High poly or low poly with SubD?

SotoSoto Posts: 1,450
edited December 1969 in The Commons

Hi!!

I am wondering how resourse intensive is a model using "Convert to SubD" in DAZ Studio compared to one already subdivided out of the box.

I'm working on an item and thought it would be a good idea to let the user switch between base and high resolution as needed. But I don`t know the pro/cons of this.

Thanks.

Comments

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited December 1969

    RAM usage, per the number of polygons, tho mats can be just as RAM demanding.

    My other thought, a guess, is the demand on the graphics card when moving around a scene with that item in it. I still don't know why, things are fine with five figures and cloths, tho a dozen single sided cubes brings the view-field to it's knees???

    case and point, this 3D diagram never got finished, lol. It's just a mountain of primitive cubes, and 16-sided cylinders.

    Gen_Block_Rack001001b3_2kw.png
    2000 x 500 - 536K
    Gen_Block_Rack001001a3_2kwbk1.png
    2000 x 500 - 404K
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited December 1969

    On second thought, is that sub-divide thing like the HD details dial for some figures? That has a drastic effect on render face-plant time, and not having the dial, makes setting up a scene painful at best.

    Imagine moving a light, and needing to wait over forty minutes before any pixels start to appear in a spot render.
    http://www.daz3d.com/forums/discussion/47663/
    I so desperately wish some figures had alternate shader mats.

  • BTLProdBTLProd Posts: 114
    edited December 1969

    Subdividing an object with an already high poly count will bring computers down.

    Note much depends on the render enghine chosen. For the most part, build the model as a low poly sub-d cage and use sub-d, edge creasing to get the results you are looking for. In most cases, and especially with 3Delight, this will result in lower overhead in the viewport, without sacrificing quality in the render. This is especially true with HD morphs. Rember that each level of Sub-d quadruples the poly count and Genesis 2 at level 4 or 5 will bring most computers to a screeching halt.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,375
    edited December 1969

    I would say if using a HD morph, it allows users yo choose which one their computer can handle and gives you control over how it is subdivided,
    Convert to subdiv for me often results in unexpected smoothing where it is unwanted as all over the model

  • SotoSoto Posts: 1,450
    edited December 1969

    Thank you all, no, I'm not talking HD morphs, just the subdivision feature Genesis works with.

    I think I'll go with a lower poly model so the user can use subdivision or not based on their needs.
    Thanks!! :D

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited December 1969

    My apologies, I had assumed a similar functionality between the two things (shaping HD dials, vs Sub Division Level). I have few things that let the setting go to 2, and I don't think I have any that go to 3 on that setting (I'm glad for that). They all default to '1', so I'm mostly good to go. It's just the HD figures that cause me most grief.

    If the mats are good, a setting of '1' seams to be good for most things, except extreme close ups. I have never needed to set the Gsuit2 to anything other then the default '1'.

    This dial?

    SubDivLevel_001_lbl1.png
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  • ben98120000ben98120000 Posts: 469
    edited December 1969

    Besides affecting exports, subdivision level in parameters tab is just for preview. You may set it to 0 if / when you have bunch of subdivided stuff in the scene and your viewport response becomes sluggish and it will still render with "full" subdivision (so long as resolution level is set to high).

  • Richard HaseltineRichard Haseltine Posts: 108,828
    edited December 1969

    Besides affecting exports, subdivision level in parameters tab is just for preview. You may set it to 0 if / when you have bunch of subdivided stuff in the scene and your viewport response becomes sluggish and it will still render with "full" subdivision (so long as resolution level is set to high).

    for 3Delight - I think both of the LuxRender bridges, and possibly the Octane plug-in, will use the Sub-division level when rendering.

  • BTLProdBTLProd Posts: 114
    edited December 1969

    I would say if using a HD morph, it allows users yo choose which one their computer can handle and gives you control over how it is subdivided,
    Convert to subdiv for me often results in unexpected smoothing where it is unwanted as all over the model

    Edge weight the parts you don't want smoothed as much.

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