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For 3delight you can use the aux viewport and you should no longer need the spot render tool in most cases. That is what it is there for.
I didn't know that was an option.
Well what makes me crazy is that now the pre render calculation with progressive render of on took about a minute or two, even if I close DS and start it new and load the scene with the figure new, I do not understand why it sometimes needs 18 or more minutes and sometimes not. And HD morphs seems to have nearly no influence of the rendetime. Have done some tests with HD and without HD morphs, result was the same.
IPR mode.
FYI, Elite and HD are just marketing terms and has no bearing the on size, memory wise, of the textures. The Elite textures I believe where developed from real scans of real people with some fancy new gizmo DAZ had aquired. The HD textures in most cases simply meant that resolution was 4096 x 4096 which almost all textures are now.
Indeed. Bree textures for V5 are 4096 x 4096. I did a test render in Blender Cycles that showed quite a bit of detail there. How much more detail does one need?
http://www.daz3d.com/gallery/#images/84696
So, I do not know why but right now with G2M and G3F I have rendertimes that are lightyears better than what I had yesterday and at the morning today. I really have no clue. Nothing has changed, the skins are the same, the SSS values are the same, the lighting values and lights are the same, also the rendersettings and I use HD morphs on G3F. I have closed DS, open it new, cleared the scene do load it new, done everything what I have done yesterday and now with progressive rendering of "on" (same as yesterday) the pre render calculation of the two figures never lasts longer than 2 minutes each what is really great and I got rendertimes of test renders about 20-30 minutes in FM`s cellar room (use this set often as backround for testrenders) what is fantastic and btw, these test renders are really good in quallity. So I have no clue what went wrong yesterday or tomorrow morning.
The only thing that comes to my mind is, what will happen if I restard my pc and then start DS and load the scene for the very first time. Someone has written here that if DS gets closed or a scene gets cleared that everything will be deleted, if that is the case a restart of my PC should have no influence but that is the only thing I have not tested yet.
right now I have done a render of the two figures (unfortunatelly nude so I can`t post it but they are straigt standing nexto each other - test) that has really great quallity and took just 17 minutes. 17 minutes I had on pre render calculation yesterday without any pixel renderd and now the whole image is completely renderd and as written, looks great.
image size 1680 * 1050 both figures full so no close up. For the next render I have moved the camera towards the figures and the pre render calcualtion for each expaned to 3.5 minutes each but that was clear and no problem. Close ups allways took longer. But also 3.5 - 4 minutes for each figure is lightyears better than what I had yesterday.
The textures I have used are Darius for g2m and Rebecca for G3F.
I find that some hair meshes take most of the time to render in a scene, especially when there is ambient occlusion or global illumination to calculate.
that is the case if the hair works with the massive use of transparency maps most of the time, it is like bushes in nature renders :)
to hair, that is the reason why I want some more short hair for g3F and is also the reason why I have this for Dixie that I use most of the time. Dixie never had long hair and most of the time she has this hair she has in the image below or I use the allexios hair for genesis, that looks good and renders relativly fast also like the leandro hair or hair by fabiana (unfortuntally most of time hair probs for v4 so adjustment to g3F is a difficult thing(
so the close up render took around 35 minutes, that is also very good and the camera position is near enough to the figures (for my needs) so with these rendertimes I can live, no problem. 1 hour is also okay but longer should a render to take (for the images I do, I am not such a HD addict)
The Elite textures were actually very good though. I still use some V4 Elite textures because of how awesome they are. Consistantly they were highly detailed and as I understand they were scanned from real people. So while a marketing term, I at least have confidence when Daz markets their figures/textures elite. You will notice they don't do that anymore. And when they did, it wasn't common.
Everything gets the HD tag now. Even stuff without HD dials, or noticable HD details.
This sounds reallllllllllly important. Are there shaders that are optimized for the newer 3DL? I've not conciered such things, just using shaders for what they are "This is leather. This is Metal" not thinking about the renderer (3Delight wise...I use Iray shaders with Iray)
I think that the elite skins were some of the best you could get. Have nearly all of them but the very best (my opinion) is natasha elite skin which I have edited and used on Dixie, have spend lots of time in the skin and that is also the reason why I want it for the new generation figures. Would be helpfull just to get the original Natasha Elite Skin for the next Generation Figure G3F, that would be really great.
While I use mostly Genesis 2 with some Genesis 1, I'm thinking of picking up some elite skins.
Simple answer...no.
Most of the shaders (all the defaults, the omnifreaker line, poseworks...all the ShaderMixer ones) in Studio are basically the same as shaders for 3Delight 6 (the version in Studio 2.3). In other words, they do not have any of the advanced features or improvements since 3Delight 9. It's not like they aren't going to work...it's that they don't have the ability to access the newer features (or shadeops), which are faster.
The only Elite texture set I have is Reby Skye and the detail is very good but they still have the burnt in highlights and shadows problem, but not as bad convention photo reference based textures. What I like the best about the texture set is how good (and correct) the technical maps are, Bump, Specular, SSS color and translucency.
Four pages and not a scrap of info about the OP's hardware and software. I asked for this information back on page 1, but for some reason my post was never answered and today I see that it's gone. I still want to see that information, and quite frankly, I can't imagine trying to debug a render problem without first knowing what's under his hood. .
OP, please post this information about your CPU and GPU equipment (are you using the GPU on the CPU die, or are you using a separate GPU card(s), and what model/type), how much memory and what type is it, whether you are running in a VM, which version of Windows (or "other"), and any other software you are running. We need all pertinent details about your system so that some of us can at least have a starting point of reference.
To everybody else, why has nobody pressed for this critical information? This whole thread could be a wild goose chase and none of us would know.
They are not bad and they are very detailed as you can see if you look at close ups of Dixie`s face for example
Not necessary, for what ever reason now it works realativly good in relating on rendertimes.
Then, of the shaders I have for 3Delight, is there certain kinds I should look for? Like I said, I've never paid much attention to what kind they are, just what they're supposed to give me (and I've lately been rather unahppy with the metals I have.
About the only shaders optimized for more recent versions of 3Delight are not available...yet. They are mostly in alpha stage...so it doesn't much matter what ones you use. They are 'old school'...and it's just a matter of time for the newer ones.