decimator question
kaotkbliss
Posts: 2,914
in The Commons
I'm thinking of torturing my credit card and picking up decimator, however I think I remember reading that the decimation on objects does not save with the scene.
Is this true and is there a way to keep the decimation after closing DS?
Comments
Sadly... no.... it works on a per session basis.
Saving a decimated figure to your library
will not save the state of decimation and will have to be done again
after reloading.
So I guess the only way would be to decimate, export as an object, import, and then do a rigging transfer and save as a new model...
Now I'm trying to decide if it's worth the effort
Yes this would work
I beleive the Decimator was developed on the assumption
that one would be exporting the decimated models to a game engine.
not re -using it in Daz studio.
Thank you
While my credit card is now screaming at me and slapping me upside the head, I did break down and pick this up as I'm not quite ready to start transfering morphs over to G8 as I still need to get G3's head and body morphs I think and G8M still isn't out yet.
One of the main reasons I use the decimator is on a clothing item I intend to use for a dynamic simulation. If the item was not originally designed to be used dynamically it may be too high poly, and a high poly simulation takes ages to run. I will thus use decimator first to reduce the item down to 20K or so polys, before using this for the dynamic simulation. Since I will export the final dynamically posed clothing as an obj, and then re-import, then the fact that the decimator will not restore the decimation is not relevant.
Ahh, yes. I forgot about Dynamics. (Which I plan to use a lot more once I get my comic going)
@wolf359, do you know if Decimator could be a good product to auto-retopologize a character? I think the problems with rendering Minotaur HD in Iray may be due to non-planar surfaces. If Decimator triangulates, decimates, and then requadulates (I just made that word up!) with planar surfaces, maybe it could fix model problems.
Is that a pipe dream, or maybe something unnecessary because one can already do it with Carrara?
Hi I use the decimator to create low poly figure to export to C4D
for crowd scenes in animations.
But honeslty it is a rather "brute force"
poly reducer that creates a horriblly triangulated
topolgy that would be a bloody nightmare to
retopologize unles you have a dedicated solution
like 3DCoat or Topogun etc
in fact I would not even recommend it for reducing meshes for cloth sims because of the large, messy tri's it creates.
That said is works great for my usage
The orange suited hazmat guy and the 36 figures watching
the carousel video at 46 seconds of this video, are all decimated down to about 7000
faces each for much faster rendering in C4D.
https://drive.google.com/file/d/0B2TYEp536iB8aVBBdHJWRE9jODg/view?usp=sharing
Thanks! I guess I'd better look elsewhere for retopology, then.
If your are going to decimate something to really low poly (say 5K or below), I don't think this software is the way to go. That said, I do like the way you can control the weights of where the decimation is the heaviest. So, assuming a figure is clothed, you can generally decimate the legs and body more than the head, as the head (particularly the ears) quickly starts to look very odd as polys are removed.