Is DAZ "rendering" invisible objects ???
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So I just added a bunch of props to a figure , multiple skirts, boots, etc, and wanted to look at the aniblocks in realtime view (the preview view in Posing/Shaping) with only certain outfits made visible at a time. But Daz absolutely chokes on it , as if it is rendering all of them even though I marked the rest invisible and only left 2 or 3 props. Is Daz "rendering" invisible objects ??? Any ideas ?
Post edited by v-man on
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If you're setting them invisible using the eye in the Scene tab or the Visibility On/Off toggle, then light calculations won't be done for them; if you're setting Opacity to 0 then it will still do the calculations. I don't know if the geometry of invisible objects still occupies memory, however.
Yup - I m setting them invisible from the scene - the eye icon next to the item. I m sure that the geometry would occupy the memory but not to the point that it would slow my computer down. I can even have just two wardrobe sets, one of them hidden and it will already choke to the point where it can't even render aniblocks in succession (when you click the play button on aniblocks). This totally looks like they are not checking for invisible geometry prior to making calculations. Or maybe it's aniblocks not checking it ?
I do the same so I can have multiple prepared outfits for a character I've created.
Try this: on each item that you don't want to render (ie - that you've made invisible), go to the Parameters tab, click on the General section, and set "Fit To" to None. Only use Fit To on items your character is actively "using". This should speed things up for you.
Yikes! Collision and smoothing, especially if more than a couple iterations of each will bog down just about any system, so yeah, make sure only the 'active' outfit has them on...
Thanks - you guys are right, it was the auto-fit thing. Still confused why they have to do whatever they are doing if the item is invisible, but it is what it is...
Update - it seems that just disabling smoothing and setting collision iterations to 0 for each clothing item (while leaving Auto-Fit ON) improves the performance significantly. I don't see any side-effects with turning smoothing to off and setting iterations to 0. What do these parameters do ?
Fit To 'fits' the object to the figure, basing its shape on the shape of the figure it's being fitted to. Smoothing and collision iterations help to conform the object, by removing poke through and odd shapes in the mesh that may have occurred by fitting the object to the figure.
Collision iterations means just like it sounds - the number of passes (attempts) the engine takes to try to fix irregularities in the mesh when it is against another surface (usually skin, or another object). By turning smoothing and collision iterations off, you've done exactly what "un-fitting" the object would do, but with using more steps to accomplish the same end result.
When I create a character, I leave him or her at "Ground Zero", then select the clothing items I want to use on that character, one by one. When I'm done adjusting each piece, I "un-fit" it from the figure, set the x/y/z translate so it's positioned in the general area where it would be if "fit to" the figure, then I move it to the left or right (x-translate), and make it invisible. This way, I have a horizontal wardrobe gallery of all the outfits for that figure if I make them all invisible, complete with any accessories for that outfit (shirt, pants, gloves, shoes, necklace, earrings, etc), or I can turn each outfit set on one by one.