Reducing the number of points you’re working always helps, this can be done using cleaning methods in the Scene tab such as the cleaning box or the cleaning brush in the Mask tab. Alternatively you can use Pointcloud decimation to reduce the number of points, and thus increase speed. Another speed bump that usually occurs is in Watertight Mesh generation, where you can set the Sample Point Distance to something bigger to increase speed while reducing the number of points that are used for generation. The final place that usually takes a while is the UV Texture Generation, for this you can try to generate a smaller mesh in the mesh generation features, or you can also split your exporting load between multiple computers (multiple licenses will be needed).
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