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By Rampa - 13 Years Ago
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For those of you wanting to use DAZ figures, I have figured out how to use the weighting system in the decimator to reduce the polies while maintaining certain regions at higher rez.
1. When your model is ready, select the "Decimator" tab and click "Prepare to Decimate"
2. Now click on the "Weights" tab in the Decimator panel. The area where the sliders was will show a list of body regions (you may need to double click on "Genesis" to see them all.
3. Change the values for the regions you want to stay higher-rez to a higher number. 100 is no decimation, and .01 is most decimation.
4. Click the "Set Weights" button that is right above the "Surface" and "weights" tab in the panel. A progress bar will pop up in the model window while DAZ computes its settings.
5. Select the "Surface" tab in the panel and adjust your resolution with the slider or by double-clicking the number over on the right.
6. In DAZ's "Scene" tab, turn off the eye icons for the jaws and tongue (or other invisible avatar parts) so they will not export. Just double click them to close the eye. You need to click every one, all 5 tongue parts, for instance.
7. You know the rest!:)
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By Dreamcube017 - 13 Years Ago
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Yeah I remember messing with this and it really does make a difference.
The thing is that if you were to retopologize it by hand, you'd still get even fewer polies. At least I think you would.
Still, great advice. Thanks.
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By Rampa - 13 Years Ago
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Yeah, you sure would. The decimator makes a mess!:D
I was able to get nudes down to 8-10 thousand polies without it looking bad. Doing it carefully by hand, it could be acceptable for some avatars at 5 thousand. The Moviestorm Puppets are a good example.
The process can also work kinda backwards. Set your target resolution, then adjust and set the weights. The mesh will "snap" to whatever current weights are set. Great for fixing ears, just set the head node higher.
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By RB3006 - 13 Years Ago
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@ rampa one question, my Dezimator don´t shows me the reticule on the avatars. What must I do, to get this feature? Thanke Robert
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By Rampa - 13 Years Ago
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RB3006, do you mean showing the wireframe or shaded wireframe?
Its at the left/top of the main display window in DAZ. Its a round icon with a small arrow to indicate a drop down menu.
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By animagic - 13 Years Ago
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rampa, does the Decimator now work on Genesis figures? I tried before (in DAZ 4.0) and it always crashed. EDIT: Never mind. I notice the Genesis label in the object tree in your screen capture.
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By Rampa - 13 Years Ago
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Hi animagic. It may be that it requires DAZ 4.5. I had just upgraded to the new release before I figured out how to use it properly. Not sure if it works in 4.0.
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By msstowers - 13 Years Ago
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I always have a problem with the create LOD button. When I hit the button the textures always go wacky where areas go white which what I also get when I try using texture atlas. I don't know if its a problem with using the non base version of genesis and only does it with M5 or V5's shapes. Any one else know what would be causing this garbage in the textures. It works fine if I don't click the create LOD Button and just done but the textures are all hires so that will also slow things down. Any one have success with texture atlas and genesis other than the base? Mike
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By RB3006 - 13 Years Ago
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@Rampa thanks, now I can see the wires on my figures.. :D
Robert
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By Dream Cutter - 13 Years Ago
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RE: LOD Button messing up textures... yes. What happens is that DS will remap the UV based on the new resolution. You need to use the Texture Atlas tool to adjust seams and texture export LOD. There is a weighting system to set size/pixel density of the various texture map groups, similar to the decimation weighting tool. Indecently its a proportional ratio system, you can set any range. Using 1 for skin to 100 eyes is kind of excessive at the extreme - You will have HUGE eyeballs and tiny skin groupings. In practice I rank my weighting items a bit closer in range so the pixel density is spread a bit more evenly.
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By Dreamcube017 - 13 Years Ago
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I've found that one of the best way to do this is to use Texture Atlas only AFTER you decimate. If you have to do multiple LODs, then make them all, and then use Texture Atlas on each one of them.
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