Daz 4.6 lagging like a dog
tktknapp_67259a1036
Posts: 75
Is there some known issues that can cause 4.6 to chug? I think i have a pretty solid system to run it. It had no issues like this with 4.0. I can't work like this. lol.
cor i7 2600k
16gb Ram
nvidia gtx 570
Comments
Smoothing on clothing can slow posing - you can turn it off temporarily via the Parameters pane. If there are a lot of textures optimising in the background that can eat processor tine.
With a system like yours you'd probably do well to turn "Best" optimizations in the Interface Tab of the "Preferences Dialog". Also you may wish to shut off back face lighting and perhaps lower the view port image size. Generally speaking the non-wire-frame modes drawer faster than wire-frame as well. If you have one of the transform tools active (universal, translate, rotate, etc) There are options in the "Tool Settings Pane" to activate faster skinning/drawing during manipulation of the figure(s) in the scene.
A lot can depend on what's in the scene. Are all scenes slow or only certain ones? Does a default Genesis 2 Female or Genesis respond quickly? Is there, like Richard mentioned, a lot of clothing in the scene that is smoothing?
For some reason i could not load the base genesis. Wouldn't show up. But troll for genesis would. Anyway, that was smooth as can be. I tried the above suggestions and it made no difference.
What I have is 3 wall props I made in hexagon 2.5 and each one has like 17 materials on it because the walls were made up of 17 blocks with pretty high mesh counts. I need to place a bunch on the scene to create dungeon hallways. As it stands, it looks like there is no way that will happen with it acting like this with just three in the scene at the moment. What can i do to speed this up? Do i need to somehow convert the models into lower mesh count? How would i do that and will it retain the details?
What is the resolution of the blocks?
If you are repeating them you may wish to use instances. You can also save memory by saving the model as an asset and then loading it from that asset.
Hexagon says each one of the 17 blocks that make up a single wall has 24578 points, 49152 edges, and 24576 faces.
How does one block behave?
One block is smooth. Even one wall is ok. But by the 3rd wall. Chug a lug. Thats basicly 51 of those blocks. Guess the resolution must be to high. Sigh. It seems the hard way I must learn. They looked so pretty. lol . SOB a bunch of hours down the tube. Looks like start from scratch again in hexagon. Unless there is a way to easily decimate them to lower the poly count.
Genesis has about 18k facets in its base, but as its usually subdivide to level 1 to the card it looks like 75k. So 3 of your blocks is about 1 Genesis ( Genesis 2 is slightly larger coming in closer to 21k subdividing to 84k). 6 Genesis or so per wall * 3 walls, means you've load the equivalent of 18 Genesis of geometry or 1.2 million polygons. That is a lot of geometry. However, on a weaker system than you indicated I just instanced Genesis 2 like 35 times without issue in drawing. Would you mind posting a screen grab of your Preferences Dialog Interface tab and the blocks you've loaded?
You could use Decimator on the blocks to bring the count down or a similiar operation in other programs (Zbrush has a decimator and a remesher operation for instance)
Are you doing something special with the blocks that requires it to be so high in poly count? With beveling it only really needs to be at max 50 poly. 50 holds a pretty decent displacement if that's what its so high for
Well, just sculpting them a little bit to make them look worn. Thought the higher the poly the better to get good results. How would i calculate polys? Is there two polys per face? 3 points right?
DAZ_cjones, Here is the pic [removed]void(0);
What do you mean 50 polys? 50 polys per...what?
Try changing "Display Optimization" from "None" to "Best". Also, do you have two video card options: an intel embedded and a nvidia? If you do, you might want to ensure the nvidia is the one that is picked.
Faces. If you doing wearing around corners and edges you['ll need more poly than this. In most cases this works just fine
Display Optimization was it. I thought i had set that to best. lol. Works great now. Thank you kind sirs.