencies, checking for unique name and so on. It'll for will work very very long. We're aware of issues with performance when there's plenty of objects in scene and it's not the only issue. I wouldn't consider this is a bug. As workarounf you might want to run Remove Doubles before running Separate tool. Thanks for the report, but closing it now.%%%

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'

%%%Sergey, actually "Remove doubles" will merge everything and I guess it will be unable to separate after this :) So I pointed out only one decision that I found for myself.
I agree it's not a bug but some strange "dust" of these points...%%%

%%%Sergey, actually "Remove doubles" will merge everything and I guess it will be unable to separate after this :) So I pointed out only one decision that I found for myself. I agree it's not a bug but some strange "dust" of these points...%%%

%%%Well, you can use select-linked operator on edges, hide part of actual mesh. Then just remove all abandoned vertices.%%%

%%%Well, you can use select-linked operator on edges, hide part of actual mesh. Then just remove all abandoned vertices.%%%

%%%Yeah, I meant something like this - "If I do Select by Number of Vertices - Others, delete Vertices (it selects only lonely vertices in this case) before Separate then Blender successfully calculates all parts and gives the separate meshes".
So it's OK for me.%%%

%%%Yeah, I meant something like this - "If I do Select by Number of Vertices - Others, delete Vertices (it selects only lonely vertices in this case) before Separate then Blender successfully calculates all parts and gives the separate meshes". So it's OK for me.%%%

Added subscribers: @mont29, @taschentuch

Added subscribers: @mont29, @taschentuch

Added subscriber: @RobertTolppi

Added subscriber: @RobertTolppi

This is the most annoying thing ever.

This is the most annoying thing ever.

I can't finish a project without performing this operation.

I can't finish a project without performing this operation.

The "performance issue" hasn't been fixed since 2012.

The "performance issue" hasn't been fixed since 2012.
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Reference: blender/blender#30012
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