QUOTE(peterparker242 @ 06/07/06, 02:11 PM) [snapback]239301[/snapback]
Its like 6000 objects, each has about 9 faces and uses two shaders. Shaders are assigned to faces not to global object. Shader 1 is only black lambert, shader 2 is noise for bump and 4ramp for color phong.
Can this cause the problem?
Peter.
Hi,
sorry to come back late in the discussion, I was trying to answer few hours ago but my internet broke on me ....
Having shader applied by face creates indeed thousands (in your case maybe tens of thousands?) connections which can result in huge files ... I had this problem in the past .
As a test try to apply the same lambert material to all your objects, delete the history, delete unused shaders and save (as a different name of course ...) to see if the problem persist.
If the file is okay, you'll have to reconsider your shading policy and find an other way to apply your textures (difficult to say more without knowing why you have shaders per face)
Hope it helps,
Guyb.