Question about Smooth and Collision Detection

JohnDelaquioxJohnDelaquiox Posts: 1,195
edited December 1969 in The Commons

In Studio, would it be possible to use the Collision Detection without the smoothing? The way I see it they both serve different purposes but yet you can't use one with out the other. When ever I do a render, out of all the things in the scene hair always takes the longest. From what I can tell it has to do with the smoothing. I have turned the smoothing off on hair items and it has rendered much faster. But the catch is I get poke-through that I can't fix using normal functions. So I repeat the question, would it be possible to use the collision detection with out the smoothing option?

Comments

  • SzarkSzark Posts: 10,634
    edited December 1969

    simple answer..NO.

    but you can reduce the smoothing down to 1.

    Hair with transparnecy maps are normaly the casue of long render times when Uber Enviroment or any other light that use Ambient Occlusion and/or raytraced shadows.

    Let us know what lighting you are using, what shadows you are using and what you Advanced Render Settings are the we maybe have some suggestions.

  • JohnDelaquioxJohnDelaquiox Posts: 1,195
    edited December 1969

    I'm using a rather elaborate mix of lights, I am using a set of lantios light from the daytime pack mixed with the lights set from Cista Sanctus and one more bonus spot light over genesis. I think turning the smoothing down to 1 will help enough. The hair that it stalls on is goya hair

    http://www.daz3d.com/cista-sanctus
    http://www.daz3d.com/goya-hairstyle
    http://www.daz3d.com/lantios-daylight-nighttime-bundle

  • FSMCDesignsFSMCDesigns Posts: 12,754
    edited December 1969

    When the smoothing mod is not enough to cure the issue, I use a D-former. With a little practice, they can do just about anything.

  • JohnDelaquioxJohnDelaquiox Posts: 1,195
    edited December 1969

    using a D-former could work in this case. That is a good idea, Thanks

Sign In or Register to comment.