So i have it all in poser. I wanted to create a few Pre-Load-CR2's to load the many parts of the model more easily, but it won't work. i have read on the smithmicro website somewhere that you have to load the parts and save them as a poser scene (.pz3), then you have to rename it to .cr2 and thats it. It works one time after doing it, but when i create a new scene, it loads only one piece of the parts i assigned to it. So i think i forgot to do something.
Yes, prepper works great. But i want to have - for instance - one cr2 file that loads ten other cr2's into the viewport. That's more comfortable for the user i think (Jack Tomalin has Pre_Load_cr2's nearly in every product).
Yes, prepper works great. But i want to have - for instance - one cr2 file that loads ten other cr2's into the viewport. That's more comfortable for the user i think (Jack Tomalin has Pre_Load_cr2's nearly in every product).
I definitely appreciate this feature - one reason I own pretty much all of JT's stuff!
It may seem counter intuitive, but not only do 4096 maps look better,they seem to be a 'sweet spot' for 3Delight (not sure about Firefly...Poser's render engine), 2048 work well in 3Delight, too. But the kicker is, if they are in tif format they are even nicer...and overall, render faster.
Why?
Because tif is the 'native' format of 3Delight. TDLmake, the texture 'optimizer' for 3Delight converts everything to tif and then creates mipmaps...if it doesn't have to convert anything, that's one step saved...both the time it takes to convert and any possible conversion losses (quality of the image). In my tests, I was saving between 5 and 10 seconds...in a smaller render that usually finished in a minute or so...with a noticeable difference in the final 'look'. And when the memory 'costs' were added up...the loading of the texture, conversion and so on, the 'huge' tif file actually, when all was said and done, ended up 'even' or smaller than the others. .
Hi mjc1016, so does this mean if we save textures as tifs that it will load quicker?
Not necessarily...but it does shave some to quite a bit of time when it comes to prepping them to render...when I was testing, the tif renders always were the fastest to complete...the first time, after that, since any additional renders of the same scene were using the already converted images, there was no advantage (or not that much of one...only a second or two on re-rendering, but 10 or more seconds on a 1 minute render is significant on the initial render...and that was single image/textures). But another advantage, even though the tifs were larger to begin with there was a smaller memory impact, because there was no need for multiple copies to be in memory.
Not necessarily...but it does shave some to quite a bit of time when it comes to prepping them to render...when I was testing, the tif renders always were the fastest to complete...the first time, after that, since any additional renders of the same scene were using the already converted images, there was no advantage (or not that much of one...only a second or two on re-rendering, but 10 or more seconds on a 1 minute render is significant on the initial render...and that was single image/textures). But another advantage, even though the tifs were larger to begin with there was a smaller memory impact, because there was no need for multiple copies to be in memory.
Hmmm...definitely worth knowing about. Thanks for the response...: )
So my next goal is to set it up in Daz Studio 3 / 4.5 and then i will have to do some promo renders which may take me some time to do, because i am not that familiar with rendering in Daz Studio right now.
Actually, i have it in Daz Studio 3, Daz Studio 4.5 and Poser 9. Now i want to make some promo renders and a few problems arose:
I tried to use a self-made skydome, but i did not find anything to turn cast shadows and receive lights for that particular object off, so i wonder if that is possible in Daz Studio at all?
Thanks Pete. I found a tutorial about how to create a skydome within Daz Studio. For this project i think i do not need it anyway, so i spare that problem for another project.
Attached is a first promo image. The fonts may change, but it is close. Rendered in Daz Studio 4.5 + a bit of postwork in Photoshop. I had a few tries with the Uberenvironment 2, but that was just overkill for render times, so i stuck with two infinite lights (sky and sun) + a few spotlights to fake bouncelight.
The trees and bushes will - of course - not be included
Now i will do the other promo images and the last hurdle is the meta info stuff for Daz Studio 4. Then it is done
[ Edited: 14 December 2012 03:11 AM by drakken3d ]