Geometry Shell Overhead

I started a discussion in The Commons to talk about different approaches to things like makeup, tattoos, and even body hair. One of the techniques considered there is the geometry shell (or geoshell). 

I used a geometry shell in the creation of a character product, but testers questioned whether it would add too much overhead. I was using it to avoid using multiple large image maps in the materials; I thought the overhead would be lower this way.

So here's the question: is a geometry shell more like an instance, where it's a sort of reference to the original geometry, or is it more like a full copy of the original geometry?

Tim

Comments

  • Silver DolphinSilver Dolphin Posts: 1,620

    Huh, that is a good question. I would be interested in the answer to this question as well because I like the way geoshells fit so well.

  • Richard HaseltineRichard Haseltine Posts: 102,797

    A Geometry Shell is betwixt-and-between - it isn't as resource heavy as a full figure, but it is more so than an instance.

  • TimotheusTimotheus Posts: 246

    As a follow-up, it has been suggested that geometry shells do not always play nice with dForce. Any thoughts on that?

  • I'vwe not noticed issues, but I'm not sure how often I've combined them.

  • TimotheusTimotheus Posts: 246

    Thanks for weighing in, Richard.

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