- Jul 31, 2017
- 102
- 1,091
Thank you very muchVery nice.
If there are no morphs to dial on the floatie for the poses that came with the asset, Meshgrabber addon and maybe a smoothing modifier, Meshgrabber isn't a panacea, sometimes the asset mesh geometry just isn't detailed enough to move what needs to be moved, also it will work only on the base detail mesh, not the subdhow do I make Swimming Ring do this like in a promotional image
View attachment 2150754 View attachment 2150761
I'm using this:You must be registered to see the links
Depends, DAZ's implementation of iray is done very poorly. Try the same scene with the octane plugin or try to cut out stuff that isn't needed, as in "not seen by the camera", then you should get some additional milage out of your card. Also try to use less taxing maps for props that don't need much details.Had to render in parts, the scenery actually took more time to render than the models. I'm starting to think I demand too much from my GTX 1660.
View attachment 2150947
how do I make Swimming Ring do this like in a promotional image
View attachment 2150754 View attachment 2150761
I'm using this:You must be registered to see the links
If there are no morphs to dial on the floatie for the poses that came with the asset, Meshgrabber addon and maybe a smoothing modifier, Meshgrabber isn't a panacea, sometimes the asset mesh geometry just isn't detailed enough to move what needs to be moved, also it will work only on the base detail mesh, not the subd
some of those "artists" on Daz store should be beaten with a stick for the renders they supply with their products
other than that - export the asset to Blender, add mesh detail as necessary, import back to Daz for future use, then use the more detailed mesh in Blender to sculpt to your liking (without changing number of vertices, faces etc), export as obj and import into Daz as morph for that new, high detail, base model you previously created, and get rid of the original low poly thing (this very simple explanation, there are more things to do)
Personally I'd recommend Daz3D's Hexagon for quick and dirty mesh manipulation.
Sure it has a lot of flaws, but it's easy to use and free and it has this really time- saving bridge to Daz Studio.
P.S. Sending things back to Studio as a morph does only work when you've sent them to Hexagon in zeroed state (no other morphs, original position)
But i am guessing for octane renders you need octane skin/textures... thats just additional and expensive storage that is needed...Depends, DAZ's implementation of iray is done very poorly. Try the same scene with the octane plugin or try to cut out stuff that isn't needed, as in "not seen by the camera", then you should get some additional milage out of your card. Also try to use less taxing maps for props that don't need much details.
Not really, you can use the exact same maps, as you use for iray. All you have to do is put them manually into the shader. And to be honest, as soon as you try to aim for realism you need to learn about maps and shaders anyway.But i am guessing for octane renders you need octane skin/textures... thats just additional and expensive storage that is needed...
Had to render in parts, the scenery actually took more time to render than the models. I'm starting to think I demand too much from my GTX 1660.
View attachment 2150947