You can still render with 3DL (via Daz3D).Hi, I tried making some renders but the rendering took ages on my high end pc. It kind of made me stop. Are there alternative programs that are faster at rendering and good too?
There's nothing wrong with denoisers (outside of the aforementioned loss of detail), but the integrated Daz denoiser is the worst of the options out there. It takes out quite a lot more detail than the Drag n' Drop denoiser, but the bigger issue is that you only get the denoised copy of the render.I'll play around with the denoiser soon.
10 samples?You can save time on Daz renders if you reduce the number of samples you use and make use of denoizing solutions. Daz has a built in features to deal with noise, but there are also third party solutions like the drag n drop denoiser for windows.
As an example, I rendered a creature at 10 and 1000 samples for demonstration.
Here it is at 1000 samples, which took 2 minutes to render:
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And here it is at 10 samples which rendered instantly:
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You can see that the 10 sample render has a lot of noise to it. I then took the noisy 10 sample render and put it through a denoiser to get the following result:
View attachment 2003541
Here's the denoised 10 sample (left) right next to the 1000 sample render:
View attachment 2003541 View attachment 2003538
You lose a little bit of detail, of course, but the 10 sample render looks comparable to the 1000 sample render at a fraction of the render time.
Just like to add that mesh lights take a long time to render. At least that is my experience.Were you using the GPU or CPU? Is your GPU Nvidia (AMD doesn't work to well with Daz.)? What are you rendering? How many figures are you rendering? How is your lighting? Most importantly, what's your baseline for a 'high-end' PC? What's your definition of 'ages'?
The reality is you aren't going to find anything quite as easy to use as Daz while matching the quality it can achieve. Sure, you could use Maya, but if you think Daz is slow, then I don't know what you'll think of that. You could use Honey Select or Koikatsu, but you'll be sacrificing visual quality in a lot of ways. It'll certainly be faster, but it won't exactly look better. So, if you're using a 'high end' PC and don't want to use Daz, that'll leave you with Blender. You can transfer Daz figures over to Blender and render your scenes via Eevee or Cycles, but that also means dealing with the pain that is Diffeomorphic (probably spelt wrong.) or the joke of an 'official bridge' by Daz. Then there's learning Blender itself, which'll probably take a solid year in and of itself to cohesively pick up.
If you're just looking for ease of use and good results, learn how to optimize Daz. If you're looking for just straight ease of use, Honey Select 1 or 2/KoiKatsu. If you're willing to play the long game and take the time to learn what is a massive program, learn Blender. Could be a bonus to have on an application later if/when you learn it. In short, all of them (short of HS/KK) are going to be slow at rendering if the object(s) and/or lighting isn't optimized.
From my experience, at a purely technical standpoint, mesh lights take slightly longer to render. Though, there's a shit ton of variables that can influence that in a number of ways. From hardware to software running in the background, to the heat in your room on that day.Just like to add that mesh lights take a long time to render. At least that is my experience.
So if you setup you own light but still have mesh lights on this will take longer than if you just use your own lights.
I notice that it takes longer if there are a lot of mesh lights. Sometimes i can not even turn them off but then, do you really want to turn them off?From my experience, at a purely technical standpoint, mesh lights take slightly longer to render. Though, there's a shit ton of variables that can influence that in a number of ways. From hardware to software running in the background, to the heat in your room on that day.
That said, all other things being equal within a properly optimized and lit scene, the difference in render times is going to most likely be within minutes for an actual scene. Just for a quick comparison. Using Michael 8.1 HD against a black background, both renders below are only using a single light of each type on the right side. It produces some subtle differences in the way the skin reacts with the light but are otherwise generally the same. The Ghost Light (SY Invisilight) ended up being just slightly faster.
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It'sIs this just the basic figure? I will try that on my machine to see how long that will take. Just for fun.
Well, I knew when did those renders above, it was going to be a simple scene. No background, just the figure and lights. So, it generally didn't need anything more than 1500 samples, and even then, I let both renders go to completion. Both looked visibly done before the 1500 samples were complete. I probably could've clicked cancel on both renders halfway through and nobody would've known the difference.But these renders look fantastic. Seems not much time difference, or? I think by the sample amount my machine would take way more time. Though i have tried it.
It technically is. Rendering in 2K/4K is going to create a higher level of detail that's preserved when you scale down to 1080p for Ren'py. But the honest truth of it is that most people aren't going to be able to tell the difference if a render was done in 4K and scaled down to 1080p vs a native 1080p render. This stands especially true for a lower-end system, where a 4K render would take the better of a day or two to render fully, which just simply isn't worth it nor efficient when a 1080p render can be done in a couple of hours, if not less.I haven't even tried to render in a higher resolution that HD yet but i think i read that suppose to be the better way.
Thats a lot of samples.It'sYou must be registered to see the linkswith theYou must be registered to see the links, though I'm sure how much the add-on is putting in here.
Well, I knew when did those renders above, it was going to be a simple scene. No background, just the figure and lights. So, it generally didn't need anything more than 1500 samples, and even then, I let both renders go to completion. Both looked visibly done before the 1500 samples were complete. I probably could've clicked cancel on both renders halfway through and nobody would've known the difference.
But, yeah, this kind of stuff is generally pretty dependent on hardware. For 4K, I'm usually doing 6000 samples, but often finish/'cancel' the render earlier than its intended completion because it looks done. But after a while you start to pick up when rendering longer isn't going to fix the noise in a render, or something of that sort.
This is my thought.It technically is. Rendering in 2K/4K is going to create a higher level of detail that's preserved when you scale down to 1080p for Ren'py. But the honest truth of it is that most people aren't going to be able to tell the difference if a render was done in 4K and scaled down to 1080p vs a native 1080p render. This stands especially true for a lower-end system, where a 4K render would take the better of a day or two to render fully, which just simply isn't worth it nor efficient when a 1080p render can be done in a couple of hours, if not less.
Yes, I can vouch that having several mesh lights dramatically increases the render time. Also, and that won't surprise anybody, the more lights there are, the more time needed.Just like to add that mesh lights take a long time to render. At least that is my experience.
So if you setup you own light but still have mesh lights on this will take longer than if you just use your own lights.
I find DaZ not that slow really. Everything has to be rendered and that takes time. The lesser of objects you have in that frame the better it is. But this is of course sometimes hard to do.
Also, the figures. I wasn't aware of that in the beginning but with each figure added to the frame or scene, it will take more time to load and render. Plus all their own layers of added customization (Makeup, skin etc..) will add to the time to render.
There is the technique that you have two separate scenes. One with the environment and one with figures.Yes, I can vouch that having several mesh lights dramatically increases the render time. Also, and that won't surprise anybody, the more lights there are, the more time needed.
In the last few days I've been experimenting with a very simple scene: two G8 figures, a few clothes (not many... this being that kind of forum), one emissive light (a torch) and one stone wall, very bumpy.
Well, as MissFortune said, there are still many other variables, visible and invisible, and even if nothing changes in the scene but the position of camera and light, render times vary wildly, from 20 minutes to more than one hour (convergence 95% - CPU renders on an old machine, this isn't done professionally).
And the time I got the emissive surface near the backdrop the time skyrocketed (I stopped at 80% after 4 hours). In hindsight, it was obvious that the more details you're shining over, the more your light rays are bumping back and forth for the screen, the more the render will take.
Surprisingly, at least for me, adding a faint spotlight to "help" the emissive surface in difficult shots didn't affect the render time, not noticeably.
Except when your scene includes mirrors, shining armors and swords, newly restored bronze statuettes, glass bakery display cases or even just too much jewelry on the ladies.
Shining armors and swords, newly restored bronze statuettes [...] or even just too much jewelry on the ladies, does not need to reflect your whole world to be credible - simple texture tweak can do wonder here. Otherwise every engine that use camera culling would have commited sudoku.Except when your scene includes mirrors, shining armors and swords, newly restored bronze statuettes, glass bakery display cases or even just too much jewelry on the ladies.
I have to investigate that.Shining armors and swords, newly restored bronze statuettes [...] or even just too much jewelry on the ladies, does not need to reflect your whole world to be credible - simple texture tweak can do wonder here. Otherwise every engine that use camera culling would have commited sudoku.
Imho glass/windows/mirror are the annoying ones. Lot can be avoided with a bit common sense (a mirror facing a window is not a smart idea), a more or less small downgrade in quality (a bit of roughness on that window reflection) but sometime not really avoidable or culling simply doesn't work well.
That said, section planes should be your main weapon against rendering time imho - especially with Iray.
Well, culling is as old as 3D engines go, even path tracer. Look for "Iray interior cam" or something among that, it's a camera mounted with 5 section planes (you can show/hide those planes depending on what you're trying to do).I have to investigate that.
Cutting rendering times in half? Heresy i say.
There are so many things that are available in DAZ that still haven't discovered. That is one of them.