Thanks!
Now you can attack the Castle with the French kniggits that says "Your mother was a hamster and your father smelled like elderberries"
Thanks. Great tips - have to think about such scene.
Just for the completion, below is the screenshot of Formations tab for my last render.
Only one unique LowPi (Real LowPis = 1) and perfect alignment in the formation (0 placement and rotation jitter) , those values increase realism, but costs performance if you have huge 128 lowpi formations and a lot of real LowPis.
Another nice one @artini, you are learning formations.
There are more useful tools for LowPi in the pipeline to make things easier.
It's a constant evolvement of things, much like when you have A and B, C can be done leveraging development done in A and B.. and then D as C can be leveraged.
Another nice one @artini, you are learning formations.
There are more useful tools for LowPi in the pipeline to make things easier.
It's a constant evolvement of things, much like when you have A and B, C can be done leveraging development done in A and B.. and then D as C can be leveraged.
Thanks a lot. I learning as much as I can about your amazing tools. The ideas come all the time
Artini, I looked at your giraffe squad and immediately thought of a little child marshalling a squad of stuffed toys (varying types) to attack a robot army led by an older sibling. Thank you for the smile this morning.
@artini, you have really learned how to use LowPi as a "host creature" to host other figures, great work. I love to see creative use of the LowPi tools.
What PopPlus requires is the Hedgemaker plugin ( and most other new expansions requires PopPlus ), not the actual script product. If it cannot find it, it's not installed ( Check your installed plugins menu under DS, it do require DS 64 bit ( if anyone still runs DS 32 bit from sometimes just before the construction of the chinese wall ).
The plug-in wasn't on the list, although oddly when I manually copied the DLL into the plug-ins folder, it told me there was a copy there already. However, it does now show up on the plug-ins list, Hedgemaker will now work, and the Crowd Script no longer complains about it being missing.
Having resolved that, my response has been slow because I needed another scene to come along where I had something to test (it doesn't seem to be as big an issue if I just try to do it in an empty scene), but unfortunately now I have got a scene I wanted to use it in, I have to report that that has not resolved it.
A default 50 strong 25% instances crowd basically completely locked out DS for several minutes after the script was done, to the point I couldn't even get into the menus to save the scene.
If you add complex morphs and texture heavy materials
I added four morphs - one to override the base shape, and then one each to go over the top of the Masculine, Feminine and Child shapes so that they more closely match G8M, G8F and Growing Up; these were imported over the original shapes and are driven by them rather than replacing them, because I figured that replacing the original morphs could cause issues with shape following on any clothes. I suppose it could be that auto-follow is getting completely hung up over transferring these new shapes many times, and maybe I need to permanently save those fits for those shapes to the clothing. I'm a bit sceptical though, because the problem only seems to occur after running the script, not after loading a scene where I've used these morphs (and you'd expect that transferring these morphs would take as much CPU effort in both cases).
As far as the materials, I don't think they could be considered texture heavy; I replaced the original 1k diffuse texture with a 2K greyscale diffuse and a 2K normal map, because with those shared between all the figures, a couple of 2K textures is really nothing. Most of the changes I made to the materials were things like turning on Translucency and SSS, because while that will take more processing, it's really memory I care about, and I believe the memory cost is fairly negligible. In any case, no particular lag after reloading a scene with these materials, just after generating the crowd in the first place. And, in any case, there's no lag associated with loading a scene that has such a crowd already in it, only when generating a crowd.
And which version of Studio are you running on, and which build channel ( Release, Public Beta for example ). Some things, DIM just do nit install anywhere else than the Release channel, then you need to manually copy the plugin into builds for the other channels.
I didn't specifically check this time, but there was nothing obvious previously. (I did mention this before, although I recognise it's been a couple of weeks since I first brought this up).
What PopPlus requires is the Hedgemaker plugin ( and most other new expansions requires PopPlus ), not the actual script product. If it cannot find it, it's not installed ( Check your installed plugins menu under DS, it do require DS 64 bit ( if anyone still runs DS 32 bit from sometimes just before the construction of the chinese wall ).
The plug-in wasn't on the list, although oddly when I manually copied the DLL into the plug-ins folder, it told me there was a copy there already. However, it does now show up on the plug-ins list, Hedgemaker will now work, and the Crowd Script no longer complains about it being missing.
Having resolved that, my response has been slow because I needed another scene to come along where I had something to test (it doesn't seem to be as big an issue if I just try to do it in an empty scene), but unfortunately now I have got a scene I wanted to use it in, I have to report that that has not resolved it.
A default 50 strong 25% instances crowd basically completely locked out DS for several minutes after the script was done, to the point I couldn't even get into the menus to save the scene.
If you add complex morphs and texture heavy materials
I added four morphs - one to override the base shape, and then one each to go over the top of the Masculine, Feminine and Child shapes so that they more closely match G8M, G8F and Growing Up; these were imported over the original shapes and are driven by them rather than replacing them, because I figured that replacing the original morphs could cause issues with shape following on any clothes. I suppose it could be that auto-follow is getting completely hung up over transferring these new shapes many times, and maybe I need to permanently save those fits for those shapes to the clothing. I'm a bit sceptical though, because the problem only seems to occur after running the script, not after loading a scene where I've used these morphs (and you'd expect that transferring these morphs would take as much CPU effort in both cases).
As far as the materials, I don't think they could be considered texture heavy; I replaced the original 1k diffuse texture with a 2K greyscale diffuse and a 2K normal map, because with those shared between all the figures, a couple of 2K textures is really nothing. Most of the changes I made to the materials were things like turning on Translucency and SSS, because while that will take more processing, it's really memory I care about, and I believe the memory cost is fairly negligible. In any case, no particular lag after reloading a scene with these materials, just after generating the crowd in the first place. And, in any case, there's no lag associated with loading a scene that has such a crowd already in it, only when generating a crowd.
And which version of Studio are you running on, and which build channel ( Release, Public Beta for example ). Some things, DIM just do nit install anywhere else than the Release channel, then you need to manually copy the plugin into builds for the other channels.
DS 4.24.0.4, Main Release.
One thing that slows it down is if the scene contains a lot of objects ( that is DS internal lists that makes the time adding a new item to the scene is a cartesian product of the number of items in the scene. First item takes just ba fraction of a second, 100th item takes like 10 seconds 1000th items takes forever...
I haven't had much time to spend on the Formations Add-On and the Medieval army, and initially I had a few problems working out how to get a result, but I finally managed my first Formation today - not very exciting, but progress from my point of view.
Oh, and here's one using a USC landscape and some more Medieval soldiery.
Comments
Thanks!
Now you can attack the Castle with the French kniggits that says "Your mother was a hamster and your father smelled like elderberries"
Thanks. Great tips - have to think about such scene.
Just for the completion, below is the screenshot of Formations tab for my last render.
Only one unique LowPi (Real LowPis = 1) and perfect alignment in the formation (0 placement and rotation jitter) , those values increase realism, but costs performance if you have huge 128 lowpi formations and a lot of real LowPis.
Thanks for the explanation. Still needs more practice and read the documentation couple of times.
In the meantime regular LowPis
One more question. Can I choose to generate only Formation?
Right now the script generates LowPi Crowd, Area 1 LowPi Crowd and Formation.
It takes so much time. I would like to generate only formation. Is it possible?
And the same scene with formation.
Nice @artini, you're levelling up in formations!
Thanks, @Totte
Mixed formations...
Another nice one @artini, you are learning formations.
There are more useful tools for LowPi in the pipeline to make things easier.
It's a constant evolvement of things, much like when you have A and B, C can be done leveraging development done in A and B.. and then D as C can be leveraged.
Thanks a lot. I learning as much as I can about your amazing tools. The ideas come all the time
Artini, I looked at your giraffe squad and immediately thought of a little child marshalling a squad of stuffed toys (varying types) to attack a robot army led by an older sibling. Thank you for the smile this morning.
Mary
Thank you, Mary. It is a very good idea.
Further experiments...
@artini, you have really learned how to use LowPi as a "host creature" to host other figures, great work. I love to see creative use of the LowPi tools.
And here is a little teaser of what will come next in the LowPi toobox family,
LP RePopPlus - Move a crowd and collide it against the ground where it now stands
Thanks, @Totte
Great teaser of the new features.
The plug-in wasn't on the list, although oddly when I manually copied the DLL into the plug-ins folder, it told me there was a copy there already. However, it does now show up on the plug-ins list, Hedgemaker will now work, and the Crowd Script no longer complains about it being missing.
Having resolved that, my response has been slow because I needed another scene to come along where I had something to test (it doesn't seem to be as big an issue if I just try to do it in an empty scene), but unfortunately now I have got a scene I wanted to use it in, I have to report that that has not resolved it.
A default 50 strong 25% instances crowd basically completely locked out DS for several minutes after the script was done, to the point I couldn't even get into the menus to save the scene.
I added four morphs - one to override the base shape, and then one each to go over the top of the Masculine, Feminine and Child shapes so that they more closely match G8M, G8F and Growing Up; these were imported over the original shapes and are driven by them rather than replacing them, because I figured that replacing the original morphs could cause issues with shape following on any clothes. I suppose it could be that auto-follow is getting completely hung up over transferring these new shapes many times, and maybe I need to permanently save those fits for those shapes to the clothing. I'm a bit sceptical though, because the problem only seems to occur after running the script, not after loading a scene where I've used these morphs (and you'd expect that transferring these morphs would take as much CPU effort in both cases).
As far as the materials, I don't think they could be considered texture heavy; I replaced the original 1k diffuse texture with a 2K greyscale diffuse and a 2K normal map, because with those shared between all the figures, a couple of 2K textures is really nothing. Most of the changes I made to the materials were things like turning on Translucency and SSS, because while that will take more processing, it's really memory I care about, and I believe the memory cost is fairly negligible. In any case, no particular lag after reloading a scene with these materials, just after generating the crowd in the first place. And, in any case, there's no lag associated with loading a scene that has such a crowd already in it, only when generating a crowd.
DS 4.24.0.4, Main Release.
I didn't specifically check this time, but there was nothing obvious previously. (I did mention this before, although I recognise it's been a couple of weeks since I first brought this up).
One thing that slows it down is if the scene contains a lot of objects ( that is DS internal lists that makes the time adding a new item to the scene is a cartesian product of the number of items in the scene. First item takes just ba fraction of a second, 100th item takes like 10 seconds 1000th items takes forever...
Eternal fun with Totte assets.
Also used: https://www.daz3d.com/code-66-toolbox--volume-3
Double Protection
@Artini: Wow such a cool scene!
That's a doozy!
Thanks a lot, @Totte and @barbult
Instances in Daz Studio is such a powerful feature and thanks to Totte tools I have finally understood that.
Unexpected encounters...
Thanks @artini, I try leverage what Studio gives us, and make it easier to use.
And another fun one!
Thanks, @Totte.
Very wise to explore possibilities of what Daz Studio has to offer.
I haven't had much time to spend on the Formations Add-On and the Medieval army, and initially I had a few problems working out how to get a result, but I finally managed my first Formation today - not very exciting, but progress from my point of view.
Oh, and here's one using a USC landscape and some more Medieval soldiery.
A good start @MelanieL!