Home Page › Forums › General Chat › Do you use Scene Optimizer by V3Digitimes
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Aftyrbyrn.
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August 13, 2018 at 12:27 AM #713575
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Scene Optimizer by V3Digitimes
Not trying to promote it, but it does cut render times down drastically for complex scenes. I love it cuz i can take all the background objects that don't need normals, bumps, displacement maps and remove those with it. Scene optimizer can 1/2 and 1/4 size the textures on select objects, reducing overhead memory usage during drawing and rendering, and it can control groups of objects SubD information, removing it during rendering and or drawing, reducing number of vertexes and faces to render.Yes, it reduces quality of the render, but only choose your secondary and background objects that don't benefit the final image. Even on my 1080TI, it cut render times down 60%.
Just thought i would throw that out there, incase you are really frustrated with length of time some renders take to complete, and have objects and textures you want, that benefit the result, but are either so far away, they don't need to waste CPU computing extra bump or normal maps, or are so secondary, diminishing their quality doesn't take from the image.
Try it, remember to SAVE your original scene, then make edits to a copy, incase you don't like it, original textures and settings will be preserved.
I want noobs and hobby pros to be able to get a better experience. Hope this helps.
August 13, 2018 at 2:25 PM #714292I just delete everything not in a scene when possible. Im not sure if Daz takes this into account or if it just renders the window. It does however mske it easier for me to manipulate and view stuff.
August 13, 2018 at 4:30 PM #714422Anonymous
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Even with multiple GPUs, Scene Optimizer works well (and with the beta too as I have no issues with the daz beta and scene optimization)
As @d0gg0d mentioned, deleting things that aren't seen in your viewport helps ALOT. But adding in some of the features with Scene Optimizer turned a 12gb memory scene into under 8 allowing me to render via GPUs instead of dropping to CPU. I took my scene, deleted everything off camera that I was able to, and then used Scene optimizer to delete extra maps on objects away from the camera such as displacement and normal maps where they aren't needed, compressing LIE layers into smaller single texture files thus allowing me to render this scene in a few hours vs a few days.
August 13, 2018 at 5:38 PM #714500How did you learn how to uses it - just learn as go or did you use a tutorial that was helpful? I have been aware of this product for a while but ignorance is my state of being at the moment. 🙂
August 13, 2018 at 6:09 PM #714531Anonymous
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@la_pucelle - The scene optimizer package includes a pdf tutorial and there are a few youtube tutorials on it as well.
August 14, 2018 at 5:13 AM #715173@lapucelle,
It's kinda intuitive, kinda not. But the PDF was very helpful. In all things like this, what you need to do, what you want to do, and what works are different for everyone. Don't trust the save texture feature, that always failed for me. I save my scene as a new file, then implement it. So that way there is a fail back. I use a lot of the refractive lighting in scenes, so minimizing bounces (lowering subD level on unimportant objects) and lowering textures levels, removing extras, greatly improves the render speed. Yeah, @d0gg0d is dead on about deleting off scene items, even though you can't see them, the GPU or CPU still calculates the light bounces from them, and if they don't add value, nuke'm -
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