Why some hair styles make the Daz Studio significantly slower than others?

tayloranderson2047tayloranderson2047 Posts: 116
edited January 2023 in The Commons

Recently I am using MK Cloud Bun Hair for Genesis 8 and 8.1 Females | Daz 3D for my characters. Despite that this is a great hair style and its size is relatively small, my DaZ studio on PC got extremely slow after I applying it (it eats much more memory and may be CPU/GPU than other hair styles). My PC speficications are attached below and I don't think they are the problem, since my DaZ studio runs fine with this hair FE Diverse Hair Vol 1 for Genesis 8 and 8.1 Females | Daz 3D (for those who don't know this is a huge package) .

I wonder for those who used MK Cloud Bun Hair for Genesis 8 and 8.1 Females | Daz 3D before, what is the cause of this significant dropping of performance (is it because by design there are too many vertices/strains for the hair?) and is there a way to fix it by sacrificing the quality?

Screenshot 2023-01-21 160638.png
382 x 497 - 17K
Post edited by tayloranderson2047 on

Comments

  • Open Window>Panes(Tabs)>Scene Info, select each hair in turn, and compare the details given for the primary selection. The way the hair is built is alsoa  factor, lots of overlapping geometry will usually take longer to render than the same number of polygons spread out with less overlap (due to the likely increase in the number of light bounces between adjacent elements - hogher glossiness will also tend to have the same effect).

  • HavosHavos Posts: 5,366

    Another thing to check for is smoothing modifiers. Some hairs have them applied by default, and on occassion these are set to high levels. For a high poly hair this can cause noticable lag in Daz Studio, even when just moving some parts of the figure, ie when the hair itself is not being touched. One work around is to switch off the smoothing modifier when manipulating the scene, and then switch it back on just before you hit render.

  • Richard Haseltine said:

    Open Window>Panes(Tabs)>Scene Info, select each hair in turn, and compare the details given for the primary selection. The way the hair is built is alsoa  factor, lots of overlapping geometry will usually take longer to render than the same number of polygons spread out with less overlap (due to the likely increase in the number of light bounces between adjacent elements - hogher glossiness will also tend to have the same effect).

    I attached the scene info below. The number of vertices for MK cloud bun hair is indeed huge. ~Six times of that of FE diverse... is there anything I could do to improve the lagging of the software? 

    scene info for MK cloud hair.png
    930 x 630 - 220K
    scene info for FE diverse hair 2.png
    918 x 553 - 191K
  • Havos said:

    Another thing to check for is smoothing modifiers. Some hairs have them applied by default, and on occassion these are set to high levels. For a high poly hair this can cause noticable lag in Daz Studio, even when just moving some parts of the figure, ie when the hair itself is not being touched. One work around is to switch off the smoothing modifier when manipulating the scene, and then switch it back on just before you hit render.

    How can I tell if smoothing modifiers are applied or not to the hair?

  • tayloranderson2047 said:

    Havos said:

    Another thing to check for is smoothing modifiers. Some hairs have them applied by default, and on occassion these are set to high levels. For a high poly hair this can cause noticable lag in Daz Studio, even when just moving some parts of the figure, ie when the hair itself is not being touched. One work around is to switch off the smoothing modifier when manipulating the scene, and then switch it back on just before you hit render.

    How can I tell if smoothing modifiers are applied or not to the hair?

    There will be a Mesh Smoothing (different from Mesh Resolution) group in the Parameters pane - though that should not affect rendering.

  • crosswindcrosswind Posts: 7,007
    edited April 2023

    tayloranderson2047 said:

    Richard Haseltine said:

    Open Window>Panes(Tabs)>Scene Info, select each hair in turn, and compare the details given for the primary selection. The way the hair is built is alsoa  factor, lots of overlapping geometry will usually take longer to render than the same number of polygons spread out with less overlap (due to the likely increase in the number of light bounces between adjacent elements - hogher glossiness will also tend to have the same effect).

    I attached the scene info below. The number of vertices for MK cloud bun hair is indeed huge. ~Six times of that of FE diverse... is there anything I could do to improve the lagging of the software? 

    The default settings of this hair for viewport is improper. Select subnode 'MK Cloud Bun Hair', set parameter 'Viewport Line Tessellation Sides' to 1 or 0, 'Render Line Tessellation Sides' to 2 or 3 ...

    Post edited by crosswind on
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