Hello!
Why D5 needs all these cloned maps?
It’s because everytime an scene is updated D5 creates a new set of maps.
Hello!
Why D5 needs all these cloned maps?
Hello,
Are these map files in WorkSpace or where are they stored on your PC?
Hello!
They’re stored in asset/ model textures. Inside the own D5 project folder.
Thanks!
Does this problem happen in all scenes or only a specific one? We usually do not recommend manually deleting the contents of the D5 archive folder. Where are your assets stored?
If it’s convenient, can you send the scene file (The entire folder where the .drs file is located) to support@d5techs.com, please attach a link to this post, and we can check from our end.
It happens in all projects.
I never delete any content of D5 folder.
I always set a new folder inside my folder’s project for D5. For example: I start a new project for “Brand X” iniside this folder one can find subfolders named as Blender, Textures, imported, D5, etc
In fact, you don’t need to manually create a folder for D5, such a folder will be automatically generated when you successfully save a D5 file. The folder will save all the assets from that scene file according to categories.
Sorry, I did not explain myself correctly. I use to save the project as you mentioned.
Do these maps appear when a D5 file is saved for the first time? Or do they appear after some operations have been performed?
That’s a good question, I assume they appear whenever I add some new objects from modeling software (via plugin).
My workflow is as follows: I add objects that are previously part of a bigger scene, maybe that’s cause they share commom textures from the original scene, D5 has no clue about similar textures that eventually could be used again on similar obejcts.
I also think that they are material maps coming from the models in the modelling software, what kind of models did you add specifically? Do you mean you added objects that were previously part of a bigger modelling scene?
Yes, sometimes I don’t export (plugin through) an entire scene to D5. There are projects in wich some spaces will eventually be changed by the client, and in others D5 cannot asume too much polygon weight but splitted in sub scenes will work fine. So I divide the whole scene in parts that can be managed.
I think you’re doing the right job. Breaking down a large model into parts not only makes it easier to manage and update, but also reduces the probability of D5 lagging. You can keep following this map issue and we can discuss together if you find anything new.