Reducing Daz Hair
richard_2088836
Posts: 112
I heard that you could hide and delete covered mesh, the polygon group editor and reduce them to use in other software -
http://www.reallusion.com/iclone/help/3DXchange5/Pipeline/default.asp?page=03_Pipelines/Full_Conversion_for_DAZ_Genesis_Characters.htm
I searched the forum and didn't find anything - can someone king of explain this to to me
The Female G2 Toulouse Hair has a count of about 21,000 - How can I reduce it to about 5000 -
it looks like it should be simple but ............ lol - ( Rookie to Daz )
Gree.jpg
820 x 470 - 86K
Comments
Not familiar with the workflow to do that, but I'd be careful about your goals. Traditional hair products rely heavily on the geometry of the model to make the curls and such look good. Decimating the polygon count to 1/4 of the original is bound to cause some issues with how the hair bends and curls.
That said, I'm sure someone with more experience with decimating DAZ models can help with the workflow to accomplish what you're trying to do.
The keyword you're looking for is "decimate" or "decimator".
Thanks for the information - Most people say that the decimator process isn't all that great and of course you have to spend a 100 dollars for one from Daz -
Their probably is better ways of doing it. Guess I need to start growing my own - : )
I'm not sure if I can do this in hexagon either. Are you ?
1. Create One strip of low-poly... polygons (Say 10 Faces)
2. Apply a Hair texture to it.
3. Apply an Alpha Channel.
4. Unwrap It!
.
I have found an alternative to Decimator if going to iClone
works on ANY FBX I would not use it on genesis though as it could affect import using the automated facial pipeline and bone retargeting
Ultimate Unwrap I used it to convert DirectX files to FBX but it also decimates rigged figures retaining UV info
Thanks but I'm specifically doing it for the genesis models. I wonder if I could talk Daz into providing an extra lower count hair copy. lol - They'd probably just point me toward their decimator. lol - Exchange needs it's own decimator in it. I'm kind of surprised they didn't when they released the facial pipeline. Any hoot - Thanks -
I use the PGE almost daily I know of no way it can be used to do this. Reducing the mesh count is not a option the PGE supports. Deleting Mesh and or hiding or creating new surface zones it does well but no mesh reduction.
http://www.art-collaborations.com/Valea_HexHair.pdf
Daz Tutorial - For creating hair in Hexagon -
Other Hexagon tutorials.
http://docs.daz3d.com/doku.php/artzone/pub/tutorials/hexagon/tutorials
Umm... Hexagon is not the Polygon Group Editor that is built into DAZ Studio. PGE and Hex are two very different things.
PGE have no way to reduce mesh coutns,,
but I think, you can export your hair as obj, to other aprication, which can decimate.
eg meshlab,
http://meshlab.sourceforge.net/
or Blender can decimate too,(not perfect work, but work ^^;
or I may remove manually with roop-selection, each line)
then re-import it to daz, (you may need to re-adjust UV map to fit original texture well)
after that import the decimated obj, then use Transfer utility re-rig and weight, in daz studio.
soruce-"original product hair" to target "decimate hair."
it may copy and paste almost same weight for each rigs, of original product, I think.
then export hair wigh Actor as FBX to iclone, (exchange )
but about some case, transfer weight from genesis might work better.
( I sometimes re-ransfer weight from genesis, when I export hair and cloth with actor, to iclone ,
then hair seems not work correclty,,)
The OP never actually wanted PGE to begin with. He just had his terminology and idea of what PGE did incorrect. Hexagon does have decimation capabilities, but it may throw out the rigging/morphs.
Yes - I realize the PGE is in DAZ. I like the PGE because I can read the count of the hair their but I'm not so sure how to use it or what it does. Except that it won't do mesh reduction.
Yeah - using the utility in Hexagon isn't very productive either.
The G2 hair in Daz is really bright in IClone so it needs some kind of reducing.
https://www.youtube.com/watch?v=YjJM28rsU3U
I guess no process is perfect here.
Any way - Thanks for the information. I'll look into everything and keep working on it.
I tried to reduce poligon counts 25000 to 7000
about base, manually reduce by roop edge resolve,,(in blender,,)
then transfer weight and rigs from original,with smooth modifier.(by TU)
then change scene ID prefered base to genesis2female,
after that, it can fit to (without auto-fit window) genesis2female
it seems work well,, ( Blender may better, than meshlab, I beleive hexagon can do
almost same thing though,)
about meshlab ^^;
I could not find correct step to keep UV when decimate,, (there should be way,, though I think,,)
Isn't smooth mod in Auto Desk / Max - I don't own that - Looks like it worked out pretty well though - Maybe I can find something similar.
They were using Blender - it does have a smooth modifier, so I assume that is what they were referring to. Of course, Blender has almost become synonymous with the term "steep learining curve". :)
Yes,, I used blender, to reduce poligon counts with keeping UV islands.
but the smooth modifier is DS smooth modifier.
you can apply smooth modifier, anytime you want in daz studio,
if it is rigged and fit to Actor.
Is Blender's learning curve really any 'steeper' than Max, Maya or any other major suite?