CREATE YOUR AI CUM SLUT ON CANDY.AI TRY FOR FREE
x

3D-Daz Daz3d Art - Show Us Your DazSkill

5.00 star(s) 13 Votes

m4dsk1llz

Engaged Member
Feb 13, 2019
2,690
18,138
Dude, seriously, who said anything about a script?

View attachment 681212
Dude, seriously, you do understand that scaling scales everything not just the height?
No one should use that for making characters shorter, its anatomy 101, unless you are trying to create pixies. This might have been actually useful information if you showed me this instead
DAZ-Height.png
But I one hundred percent understand your need to get the last word in even though I posted that I was done ranting.
 
  • Like
Reactions: CulayTL

fenelia

Member
Mar 25, 2020
129
803
One of the renders from the intro I had made.

It's raw with no change.
It's a good camera shot in its raw state, but it needs to look more alive.

Definitely add some motion blur to it so that it doesn't look like it's a car parked in a tunnel.
You can layer it so that the car is static and the rest of the image looks like it's moving. The reflections on the car might be a bit trickier to deal with.

A lot of car commercials are actually 3D animation. You don't get perfectly clean cars like that very easily.
 

Larry Kubiac

Well-Known Member
Feb 4, 2018
1,895
10,099
Dude, seriously, you do understand that scaling scales everything not just the height?
No one should use that for making characters shorter, its anatomy 101, unless you are trying to create pixies. This might have been actually useful information if you showed me this instead
View attachment 681292
But I one hundred percent understand your need to get the last word in even though I posted that I was done ranting.
Well, it's still used by creators.
So apparently it has no effect on Aurore.
And yeah, I have final word xD. Anyway, this site.
Capture.PNG

And the dsf FBMHeight has the same property as the scale in the end, it doesn't have only the height that changes but all the proportions so it's the same to the same... There's a lot of duplicates in daz...

No Man thats his arm muscle. Good detail though
I give up, there's no point in arguing about it on this site. But making people look like schmuck, that goes alone.
 
Last edited:

fenelia

Member
Mar 25, 2020
129
803
The Pain eh...the grain is real. Mc and his friend/daughter/what ever from my project. Was just a Testrender. I still suck in posing characters, and my rendering still takes way to long. meh.
#1, simplify scenes. Don't use more stuff than you need. It's why I composite so many shots. The backgrounds are largely irrelevant. Reflectivity, translucence? These are going to take time for Iray to calculate, so throw it out if it's not important.

#2, use oversampling and anti-aliasing. Render above your target resolution, then scale down. Image resolution is about getting synthetic light through an aperture at a sufficient sample size in order to resolve an image. The biggest part of the sample will be between -1 and +1 standard deviation from the mean, and that's the best part for your engine. The tail ends (90-100% convergence, for instance)? That's a lot more time and less efficient on the engine.
By oversampling and downscaling, you're actually doing the same work but more efficiently. The NVidia guys figured that out (I don't have all the maths). You're working more of the -/+1 standard deviation range for the image resolution that you actually want, and the downscaling creates more convergence by taking the data around each pixel and mashing them together.
(Before we had software denoising, this is what we did. That was denoising before we had denoising.)

#3 use a software denoiser, like Intel's FOSS denoiser. That uses artificial intelligence to re-interpret noise pixels (grain) and create a whole image from it.

I do all 3 of those to save me some render time. Simple scenes, oversampled, and denoised as needed.
 
  • Like
Reactions: Unexpected Error

Unexpected Error

☠ ☠ ☠ ☠ ☠
Donor
Oct 17, 2018
174
874
#1, simplify scenes. Don't use more stuff than you need. It's why I composite so many shots. The backgrounds are largely irrelevant. Reflectivity, translucence? These are going to take time for Iray to calculate, so throw it out if it's not important.

#2, use oversampling and anti-aliasing. Render above your target resolution, then scale down. Image resolution is about getting synthetic light through an aperture at a sufficient sample size in order to resolve an image. The biggest part of the sample will be between -1 and +1 standard deviation from the mean, and that's the best part for your engine. The tail ends (90-100% convergence, for instance)? That's a lot more time and less efficient on the engine.
By oversampling and downscaling, you're actually doing the same work but more efficiently. The NVidia guys figured that out (I don't have all the maths). You're working more of the -/+1 standard deviation range for the image resolution that you actually want, and the downscaling creates more convergence by taking the data around each pixel and mashing them together.
(Before we had software denoising, this is what we did. That was denoising before we had denoising.)

#3 use a software denoiser, like Intel's FOSS denoiser. That uses artificial intelligence to re-interpret noise pixels (grain) and create a whole image from it.

I do all 3 of those to save me some render time. Simple scenes, oversampled, and denoised as needed.
Well sad story - I only can try the #1 and I will do so. For the rest I already do the overscales. rendering in 3200 and downscalng it to about 1200 (since thats the resoluten for my project anyways). In the end it still is my hardware (as I mentioned it before a few days ago. :/) nvidia haha, would be nice. I´m running a toaster with onboard grafics. xD Well, that doesn´t prevent me from trying and learning or even scripting. Time will come when I have my hardware in order. But yes, as you said, #1 seems very importand. I thought it only renders what is shown in the pirctureframe while rendering, but it seems it takes a lot longer with stuff behind the scenes that are not even on the render. (have a whole apartment there.) *sights* allright have to cut that down then. Does it do the trick if I blend it out (klick on the eyeicon to hide probs ect.) or do I have to remove everything thats not needed? because removing everything and adding it again and again when needed, would be a pain in the Butt.
 

Larry Kubiac

Well-Known Member
Feb 4, 2018
1,895
10,099
Mad the conversation about height and scaling as I was rendering this....
Welcome to F95,
At least it gives you some ideas for rendering ^^
PS: Oh yeah, asset "Growing up" use scale to xD It's true that your rendering gives ideas.
 

Unexpected Error

☠ ☠ ☠ ☠ ☠
Donor
Oct 17, 2018
174
874
Absolutely. The one about rendering in higher res, then ending the render earlier, and downsampling using something like Photoshop is a great idea for saving rendering time.... As the last 10% can sometimes be as long as the last 40%, and only offers marginal quality increases. Something easily achieved by downsampling instead. Stroke of Genius.

Also considering rendering the Background seperately, and then the characters, and then combining them in Photoshop to give a Bokeh effect. By blurring just the background.
Yeah that is something I thought about too. besides I want to just show characters with transparent backgrounds in normal conversations, I wouldn´t even have to combine them in PS that often. Its a good Idea for the renders where the characters cuddle (huehuehue cuddleing yes...not what you think :p) tho. I´ll try if the combine thing works better for me. at least I wouldnt have to render the backgrounds every time. thanks for the idea. :D
 
  • Like
Reactions: oliseo

Larry Kubiac

Well-Known Member
Feb 4, 2018
1,895
10,099
Absolutely. The one about rendering in higher res, then ending the render earlier, and downsampling using something like Photoshop is a great idea for saving rendering time.... As the last 10% can sometimes be as long as the last 40%, and only offers marginal quality increases. Something easily achieved by downsampling instead. Stroke of Genius.

Also considering rendering the Background seperately, and then the characters, and then combining them in Photoshop to give a Bokeh effect. By blurring just the background.
Yeah, there are a lot of ways to make renderings but I'm not going to say anything because the fact that I already talked about scaling + a dick that doesn't get hard + the name of an image resulted in a sterile discussion, it's enough for me for tonight even if it amuses me.
 

Unexpected Error

☠ ☠ ☠ ☠ ☠
Donor
Oct 17, 2018
174
874
Spot render the hand and overlap it in original. That will fix it and save time
That is a very good idea to save time when the scene keeps beeing the same, but emotions like eye blinking or smileing changes. so I only have to spotrender the face. never thought of that. thank you. :D
 

fenelia

Member
Mar 25, 2020
129
803
Well sad story - I only can try the #1 and I will do so. For the rest I already do the overscales. rendering in 3200 and downscalng it to about 1200 (since thats the resoluten for my project anyways). In the end it still is my hardware (as I mentioned it before a few days ago. :/) nvidia haha, would be nice. I´m running a toaster with onboard grafics. xD Well, that doesn´t prevent me from trying and learning or even scripting. Time will come when I have my hardware in order. But yes, as you said, #1 seems very importand. I thought it only renders what is shown in the pirctureframe while rendering, but it seems it takes a lot longer with stuff behind the scenes that are not even on the render. (have a whole apartment there.) *sights* allright have to cut that down then. Does it do the trick if I blend it out (klick on the eyeicon to hide probs ect.) or do I have to remove everything thats not needed? because removing everything and adding it again and again when needed, would be a pain in the Butt.
Iray simulates EVERYTHING. Mirrors in side rooms with shiny reflective walls? That's killing the engine for stuff you'll never see, but Iray simulates it for the few light photons that escape the room and enter the view of the camera.

Cutting things out of the scene is always important.

Another useful tool are Iray Section Plane nodes. This is how I cut off parts of a car to do interior shots.
Create -> New Iray Section Plane Node

Anything "above" the face of the plane is IGNORED by the Iray engine, and is not factored into the simulation. If you can't imagine how to cut out an object, then use Section Planes to narrow down the scene for the simulation.

You may get weird effects, like when you chop off the roof of a house with a Section Plane, youll find that the HDRI sunlight is coming into the top of the room. However, it does simplify the simulation quite a bit if you're not good at keeping your scenes very simple.
 

Unexpected Error

☠ ☠ ☠ ☠ ☠
Donor
Oct 17, 2018
174
874
Iray simulates EVERYTHING. Mirrors in side rooms with shiny reflective walls? That's killing the engine for stuff you'll never see, but Iray simulates it for the few light photons that escape the room and enter the view of the camera.

Cutting things out of the scene is always important.

Another useful tool are Iray Section Plane nodes. This is how I cut off parts of a car to do interior shots.
Create -> New Iray Section Plane Node

Anything "above" the face of the plane is IGNORED by the Iray engine, and is not factored into the simulation. If you can't imagine how to cut out an object, then use Section Planes to narrow down the scene for the simulation.

You may get weird effects, like when you chop off the roof of a house with a Section Plane, youll find that the HDRI sunlight is coming into the top of the room. However, it does simplify the simulation quite a bit if you're not good at keeping your scenes very simple.

Thanks for the tips. :) I´ll try that out and see. with the new infos I got (and inspirations) from you and other posts here, I think I can figure something out to keep it simple. I didn´t think of the fact, that Iray simulates everything - so I will adjust to it. Stilll learning and learning. :D thanks for the help guys.
 

Unexpected Error

☠ ☠ ☠ ☠ ☠
Donor
Oct 17, 2018
174
874
I don't think Intel denoiser will work on AMD cpu. If so I can't utilize it.

Have the same problem. thats why I use denoise from daz and the denoise from blender after the render from daz is finished. but it does not much for me, and even less on dark images with shadows. well, my toaster computer sucks anyways. not that it matters. lol
 

fenelia

Member
Mar 25, 2020
129
803
I tried the intel denoiser on the scene I'm working on and gotta say it's pretty powerful stuff, this is no post-work straight from daz and not scaled down yet. Stopped the render around 12k iterations in.
Yeah, it's super powerful, brilliant stuff.
This is the good kind of artificial intelligence. It's creating information out of noise... just amazing.

The one caveat/downside: It can remove character details. If you have a lot of tiny flaws on a skin, it can sometimes take that and interpret those specks as "noise" pixels.

However, I'll gladly trade time for the loss of minor details. The time savings can be amazing, and for anyone who is doing image production/dev work? That is gold right there.
And I still get lines on the faces of my older characters, for instance. The images still look good to me.
 
5.00 star(s) 13 Votes