Large elaborate settings + high polycounts = powerful computer

lenwilderlenwilder Posts: 188
edited October 2016 in The Commons

I have been admiring the recent additions to the shop. Today's Walinga releases are terrific looking and huge.

Yes, there are breakout scenes of course. Still how low can you go when you have large areas used for settings.

I am glad to see these large scenes, since I do animations.  I can buy a big content pack like these

http://www.daz3d.com/airport-island-airport

and get alot of mileage from it.

However... there is still one biggy that continues to haunt me.  Polycounts of characters more than anything.

Here is a good example, http://www.daz3d.com/interstellar-patrol-for-genesis-3-males

This is a genesis 3 character wrapped in high poly suit.

I would much prefer to buy a rigged suit, with the ability to change heads.

This way I would get the efficiency of the character without actually having anything,but a rigged suit with a quality head.

The poly counts could still be high for the rigged suit and head.

If the heads were cross-compatible with actual G3 character and the rigged suit it would be the best of both.

Effectively, I wouldn't be dealing with the high poly count G3 character inside a high poly count suit.

It seems to me, with all the elaborate scene settings we could be entering a new realm for conservation of certain assets.

These high poly counts can really be a factor when you produce animated scenes... 30 fps is 90 static image frames per 3 seconds of animation.

Predatron has addressed the high poly count issues for a while now.  http://www.daz3d.com/lorez-14mu-worker-bundle

These are rigged suits with heads and helmets extra.

Selling high poly count heads may not be too attractive, but it does make sense for some users.

Just hiding characters doesn't really work with a rigged avatar inside the clothing, especially when exporting.

I realize hiding characters is effective in renders, but exporting does not remove the character inside.

Seems all those polys find a way.

There may be workarounds, which I've not thought about. I'd appreciate to read of them.

 

Post edited by lenwilder on

Comments

  • If polycounts matter to you for exporting and you don't need to re-pose the thing, then you can easily go into the geometry editor, select facets by surface, hide them, then delete hidden.  At this point the polygons no longer exist, period.  Export the remaining figure and you have only what you didn't remove.

    Kendall

  • lenwilderlenwilder Posts: 188

    If polycounts matter to you for exporting and you don't need to re-pose the thing, then you can easily go into the geometry editor, select facets by surface, hide them, then delete hidden.  At this point the polygons no longer exist, period.  Export the remaining figure and you have only what you didn't remove.

    Kendall

    polycounts matter.  I use decimator alot on Daz3d content. 

    I have done the geometry editor on props, never characters.

    My thinking, the rigging was part of the character  

    Also, if i basically delete the character, then what about the bones.

    Since they are configured to the character not the clothing/suit

    I use 3dxchange for conversion of files to use in Iclone.  

    I will of course try your suggestion. Thank you

     

     

  • BeeMKayBeeMKay Posts: 7,019

    In DS, you can just click on the eye in the scene tab to hide the part of the geometry you don't need. I don't know if it's also "gone" then in exports. The bones remain intact (as long as you are inside DS). Of course, I don't know if that would work for your situation/workflow.

  • SpottedKittySpottedKitty Posts: 7,232
    BeeMKay said:

    In DS, you can just click on the eye in the scene tab to hide the part of the geometry you don't need. I don't know if it's also "gone" then in exports.

    Been a while since I last did it, but isn't there a tickbox in the export dialog that gives you the option whether or not to ignore hidden figure parts?

  • grinch2901grinch2901 Posts: 1,247
    edited October 2016

    In my experience if you make something invisible in the scene tab (not in the surfaces by turning down opacity) it will only export the visible parts. This is useful, for example, if you want to make a dummy for modeling clothes on but you don't need the inner mouth, the eyes, etc. Helps keep the poly count down in your modeler if you don't export that stuff with your figure.  In hexagon, that can make the difference between "works great" and "crashes every two seconds".

    You do need to be careful to make things like mesh lights invisible so they don't export too, they have geometry so they will be there if you don't make them invisible in the scene tab prior to export. That one has burned me a few times!

    Post edited by grinch2901 on
  • mjc1016mjc1016 Posts: 15,001

     

    You do need to be careful to make things like mesh lights invisible so they don't export too, they have geometry so they will be there if you don't make them invisible in the scene tab prior to export. That one has burned me a few times!

    And if you exported a figure to create morphs...and the morphs are constantly failing on import...check for mesh lights...(no, I don't know anything about that...move along, there's nothing to see here...surprise)

  • lenwilderlenwilder Posts: 188

    I mentioned the Airport island content package in the starter posting... I really missed it.

    That is a huge package when installed.  I only bought the airport. 

    I tried to run decimate and after 30 minutes it never brought up the selectors.

    No way this will work on my system.

    I wonder why PA don't declare the system specs they use to create content.

    I have a 4 gig ram, 1 gig video card, and 2.4 ghz processor.

    This content pack was way over my system capacity even for isolated prop groups from the content.

    My system does very well on less than 1 gig content items taken 1 at a time.

    Guess I will have to bite the bullet and upgrade my system soon.

    It won't work on my system and I don't know what you would need to use it.

     

     

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