SnubbLR

Newbie
Game Developer
Sep 13, 2017
78
589
@SnubbLR

Since there are several scenes in the game, where we are told that content is missing, or the render quality really sucks due to the fact, the machine performing the renders isn't capable doing so on complex scenes.
Here is how you render demanding scenes using a potato:

  • assemble your scene, get the lighting done, etc.
  • remove/hide everything that is not scene background/environment
  • render the empty background and save it
  • then hide the background and add your characters, objects of interest, can be in multiple groups too
  • have a look where shadows need to be casted in the environment and add simple, very low res placeholder objects as shadow catcher when needed, like planes, cubes, you get it
  • render the scene to a transparent background and save the layer
  • continue for as much object groups you need to handle the complete scene content
  • when done, fire up photoshop krita or whatever is your cup of of tea and add the rendered layers back to front, save the final image
  • while at it, a bit of postprocessing doesn't hurt either, like for all renders to make them really pop, like color grading vignetting etc.
I'm quite puzzled that rendering in layers is such a foreign thing for newbie devs, I mean there is no way you don't stumble upon it, when researching your 3D stuff... Pretty much no semi pro, pro or even somewhat experienced user hits render and is done, quite the opposite, layer rendering is done on purpose to be able to modify your renders after the fact, eg. background looks not as expected, objects of interest are fine - great just work on the background layer instead of rendering the stuff over and over again, nobody got time for that. And rendering huge complex scenes in one go is pretty much off limits to everyone, even with pro hardware. Heck, even with a render farm at hand you don't do single pass renders, apart from LQ previews.
Well and no one proud of their works releases renders as is, you can bet that every good looking render is post processed to get out that nice, crisp, atmospheric image - looking nothing like that straight from the rendering pass.
Lots of good advice here for sure. I've tried most of the things you've suggested. Rendering animations without background has been extremely helpful. Doing that for a whole scene (such as that big farm scene with the horse and the girls) gets quite high in workload though. Some 290 images that need to be edited... Plus, I find lighting to get really wacky sometimes, since the shadows don't really make sense and the light changes a lot when there aren't items to reflect light back, etc. This can be noticed in the animations, where you suddenly see the lighting change between the picture and the animation itself.


I'd love to know more about post-processing. I'm using Gimp but got 0 experience with color grading, vignetting, and such... My approach to the game has been quantity over quality in many ways... When playing other games here on F95, I always feel like there is way too much text and way too few images and angles. So when creating my own first game, I tried an approach that at least I would enjoy, if that makes sense. I do appreciate the constructive criticism though, and I'll try to keep it in mind going forward.


Hmmm not hairy pussy anywhere. Even nuns shave in many games... I don't know why...

But seriously now, good job.
Yeah, that hairless nun was a big whoopsie on my part... Seriously, what was I thinking? There are a few characters that have hair, but since hairy isn't really my cup of tea, it's been lacking for sure. There is actually one character that alternates between hairy and shaved over and over. It bothers the heck out of me, but since I discovered it way too late, there's not much I can do at this point. Anyone with a keen eye who knows which character I'm talking about? :unsure: Or maybe it's more of a detail you notice as a dev and not so much as a player...

is there a way to see the replays?
There will be very soon! It's been taking a lot of time since there are quite a lot of scenes, but I think it's coming out well. Really, the whole game is sex scenes, basically. So going through the gallery is almost the same as playing the game imo :LOL:

Best game I ever played! Please make more soon!!!!
Also, add some futa scat/atm!
First of all, thank you. To get such comments is quite overwhelming for me. There are so many games out there by people who actually know what they are doing. I wanted to do a game in a way that I like, and with the fetishes that I like, and then it turns out that other people like it too! It's a really cool feeling. AND it makes me feel less weird about myself, hehe.


In terms of futa content, I'm a little bit hesitant. I don't want to introduce new characters since the game is approaching its end, but there might be a scene or so where 'magic' is being used on one of our characters... No promises, but I'll see if I can find some inspiration for that. Futa in general isn't really my thing, (Even though I've seen some well executed stuff with futa on female that does make me tingle...) but maybe I can come up with something that looks okay and I like.


Hello, when will the next update be released?
Thanks
The dialogue stuff is taking time for sure. As of now, I've got ONE more scene that needs dialogue, then I need to add all the 0.4 scenes into the gallery, and then figure out a small bug with the player name in the gallery. After that, it's playtesting! I'll be asking the people in my discord to fish out the worst bugs, and then it should be out! So there isn't that much left, really!

My work is on-call. When times are less busy I've got a lot of time to work on the game. But this month has been pretty busy. Also, I'm moving this weekend, so that will eat some more time. But I am HOPING to get this patch out in the first days of May. Thank you all for your patience!
 

GeorgBrandt

Newbie
Feb 23, 2020
16
21
Great to hear that you are still improving the graphics, but actually i just like to see the nasty story to get on. I am grateful for everything you offer us but even I am getting impatient and am anxious for the new filth you create for us in your spare time! THANK YOU FOR YOUR WORK!
 

Thatheras

Newbie
Jan 4, 2022
20
55
Yeah, that hairless nun was a big whoopsie on my part... Seriously, what was I thinking? There are a few characters that have hair, but since hairy isn't really my cup of tea, it's been lacking for sure. There is actually one character that alternates between hairy and shaved over and over. It bothers the heck out of me, but since I discovered it way too late, there's not much I can do at this point. Anyone with a keen eye who knows which character I'm talking about? :unsure: Or maybe it's more of a detail you notice as a dev and not so much as a player...

It was just a funny comment about games in general, not intended to be a complaint. Thanks for responding anyway, that detail shows that you not only put interest in the game but also try to create a community.

But now, if you allow me some advice. I've been reading for quite some time. My English is bad and I always use a translator, so I only write when I really feel it is important to expose my mind.

Getting to the point. Let the community guide you, but please, as a user tired of all the developers who leave the job half done. Keep the game in that place where you have fun outside of the comments. It is quality of life advice, I do not intend to change the way you work.

I like your game and it would hurt me if because of bleeding people, you stopped enjoying your work/hobby, whatever it may be.

With this said. I wish you fruitful work. GL!
 

sc0rp10n

Newbie
Aug 26, 2018
61
72
Lots of good advice here for sure. I've tried most of the things you've suggested. Rendering animations without background has been extremely helpful. Doing that for a whole scene (such as that big farm scene with the horse and the girls) gets quite high in workload though. Some 290 images that need to be edited... Plus, I find lighting to get really wacky sometimes, since the shadows don't really make sense and the light changes a lot when there aren't items to reflect light back, etc. This can be noticed in the animations, where you suddenly see the lighting change between the picture and the animation itself.


I'd love to know more about post-processing. I'm using Gimp but got 0 experience with color grading, vignetting, and such... My approach to the game has been quantity over quality in many ways... When playing other games here on F95, I always feel like there is way too much text and way too few images and angles. So when creating my own first game, I tried an approach that at least I would enjoy, if that makes sense. I do appreciate the constructive criticism though, and I'll try to keep it in mind going forward.
Well for an easier Workflow over multiple scenes it comes in handy to limit yourself to just a few lighting scenarios and settings, like intensity direction and so on. Then you can recycle more even in still scenes. Furthermore I would drop that horrendous camera ring light a lot of DAZ tutorials are propagating (if you use that) - it looks awful since it removes a lot of model details and messes up your shadows, being an additional light source, proper scene lighting works better.
To help out with shadows, when rendering multiple passes you could look up some shadow catcher tutorials on youtube - the software used doesn't really matter the principle is the same. The idea is you have a less detailed models, which are not visible in the render only doing a shadow pass you can then integrate in between the background and the models...

For budget composing and post processing, as in free, I can recommend Krita on the still image site - you can follow pretty much any Photoshop tutorial, if there are no Krita specific ones for the given task, YouTube is your friend here as well. Checking out some photography and videography tutorials is helpful as well to learn some tricks on making stuff look great.

For set up once, perform on many images processing XNView is great, I use that regularly when I need to adjust project assets. (One got to deal with horrendous stuff, when dealing with app and game development, getting assets not in spec regarding size, file format, color settings, etc.. And it's faster to fix it yourself then telling the desinger that the 200 images, which just came, are all set up wrong.)

If you're not afraid of learning some stranger-to-use stuff I can recommend Blender - you can compose and rework/grade a shit ton of images in one go from multiple layers.
You just have to prepare some "workflow" steps, e.g. take layer-image-a multiply layer-image-b and c on top of that, adjust color, add vignette and save as image sequence to that folder. Works great when you sequentially name your renders and store them into one folder, e.g background_001, shadow_001, characters_001,... it will automatically notice it's a sequence and applys the whole prepared thing to all the sets whith the matching numbers. In fact it handles the image collection as "video" but can save the result as image sequence instead of a video file, for actual animations you can choose a video file of course. Just look up Blender compositor.

If Blender isn't too hard to learn for you (it's definitely not easy, but not that hard and you manged to get a hang on DAZ already), I would even suggest using that for rendering.
Exporting single models up to whole scenes from DAZ to Blender is possible, officially supported and well explained in several tutorials (YouTube again for example and the DAZ documentation).
I actually prefer setting up the models in DAZ (when I wanna use some that is) and doing all the rest, including rendering in Blender. The Cycles render engine produces much better results, especially with hdri maps for realistic lighting. Using the Eevee render engine produces really really quick results, depending on your hardware (yes a proper GPU is a good idea) and scene complexity nearly in relatime, but they might not look as realistic as in cycles. Compared to DAZs render engine Eevee might hold up well and DAZ models are in the semi realistic, stylized realm anyway, so might be an option.
Doing the stuff in Blender enables rendering, denoising and post processing in one go, while it's easy to render out different layer passes as well and have them separately stored for later adjustments. As a Bonus there are loads and loads of tutorials on how to do stuff with it, on multilayer workflows as well.
 
Last edited:

Rhastor

Newbie
Feb 3, 2018
75
61
One simple suggestion I would like to make to the developer SnubbLR:
If you release another version, could you just include one simple toggle at the beginning to include all content, and thus disable the choices when something out of the ordinary is about to happen?
Being prompted kind of ruins the impact for some players - it's like watching a comedy with subtitles, where you end up reading the jokes before the actors deliver them.
 

BigEffinPerv

Member
Sep 22, 2017
462
410
One simple suggestion I would like to make to the developer SnubbLR:
If you release another version, could you just include one simple toggle at the beginning to include all content, and thus disable the choices when something out of the ordinary is about to happen?
Being prompted kind of ruins the impact for some players - it's like watching a comedy with subtitles, where you end up reading the jokes before the actors deliver them.
That toggle is already in there at the beginning when the game asks you what you want to be turned on or off. There is just an additional choice for the more extreme scenes.
 
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grahegri

sake, birds, torrents
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Feb 23, 2023
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ATMAdventures-0.4
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