Great game, no wonder is at the top
Looking forward for the finished product(even if its still years apart)
Becca best girl
Hey uh, tiggertoo, got any tips for deleting the 4th wall? aka if I have a scene, that scene is a house, the camera faces the living room, I want to hide or delete the yard and second floor and kitchen because my vram can’t afford to load all that stuff because I’ve got an ancient 6year old PoS…
Is there any better tool than the “geometry editor” “lasso/drag select tool”? because hiding/deleting 20,000 polygons takes like ten minutes or more each time I do it… ugh, shame I haven’t managed to pickup a newer card in the past couple years.
edit: hasty example because having an image in this post will make people more likely to help answer my question.
I guess one thing I could do is save a version of the scene for each camera, with everything behind the camera deleted, but then i’ll have to keep straight like 10x as many scene files. hmm.
Of course this is only a problem because I’m using pre-made scenes from the daz3d store where the author of the content has for example saved ALL the walls or ALL the floors as a single object without children.
edit2: I also gotta track down what’s using my VRAM, because with nothing but daz open i’m at 2gb/4gb and then after I hit render on a scene claiming to need 1gb, I go to 3.4gb. If I could actually get a 4gb scene into a 4gb of vram that’d be one thing, but if I setupa 2gb scene it won’t fit inside 4gb and it’ll drop to cpu, which is a bit lame. I wonder if there’s some way to flush my vram before starting (or what the heck is in there? I guess maybe daz3d and all my viewports and such are in there? so it’s putting two copies of the scene in vram one for studio and one for rendering in iray?) hmm…
edit3: Yeah looks like dazstudio plus windows is using it. I wonder if there’s a way to close dazstudio and render via dazstudio at the same time, that would free up a lot of the vram in theory? Note: this view on taskmanager is accessed by right clicking the top of the columns and check marking dedicated gpu at the bottom, helped me track down what programs were wasting a tiny bit here or there.
Re-ran same render, slowly, instead of hastily, just because I felt like it (it was bothering me how blurry it was in the above message). Somehow I messed up my camera so that it zooms in like 10% when I click the render button, never had that issue before, can’t even google it up. It’s frustrating because the camera viewport preview used to always be perfect!
Now it doesn’t really matter since this is a generic lady I haven’t customized, but, well, I reckon the camera being messed up is now saved into the scene save file (since cameras are part of the scene.)
Anyone else ever had the viewport for a camera lie about what was in shot and not in shot?
@namad I’ve said it before and I’ll say it again. Daz is AWFUL at memory management. I have a 2080 super (8GB) and well over half my scenes drop to the CPU due to apparent lack of Vram. God knows how bad things will get if/when I start using Genesis 9 figures which have higher res textures than G8 and below.
There is an easy way to get rid of walls in a scene, but it depends on how the scene was originally created. Look in your ‘scene’ tab and expand the icon for whatever the room is called. If you’re lucky, you’ll get something like the cap below and have items such as ‘back wall’, ‘left wall’ etc. You can then click the little eye icon on the far left for the item (wall) you want to hide and it’ll vanish I think it still uses some placeholder memory, but nothing like as much as if it’s actually visible in the scene.
If you don’t have those options when you expand the room tab, then things are a lot more complex. I tend to refund those scenes pretty quickly as I use a lot of wall hiding in my renders to get better camera angles.
Hope that helps!
@hahequ seeing as you think Becca is the best, here’s a pic I forgot to upload to Patreon for Christmas.
Happy New Year everyone!
there is one thing i’ve wondered for a while, what are the last names of Rebeeca, Hannah, Alice and Lacy
They all have surnames (very very small spoiler alert You’ll find out Alice’s surname at a later stage in the game) but I’m not giving them away at this point as I think that would be a good potential question for when I do a Q&A session
Can’t wait for the opportunity to ask a few questions about the game .
I’m looking forward to it. I have a lot of backstory already worked out, but I’m sure there’ll be questions on stuff that I haven’t throught of. I’ll probably do it after the game is finished/near finished and get the characters to answer the questions themselves where possible.
And in other news…
TFW you come to check the results of over 60 hours of renders and realise that you’ve used the wrong settings in EVERY image…
Now that’s a perfect christmas present!
Tbh im probably the only one who actually prefers if the game takes much longer to finish, because it ain’t gonna be the same when there won’t be anymore stuff to look forward from you
Do I see some new game being cooked here? :v
@hahequ Nah, I can’t really make a game with a 970gtx that has 4gb of vram. I was thinking about making a game yes, someday, but I haven’t been able to afford a 3000 or 4000 series rtx, maybe the 4070 released this spring? (8GB is really the bare minimum and I’m excited about all the 12gb cards that will be released in 2023.) AMD cards are cheaper and have more vram but they literally do not function with iray at all.
@tiggertoo whoa 60hours of rendering, that’s gotta be a series of images, what tool/program/plugin do you use to queue multiple different renders? (Sorry if you already answered this)
heck while I’m at it, what’s your favorite maxsamples and render quality? (in my above examples the blurry one is like 100 and 1.0 and the clear one is 4000 and 2.0)
970? Ouch! No wonder your renders are slow. When I first started work on my game, I had a 1080 and that was bad enough. I’d say a minimum for Daz these days is 12GB VRAM - and the more the better. Daz really is a memory hog. There are various plugins to optimise scenes, but I find they’re more trouble than they’re worth.
I’ve been using Manfridays render queue plugin for a couple of years now. Was kinda buggy when it came out and new versions of Daz constantly broke it for a while, but it works just fine with the latest version of Studio. Simply queue up the renders you want, set it off and forget about it. There was a new version of it recently released, but I’ve not tried that yet. The old version works perfectly.
I had no idea about max samples and render quality when I first started out. Which is why so many of the early game images are quite noisy. These days, I try to set max samples to 20,000 and quality to 20 or more.
20,000 and 20 is quite high, does that mean your convergence was moved up from 95%?
Nope, still at 95%. I don’t think I’ve ever changed that.
@tiggertoo Will future updates include health issues for any gaining characters, as they get fatter?
I guess that depends which health issues you have in mind?
Shortness of breath from walking, difficulty moving, difficulty getting up. I guess things like that.
Ah, minor stuff I thought you may have meant illness and the like.
Definitely no illness, but out of breath and needing help getting up are definitely in the mix. There’s already some shortness of breath stuff when the female characters exercise towards the end of the current version.
good work you did there
I spent about 30 seconds on her. I just needed something to test render settings with, and times.
Fingers crossed scalpers don’t ruin 4070ti launch (spoilers they will.)