Memory Hog Hair?!?

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Comments

  • barbultbarbult Posts: 26,414

    barbult said:

    Richard Haseltine said:

    Ah, I had the scalp selected rather than the hair.

    The scalp has 285,793 vertices? That seems beyond excessive.

    That was the total for the scene, I had loaded the hair on its own. 

    I understand. That makes more sense.
  • crosswindcrosswind Posts: 9,649
    edited August 2025

    The simulation data of vertex positions of the SBH at each frame are all saved within DUF, as Enums with X/Y/Z data...

    This SBH Base has 2,610K vertex counts, let's say we simulate it with 10 frames on a vanilla G8F, then the data of 10 frames will be saved, and there're 2,610K enum values will be save on each frame. With a calculation of bytes within the uncompressed DUF, there're appr. 968 Mil bytes, i.e. file size is 923 MB. After compression, the file size will be 365 MB. Then if there're 360 frames, at least the compressed file size is 13.1 GB ~~

    BTW, settings of Line Tessellation Sides for whatever Viewport or Render increases no file size, 'cause there's no change of vertex positions.

    Post edited by crosswind on
  • WendyLuvsCatzWendyLuvsCatz Posts: 40,333

    Havos said:

    When the hair loads it has a tesselation sides setting of 3, so will not be using iray curves. If you set this to 0, will it help?

    for render not viewport and makes no difference to saving it

    I optimised it with a shader I saved using one of Chevybabes's latest hairs maps swapped and it still took a couple of hours

    simulaAtes and renders quite reasonably, just saves huge and takes a couple hours

    really hope someone else can test this with the hair

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,333

    like Crosswind said

    only saw comment after I made my post

    yeah, suspect it's because I do animations and this was only a short one surprise

    probly use mostly cloth hairs for my longer ones or lighter hairs

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