Decimate & poly budgets
Keep big scenes fast: read poly counts everywhere they surface, and decimate heavy models down to a target triangle count.
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Triangles are the currency of a fast scene. 3dCMS surfaces poly counts wherever they matter and gives you a one-click way to bring heavy models down to size.
Where poly counts show up
- Scene Stats overlay (Viewport ▸ Scene stats) — live vertices / polys / draw-call estimate for the whole scene.
- Asset Library badges — every model shows its triangle count and a weight tier: low (≤ 8k), mid (< 35k), or high (≥ 35k).
- Properties — a selected imported model shows "Current: N tris" next to the decimate controls.
Generation poly tiers
When you generate a 3D model, you pick a detail tier that sets its poly budget:
| Tier | Budget | Use for |
|---|---|---|
| Low | ~5k faces | Objects you'll place many times |
| Mid (default) | ~20k faces | General use |
| High | ~50k faces + HD texture | A single hero piece |
Why does low-poly matter even though 3dCMS instances repeated objects? Instancing collapses draw calls, but every copy still carries its own triangles. Scatter a 50k-triangle rock 200 times and that's 10 million triangles. Scatter a 5k version and it's a tenth of that.
Decimate to a target
Select an imported model and open Properties ▸ Geometry ▸ Decimate (LOD):
- Set a target
Type a Target tris count, or use the quick buttons 200 / 1k / 5k.
- Decimate
Click Decimate. The result is saved as a new low-poly model and your object is repointed at it, keeping the fast instanced render path and an updated poly badge.