- Dec 30, 2017
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Awesome reply! Probably the exact info and push I needed to give it a shot. I appreciate it, I really do.Been there working on a second spinoff/homage (Enthralled being the first), can totally sympathize.
I learned Daz Studio on a pretty low end system by today's standards. The new Filament rendering engine is a bit friendlier to low end hardware, but definitely has a different look than the Iray renders you see in DMD, my fanart, etc.. My point here being don't underestimate your hardware, Daz Studio has been around for two decades now, so chances are you PC may be able to run it. Of course, it's a bt more resource intensive these days, but some people in the Daz community are still using Windows 7 and runnng Daz Studio...
Iray does require a decent Nvidia card, and those are massively overpriced atm, so don't be afraid to experiment with 3Delight and Filament instead, those rendering engines are more 'low end hardware' friendly.
It's free to download (you'll need to register though) and there are a number of free assets you can grab to get started. You can also acquire quite a few Daz assets by other means, but of course that'd be wrong...
My point here is don't be afraid to take Daz Studio for a spin to see if you like it or not. Lots of tutorials on YouTube, etc. if you should decide that you like it. It can be a bit of a time sink though, as Yonamous pointed out.
Anyways, while I'm here, just having some fun with changing up Rachael's hairstyle...
Or....Martins D-Day!Of course maybe it's D's birthday.
filament....iray....are there examples of the rendering result of each?I still think that you are using Filament. Your renders don't look at all like mine...
That's not a bad thing, it's good to have different looks/artistic styles!
I played with Filament briefly, but I'm just too 'married' to the Iray look that you see in my renders. And rendering at a high resolution, which is one reason why my renders tend to take so long. DMD is rendered at 1280x720 though, at least it was at first, which is not a bad resolution to start with. I'm rendering at Ultra HD though (3840x2160), for quality purposes...
Note that if you do the 'superimpose character over separate background' thing in Renpy, this can cut your render times considerably, you just need to get the hang of making this look 'good enough' with your lighting choices. This comment is directed at others though, not yourself. Several games do this, such as Katie's Corruption.
Renpy I think has by far a more intimidating learning curve (on the game engine end) if you are straying away from the basics than say Daz Studio has on the rendering end. Just my opinion... but Renpy is a great place to start when doing a 'choose your story path' sort of game such as DMD.
Great tips here! *Thanks Yonamous* !!!There are lots of tips and tricks you can use.
- Change the resolution: if you don't have a powerful GPU use a lower resolution like x720, or if you do have a powerful GPU have a high resolution (2k - 4k) and then change the resolution to something smaller in a photo editing program (that way you keep all the detail). Higher res does mean more time to render though, but you will be able to see some real details at that res where you won't get them on lower res.
- Lighting: Dream lighting is a must if you don't have a powerful GPU; the lighting isn't as natural with this, but it doesn't require near the same amount of power. Multiple light sources also add to render times.
- Model Texture Resolution: Scene Optimizer is a good program to have to reduce the texture size of characters. Never use this in close up pictures, but if your character is at a distance where you're not going to get all the minute details in the shot, then use a lower resolution texture to save on render times.
- Reflective surfaces: These really increase render times, so just keep that in mind when creating a scene.
- SubDivision Level: Higher levels in these (if the model has it, or supports it) will allow for greater details (Vein's actually poking out of the body, sunken pores, laugh lines, etc.) It does however increase render times, and once more if you're going to lose the detail due to distance, you can reduce the subdivision level.
- Render Quality & Converge Ratio: If you want a detailed render, that will take time (or a really good GPU), increasing the Render Quality and setting the Converge Ration to 98 or 99% will give you a crisp image (although sometimes you can get some detailed images even in the 50% range for Convergence. Denoiser can work to remove the nose on images that have a low convergence, but you're going to lose detail.
- The Little Details: These things can make a render even better. Things like Vascularity on a muscular guy or girl, using Skin Builder to add slight blue veins, minor pores, and various skin details to make it pop. Vellus hairs on the face, body, etc so that you can see them in close range shots.
I'm sure there are many other tips as well.
That's exactly what made me stop. And it looks like it wouldn't have been much easier if I paid for the stuff.Installing 'third party' assets and figuring out where they are later is probably one of the trickier things with Daz Studio, but once you learn the 'proper' ways to place asset folders, it's rather easy peasy once you get the install methodology down.
It takes a little extra time, but I manually install all my assets. This allows me to create my own groups, like have an Anatomy folder, but in it I have sub groups like Genitalia, Skin (for wet or dirty skins, tattoo's etc). I have various groups of clothing folder's, and so on.That's exactly what made me stop. And it looks like it wouldn't have been much easier if I paid for the stuff.
OK, I have not messed with Filament for a few reasons. I'm still using a pre-Filament version of Daz Studio (reasons) so I can't do side by side comparisons.filament....iray....are there examples of the rendering result of each?