View Full Version : RE:qemloss

03-14-2006, 11:02 PM
I went to this site to Down-load the qemloss, but there is 3 downloads
I,m a Pc User, and these are the Downloads,

1- SGI Executable: qemloss.tar.gz

2- Intel Executable: qemlossi.zip

3- Alpha Executable: qemlossa.zip

Which One I should Download...

Steve Reeves
03-15-2006, 09:24 AM
The Intel version.

03-17-2006, 04:16 AM
Thank you very much

03-20-2006, 01:02 AM
i did Installed that plug in, I change the numbers of Ploys, it did not make, any different, Am I doing some-thing wrong ?

03-20-2006, 04:16 PM
Where did you download it from?
There are 2x versions for the PC...

Qemmloss3 - Win32 - Lightwave 6.5
Quemmloss3 Win32 - Lightwave 7, 8, 9+

Which one are you using.....?

If you are using LW 7 or LW8+
Then download and install this one...

Put a object in Layer 1 of Modeler, hit quemmloss3...

Decrease the poly's by the required amount (i think it generally defaults to 50%) so it will half the polys of the object in Layer 1, and produce a new object in the next available layer (usually Layer2)....
Presto, instant decent poly/mesh reduction.....

If that doesn't work, you will need to tell us more information, or contact Marvin for some help....

Depending how much ram and stuff you have it can sometimes run out of memory.... But it will tell you before it drops Modeler out....

Tutorials and [email protected]

01-01-2013, 01:48 PM
Resurrecting a really old thread instead of creating a new topic.

I have a 1.4 million poly mesh. Actually, it's a 5.6 million poly mesh (terrain - dmapped saved transformed) that I cut into quadrants). Qemloss3 x32 and x64 in LW 11.0.3 x32 and x64 just will not process thru this plugin. With only 6 GB of ram on my i7, Modeler hits the top of the stack and spills into VM with a wicked vengeance! I left it thrashing the hard drive overnight and awoke to no further advancement on the progress bar. Modeler had not crashed, was chewing on 13% of the CPUs, and was non-responsive, even though Windows had not indicated this in the title bar. I had to close by terminating the Modeler process in Task Mgr. I even tried cutting a quadrant into 350K poly quarters without luck. Qemloss3 (both x32 and x64) only advanced to the copy layer stage and hung Modeler for hours on the "decimate" stage (13% CPU usage and no memory fluctuations).

So, are there ANY apps or plugins that can decimate multi-million poly models?

01-01-2013, 03:58 PM
Balancer. Might be worth a look:


01-01-2013, 04:01 PM
I haven't tried anything that big, but you could try PLGs reduce polygons http://homepage2.nifty.com/nif-hp/index2_english.htm

One thing you could do is to split the object in two or more, then use a high "boundary preservation weight" in PLG reduce so the edges where you cut the object still match after being reduced.

01-01-2013, 04:23 PM
Polygon Cruncher might be a good option... There was a free trial last time I looked.

01-01-2013, 07:43 PM
Do you have zbrush? That can do it with no problem I think.

01-01-2013, 11:04 PM
Thanks for the other possible options, but I found a new FREE lightweight, standalone app that uses brand new algorithms that are claimed to be far better than the "ancient" ones used by qemLoss and most all other reducers. It's called ReDucto...


After a loooooooooong wait exporting the 5.58 million poly mesh as OBJ from Modeler, ReDucto ingested the 400 MB mesh without blinking (handles meshes with over 20 million polys), and after entering 500,000 as my polygon target, it chewed on the file for 10 minutes or so, maxing out my RAM and going into VM to the point that it brought the system to a grinding halt a few times (everything locked up... mouse, windows, task mgr, etc).

However, the end result was beautiful!

Getting it to save the decimated mesh was a bit tricky. I think the trick was to make sure all three check boxes under the poly count were checked after first setting the source OBJ mesh, setting the output filename OBJ, setting the poly count, clicking on the Optimize Points tool (takes a couple minutes), and finally clicking the GO button.

01-03-2013, 05:02 AM
Thanks for the heads up on this Dean, looks very promising!

01-03-2013, 05:53 AM
Brilliant find.

02-19-2017, 06:43 AM
Is Qemmloss3 no longer available?
The Link to the site is dead.

02-24-2017, 02:38 AM
this is the last available snapshot of the site


but i have a more recent version of the plugin for mac. i sent you a pm as well...



02-26-2017, 06:51 AM
I have found Qemloss is very limited in what you can do (especially interactively).
Does anyone know of any Mac versions of polygon reduction tools (like Polygon Cruncher, which seems awesome, but only for Win).

02-26-2017, 01:22 PM
Pretty sure it's based on open source and there are other free prog's that do the same, not to mention Modo and ZBrush at a price

02-26-2017, 03:33 PM
was on iPad earlier and could not remember name of free mesh reduction tool have on my Mac https://github.com/wjakob/instant-meshes

02-26-2017, 05:08 PM
was on iPad earlier and could not remember name of free mesh reduction tool have on my Mac https://github.com/wjakob/instant-meshes

That's essentially the same tech Hurley's LWRemodeler is built upon, works quite well (in LWRemodeler, anyway, not sure how much Hurley added onto it).

02-26-2017, 05:25 PM
quite so, if he added anything it would be to the suite of tools that help you shape the poly flow to suit your needs, they are quite basic in this version, ZBrush does something similar in letting you draw on the mesh to force the outcome but it never seems to do exactly what you want

02-27-2017, 03:13 AM
also, there's mootools poygon cruncher - quite powerful, but windows only. works also as format converter:




02-27-2017, 09:17 AM
It was mentioned earlier but I've use Atangeo Balancer Pro (http://www.atangeo.com/) with great success for terrains and other large 'organic' sculpts out of 3D Coat. I found it gave me a lot of control for intelligently decimating an object, and I haven't bothered with QEMLoss ever since I got it. I woudn't use it for deformable objects but for terrain, statues, and other 'static' objects in a scene, it works great.