MaxTerrible

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Viewing 15 posts - 1 through 15 (of 27 total)
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  • #2181600
    5ddb7f108a93f bpfullMaxTerrible
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    Rank: Rank-1

    @xialiubeigmail-com bitch, what you mean have some common decency? Do you not see or recognise the way you or the other two cohorts are talking about other people? Or do they not count because you don't consider them human beings, or because they're not here to see the shit you're talking?


    @josiebethlewis2019
    same shit to you. You talk about other humans like they're sub-human, like their lives don't matter, just because you don't agree with their lifestyles. You can't talk about another group of people the way you do and expect others to treat you with respect.

    #2181575
    5ddb7f108a93f bpfullMaxTerrible
    Participant
    Rank: Rank-1

    This entire thread is just three people sucking each other's dicks and one person who agrees with them, but is trying to find out why it matters.

    There were two people trying to add a little reason to this catastrophe, and I just want to say; I see you.

    #2181568
    5ddb7f108a93f bpfullMaxTerrible
    Participant
    Rank: Rank-1

    Leaving the map in the slot does keep the texture in memory, because it's still being used, just at 0 influence. Turning a property down to zero doesn't remove it from being calculated. It's just being calculated at 0 strength. To free the texture up from being loaded, you have to remove it from the slot.

    #2181546
    5ddb7f108a93f bpfullMaxTerrible
    Participant
    Rank: Rank-1

    @jabaduhut Everything you said is correct. I just want to expand on a few things. The subd thing in the viewport using more VRAM is correct, because the viewport is rendered with OpenGL, and with OpenGL, polygon count definitely does make a difference. That's why high polygon counts in the viewport starts to make it lag a lot. That's also why it'll use more memory to store those polygons. For ray-tracing, while you're busy rendering, that doesn't matter. But, what you're doing, turning subd levels down when you start a render, that might actually help a little if DAZ doesn't keep the information in memory even after turning down subd levels (I don't know if it does or not, I haven't looked into that or tested it).

    Other thing, with displacement; the displacement settings doesn't matter much if there isn't a texture in the displacement slot. It needs a texture to drive it, otherwise just turning up the displacement doesn't do anything. The reason some creators turn the displacement subd up to 12, is to get as many subdivisions as possible to try and get the most detail out of a displacement texture. I do agree that 12 levels might be a little excessive. In most situations, you could probably get away with 8 or even 6 levels.

    Completely agree with bump/normal maps on hair assets that's made of hair cards. They have no real impact, unless you're doing an extremely close-up render at high resolutions.

    And lastly, I also agree about normal maps for micro details. I hate them and that's not what normal maps are intended for anyway. That's the purpose of bump maps. Normal maps for micro details is what makes things look more plastic, in my opinion.
    I personally use displacement for micro details, but I have a completely different workflow and structure, and I don't render with DAZ.

    #2181477
    5ddb7f108a93f bpfullMaxTerrible
    Participant
    Rank: Rank-1

    Yeah, I'm very familiar with 3DUK's antics and practices. That's why decided to try and bring to attention that he might be on the hunt to copyright claim his assets that are posted on here.

    If it was any other person or asset, I probably wouldn't have paid it much mind. I'm only doing this to bring extra attention to shit he's doing.

    #2181454
    5ddb7f108a93f bpfullMaxTerrible
    Participant
    Rank: Rank-1

    The problem with G9 (or any ray-traced engine) isn't polygon count. The amount of polygons doesn't increase memory usage or render time by any measurable amount until you get into the 10s-of-millions.

    Textures use far more memory than polygons do. DAZ base characters and I'm sure many third-party characters also, use 8K micro normal maps. Those aren't necessary for any background character. You can remove those for background characters. You could probably remove them for any render that isn't an extreme close-up.
    Any characters that have both bump and normal maps, you can remove the bump maps. For most characters, the normal map serve the purpose of the bump map. Having both of them active is redundant.
    You can reduce the size of eye textures on any character that isn't extremely close to the camera. 4K for eye textures are unnecessary. You can reduce that to 2K and even 1K for background characters.
    Ultimately, you want to reduce the amount of textures and size of the textures as much as possible. That's really what's using the most VRAM.

    #2166438
    5ddb7f108a93f bpfullMaxTerrible
    Participant
    Rank: Rank-1

    It's been better for a little while now. I appreciate the effort you put into making it work.

    #2165253
    5ddb7f108a93f bpfullMaxTerrible
    Participant
    Rank: Rank-1

    There are people reporting all sorts of issues, on the Discord. I suspect more problems are going to start showing up in the next couple of weeks.

    #2165198
    5ddb7f108a93f bpfullMaxTerrible
    Participant
    Rank: Rank-1

    I'm glad to see the fade isn't just something on my side. When I posted this, I considered it might be a glitch on my side. I can agree it does seem the pages load faster, but that fade makes it feel like it takes longer.

    I would have rather seen some other changes or additions, like adding more categories for posting for assets like Blender and Unreal, to make it more apparent what certain assets are for. There's already enough confusion with different character generations and people new to DAZ not properly understanding what works with which character.

    #2151958
    5ddb7f108a93f bpfullMaxTerrible
    Participant
    Rank: Rank-1

    My first thought it might be OTT, but I had a look through my collection, but if it is OTT, it's not something I have.
    I'm also suspecting it might be a combination of two assets. The various OTT updo bundles came to mind for that, but again, it doesn't seem to be anything I have.

    Just having potential vendors already helps narrow down where to look. Thank you.

    I have asked the artist which asset they used, but it's been a couple of days and they haven't gotten back to me yet. So I thought I'd maybe ask here in the meantime.

    #2150305
    5ddb7f108a93f bpfullMaxTerrible
    Participant
    Rank: Rank-1

    The people using AI aren't interested in the journey. They just want something now. In many regards, it's why a lot of people use DAZ in the first place, because it makes creating scenes extremely easy and quick without the need to even know how any of this works. The AI people just takes it a step further.

    #2126177
    5ddb7f108a93f bpfullMaxTerrible
    Participant
    Rank: Rank-1

    I think they're trying to drum up excitement, especially with all the memes of DAZ 5 going around.
    But I do also agree that the userbase is now turning into the testers.

    I also think between DAZ Premier and the naming convention of the new DAZ, they're trying to get us accustomed to the idea of a subscription service. As Scoobydude51 mentioned, every other software that has the year as the version number is a subscription service, and that's the association they're trying to make early on with an alpha release.

    #2126134
    5ddb7f108a93f bpfullMaxTerrible
    Participant
    Rank: Rank-1

    image

    I have fun news for everyone. DAZ 5 (6*) is in alpha testing. It's currently available on DIM for some people (I'm not part of the some people, but I know someone who is).
    Seems they plan on doing a full release this year still, with the 2025 naming. Also implying they're going to do yearly major releases.

    So, I guess people are right; DAZ 5 will never be released, because they're skipping it and going to DAZ 6. I suppose the people are DAZ are aware of the stigma around DAZ 5 and chose to just not deal with it at all.

    On the messages about code rewrites; yes, DAZ 4.23 still runs on the original DAZ 1 core from 2005. That's why when you install DAZ, it also installs .NET Framework 2005. I'm hoping, I've been hoping, and suspect DAZ 6 is a complete rewrite. The person I know that has access to the alpha says it has RTX 50-series support, which means the latest Iray is also incorporated.
    This might actually be a turning point for DAZ where they actually start to work on their software and make it better.

    EDIT: I was sent this link talking about the new alpha. Also, apparently, it's not that some people don't qualify for the alpha, but more so that there's just some issue with DIM not making it available for everyone and DAZ is busy working on fixing it.
    https://www.daz3d.com/blog/daz-studio-2025-alpha-release

    #2126130
    5ddb7f108a93f bpfullMaxTerrible
    Participant
    Rank: Rank-1

    There's a buttload of free stuff on their online store. And by "buttload", I mean over 7,000. A lot of them look really good.

    https://connect.clo-set.com/store/garment?pricingOptions=1

    I mostly also look on Artstation for outfits. They're surprisingly cheap on there. I don't know of any other place where MD assets can be found, and I suspect the person whose "keeping a tight lip" probably just bought them and doesn't want to say so.

    #2117250
    5ddb7f108a93f bpfullMaxTerrible
    Participant
    Rank: Rank-1

    @d0gg0d Just by foundation of how the point system works, it has a value associated with it. And when something has value associated with it, people will horde it. Whether it has real world benefit/function or not.

Viewing 15 posts - 1 through 15 (of 27 total)

 

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