Mello

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  • #1828569
    5e8856aee958e bpfullMello
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    It's also because there is a difference in non-volumetric fog and volumetric dog (such as the ground and matte fog settings daz has build in)

    Anything thats a volumetric and where light passes through will take longer, if its a simple flat prop that creates a foggy effect, then that won't affect the times a lot.

    #1827798
    5e8856aee958e bpfullMello
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    Hi There,

    I will also share my advice.

    My System: Intel Core i5-11600KF, 32GB Ram, Double RTX 3050.

    I've used Daz for a long time now, and know what to expect from a lot of things.

    I will also share some tips.

    Beginning with, Indoor Scenes, like the one you are experiencing issues with.

    Indoor scenes (4 walls and a roof with perhaps 1 or 2 windows around a character) will ALWAYS be noisy as opposed to outdoor scenes where nothing in terms of walls is around your character, this is due to the fact much less light can enter, and because it's bouncing around in the scene itself. For Indoor scenes, a HDRI on it's own is not enough, and you will have to use other sources of lightning to. Lights will not fix how noisy an image is, but will result in the noise disolving faster.

    For two Settings i can recommend to use in Indoor scenes, Nominal Luminance helps in reducing noise, and depending on situation, you will have to use the denoiser in Daz.

    For a product, Iray Ghost Lightning is perfect for indoor scenes.

    Another tip i can give, is that you NEVER look at the convergence of Daz ever, depending on the scene and render (And chosen "Quality", Convergence will never, if ever, move (a lot), what you do need to look at is the iterations and how your render looks like. If you look and wait for the convergence to begin moving or wait until it's at 100%, then you will be stuck waiting for litterly hours, maybe even days.

    A Lot depends on the scene itself, but anything that reached 5000 iterations and above, should look good, if not, something clearly went wrong.

    Noise is something you will never be able to eliminate entirely in indoor scenes (even outdoor scenes, but there it's simply very blended in), as there is a spectrum here. Soft Noise = Detail and a better looking scene, No noise = loss in quality and details, the less noise, the more flatter and smudged out things look.

    As examples i can show: https://ibb.co/q7b7Kks Took 20 minutes to render and reach well beyond 5000 iterations

    Indoor example: https://cdn.discordapp.com/attachments/991296541304311878/993197873745371157/Isaki_Dojo.jpg - Took around 30 minutes to render

    On a further Note, i also grabbed the Mentioned Test scene here, and rendered it out.

    https://ibb.co/sVTWR52 - Notice how the Complex and heavy SSS and other problematic areas are completely noiseless compared to default settings?

    That's what Nominal Luminance does, And a setting that i learned to use thanks to Octane Render, where this is known as GI Clamp.

    And then, the importance of post-working your scenes, is simply because you cannot count on Iray to do everything, but even from a simple test scene like this, i work with what i know, is provided, and that i have.

    https://ibb.co/z5tXK7N - brought back some of the light that was initially lost, and slightly reduced the noise that became visible again (as said, you can't eliminate it, and trying to do so will just drive you crazy, at best, you can only use techniques to reduce it and/or make is as less visible as possible with problematic area's)

    Noise is important in a scene, to some degree.

    Note that those images are post-worked, which is another important thing to balance out the toning and colors in your scene.

    Mello

    #1660918
    5e8856aee958e bpfullMello
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    not sure what happened with the character, but they do not look the same anymore.

    Texture wise, also don't look the same.

    What i'm seeing comparing both:

    Daz renders the eyes way better, CC3+ eyes just look off.
    on a smaller scale, Daz rendered more of Normal/bump map compared to CC3+.
    Daz version still has much more reflection going on, whereas the CC3+ version lacks more of it.

    All-by-All, the CC3+ version lacks alot more than DAZ.

    the CC3+ version to me also in terms of shape looks way too different compared to the Daz version, especially around the mouth/nose area.

    Impressive that it took 2 seconds in CC3+, but both those characters are visually not on par with each other.

    #1660838
    5e8856aee958e bpfullMello
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    Rank: Rank-1

    no issues here for me, everything works as normal (so far).

    the only thing i've experienced is a crash when i tried to use the FACS system by moving one of those arrows on it, and if i'm not mistaking, it should work by moving those arrows and creating the expressions, but instead i'm stuck using the sliders it has.

    i simply installed 4.15 over 4.14 (upgrading).

    #1660737
    5e8856aee958e bpfullMello
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    that would be a much better example, yet, i don't see much of a improvement here over DAZ Studio, other than the render time.

    Reason for that is because as far as i remember, and since i last used CC, it renders with Iray just like Daz Studio.

    though, my point still stands, neither Daz, CC nor Genesis can archieve a result like this:

    http://archive.zbrushcentral.com/attachment.php?attachmentid=447500

    not my work, this is the work of Luc Begin, but for this, you need to alot more than CC, Daz Studio and Iray.

    #1660730
    5e8856aee958e bpfullMello
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    hhmm, nope.

    i don't see the effects at all of you using 16K textures or max SubD, I firmly believe Genesis characters cannot go beyond a certain set SubD limit, even if this was SubD 10, it still looks like SubD 1 or 2, lacks way too much detail for SubD 10 if were talking max SubD here.

    Also her Cornea's are off, so i'm not really convinced of CC3+ it's capabilities here of rendering ultra high quality characters.

    This is probably not you, but simply said, Genesis characters having a simple geometry rather than a complex one.

    #1635402
    5e8856aee958e bpfullMello
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    I would recommend not downloading it either at the moment, there's an error with the product where it affects the teeth, and deforms them when using this.

    #1629665
    5e8856aee958e bpfullMello
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    Rank: Rank-1

    I have only one problem with daz studio with this 4.12.1 version, and that is that it does not shut down itself properly, it stays active in the background and gotta manually shut it down by going to the task manager.

    This has nothing to do with this issue of course, bur just did want to drop it here.

    #1619568
    5e8856aee958e bpfullMello
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    but, it's also possible with hairstyle: https://www.daz3d.com/briareth-hair-for-genesis-8-females (with the ornaments hidden)

    also on zone.

    Mello

    #1619563
    5e8856aee958e bpfullMello
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    Rank: Rank-1

    the ponytail hair is from OOT and is called dark ponytail.
    second is from emmaandjordi, believe it or not, but most likely with some of the morphs used.

    hair 1: https://www.daz3d.com/rowana-hair-for-genesis-8-females
    hair 2: https://www.renderosity.com/mod/bcs/dark-ponytail-hair-for-genesis-3-and-8-female/139681/

    Both are on Zone here.

    Mello

    #1607823
    5e8856aee958e bpfullMello
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    very easy.

    It's because you are not doing it correctly.

    This only works on the keicy character, and just adding the addon to any genesis 8 does nothing.

    Load in the keicy character, and undo her morphs, this will leave you with a base genesis 8 model.

    Now apply any other character morph or shape (such as victoria 8), and also switch out the textures if you like.

    And done, nothing more or less.

    Some tips though, as dforce is really prone to causing a geometry explosion when something is interacting or intersecting with a dforce item in the pose you are starting from, hide anything that is making contact with the dforce item. and also do not try to dforce a dforceable top and breasts at the same time, as it will both explode.

    Mello

    #1582676
    5e8856aee958e bpfullMello
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    hi there,

    i've used daz studio for a long time now, and had those problems in the beginning, as i learned more how to use it, i came to realize that daz studio has indeed some troubles when it gets busy in a scene.

    It's important to know your system and what it can handle.
    In the past i had a issue with a render, that was pretty simple in essence, a character sitting on a haybale, yet, that required 6+ GB of video memory to render (and i only have 4GB), so, my screen itself went completely dark.

    Now, it's important that you make use of this: https://zonegfx.com/scene-optimizer/

    When you experience trouble with rendering a specific scene, i can think of a few things.
    There are props etc in your scene that perhaps have too high textures (while DAZ can handle 8K, 8K textures are a overkill), maybe some of them have a too high SubD level (and do not take the viewport & render SubD levels as the same, they are not)

    I good way, which i learned is to analyze this stuff very carefully, as artists by default can use textures as low as 2k, or have sometimes a prop set to extreme high levels which isn't actually needed.

    Furthermore, turning off all glossy and specular effects helps too on characters (but do not remove the specular map), and removing the bump maps on anything that isn't closeby is also a amazing idea.

    these are just all steps i've learned to take to prevent such scenario's from happening.

    Hope it does help you.

    Mello

    #1550038
    5e8856aee958e bpfullMello
    Participant
    Rank: Rank-1

    At time of writing this, and I am from Belgium, I can tell you that is wrong info as I have no problem accessing the website or downloading anything from it.

    #1548906
    5e8856aee958e bpfullMello
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    Rank: Rank-1

    Joined it, and posted some of my work there. 🙂

    #1440188
    5e8856aee958e bpfullMello
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    Rank: Rank-1

    just tried that, sarah1985, changed nothing, hair is still invisible in a render itself.

    nevermind, changed the viewport tesselation and it showed, thanks.

Viewing 15 posts - 1 through 15 (of 48 total)

 

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