Forum: Poser - OFFICIAL


Subject: Why are DAZ High Polycount Meshes so Popular ?

RorrKonn opened this issue on Apr 18, 2007 ยท 266 posts


richardson posted Wed, 18 April 2007 at 12:46 PM

You would be surprised how few people care to even think about displacement maps or mesh density. I can only think of a few items I own that came using displacent 66,000 is a very good number for quick success and high output realtime. No "smoothing" required. And smoothing comes at a cost, timewise. Most just don't have the time to set up a lot of nodes or py scripts. It's easier and more practical to change apps. This frees you from poser's boning, memory and import/export issues. Displacement mapping is a trip but,, a pain too. Especially figuring how big everything will be when actually displaced rendered. Animators scream for low poly. Makes sense. Still renders can use high poly. Also makes sense. But,,, 110,000 for Miki? That's nuts. Or, 160,000 for a hair prop here in MP. There are limits. At least with 2 gigs of ram.