I mean, sure, be an a-hole to someone that was just trying to help...Thanks for the fucking spoiler use
I mean, sure, be an a-hole to someone that was just trying to help...Thanks for the fucking spoiler use
As I do tell my boomers relatives you need to really want to learn to find the picture directory or to copy and paste by touchscreen. As in porn aficionados we learn to enjoy without missing out.He did, 5 year olds know this shit these days while us old folk know nothing it seems![]()
Well, well. You certainly helped me skip this update.I mean, sure, be an a-hole to someone that was just trying to help...
Well, from my understanding the day 70 ending has been in the game since august, that's why I didn't believe it needs spoiler, since many other members have freely discussed it before now without spoilers.Well, well. You certainly helped me skip this update.
Please consider using the spoiler function when telling something about what's new in an update so me and others may experience in our own time.
OK if just saying " nada new, just bugfix ".
Sorry for upsetting you but being on F95 for so long I thought you would have noticed the spoiler function by now.
no idea how XDThere is only the walkthrough mod. And if you know how to use UnRen that would help you.
Well, the easiest way that I found is simply opening the file "chXY.rpy" in game folder with notepad++ and then studying the sections for each day or event.no idea how XD
i think togs uses magic .. sshhhh don't tell anyone i said thatI was wondering if Togs how togs does rendering, because I know some Devs break up rendering so the backgrounds are rendered separately from the foreground like characters so that they can speed up rendering so instead of rendering a whole scene every time they only render the background for new scenes/angle changes and then just render characters without the background and layer them onto the background in renpy. I wonder if it is something Togs does or has thought about to maybe speed up rendering.
That technique only works when you have uniform lighting in most of your scenes.I was wondering if Togs how togs does rendering, because I know some Devs break up rendering so the backgrounds are rendered separately from the foreground like characters so that they can speed up rendering so instead of rendering a whole scene every time they only render the background for new scenes/angle changes and then just render characters without the background and layer them onto the background in renpy. I wonder if it is something Togs does or has thought about to maybe speed up rendering.
I'm not sure what programs are used but in some i've seen the scene could be built and lighting set up and then rendered in a pass with just the background elements as a layer and then the active elements as a layer so character renders would just have the background elements turned off so the lighting would remain the same with exceptions for like reflections wouldn't really work and shadows onto the characters from scene elements wouldn't work. I don't know if that would work with the software Togs uses but it could cut down on rendering time and file size if it does work like that.That technique only works when you have uniform lighting in most of your scenes.
That could work for the relatively bright scenes in the office, but not for the scenes in the bedrooms, in the coffeeshop, in the car, etc. In some cases it is still possible to adjust the overall brightness of a pre-rendered character to make it fit the ambient light level, but that trick does not work with non-uniform lighting. For example, if there is a scene with the sun shining mostly from one side, then a character that does not have the corresponding highlights and shadows will immediately look out of place.
That technique only works when you have uniform lighting in most of your scenes.
That could work for the relatively bright scenes in the office, but not for the scenes in the bedrooms, in the coffeeshop, in the car, etc. In some cases it is still possible to adjust the overall brightness of a pre-rendered character to make it fit the ambient light level, but that trick does not work with non-uniform lighting. For example, if there is a scene with the sun shining mostly from one side, then a character that does not have the corresponding highlights and shadows will immediately look out of place.
It's not difficult. Set up your whole scene, then make the chars invisible...render...then make everything else invis and un-unvis the chars...render again.I'm not sure what programs are used but in some i've seen the scene could be built and lighting set up and then rendered in a pass with just the background elements as a layer and then the active elements as a layer so character renders would just have the background elements turned off so the lighting would remain the same with exceptions for like reflections wouldn't really work and shadows onto the characters from scene elements wouldn't work. I don't know if that would work with the software Togs uses but it could cut down on rendering time and file size if it does work like that.
I noticed that on most of those shots, Lois was rendered in just her underwear and then the random pants were overlaid on top.It's a mixture. Early on, I thought that was how it was "supposed" to be done - fixed backgrounds with figures dropped on top.
It works for some things, but not others, and I've updated a few of the earlier images, but there are more I'd like to redo.
But I often use layers where just one thing is changing, or for things like Lois's choker and nipple jewellery, that she may or may not be wearing.
The reception desk is a good example - although also an illustration of how easily things can go wrong!
Another example is the first Casual Friday - there are three variations on Lois's outfit, determined by a combination of your relationship and a random element.
Of course, while you can save on render time, you end up spending more time in photoshop!
It really starts to make a different in group shots. If you have just three different characters with three outfits apiece, that would be 27 different renders to do if you didn't use layers. And the numbers get bigger very quickly as you add more characters; five characters would be over two hundred renders!It's a mixture. Early on, I thought that was how it was "supposed" to be done - fixed backgrounds with figures dropped on top.
It works for some things, but not others, and I've updated a few of the earlier images, but there are more I'd like to redo.
But I often use layers where just one thing is changing, or for things like Lois's choker and nipple jewellery, that she may or may not be wearing.
The reception desk is a good example - although also an illustration of how easily things can go wrong!
Another example is the first Casual Friday - there are three variations on Lois's outfit, determined by a combination of your relationship and a random element.
Of course, while you can save on render time, you end up spending more time in photoshop!
Cool I was just wondering if you use that strategy mainly just for it being able to help speed up rendering because I'm always wishing the updates could come out faster, but it sounds like you are already so no worries.It's a mixture. Early on, I thought that was how it was "supposed" to be done - fixed backgrounds with figures dropped on top.
It works for some things, but not others, and I've updated a few of the earlier images, but there are more I'd like to redo.
Again...if you invis an object within daz, the object is still there...so nothing changes with lights, shadows etc. All those can be toggled seperately.Ah, it looks like I misunderstood. I thought that you wanted to save rendering time by reusing the same pre-rendered characters in multiple scenes. If you only render the characters for a specific scene, then yes it is possible to get the lighting right.
There are still some limitations, though: no reflections (mirrors, shiny objects, ...), no refraction (water, glass, ...), the character and the objects in the scene will not cast shadows on each other, etc. If you can work with these limitations, then yes it is possible to render the scenes and the characters separately.
But maybe Togs is the best one to explain all that?![]()
He's probably a feminist.I mean, sure, be an a-hole to someone that was just trying to help...