I had no idea about this. I picked it up and it's really helpful. The image in my last post of the girl on the bed doggy style used the combo you recommended!Do you already know about the "Iray Interior Camera" (You must be registered to see the links) ?
It uses a pre-setup combo of a camera and 4 Iray Section Planes that cutoff all the scenery that is out of sight of the camera field-of-view. The result is that a HDRI environment map can flood into your indoor scene, which really lets you brighten things up and can seriously reduce the render time. Then, assuming your hdri has a couple of strong light sources, you just rotate the hdri environment map until you get the directional light you want.
You can even use "interior HDRis" which are basically images of the inside of a room.
I don't see too many tutorials about it which sucks. Stuff like that and creating unique faces are really missing from the Daz community. People obviously know how to do it, but it seems very "trade secrety" right now.Wow, that makes a huge difference. Looks like it's time to learn about postwork myself!
sweet, i'm glad it helpedI had no idea about this. I picked it up and it's really helpful. The image in my last post of the girl on the bed doggy style used the combo you recommended!
Yeah, postwork and using image editors is straying right into actual "can draw / paint like an artist" territory, which is one skill i have never developed.I don't see too many tutorials about it which sucks. Stuff like that and creating unique faces are really missing from the Daz community. People obviously know how to do it, but it seems very "trade secrety" right now.
The only problem is that now I'm going absolutely nuts with contrast lol
You're absolutely correct with the "Daz hordes VRAM" comment - if you ever weirdly hit the vram limit on a scene that previously rendered in the card memory, then restarting Daz is the only known way to fix it. Some users on the daz official forums even report cases where they need to restart windows to get the full memory back.Adventures with VRAM
I also encountered another VRAM issue.
This is a render I did last night in it's raw format (no postwork). 3 figures, clothes, the only light is HDR dome, so no spotlights or anything. The only props in the scene are what you see, I removed everything else. I rendered this in a shocking amount of time (I think it was around 7 minutes and it completed). I then tried to rotate the dome for better lighting, hit render and nothing happened. Last time this happened was when I tried to do the group shot a few posts back. Usually this means that the scene takes up too much VRAM.
I then used scene optimizer and cut all the textures except for the skins and hair by half and tried again and it worked but I didn't save the render. The quality didn't really drop. So it's nice that we have a definite workaround, it was just frustrating because this image was only 3 figures and very light props and we ran into issues.
Looking at the image, I think the clothes and particularly the back wall were the main culprits. All the clothes look heavily textured, which is cool, but other than close up shots where only one person is on the screen anyway, you don't really need to see the threadcount of a shirt.
I also rendered it after more than 16 hours rendering various other images. I heard that Daz hordes VRAM and that the longer you go without restarting your computer and clearing the VRAM, the less VRAM it actually allocates to new images. I don't know how true that is, but there's a lot of anecdotal stories about that happening so that may have been the case.
That's looking good.Obvious is the blurred background, but also check the shadows and lights on chest and right side of the face.
I have to get a little cleaner with the blurring, especially near the edges but that'll come with experience and when I'm not trying to do 90+ renders in a row.
Thanks, and that's exactly what I wanted to show. I used to get frustrated at 4 month development cycles where there were only 200 additional renders. Also, there always seem to be really bizarre issues that pop up.This is a really cool thread for those of us who are not Dev's but are interested in the process. It's fascinating to see all you go through to try to make something look good. I'm sure I will look more generously on some of the VN's I've been critical of as relates to the quality of their renders. I always ask myself why they pick such unattractive NPC's (and MC'), why the animations are so clunky (in many cases), why the same camera angles, dark lighting, etc. The ones who really kill it set the bar so high that we just expect each VN or game to have girls as attractive as in Mr. Dot's games, Sweet Neighbors, etc. I've always assumed it because 'different people think different things are attractive.' However, it's clear that doing this well is very difficult and even in this realm there are Kubrick's and Alan Smithee's. Thanks, look forward to more.
You probably could have made your own thread but I'll answer them:Howdy, don't know if you are still around but if so I wanted to ask some questions. I have played maybe 70+/- games over the last couple years. And some are great and some not so great. But there are a few things that come up frequently that genuinely puzzle me and I thought you might know the answers. If you don't know and can tell me where to go I'd like that just as well. Really, just looking for opinions as I doubt there are true 'answers,' so:
1. Why do Dev's spend countless hours developing beautiful renders and then have incredibly crappy (3 movements over and over type) gif or other animations? If they have them at all. Some folks, like Dots, NLT, whoever does Betrayed,TFMG, Philly - have actually interesting, sexually varied (not just Hand Blow Sex Done), and fluid animations. I get that maybe they are more difficult to program or what have you, but why spend so much time on the story render and so incredibly little on the sex when, for I'd guess a fair portion of the players, the sex is the most interesting aspect? It seems like 99% story 1% animation effort.
2. Why is it so hard to make the characters attractive? Dots, for example has most of his characters attractive -to some person's taste. The lead female interest is always staggerging. Some of the B girls are as attractive (in Melody) some less (DMD). But generally they are bilaterally symmetrical, have appealing features (large eyes, small nose, etc) and nice bodies. Even well liked games like Sisterly Lust or WVM have some of the characters (the mother and blonde in SL, the primary (non-trans) girlfriend in WVM) with somewhat lopsided features. So, many games they are either off, in that way, or more often, simply plain looking. You don't have to master make-up like say, Slooty Sloots in Doll City, to make the characters seriously attractive. Do you? So many look like the 10th prettiest girl in your HS class. I don't get it. Hollywood, Porn, even big budget games all have clearly attractive characters. What is so different about here?
2.5 Honey Select girls. The chracters have no expressions. Are they just really easy to use? They are attractive (sometimes) but all look the same. Seems like a low-effort choice or something. I don't get it.
3. Sandbox. Why do Dev's make games that require endless grinding? You know, the 'well, I'll just go to that coffee shop at noon, and then advance the time till night, then sleep, then advance and go there again and maybe something will happen) - sometimes for a week just to trigger something. It makes anything that says 'sandbox' high on the avoid list. Even though some are probably cool. Who are the players out there who want to do this grinding? Why would they? So why do Dev's put it in? As filler? You know, to make it seem like they are doing a big release because you actually spend a ton or real world time in the game even though it's for very little true plot development. That cant' be it, can it?
4. Dorky and unattractive MC's. Do I really need to give examples? Is it really hard to do a DMD style where you don't see the protagonist? If we do have to see them, can the sex scenes be first person? Some of the situations are cringe city. And some, like where Mao Sama went with Mc as a kindergartner having sex, are (to my taste) just gross. The real question is, 'Why?' Why use a zit faced dork? Just some person who is inoffensive would work for most story lines. I don't get it.
5. Stupid sex. I have often thought that the people writing some of these scenes have no idea what having sex is actually like. Not only that, but they haven't even seen good porn. Absurdly mechanical, same camera angles... you know. Look at some of the Philly games scenes - really interesting set up, smart and sexy use of fetishes, etc. Dev's know that players here are looking for adult content, right. Why isn't that their focus?
6. Proportions. Ok, players want chicks with big tits and MC's with a Godzilla Dick. I get that. However, many of the girls are sort of boob-less (I get that's a thing too). No, here I'm talking about things like DMD. If you notice, D is short when she is doing most things (she comes up to the armpit/nipple of Georgina) when next to her. She is supposed to be a foot or more shorter than the MC. But when they are in bed she is magically the same size as him. Also in the shower (I'm using these examples because I know you know DMD). Anyway, if you look around, many games have characters that shrink and grow relatively. Especially during sex (and not talking about dicks). Is it hard to keep sizes consitent? Is there some reason why you don't want to do that? Even sex scene that are supposed to have characters that are unquestionably varied in size end up all the same. Why?
7. Updates. Final question: One of the things I love about NLT (besides that Nadia is maybe the most fun RPG out there) is that He(?) posts update only downloads. Why don't people do that? Is it because he doesn't use Ren/py? There are endless gigs of games that are downloaded just so we can see the game's 60 new renders, or see that they've cleaned up the punctuation or whatever. It so easy to download an update, paste it to the previous version, and tell it to overwrite in all cases. Poof - save 2 gigs of download. I would think this would be a general issue in the Dev community as size is a barrier to adoption.
Anyway, this is a huge dump of question, I know, but really, I don't know who else to ask. I looked at some forums and the dev forums don't have a 'ask the dev' category. You are the only one I've found. Still, if you could give me some sense of how Dev's think about some of these issues I'd appreciate it. Thanks. And again, if you know a better place to ask I'm happy to go there. These are just itches that are begging for a scratch. Happy New Year.
Wow, thank you so much for the answers more than I imagined.You probably could have made your own thread but I'll answer them:
1. Animating and rendering are two completely separate skill sets. The fact is that most people are using premade animations because actually rendering even just a 3 second loop is insanely time-consuming and difficult, especially if you don't have any animation experience prior. Rendering is way easier, comparatively.
2. Beauty is in the eye of the beholder. I personally don't think the girls in DMD are necessarily super attractive as opposed to other games. The other thing you have to remember is that these models come premade and then there are options to customize them. A lot of the models we use are very popular so for a lot of us the name of the game is to try and customize them as much as possible to get different and unique looks. It's usually an artistic decision. That's also why you'll see different games with girls who look similar.
2.5. Honey select is significantly easier. People use HS because they like the art style.
3. I agree. I hate most sandbox games.
4. First Person POV is difficult because it limits a lot of choices you have when coming up with poses and first person POV sex scenes are more difficult than you think. Dorky MCs exist because it's a power fantasy and the dorky MC becoming the chad is a popular trope. I never liked it, that's why I tend to use a relatively normal looking guy in mine. The super young mcs I don't understand other than they misjudged how young he'd look.
5. Sex scene are more difficult to navigate than you think without them getting really repetitive. As for the same camera angles and stuff, it's usually because you're getting the same poses reused over and over again. Fully custom posing is really time consuming.
6. This has to do with using premade poses. It's kind of difficult to explain but instead of fiddling with all the joints to make the pose work, they just lift up the shorter character on the Y axis. That way, the premade pose works as intended but now you have to hide the fact that your character is floating off the ground. It's kind of just laziness.
7. That's a ren'py thing. Nothing we can do about that.
One thing I will say, NLT is a genius mainly because, the only real time consuming work he does on the art is the actual animations. Every update, those three animations are the only thing that take up time. The rest of the talking head renders take like 10 minutes to pose and render. Fortunately, his team is REALLY skilled at animating and they're getting better and better. I also heard that they work 5 updates ahead of schedule for time, hence why they're always able to get an update out on time.
Doing these are a lot of time consuming work. So much so that I got really burned out and just this month kind of started up again. Even doing 3 or 4 render stories is tough. I highly recommend that you give it a try. It's amazing to see the things that go into making this stuff and how much work goes into making stuff look good. I spent 3 months only practicing lighting because it's THAT important.
Here's a freebie for the people that came here thinking this was going to be an actual update. It's Rebecca but with implants and slutty.
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if you have the patience (because the daz UI is not as easy to use as e.g. blender, and that it saying something!), and the clothing model has "seams" between the major parts (e.g. torso/arms etc), then you can create a new "surface" and assign selected polygons to it with the Daz geometry editor tool, then add a different shader to that surface.Shaders are great but finding clothes is not
I have a bunch of great futuristic shaders, but finding clothes that use them isn't the easiest thing in the world. The shaders work best when the clothes are segmented, (for example, a shirt that uses different shaders for the sleeves, abdomen, collar, etc.) but many clothes assets are not. This has been frustrated, particularly with a bunch of jumpsuits I have that I wish I could customize further but I can't customize the separate parts.
I feel your pain here - there are actually people on the renpy official forum who just do UI work on commision. I find Renpy UI code to be just as confusing as CSS's weird tricks and corner cases, but without the massive wealth of searchable internet solutions to help you!Ren'Py UI
I'm not going to lie, I'm absolutely dreading this. I figured out kind of how to make a gallery and am trying to figure out how to do a chapter select with icons so I can have the comic covers as the clickable icon.
That's way past my paygrade.if you have the patience (because the daz UI is not as easy to use as e.g. blender, and that it saying something!), and the clothing model has "seams" between the major parts (e.g. torso/arms etc), then you can create a new "surface" and assign selected polygons to it with the Daz geometry editor tool, then add a different shader to that surface.
And it sucks because all the tutorials look like they're for old versions of ren'py and the new ones don't really explain anything or skip steps they expect that you know. I don't want to pay anybody although I've seriously though about it, but since this isn't really a true game and more just like a comic book that uses ren'py, I don't know how worth it it would be to pay someone just for basically the start menu.I feel your pain here - there are actually people on the renpy official forum who just do UI work on commision. I find Renpy UI code to be just as confusing as CSS's weird tricks and corner cases, but without the massive wealth of searchable internet solutions to help you!
i guess the only option is to "have a go", and ask for help when you get stuck.And it sucks because all the tutorials look like they're for old versions of ren'py and the new ones don't really explain anything or skip steps they expect that you know. I don't want to pay anybody although I've seriously though about it, but since this isn't really a true game and more just like a comic book that uses ren'py, I don't know how worth it it would be to pay someone just for basically the start menu.