HiveWire3D opened this issue on Jun 19, 2013 · 4422 posts
randym77 posted Sun, 30 June 2013 at 5:40 AM
Quote - I don't like to work with low poly skullcaps, it is too difficult to control the hair distribution. Dynamic hair isn't such a strain on modern computers and now renders quite fast as well.
That's why I suggested separate skullcaps for styling and dynamics. If you're really using the hair dynamically - floating around underwater, say, or draping across and over the edge of a bed - it's still a strain on Poser. The sim runs, and you can render it, but IME collisions don't work well if there are too many polys. You end up with hairs that go through things.