
Meshlab reduce mesh density plus#
The hair was constructed using PaintFX hair strands inside Maya, so the geometry is admittedly very dense, but the quality of it is just crazy, plus I was able to do the morphs for it using the hair simulation and real physics out of Maya so the look of the morphs is really high quality. This is how i was told how the hair was created: Geometry based hair can be quite demanding, especially on an older system, which is why its only recently started becoming popular, as the average system can handle it better.

But again the morphs would need to be recreated from the new base. It would pretty much be easier to go back to where the hair was modelled and modify the generation process for follicles to be less demanding if that is possible. And not really practical I would imagine. One by one its going to be a hair pulling experience in more ways than one. Though I believe if you use the process within studio to remove excess polys it will preserve the morphs, the process is to use the geometry editor and select a poly in each hair, then Select all connected, then hide it and finally delete it. If you remove any vertices and then reimport you will lose the morphs, as they are created to modify the current geometry and will not transfer over successfully if there is a different vertex count unfortunately. Making sure its done evenly other wise it could end up looking like pattern balding. You would need to use a modelling app, or possibly the geometry editor within Studio is capable, to select each hair and remove it.

It would be almost the equivalent to a strand by strand removal process until you can lessen the density sufficiently to see an impact in the resource demand. Well if its fibermesh or similar type of geometry tubes for hair, it isn't going to be easy.
