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Over one hundred million polys in Blender!


Robert Rioux writes:

Hey! Blender Bob here! Over one hundred million polys in #Blender3d ! How to manage huge scenes.

About the Author

Robert Rioux

I've been working in the VFX film industry for 25 years now. I've been using Maya since 1995 but with the release of Blender 2.80, I made the switch and I'm now fully committed to Blender! You can see the projects I worked on on IMDB.


  1. "Persistent geometry"... I once spent ages looking for a setting like that when doing a product animation, where in several scenes the geometry would not change for 200-400 frames, only the camera angle. It would have saved hours.

    Note: "Welcome to Marwen" is a good example of where the Blender Foundation should be for their own movies - not more cartoons, but using more "real-life" human characters.

    • That requires a completely different expertise. For cartoon stuff, you can do everything from A to Z in Blender. For VFX, unfortunately, the compositor is way behind Nuke. It doesn't have all the tools needed for that. Blender's compositor is about at 15% of what Nuke can do. The Blender studio is specialized in cartoon. That what they do, just like Pixar. And they are really good at it. I was quite impressed by Spring. Top notch production.

  2. Old blender ( 2.68 or something ) used to have BVH tree cashing tick box and it was working perfectly !!
    I used it to render long fly through animation of photogrammetry scanned buildings counting tens of millions of triangles and it was just rendering consecutive frames super fast, not like now :(

    Then for some strange reason everybody forgot about it, though in the interface BVH caching was still there till Blender 2.79 though it wasn't doing anything anymore. Just a ghost to remember the glorious days that this feature was alive and kicking ;)

    • Yeah. Sometimes companies remove features for unknown reasons. Apple did this a few times. Doesn't make any sense for the user but there must be a reason. :-/

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