Well, maybe your model is not what all people are actually using for they work.
heh, that model isn't even what i use in my work
idk, i asked dude multiple times what the usage is exactly (you even quoted me asking one of the times) and i didn't get clarity.. so, i resorted to a generic polygon count example as that can more-or-less scale across a broad range of 3D softwares and use cases.
They can have different instances, like textured models for simulating real world scenes. My daily workflow requires to bring full CAD machines into Houdini and apply fluids and particles simulations.
..and my (computer based) work would be more likened to designing and modeling those machines.. which, i'm sure you know, is far less taxing to a computer than doing something like particle simulations.. (but likewise, probably requires more skill/talent as a user
)
At some point i can have as much as 5-7 or more dynamic simulations running all at once to depict how a machine functions. This can be fluids, particles, smoke etc. The machines alone are about 2GB of 3d data without any photo real texturing or simulations applied to them.
2GB of raw CAD data? what the heck are you working on, a Boeing 727 emergency scenario or something?
There is no current Apple machine that can sustain my workflow or this type of heavy work, but my Dell can.
that's good. use the tool that's right for the job.. no qualms there.
I don't know your workflow but the image you showed to us looks like some abstract models without any textures and studio lighting where all the burden start to push on cpu/gpu. If i would need to guess is some play image done in Rhino.
right.. Rhino & Grasshopper.
a .gh defintion to grid array 10k points with random Z heights.. interpolate curves through the rows of points.. loft the curves.. then mesh it (to get to the polygon comparison.. i very rarely do actual work with meshes)..
so yeah.. nothing too complex or something i spent more than 10mins on.. i could of just arrayed a bunch of meshed spheres to arrive at a similar comparison but a bit too boring to get myself to go through the steps of doing only that.
there are no textures on that model and the 'lighting' is just standard openGL trickery.
When you have 6+ lights and 4k textures in a scene your laptop will not even open that. Your laptop will break well before 100k polygons with 4k textures and a fair amount of simulated glass(think of a mall scene, or a shop where you make a commercial and need to simulate all the light coming through the glass etc) for a regular scene like a shop or an outdoor scene.
fwiw, all of my renders these days are done via cloud processing.. not trying to say this is the solution for everyone or even most everyone.. i realize i'm more of an early adopter regarding this type of solution but it's been incredibly beneficial for me so far (in more ways than one).. i can use lower res images on my computer as well as non-raytraced lighting for my scene setups.. call for the final via cloud and a minute later, i have my hi-rez version.. easy/painless/and extremely fast (compared to my yesteryear workflow(s))
again, i'm not trying to imply "you should do it this way".. just adding info regarding where i'm speaking from.
likewise, same with simulations (albeit- my simulations are structural load / engineering based sims which are generally way less involved than fluids etc.. but these too, i run on the cloud)
If i have a machine with simulated glass and 100+ metal parts moving, your beloved Apple will not even be capable of opening it. I can show you a scene with about 1-200k polygons that neither of your stated machines will be capable to open, much less to work with.
cool
If it's ok for you, than great but do not assume that you are the norm for heavy 3d usage cause from what i seen you are not even close. My workflow and others will break anything Apple has to offer. Don't take it as a personal insult or offend(it's not), just trying to tell you as gentle as possible that your workflow might not be the only real live scenario.
yeah, i get that.. and i also get that '3D' is definitely not an all encompassing genre of computing.. you're (i'm guessing) doing animations for content viewing purposes..
i'm designing and building stuff.. i earn my money in exchange for the real-world objects i produce (and on seldom occasion.. design and/or rendering work only)... the computer is mainly used as a drawing medium (which i happen to do in 3D instead of pencil/paper).. it's used for it's accuracy.. it's used to talk to robots (CAM) ..it's used to communicate instructions to other builders.. it's used for sales purposes (renders)..
but my actual workflow in entirety? has nothing really to do with computing at all. the computers are just one of the tools in my kit. you see?
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anyway, i don't think dude was talking about real-physics based animations and simulations and instead was talking about something i'm much more familiar with.. 3D CAD/modeling.. (with the 'D' in cad meaning drawing/drafting)
if he was talking about producing video and/or animations then i certainly wouldn't be offering up advices on how to flow faster with less hiccups because i don't know how. ya dig?