I have linked character libraries that include a complete character mesh in addition to optional wardrobe outfits that use Surface Deform -- instead of armature parenting -- that give less distortion (character mesh showing through cloths in some poses).
Now I'd like to reduce vertex groups of the character that are covered by cloths -- I'm hoping that will boost rendering performance. True?
But if I use a Mask on these groups/areas of the character (driven by clothing enabled for render),
I have an error where the SD modifier on the clothing complains that not all vertices (especially those under the clothing!) are not available for dynamic SD modeling.
So I need the complete character mesh to be available for modeling with surface deform on each frame, but want to supply less vertices to the render_engine to supposedly speed up rendering.
I suppose I could have an invisible, duplicate character (skin) mesh (decimated) that I could use for the SD, but this seems to mostly defeat reducing the load into rendering. Perhaps there's some special treat lurking in geo-nodes?
What might a cognoscenti answer?