Here either you were being intentionally misleading with the previous comment or are blatantly lying because you didn't state that you were "wondering" but were stating it as a matter of fact.
The exact quotation was :
Totally agree, but he probably can't. He past from Daz3D to Koikatsu because of few comments, so he probably believe that he'd already visited the uncanny valley once.
But apparently I was wrong to expect the reader to notice the two "probably" that surrounded the part you kept in your quotation and so don't jump to easy conclusions.
That level of configuration is well beyond a beginner and I can say from experience that if there's any guides for it they are well buried.
There's a tons of tips and advice, including for the rendering configuration, available on this part of the forum ; and even more on the whole net. Daz isn't, and will never be, a documented software, every piece of information come from its community, and it's a big and verbose one.
Read, think and try. Between this and
recreation 's
optimization guide, even an old computer can do some marvel in a reasonable amount of time.
Also, you say that you just need to create a flaw to avoid it entirely but that also shows an utter lack of understanding.
It's not at all what I said...
The "small, but obvious, mismatch" I talked about is far to be just a simple flaw, and being "generally enough to prevent [it]" isn't at all the same than "[avoiding] it entirely".
If you've read everything regarding the uncanny valley with the same serious than you did with my comment, no wonder that you're so far from its reality.
Common things that can cause the effect in something like Daz that prides itself on being "photorealistic" [...]
You know that it's just promotional saying, right ? Daz is still far to render something effectively photo realistic.
I suspect that you have these faulty assumptions about the effect because it doesn't affect you as much as it might other people.
No, I have this *knowledge* because I goes in a college that tried to be in advance with its time. Any programming course add a mandatory "AI and the future" class that was a bunch of useless mix between maths, algorithmic and psychology ; we were in the late 80's, early 90's, at this time AI was imagined as the code that will power the robots that will live within us in a near future. And, like they were doing this stupidity (in regard of what AI effectively became) as seriously as expected from a high quality college, the uncanny valley, it's reason, how to avoid it, how to help people travel into it, and all, was a part of this class.
As long as my cinematics don't hurt to the eye, they are fine enough in my eyes
With your card, they shouldn't hurt. It's not the best one, but you can have average render in a acceptable amount of time with it. Take a look at the Daz threads on the forum (I linked on that you should read in this comment).
Just try to not overdo it. With the exception of the few peoples who effectively do horrible things (mostly a tons of meshes collisions that make you see the skin through the clothes, by example), the main cause of "bad looking renders" is when people try to overdo it.
Either they thinks "it will be a small image, I have to exaggerate
this for it to be seen", what lead to a smile that eat half of the face, and other wrongness like this. Or they overestimate they abilities and try to do everything themselves but fail, leading to absurd poses, totally unrealistic clothes aspect, and all.
There's a tons of shaders and pose presets available (for free somewhere in this forum, but don't forget to buy what you use when you've the money for this), don't hesitate to use them. They aren't necessarily the best that can be achieved, but they are more than good enough to build, then render, good looking scenes ; and they'll always be better than failed attempt that one can make if he don't have the ability to do it.
In a way, it's like drawing by following a canvas. Your pieces of art will mostly looks like all the others made by following the same canvas, but at least they'll looks good. This opposed to someone who think he's the next Da Vinci, but end just doing doddle like there's tons in kindergarten.
With times, you'll slowly learn to recognize what is a good configuration for this clothes, how a good pose looks, and start to tweak the shaders and poses to make them near to what you want. Therefore, don't hesitate to try. It's like drawing, even the masters started with doddle, it's the repetition that led them to the perfection they now achieve. Don't hesitate to have a really low quality render setting (something likes Max Samples 5000, Rendering Converged Ratio 0.5, and Render Quality 0.1). It will lead to grainy renders, but that will be fast to generate. This way you'll be able to have a preview of your scene, what is always better to judge the effective quality of the poses and spots obvious mistakes.
And while you don't hesitate to try, also don't hesitate to return back to the preset pose or the default shader. If you don't feel it while looking at your preview, then the default is probably better, go for it.