Rendering questions:
Some of the backgrounds in DMD are straight DAZ assets, but other BG's look like they're clipped together
images, like the park scene when they're playing frisbee.
Does anyone know why MrDots didn't just use DAZ assets for that, and how he may have created those BG's
so that they fit the cameras perspective?
Rendering times are obviously an issue, so keeping the BG geometry simple is really important.
But I can't figure out how those non DAZ BG's are created.
The characters are probably to 90% composited over an environment BG to keep render times low.
But even rendering just the character over a BG takes several minutes on a dual 1080 rig.
The more I look into this, the more respect I have for the DMD dev team.
And secondly - how did he manage to light D so evenly and flat?
Putting 3 mesh lights (just outside of the cameras view) around her works OK, but it's not as even as what I
see in DMD's renders. I wonder if this is mostly done in Photoshop? Which would be a lot of work, considering
how many images are in DMD.
Any thoughts?
Here is a sample of my renders: