Forum: Virtual World Dynamics


Subject: Hair Import Does Not Wait for OBJ Creation

Leonides02 opened this issue on Apr 03, 2018 ยท 16 posts


Leonides02 posted Wed, 04 April 2018 at 3:55 AM

Smaker1 posted at 3:54AM Wed, 04 April 2018 - #4327396

Yep it's a heavy heavy hair !

The hair load with High resolution by default but even with base resolution I couldn't import it in VWD (I'm using the GPU version)

Is it for still render or animation ? For sitll render I would not do a sim as there are plenty of morphs to adjust the tail.

I tried with the tail only and still too heavy (188000 polys) ! Had some trouble with decimator (the new LOD is not took in account by VWD or the bridge) but I may be wrong.

Thanks, Smaker. It actually worked fine with the Decimator. But Gerald is right, doing the tails is hard!

VirtualWorldDynamics posted at 3:54AM Wed, 04 April 2018 - #4327405

Hello,

I never use this hair but you are right, Daz's new hairs are very difficult to import.

@Leonides02: I suppose you import this hair in base resolution. Tails are difficult to simulate in the program. I want to write a function which will automatically reduce the springs count. I think it will be the best way in the future. Even better than the 64 bits program. With a 64 bits program, it would be possible to import 100 millions springs but the computing time would be very high even with the GPU version. I would like to define a maximum value to 20 millions springs. The GPU version has the advantage to have a time limit set to 60 sec. This helps to import the hair. If you are interested by the GPU version, I can send it to you if you give me a email address.

That would be terrific, Gerald. Thanks. I will email you.