Daz Which resolution for a comic?

JL78-CoMiCs

Newbie
Nov 1, 2024
46
646
For now, I'm using the 16:9 format (which I'd like to keep) and a resolution of 3840x2160 pixels.
However, my panels are “split in half”.

I'd like to make my next comic in single panels, but I'm afraid that the rendering times will be too long with that resolution (my graphic card is 3090 Ti)

If I reduce the resolution, will I lose a lot in terms of quality? Is QHD (2560 x 1440) too low?

What do the best creators use?


Thank you all for your advice.

JL78
 

Sunday95

Newbie
May 15, 2018
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54
If I reduce the resolution, will I lose a lot in terms of quality? Is QHD (2560 x 1440) too low?
Why not just try and see if its good enough for you?

I personally think 3840x2160 should be the standard these days, this is not 2007.

AI upscaling has gotten quite good, you could use something like Upscayl (it's free) if you want to render at a lower resolution.
 
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JL78-CoMiCs

Newbie
Nov 1, 2024
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So 3840x2160 is the standard, thank you for the answer.
Maybe a lower res could be enough for me, but not for the reader...
I will maintain these standards.
Thank you again.

JL78
 

Turning Tricks

Rendering Fantasies
Game Developer
Apr 9, 2022
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Why not just try and see if its good enough for you?

I personally think 3840x2160 should be the standard these days, this is not 2007.

AI upscaling has gotten quite good, you could use something like Upscayl (it's free) if you want to render at a lower resolution.
4K is most definitely NOT the standard yet. Not even close. 1080P has been the standard for many years and still dominates the market. In fact, on the recent , 1080P accounted for over 54% of user's monitors still, while full 4K (3840 x 2160) was only about 4.5% of the market.

4K is nice on large displays, like TV's, but it's mostly wasted on PC monitors under 32" and mobile devices.

Personally, I save 4K for my special renders I give out as a perk to my subscribers. For production renders, I work in 1440p mostly, then downscale to 1080P webp's. I find that is a good balance between quality and speed of rendering. I did a whole update once in 4K and the extra time to render wasn't worth the final result, since my VN's are in 1080P and will remain that way for the near future. Heck, I am starting a course in professional animation soon and the college uses $2000 Wacom tablets that are 1080p as well.

I think, for most mobile devices and web based art, 1080P is perfectly fine. You can do 1440p and downscale as well. I learned early in my art training (long long time ago) that you should work big and save small. Never the other way. But if you are planning on making prints of your art, then - yes - working in 4K would be best for that.

There's also a big difference between hobbyist work and professional work. If you're just doing this as a hobby, it's fine working in 4K, but if you are trying to sell your work, production time becomes a big issue. That's why it's important to learn your editing software as well. Doing post production work in Photoshop, for example, can save a ton of time, over trying to do everything in DAZ or whatever rendering platform you are using. For example, I recently did an animation series for a dance, and the difference in rendering time between doing it in 1440P and doing it in 1080P was almost 6 hours more, for 1440.

In any case, that's my experience with it. You need to experiment and create your own workflow.
 

JL78-CoMiCs

Newbie
Nov 1, 2024
46
646
4K is most definitely NOT the standard yet. Not even close. 1080P has been the standard for many years and still dominates the market. In fact, on the recent , 1080P accounted for over 54% of user's monitors still, while full 4K (3840 x 2160) was only about 4.5% of the market.

4K is nice on large displays, like TV's, but it's mostly wasted on PC monitors under 32" and mobile devices.

Personally, I save 4K for my special renders I give out as a perk to my subscribers. For production renders, I work in 1440p mostly, then downscale to 1080P webp's. I find that is a good balance between quality and speed of rendering. I did a whole update once in 4K and the extra time to render wasn't worth the final result, since my VN's are in 1080P and will remain that way for the near future. Heck, I am starting a course in professional animation soon and the college uses $2000 Wacom tablets that are 1080p as well.

I think, for most mobile devices and web based art, 1080P is perfectly fine. You can do 1440p and downscale as well. I learned early in my art training (long long time ago) that you should work big and save small. Never the other way. But if you are planning on making prints of your art, then - yes - working in 4K would be best for that.

There's also a big difference between hobbyist work and professional work. If you're just doing this as a hobby, it's fine working in 4K, but if you are trying to sell your work, production time becomes a big issue. That's why it's important to learn your editing software as well. Doing post production work in Photoshop, for example, can save a ton of time, over trying to do everything in DAZ or whatever rendering platform you are using. For example, I recently did an animation series for a dance, and the difference in rendering time between doing it in 1440P and doing it in 1080P was almost 6 hours more, for 1440.

In any case, that's my experience with it. You need to experiment and create your own workflow.

Thank you very much for your reply, but you mainly work with games. Do you think it's the same for “still” comics? That is, using a resolution lower than 4K?

Thanks again.



JL78
 

Turning Tricks

Rendering Fantasies
Game Developer
Apr 9, 2022
1,836
3,412
Thank you very much for your reply, but you mainly work with games. Do you think it's the same for “still” comics? That is, using a resolution lower than 4K?

Thanks again.



JL78
It all depends on how you're serving those comics, doesn't it?

If you are physically making prints, then you will need to work in high resolutions. Most professionals say you need a minimum of 300 DPI for any high quality prints. That means 4,5 even 8K for poster sized prints.

If you are doing everything electronically and people are only downloading your comics to view on a device, then - no - you really don't need to do 4K. I doubt many people look at Comics, Manga, Anime, etc on large TV's. Some people do, but not the majority. I bet the majority use tablets and laptops, which means 1080p is perfectly fine.

This is where doing 3D renders for games and VN's is an advantage over straight up tablet art. We're dealing with files that are the 3D constructs of our scenes. We can change resolutions on the fly (although the textures we have, need to be sufficient to work at those higher res's) . Whereas using an APP like Artrage, for example, is a bitmap editor and so you have to make your work at the resolution you need (or larger). Sure, you can AI upscale it but that often has unexpected results.

You talk about rendering times though... how exactly are you making your comics? In my experience, rendering in 2D is almost magically fast with any decent Iray card.

Come to think of it, if you were just drawing the art in a program like Artrage or Clip Studio, it wouldn't matter much how big you were working. That would just effect your file sizes. I suppose not having enough processing power or RAM would cause the drawing APP to start choking up, as well.
 

JL78-CoMiCs

Newbie
Nov 1, 2024
46
646
It all depends on how you're serving those comics, doesn't it?

I just distribute them online.

Sure, you can AI upscale it but that often has unexpected results.
I have tried, bute the result are horrible. You can tell that these are AI-generated images; everything looks plastic, and I don't like it.


You talk about rendering times though... how exactly are you making your comics? In my experience, rendering in 2D is almost magically fast with any decent Iray card.
My comics are made with Daz3D and then postworked in Photoshop. Rendering times are not so fast, with 4K it usually takes me more than half an hour to render a 4K image with 2.500 iterations (no post denoiser at all!), and I have an RTX 3090 Ti, which isn't the very latest graphics card, but it's not a clunker either.


Thanks

JL78
 

osanaiko

Engaged Member
Modder
Jul 4, 2017
3,157
6,061
My comics are made with Daz3D and then postworked in Photoshop. Rendering times are not so fast, with 4K it usually takes me more than half an hour to render a 4K image with 2.500 iterations (no post denoiser at all!), and I have an RTX 3090 Ti, which isn't the very latest graphics card, but it's not a clunker either.
How many images are you making per session? Are you waiting for each one to render (maybe a few times as you find mistakes like me :cry:), which wastes your creative time waiting for Iray?

Well, there is a solution for that! Use a helper plugin such as Batch Render or Render Queue!

With these tools you can pose and setup your scenes, do a low-res / low iterations test render to confirm, then save the scene files. Once you have to walk away from your computer, you can start the Batch Render and it will load up and render each scene file one by one. I heave read several game creators use this functionality to let the high-res renders process overnight.
 
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JL78-CoMiCs

Newbie
Nov 1, 2024
46
646
How many images are you making per session? Are you waiting for each one to render (maybe a few times as you find mistakes like me :cry:), which wastes your creative time waiting for Iray?

Well, there is a solution for that! Use a helper plugin such as Batch Render or Render Queue!

With these tools you can pose and setup your scenes, do a low-res / low iterations test render to confirm, then save the scene files. Once you have to walk away from your computer, you can start the Batch Render and it will load up and render each scene file one by one. I heave read several game creators use this functionality to let the high-res renders process overnight.

I had never considered this possibility, but I think I'll add it to my list of things to try.



Thank you.



JL78
 
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