Reply to #03 #4
No problem, pinareris, that happens quite often. But once a structure is given, any derivation will increase the time to find anything. For me, it is a few clicks, nothing wild, but it leaves a trail.
Un-Subdivide is sometimes possible with external files:
https://help.maxon.net/us/index.html#52911
Putting my mentor hat on:
When I started with 3D in the early ‘90s, things were quite slow, leading to specific behavior and care toward my files, even today. It indeed leads to the love of a good and efficient flow of polygons. The fewer points an object or path (spline) has, the more power each point has. With that, adjustments are faster. The project will stay fast, etc. In some cases, substantial point amounts can kill the project.
Even if the final resolution needs that high density, it should always be done after the low res version was saved somewhere. IF it is low res, it doesn’t take a lot of space, of course.
I saw meshes that were denser than the final render’s pixel resolution, which is total nonsense, of course, and a waste of recourses.
I have understood that the growing effect gives you trouble. If the vertex map gives you trouble, then I would say you need to fix this object, as it really seems overdone. But, yes, that is your call. /mentor hat off.
On the other side, delete the Weight Tag from the file …_11.c4d, and you will see it works in the same way. This set up can be used even in a Layer Shader as a mask. So, all options are open again. Except, I fear with such a dense object, you will have some work with the UV mesh, if it is not used so far.
All the best