Sprites vs. Complete Scenes

TearStar

Developer of Lesbian/Futa Games
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Mar 12, 2018
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I want to have honest opinions. I have a fully written Chapter 01 with also a preview available any time. But I got a tip which made me a bit upset (I spend way more time and effort on making complete scenes rather than sprites).

I want to have a combination for the issue at hand sprites with completed scenes on major events but sometimes it's just a bother for me. Also the really long time on render makes me quit. 1,5 - 2,5 hour renders per scenes (and I might have an idea for a preview version I need more than 100 renders of this makes it harder for render).

Later I want complete scenes rendered because for 6-7, or 10 renders it's not that bad. I'm done in a day if I start work on early. But every unimportant scenes (small talks, random encounters etc.) to have unique scene is not an option.

Which you prefer? As a gamer and as DEV. For mine.

Sprite Pros:
  • Fast render time, many expressions are easy to make
  • No need for much setting, faster scene building
Cons:
  • Out of scene feeling (character does not belong to background)
  • Limited character interaction on a scene (also does not belong to backgroung)
Completed Scene Pros:
  • Natural looking scenes
  • Overall better feeling, like character belong to scene
Cons:
  • Lot longer render time
  • Longer setup for a scene, sometimes issues only seen after a time in render
 

Oiz

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This is a sprite. (Unless I missed some new developement in patreon developer lingo)
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A sprite is not a render.

I think you're talking about standing pictures?
If so then yes, I'd say go for standing pictures in conversations and make full rendered scenes for the actual porn stuff.
It may take away from the overall quality and feel, but it allows you add more content inbetween updates. Also I don't think having fully rendered scenes just for two people talking is important at all. If you look at VNs over the course of time almost none do that and for good reason.
 

TearStar

Developer of Lesbian/Futa Games
Game Developer
Mar 12, 2018
511
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This is a sprite. (Unless I missed some new developement in patreon developer lingo)
I missed my definition on "Sprite" here. But yeah that's the thing. Overall I need more expressions the current ones. But then my preview is almost done just need to add more "life" to the scenes.

Thank you for your advice.
 
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thecardinal

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A happy medium would be to optimize your render times and also use spot rendering.

With spot rendering, you can draw a box on a scene you just rendered, then pose and/or change expression, then render again. The rest of scene remains static while the area you changed re-renders.

As for optimizing your renders, I don't know the settings and your system. But turning off CPU rendering and deleting things you can't see in the render are a start. Shoes are a weird one. They have a lot of pieces and slow down the renders, even if you can't see them. If you can't see their shoes, make them go barefoot
 

TearStar

Developer of Lesbian/Futa Games
Game Developer
Mar 12, 2018
511
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As for optimizing your renders, I don't know the settings and your system. But turning off CPU rendering and deleting things you can't see in the render are a start. Shoes are a weird one. They have a lot of pieces and slow down the renders, even if you can't see them. If you can't see their shoes, make them go barefoot
I got some help, it speeded up renders from 4-6 hours to less than 2. It's not the time the problem. It's the amount of pictures. Because a small scenes takes up 3-4 hours and nothing prgoress towards the end. I have only one PC that use for everything and while render is on I'm stuck.

I'm also unexperienced. Sometimes I only see the problems half way through renders (bad lighting, grainy textures etc.)

As of shoes I never thought about that... I might use that tip.

I do want to use scenes for important storylines, but as I start the game and see the prologue: Yeah it's important, but that takes a lot of effort and time and what for? I'll go with 'standing pictures' and later 'spot renders' (are these their names or we just guessing?). I want to issue the preview soon as it takes up it's final form.
 

f95zoneuser463

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Aug 14, 2017
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Concerning images not matching the background: sometimes using a shadow-catcher is a good trick to counter that. Depends on the scene. In my game is used this technique to render girls on the beach with a perfect shadow, but no background (transparency).
But that still doesn't fix light not matching the background.
 
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thecardinal

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I got some help, it speeded up renders from 4-6 hours to less than 2. It's not the time the problem. It's the amount of pictures. Because a small scenes takes up 3-4 hours and nothing prgoress towards the end. I have only one PC that use for everything and while render is on I'm stuck.

I'm also unexperienced. Sometimes I only see the problems half way through renders (bad lighting, grainy textures etc.)

As of shoes I never thought about that... I might use that tip.

I do want to use scenes for important storylines, but as I start the game and see the prologue: Yeah it's important, but that takes a lot of effort and time and what for? I'll go with 'standing pictures' and later 'spot renders' (are these their names or we just guessing?). I want to issue the preview soon as it takes up it's final form.
Spot rendering negates all the cons of both sprites and rendering in scene in your OP.

 
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TearStar

Developer of Lesbian/Futa Games
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Mar 12, 2018
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Oh shit... Good stuff right here... I'll just bookmark these... Actually this is good.
 

FranceToast

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Spot rendering negates all the cons of both sprites and rendering in scene in your OP.

That is a really handy tip, thanks for the link! One question-why would the spot re-render only save 50%? Does that mean the face alone (or the hair?) is that much of a render time killer? (Have not tried Daz3D yet, but have some 3D rendering experience)
 

TearStar

Developer of Lesbian/Futa Games
Game Developer
Mar 12, 2018
511
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That is a really handy tip, thanks for the link! One question-why would the spot re-render only save 50%? Does that mean the face alone (or the hair?) is that much of a render time killer? (Have not tried Daz3D yet, but have some 3D rendering experience)
Estimated value I guess.
But if you render a whole scene with objects and etc, rerendering only the expression saves a lot more time, because it's not the whole scene it's just a really small part of that.
 
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thecardinal

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That is a really handy tip, thanks for the link! One question-why would the spot re-render only save 50%? Does that mean the face alone (or the hair?) is that much of a render time killer? (Have not tried Daz3D yet, but have some 3D rendering experience)
It can save far more than that. It is extremely useful when making a game.
 
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HopesGaming

The Godfather
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Dec 21, 2017
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I use both standing pictures and full renders. Have not received anything negative by doing so.
If done right I do not believe there are any cons to it.

Also +1 for spot rendering
 

ptypoe

New Member
Sep 14, 2017
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Wow, I’d not heard of spot rendering….must give it a try. Thanks.

For me a lot of the conversation images are achieved by rendering the room (takes a long time!) and then making it into a jpeg and using that as a background to the characters.

What I do notice and can’t explain is that sometimes when I do a dozen or more renders in a row of a particular character in a conversation, the character gets very slow in Daz. It’s like it is building up all the changes I make in body and facial positions. I find I need to wait each time I make a change (like move an arm position or something) for the change to take effect. But the rendering time is not affected! Anyone else have this problem?
 

anne O'nymous

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no useful bitch
Hello, left4dead3 aka JukJUKKK.

Do you really had to necro a 5 years dead thread, this just to insult a dev who haven't logged on the site since more than three years ?