Decimator not working for hair

anepheranepher Posts: 149
edited November 2020 in The Commons

Anyone knows why decimator is not working for Ktarya Hair G8F and Honey Buns Hair?

It seems that only base model is affected by the decimator, please someone help me with this issue? The hair has too many polygons for a game.

Edit:

it seems like it is not working also for the genesis base models.

I'm using daz studio 4.12 on 64 bit.


 

Post edited by anepher on

Comments

  • anepheranepher Posts: 149

    I have isolated one piece of clothing, with no effect :( 

    decimator cloth.png
    953 x 446 - 63K
  • GGLGGL Posts: 12
    edited November 2020

    Did you try exporting the hair and opening the exported file in a 3d modeling application? The fbx exporter sometimes reports the triangle count incorrectly after decimating, but when you open the decimated version in a modeling app the poly count is indeed lower.

    Just tried it with Estal Hair (https://www.daz3d.com/estal-hair), and the triangle count in the exporter window was wrong for that one too. But it was correctly decimated when I imported it into Blender.

    Post edited by GGL on
  • Victor_BVictor_B Posts: 392

    This is not an answer on you question, just a suggestion. Import your character into Blender, select hair's edges and verticles, then choose Edges->Un-Subdivide in menu. Repeat if needed. Hope this will help.

  • anepheranepher Posts: 149
    Victor_B said:

    This is not an answer on you question, just a suggestion. Import your character into Blender, select hair's edges and verticles, then choose Edges->Un-Subdivide in menu. Repeat if needed. Hope this will help.

    Thank you, I was thinking to do the same, the think is I payed alot for the decimator and I want to be able to use it.

  • anepheranepher Posts: 149
    GGL said:

    Did you try exporting the hair and opening the exported file in a 3d modeling application? The fbx exporter sometimes reports the triangle count incorrectly after decimating, but when you open the decimated version in a modeling app the poly count is indeed lower.

    Just tried it with Estal Hair (https://www.daz3d.com/estal-hair), and the triangle count in the exporter window was wrong for that one too. But it was correctly decimated when I imported it into Blender.

    Yes and it looks like this. (See image attached 125k triangles) Even worse.

    Decimator hair.PNG
    575 x 305 - 30K
  • GGLGGL Posts: 12

    I remember having the same issue as you sometimes in the past, in my case hitting the DONE button in the decimator window before export seemed to help, for whatever reason. You could try that, if you didn't already.

    What does your Scene Info window say when you decimate something, does the triangle count change (see attachment)?

     

    Btw, note that you should be looking at the number of ctris in the fbx export window when comparing to Blender's tris. In your example the tri count is actually the same in Daz as in Blender. The first polygon count in the export window is for quads. It's somewhat confusing, because the decimator's polycount means trianglesindecision

    SceneInfo.jpg
    214 x 360 - 56K
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