LIVE! In the store NOW!! LowPi - the Low Poly Figure, and Crowd Creator Scripts

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Comments

  • TotteTotte Posts: 14,940

    Thanks!
    Now you can attack the Castle with the French kniggits that says "Your mother was a hamster and your father smelled like elderberries"
     

  • ArtiniArtini Posts: 10,621
    edited January 31

    Totte said:

    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. wink

    Just for the completion, below is the screenshot of Formations tab for my last render.

    Knights03pic01form.jpg
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    Post edited by Artini on
  • TotteTotte Posts: 14,940

    Artini said:

    Totte said:

    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.

  • ArtiniArtini Posts: 10,621
    edited January 31

    Thanks for the explanation. Still needs more practice and read the documentation couple of times.

    In the meantime regular LowPis

    RedSand08pic01.jpg
    1920 x 1080 - 340K
    Post edited by Artini on
  • ArtiniArtini Posts: 10,621

    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?

     

  • ArtiniArtini Posts: 10,621
    edited January 31

    And the same scene with formation.

    RedSand11pic10.jpg
    1920 x 1080 - 368K
    Post edited by Artini on
  • TotteTotte Posts: 14,940

    Nice @artini, you're levelling up in formations!

  • ArtiniArtini Posts: 10,621

    Thanks, @Totte

     

  • ArtiniArtini Posts: 10,621
    edited February 3

    Mixed formations...

    Mixed01.jpg
    1920 x 1080 - 972K
    Post edited by Artini on
  • TotteTotte Posts: 14,940

    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.

     

  • ArtiniArtini Posts: 10,621

    Totte said:

    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 wink

  • memcneil70memcneil70 Posts: 5,707

    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

  • ArtiniArtini Posts: 10,621

    Thank you, Mary. It is a very good idea.

     

  • ArtiniArtini Posts: 10,621
    edited February 5

    Further experiments...

    LowPiform02.jpg
    1920 x 1080 - 943K
    Post edited by Artini on
  • TotteTotte Posts: 14,940

    @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.
     

  • TotteTotte Posts: 14,940
    edited February 5

    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

     

     

     

    main.jpg
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    Popup3.jpg
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    Popup4.jpg
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    Post edited by Totte on
  • ArtiniArtini Posts: 10,621

    Thanks, @Totte

    Great teaser of the new features.

     

  • Matt_CastleMatt_Castle Posts: 3,101

    Totte said:

    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.

  • barbultbarbult Posts: 26,662
    Matt, is there anything noteworthy in the DS log file?
  • Matt_CastleMatt_Castle Posts: 3,101

    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).

  • TotteTotte Posts: 14,940

    Matt_Castle said:

    Totte said:

    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...

     

  • ArtiniArtini Posts: 10,621
    edited February 6

    Eternal fun with Totte assets.
    Also used: https://www.daz3d.com/code-66-toolbox--volume-3
    Double Protection

    DoubleProtection.jpg
    1200 x 1080 - 434K
    Post edited by Artini on
  • TotteTotte Posts: 14,940

    @Artini: Wow such a cool scene!

     

  • barbultbarbult Posts: 26,662

    Artini said:

    Eternal fun with Totte assets.
    Also used: https://www.daz3d.com/code-66-toolbox--volume-3
    Double Protection

    That's a doozy! 

  • ArtiniArtini Posts: 10,621

    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.

     

  • ArtiniArtini Posts: 10,621
    edited February 7

    Unexpected encounters...

    UnexpectedEncounter.jpg
    1920 x 1080 - 719K
    Post edited by Artini on
  • TotteTotte Posts: 14,940

    Thanks @artini, I try leverage what Studio gives us, and make it easier to use.
    And another fun one!

  • ArtiniArtini Posts: 10,621

    Thanks, @Totte.

    Very wise to explore possibilities of what Daz Studio has to offer.

     

  • MelanieLMelanieL Posts: 7,817
    edited February 7

    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.

    Quick-March.jpg
    1024 x 768 - 653K
    Post edited by MelanieL on
  • TotteTotte Posts: 14,940

    A good start @MelanieL!

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