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I purchased TD3 because it's a useful asset to Studio (especially with Iray) and is a project worth supporting (great potential if development continues). But at present, overall, it is way short of the landscape capabilities in Bryce.
Anyways, TD3...
CPU render, certainly. With some tweaking you should get it in the 4GB. You could always render the scene background, then render the figures etc, with the HDRI.
I posted some some on the first page or so; render wise not very good, but showing time and graphics card memory use.
Is it me or have the discounts been slightly reduced? I wanted to get most of the TD3 products today, because the PC vouchers always coem througha t the start of the month, but the collected price is now looking a little steeper than I remember.
Hopefully, I'm wrong!
They are no longer part of the PA festival "new" releases which gave an extra discount on them. They only have the usual first-30-day discount.
No. The PA sale Promo on TD3 is over - until the mid month catch up sale. :D
Damn it... That means because I wanted to wait just a couple of days for the PC vouchers to kick in, I'm penalised. :( Stop punishing your Platinum Club members, Daz!
I'll wait and see if what you say about the mid-month sale is true, DWR. I'd imagine a lot of people were hoping to use some of their Friday wages on this, too.
They went from 40% off to 30% overnight. I was waiting for my paycheck to come, but it didn't come in time.
Also if you got the big Star 2.0 Package (i did not) the extra 10% it created are gone now also I belive.
Still tinkering with my upcoming shaders... now with terrain stuff. I'm not 100% happy with how the snowline looks. Right now height and surface normal effects are multiplied. I'm thinking maybe they have to be added or something. Hrm.
('smoke' is Iray Clouds, which I am still kicking myself for not playing with before. It took one of those 'hey wait' moments to remember I don't just have to use them for clouds; more and more I'm enjoying high-end 'placard' approaches, like Iray Clouds and Epic Godrays, over trying to produce the effect 'right'. The sky is Iray Worlds Skydome)
Oh, also a reminder for folks playing with TD3 and finding it hard to render -- REMEMBER IRAY SECTION NODES. If you are only using 1/5 of the mesh, you are well served using section nodes to remove 4/5 from the scene load.
Do section nodes remove the "unseen" parts from the VRAM consumption?
I THINK so, but someone more knowledgable should confirm. ;)
I try to run a test later when I'm at my rendering Machine.
This would be extremly helpful!
Very clever use of the FX set. Thanks so much for sharing your video. Relly good work and you really showed off the Terradome very nicely too.
I'd say it's a pretty good bet there will be a mid-month catch up sale. I can't remember one of these where there wasn't.
Not sure if the catch up sale will have the same benefits as the initial sale (extra product...). At least no sale for me for now as well..... Ah, well, still got Vue....
Like Mr. Timmins, I'm not a big iRay fan. But this set is very easy to use with 3DL. These renders were done with DAZ Cliff Face Shaders on Zones A and B (different shaders from the same set), light and skydome sets from Ocean Wide and Pred's Essential Lights and Skies, and the Simple Fog Camera from Pred's Winter Terrains set. Certainly demonstrates how critical lighting is. I usually prefer to add haze effects in post with Photoshop, but I just wanted to show what could be done quickly. Maybe five minutes to set up this basic scene, with renders under three minutes each on my Vaio i7 laptop with 16 GB of RAM. Scenes take up about 2GB.
I did try an iRay render, and had no problems on my laptop. Maybe five minutes' render time to get something that looked decent.
My iMac has a GTX 780M (4GB). My first couple of tests with TD3 ran _much_ faster with CPU only than with GPU. Not real fast, of course, but the GPU render was very slow indeed (2 sec per iteration).
I'm still fiddling with it, but here's my first test. It consists of two G3Fs, one G2F, all their accessories, and DzFire's Little Brute. A zone has the tiling turned up to max. The B zone is using textures from the add-on stone pack. The scene is a little sluggish to move around in, but I feel that's due more to all the extra stuff I crammed into the scene and not TD3 itself really. I included a light dust atmosphere for this render which I feel turned out nice, but I might decide to do that post-work instead given the advice here. Total render time was two hours at 9999x6666, then scaled down to 5000x3333.
CPU: Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz
Memory: 32.00 GB RAM (31.85 GB Usable)
GPU: GeForce GTX 970
Nvidia Driver Version: 364.72
Direct3D API Version: 12
Direct 3D Feature Level: 12_1
CUDA Cores: 1664
Graphics Clock: 1215MHz
Memory Data rate: 7010 MHz
Memory Interface: 256-bit
Memory Bandwidth: 224.32 GB/s
Total Available Graphics memory: 20402 MB
Dedicated Video Memory: 4096 MB GDDR5
System Video Memory: 0 MB
Shared System Memory: 16306 MB
Monitor, Main: 1920 x 1200, 59Hz
Monitor, Secondary: 1680x1050, 59Hz
Operating System: Microsoft Windows 10 Pro (64-bit)
DirectX Runtime Version: 12.0
Daz Studio 4.9.2.70 Pro Edition (64-bit)
I adore Bryce. So easy to make beautiful landscapes of all sorts. My only wish is that is was integrated into DS... With timmins.william's info on how he used TD3 with 3DL shaders, though, I went ahead and bought it. About to start experimenting with it and having high hopes. Thank you, timmins.william and davedawriter, for info on how you tweaked it for 3DL. (Maybe they'll put out a 3DL shader expansion?) While TD3 is not Bryce, it's probably as close as we're gonna get integrated with DS at least for a long time. (I can still hope. Bryce+Carrara+DS=!!!!!!)
That is never going to happen. Brycers are happy being Brycers and Carraraists are happy being Carraraists. In the main we do not want to be intergrated into anything else, we just want people to remember that we are still here, and still love our program.
Well, Chohole, I should have said that I'd really like to see Bryce's functionality and Carrara's modeling and animation functionality in DS. I'm not asking that they be done away with as stand-alone programs. As someone who loves Bryce and used to use it a lot (so I consider myself somewhat of a Brycer), I'd still like to be able to create those landscapes, skies, etc., within DS.
I'm barely scratching the surface and I'm loving the creativity this offers!
Afert initially just buying the base set and Wounded Land, I realized I needed more. So I picked up Pro Morphs, Roads and Rails and Terra Shaders last night. I haven't even touched those yet, except the Terra Shaders.
Another variation.
Okay, so, I finally get to add a picture! Yes, I'm slow! Here is my little test render of TD3 with new guy Merrick for Michael 7 and the Heavy Mobile Command Post. I wanted to do something that just had TD3 lighting to see how it does. No other lighting in the render. I did play with tone mapping using Tonal Rage, but that was about it. I think it did pretty well. I love TD3 and I can't wait to do more with it. I think, with a little additional lighting for my figure, I might have been able to bring his eyes out more, but I'm happy with this as a first TD3 render.
No one wants to know how long this baby had to cook on my system. Lets just say it was a long time, CPU only, but no longer than some of my other Iray renders so I can't really say it added any real time to my render.
Your characters are never outside with a distant background? Probably true if you've never had a decent backgroiund to use. I don't really get your point. If you jyst do Sutdio type renders or interior scenes / closeups etc, then this product isn't for you. There are a lot of products that don't fit everyone's style. You sound like you're trying to convince yourself.
What I'm really enjoying about TD3 is that there's a certain... it's almost like painting instead of tinkering.
What I mean is, normally if I need a landscape, I start looking through environments and see which I can 'kitbash,' consider various angles, and so on. I know if I need sort of general rolling hills, I can use Ocean Wide (heh) as landscape. If I want more character and props, maybe Ambush Alley. And so on.
With TD3 I can play with the dials a bit, add more or less 'flavors' to the overall terrain without having to hunt stuff down. And then apply various textures and see how I like the overall look.
Nice results, Knittingmommy. I must admit that the idea of doing it all in DS, rather than another app like Vue or Terragen and rendering out an HRDI to be used with a shadow catcher, is appealing. I know you don't have a card with cuda cores (so VRAM usage is not a factor), but I'm still curious how long you let this particular render cook?
- Greg
@algovincian Aaach! So embarrassing! Okay, CPU only with quality set to 2, it went to 6949 iterations and render time was 1 days 1 hours 38 minutes 11.25 seconds according to the logfile. I admit I stopped it early, too, as I couldn't see a noticeable difference the last hour and probably could have stopped it at around 5500 iterations. So, percentage of completion was at 98% on the status bar when I stopped it. It probably would have gone for another hour maybe if I hadn't stopped it. But, as I said, by that point, there wasn't any noticeable difference and hadn't been for awhile. One of these days, I'll get an nVidia card. My husband has an older card with 2 GB of memory in his machine and he's agreed to let me put it in mine, maybe this weekend, to test and see what kind of a difference it has on my rendering speeds. Near as I can tell, this scene had just under 2 GB so it should have all fit on the graphics card while rendering if I'd had his card in my machine.
Ooo, forgot to say thanks!!! Thanks, Greg!
Thanks for the info about render times and other technical stuff - it's much appreciated.
- Greg
@algovincian No problem, Greg!