A simple request to those making hair products

Lately, I am buying hair products that triple or quadruple the memory requirements of a single figure. Please content producers, think about the implications of that. I have a decent machine, but I am getting to the point where I can't use half the hair products except in single figure portraits. I could almost understand if the hair were significantly better than than the lighter memory hairs out there, but often they aren't. Please remember that we're rendering whole figures, with clothes and sets and often other figures. There are a couple of hairs that I bought when out of the country and only recently got to test them, so cannot return them, otherwise they'd be sold back. I don't want to sell back anything, but we need to be able to use what we buy.

Comments

  • JazzyBearJazzyBear Posts: 805
    I would love a low res material file for most of the hair that I use. Most of my artwork moving forward will be for multiple characters often three to six in a scene, so the distance between the characters and how far away they are from the camera means the fine details won't show anyway. I realize products like seen optimizer help a lot but vendors may wish to have their hair look certain ways in certain settings.
  • nicsttnicstt Posts: 11,715
    edited August 2022

    Reducing the size of textures is easy; there is even a product or two that will do it automatically.

    Increasing the resolution is impossible, in as much that increasing the size doesn't increase the resolution.

    So to all those making products, please, increase the quality of your images, including the scale.

    Speaking of hair poducts:

    https://www.daz3d.com/qiunr-hair-for-genesis-8-and-81-females

    anyone know if this is rigged.

    Waste of time if it isn't either rigged or dforce - and preferably rigged and dforce.

    Post edited by nicstt on
  • ChoppskiChoppski Posts: 523

    JazzyBear said:

    I would love a low res material file for most of the hair that I use. Most of my artwork moving forward will be for multiple characters often three to six in a scene, so the distance between the characters and how far away they are from the camera means the fine details won't show anyway. I realize products like seen optimizer help a lot but vendors may wish to have their hair look certain ways in certain settings.

    The thing is, I have tried reducing the textures. I even use the color works https://www.daz3d.com/colorwerks-hair-shaders-for-iray but it doesn't really add or reduce the memory needs, which makes me think the hair is just a lot of polys. At least three hair products I've bought recently have added up to 7 GB when rendering--one added over 10GB.

  • Just curious: what hair products are you talking about, specifically?

  • MimicMollyMimicMolly Posts: 2,209
    Sometimes it's the number of polygons that cause the issue. Other times, the UV is poorly optimized and the UV maps are inefficiently made. Few good 8k or even 16k texture maps that have more parts laid out within the map square file, are so much better than multiple 4k maps done per material zone that could've fit in a couple of maps. That's not counting other Normals, Specular, Bump, etc. maps. Each of those adds up and uses more memory to process.
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