Hmm, comes to mind... mirrors and glasses.I swear I will kill someone... Was at 94% ... Had a power outage %#¨£#
Edit : I really don't understand :
View attachment 5274471
1h20 to render it !!!
View attachment 5274473
And 15 mn for this one. Obviously, I removed the cars and the building on the other side of the road but...
Yeah, reflections really slow you down too.I swear I will kill someone... Was at 94% ... Had a power outage %#¨£#
Edit : I really don't understand :
View attachment 5274471
1h20 to render it !!!
View attachment 5274473
And 15 mn for this one. Obviously, I removed the cars and the building on the other side of the road but...
Personally, I am against it, it usually looks pretty bad, it is hard to look consistent (lighting and shadows) (works better in 2D).I saw in several games developers using for textual passages (discussions between protagonists) what seems to be a be-rendered backgroud with characters added on it with an other layer. What do you think about it ?
Hmm, it depends.I saw in several games developers using for textual passages (discussions between protagonists) what seems to be a be-rendered backgroud with characters added on it with an other layer. What do you think about it ?
In case you (or anyone else) was curious - update from our convo long ago, I finally got mirrors working.I've done some tests, that I'm putting below. The main difference with yours is that I do notice a significant difference in my tests, regarding how much light gets reflected, between having the mirror-like surface (full metallicity) or a non mirror-like surface (metallicity disabled).
Let's start with your set as it is. Nothing has been relocated or changed in another way here. The only difference is that I'm using my own female figure.
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Next, I replaced your mirror with a reflector prop from an old lighting suite. As you will see, it simply sucks at that task.
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Then, I tweaked the properties of the reflector's surface with the hope of getting more light reflected onto the figure and the other passage. Mainly, top glossiness and reflectivity. It did very, very little.
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As a final modification to the reflector, I made the surface mirror-like (full metallicity). As you can see, this got the more light reflected. The result is pretty identical to your initial set. Compare this picture below to the first one as evidence.
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With that, I stopped experimenting with the reflective surface. Now it was time to see how the light emitter interacted with the mirror by moving it to different positions. For the next two renders, I hid my reflector and made your mirror visible again. In this first render, I brought the emitter very close to the mirror, as you can see. And yet, because of the placement and angle of the camera, we can't see the light source reflected in the mirror.
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At last, I continued moving the emitter and placed it at the very end of the other passage, facing the mirror. This time around, we can see the light reflected in the mirror.
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I hope that these tests may have been of any help to you. Based on these experiments, I don't see anything wrong. Everything has worked out as I would have expected. But I'm not an expert.![]()
Yeah, if you have a low power PC, you have to take shortcuts like that.Well, thank you. And yes, I'm not good enough to photoshop that properly with shadows and all. But I really struggle to render sometimes. It can take me 15 mn for one render and, in the same room, due to luminosity, windows or mirrors, more than 1h30 for the next one ! (Sometimes I stop, judging the result good enough)
A 3060 is decent, the most important factor here though is the video ram. The more video ram, the more complex your scene can be.Thank you once more. I don't think I have a low power PC (average perhaps). I5 10400F 2.90GHZ, 32 GO RAM, RTX3060 12 GB. (while rendering I use about 90/95 % of the GC capacity but it doesn't overheat)
For example, yesterday I did some renders in a single room, it took... less than 5/10 mn each (Always "only" HD). But, depending on the cam position, I sometimes had totally white screens.
Anyway, another tricky question : I would like to create outdoors renders about a lake surrounded by mountains. (inspired by Lake Garda in Italy). I can't find "good and big enough" background (environnement) pictures. Do you have tips ?
Edit : Found a interesting thing (You must be registered to see the links), will try it.
Lots of careful tweaking.Does anybody have the link to a guide for making characters "interact" instead of "overlap", I mean shaking hands or intercourse between characters seems to be a challenge they keep overlaping for me.
Thanks inadvance
You mean the one from Amy Aimei about collisions between figures that are e.g. carrying each other, so they actuall slightly deform as we really do when we e.g. shake hands ?Does anybody have the link to a guide for making characters "interact" instead of "overlap", I mean shaking hands or intercourse between characters seems to be a challenge they keep overlaping for me.
Thanks inadvance
ohhh as a newbi this is an interesting scenario.. I'm collecting the assets that I need for an idea and I'm getting your scenario.. I want this scenario, but that other desk, with that shelf from over there to get the scene I have designed. I'll be paying attention to any response.Hi, I have a question that most probably has been already answered somewhere in some forum, and if not, will probably appear silly, but does anybody know a way to temporarily disable the "undo history" in Daz ?
Practical reason... There are things like the "Prestige School" product, or some products from PW, that are great because are full of details and elements etc.
Some have partial sets, but those partial sets may not include everything one wants from a certain scene or certain scenes, so, what I do is get the whole set in, and that still works OK (I have a fairly powerful configuration).
But when one starts to load in three or four characters with their clothing, plus eventually merge some other assets, the thing becomes a bit more complicated.
If I create custom subsets by loading the full set and then deleting the parts I don't need, the thing becomes easier.
However, I noticed when deleting stuff, Daz sometime freezes temporariily, and is some occasions even crashed, and I realised it is most probably when you are trying to delete a bunch of things, it is trying to save them in its "undo" buffer, so, even creating the customised subsets deleting stuff, is a looong thing.
If it was possible to temporarily disable the undo, or at least limit how much back it can go, it would speed up things for those situations.
Nope, they are not the same, by far.I'm trying to learn how to make 3D renders but even from browsing, I can't find a definitive answer to Daz VS VAM. I'm looking to make the most realistic renders possible. Daz seems like the option most people use but I've seen some people saying they think it looks bad and that VAM so I don't know. Are they just about the same?
Ok I think I just completely misunderstood what VAM is. I will dive into both and figure it out. Thanks for the reply and the useful information. Much appreciatedNope, they are not the same, by far.
VAM started much later and it actually uses as base the mesh from DAZ G2 character and New Gens for V6 for the geniltals (for the male, similar, I think the penis is the one from the "standard" daz, but I am not sure), under license.
The latest version of VAM 2.x I think is still in beta, and uses DAZ G8 as base.
But other than that and some similarities due to that, they have different purposes, even if one can see a potential overlap, but only partial.
Putting aside some advertisement from DAZ, Daz Studio is mostly used for rendering images, although it can also be used in principle for animations and to create videos.
VAM is meant for interacting with the figures and VR, although it is also possible to create pictures with it if one really wants, and one can also create and export videos in principle.
In many cases, it is possible to get characters from VAM 1.x to Daz G8 by using different tools (some not done specifically for that), also the textures (to be seeing how one can play after to obtain a good rendering in DAZ), but in theory it is not foreseen, and it is not a functionality of the software itself.
A lot clothes in VAM come actually from DAZ assets or modifications thereof (though I saw some that do not exist for Daz, unfortunately), and despite what some people say about incomplete mesh for clothes in VAM being a complete "no go", in reality I found a tool that allowed to export even the clothing in a obj format with material, something that could have been adapted to use in DAZ (already ported in the past some small xps stuff for someone, by converting to obj using Blender and then importing in DAZ), at this addressYou must be registered to see the links.
Unfortunately, it does not work with the latest version of VAM 1.x, giving two errors, one that can be bypassed easily, the other because it seem they changed the syntax of a method, basically the way to use from a add-on a functionility in the application code, and now it requires five parameters, but before required only four, so it gets stuck - and to bypass that, would require knowing the new syntax of that method in virt-a-mate and to modify the code, something which is beyond my knolwedge of VAM and on which I cannot free the time and energy to invest (I am not really a VAM user, just exporting some looks that are very good in VAM and more difficult or not possible to find directly for DAZ ;-)).