decimator
Moogoo
Posts: 136
in The Commons
is decimator any good? I don't understand how the models are just as good but with less polygons? How is it used?
Thanks in advance

Comments
Jay just did a tutorial on decimator last week on his YouTube channel and he showed how it can be used to make the characters run quicker in the viewport for posing and animation, and then you go back to full res seamlessly for the render. Used this method the other day and saved a solid hour of time waiting for the figure to move how I wanted for the entire shot I was animating. Totally look it up and see what he did, I think his channel is WP Guru, just check the season pass link to see what the name of the channel is exactly if you're not already subscribed to him.
Well, the simple answer is that the models aren't just as good - but they may be good enough that the loss is acceptable in return for the reduced system load.
The polygon count is usually no problem if one uses the models inside DS, unless the SubD is set too high, but you don't need Decimator to take it down.
The name of the function is a big hint that the models will not be as good.
Kinda on the fence, Bennie I watched that video it does look good just I don't have issue with moving high poly characters like Jay did (I also don't animate). I was hoping it would let me move the character or camera while Iray is on without my laptop taking a shit but maybe that is more light intencive? I'll put in withlist for now I think.
Thanks guys.
I've always thought that one of the big problems a lot of people have with DAZ Studio is that they are trying to pose figures and move objects around while in iray preview mode. I believe that this is really just asking your computer to do way too much, regardless of how great your computer is. Rendering a 3D image with a ray tracing PBR engine is just about the most resource intensive thing you can ask a computer to do. It wasn't that many years ago that our computers could barely keep up with the OpenGL viewer while posing and arranging objects, in fact once a scene gets complicated most computers still struggle even in the OpenGL viewer while moving things around.
Obviously people are free to do whatever they like, but moving things around in the iray preview mode is always going to take a lot longer, be a lot less smooth, use more energy, and create more heat, with the only benefit being things look brighter. It will always look pixelated and weird because it hasn't had any time to comverge because it's starting a new render basically every time you touch anything. Of course it's needed to check lighting and for getting objects to touch perfectly without intersections, but that's really just at the very end and unnavoidable.
Just my ideas on it, as usual feel free to disregard.
*Edited a few times for spelling and grammar. I'm sure I missed some more too*
No you are right ofcource but I like to dream hehe one day maybe.
You can render a way more complex scene way faster if you decimate the geometry and reduce the dimensions of the textures. If you keep the original geometry and textures of everything in the foreground or focal area it looks exactly the same unless you really butcher them. I do it the long way by exporting to other software because I'm usually going to have the geometry and textures in other software to make other adjustments anyway. It's a hassle that way if I'm only trying to reduce things.
As I understand it the Decimator in DAZ is simple and works great, but I've never used it.