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If you will bring the mesh back to Daz Studio from Blender, that will be quite an achievement.
I think, it is possible, but then, you will need to rig items again in Daz Studio and apply iray materials again in it.
In Blender, there are a few ways to reduce polygon count. Blender decimate works well, but these days my go-to tool is the free version of Simplygon. The devs released a UI integrated into Blender, which allows for selecting objects (and their related faces) and applying a pipeline of compression algorithms.
I'm still learning about Simplygon. So far what's put it above Blender's decimate is an aggregation feature, which not only reduces triangle count but also combines faces into one blob. Pretty handy, I say, when you want shoes to have only one material, rather than several for its many faces, left and right! I read that Simplygon also has a foliage optimizer for background vegetation (not hero trees), but I haven't run into that use case yet. I've tried my hand at Python scripting the Simplygon API to automate the workflow but haven't had much luck.
In general, apart from using lower res textures (1K instead of 4K), its best to target hair strands for polygon reduction: eyebrows, beards and the crowning hair. Selecting uncomplicated hair assets at the get go yields good dividends.
Ultimately, in this day and age of cheap disk storage and RAM, why bother? Particularly when the goal is a one-shot scene. But when producing a comic book, for example, the disk usage racks up. Great as it is, Blender also slows down noticeably when rendering high poly scenes. I think its useful to include poly conservation in one's workflow.
Cheers!
Cheap disk storage and RAM doesn't help with the shortage of VRAM
The operating system constitutes VRAM from disk and RAM. That's the working definition of VRAM that I understand (see wiki), unless we're talking about something else ... L cache on the CPU???
Cheers!
You are talking about virtual memory, that is not VRAM found on the GPU
Right, I overlooked that. Thanks.
Cheers!
My graphics card has only 8 GB of video ram.
It usually fits max 2 Genesis 8 characters with clothes and hair on them, without dropping to RAM in iray rendering.
With decimated figures I can easily fit more characters in the scene.
Tristan 8, Babina 8 and Asher.
Decimator gives also overview of the polygons in the scene.
I was really surprised to find out how many polygons some figures have.
https://www.daz3d.com/ajc-2020s-modern-realness-outfit-for-genesis-8-and-81-females
Boots, pants from Modern Realness outfit has over 500000 polygons each - easy to lower with decimator to 10%.
I remember, @Artini, that you did good work in the Daz-Unity area. Do you use any polygon compression techniques in Unity after importing Daz assets?
Cheers!
Thanks, @csaa.
I have not optimized Daz assets after transferring them to Unity via a bridge, yet.
There was no need to do it with my tests.
I have tested scenes in Unity with more than 10 Daz characters and there was no problem with FPS.
Probably, if I would build a game, it could be done to improve further FPS in the Unity builds.
Below is an example of multiple Daz figures animated in Unity:
Really cool! Thanks for sharing.
Cheers!
With my Nvidia graphics card with 8 GB of video RAM,
using decimator and Scene Optimizer - https://www.daz3d.com/scene-optimizer
I have succeded to render in Daz Studio iray 5 Genesis 8 based characters with clothes and hair
without dropping out to computer RAM - rendering time around 5 minutes.