I'm new to this and I've recently started working on creating a VN via Ren'Py using Daz Studio and Daz3D assets. I'm mostly hoping to use 3D assets in my scenes as opposed to relying on integrating characters with HDRI backgrounds. I've opted to predominantly work with Genesis 8 and 8.1 characters and associated assets/props.
My GPU is an RTX 3080 (unfortunately the 10GB version) so I know I'm somewhat limited in VRAM. I've bought tools such as scene optimiser and camera view optimiser alongside other methods for reducing VRAM usage, but I'd still like my workflow to be modular so I don't have to bake full renders for every scene I create.
I'd like to have the same background/main scene for multiple shots, with the characters & some props being more dynamic (various poses, movements, etc). So I was hoping I could render the main/background scene seperately, then independently render characters (while having them affected by same lighting) and composite them in Photoshop afterwards so the main scene plate can be reused.
Unfortunately I've been really struggling to find an optimal way to do this. I've tried using canvases, but unfortunately there seems to a bug with the Iray Alpha canvas that completely ignores the assigned node list, so I can't seem to mask my characters from the main scene. I tried adding an alpha channel to a second beauty canvas with a node list but it missed half of the assigned nodes. I also tried applying the matte property to emissive buildings as found in a suggestion but that didn't work either. I've tried other methods, but they either remove the effects of emissive lighting on the characters, or are unable to effectively seperate the characters from the main scene for compositing, forcing me to rely on baking my characters into a full render for every scene. Reducing opacity & increasing luminance, adding shadow catchers... No matter what I try it just doesn't seem to work the way I hope.
Maybe I just started with a very awkward scene (outdoor night city scene with emissive buildings, street lights, etc), but at this rate it seems like it'd take forever to create a decent VN with fully baked renders and no modular approach. I'd be extremely grateful to hear any advice, ways around the issues i've been having, and general workflows/best practices/methods that current VN creators have when working on their renders and how they approach dynamic scenes. I want to be able to show different expressions & movements on characters without having to render a full scene every time.
This has been driving me nuts - please help! Many thanks!
My GPU is an RTX 3080 (unfortunately the 10GB version) so I know I'm somewhat limited in VRAM. I've bought tools such as scene optimiser and camera view optimiser alongside other methods for reducing VRAM usage, but I'd still like my workflow to be modular so I don't have to bake full renders for every scene I create.
I'd like to have the same background/main scene for multiple shots, with the characters & some props being more dynamic (various poses, movements, etc). So I was hoping I could render the main/background scene seperately, then independently render characters (while having them affected by same lighting) and composite them in Photoshop afterwards so the main scene plate can be reused.
Unfortunately I've been really struggling to find an optimal way to do this. I've tried using canvases, but unfortunately there seems to a bug with the Iray Alpha canvas that completely ignores the assigned node list, so I can't seem to mask my characters from the main scene. I tried adding an alpha channel to a second beauty canvas with a node list but it missed half of the assigned nodes. I also tried applying the matte property to emissive buildings as found in a suggestion but that didn't work either. I've tried other methods, but they either remove the effects of emissive lighting on the characters, or are unable to effectively seperate the characters from the main scene for compositing, forcing me to rely on baking my characters into a full render for every scene. Reducing opacity & increasing luminance, adding shadow catchers... No matter what I try it just doesn't seem to work the way I hope.
Maybe I just started with a very awkward scene (outdoor night city scene with emissive buildings, street lights, etc), but at this rate it seems like it'd take forever to create a decent VN with fully baked renders and no modular approach. I'd be extremely grateful to hear any advice, ways around the issues i've been having, and general workflows/best practices/methods that current VN creators have when working on their renders and how they approach dynamic scenes. I want to be able to show different expressions & movements on characters without having to render a full scene every time.
This has been driving me nuts - please help! Many thanks!
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