Render Times?

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Comments

  • kyoto kidkyoto kid Posts: 41,843
    edited October 2016

    ...I had a 3DL render job take 16 h 30m but I was also using UE with 5 frames of motion blur and the character had two instances of Mairy/3Dream's Bolina Hair. which is long and loaded with transmaps.

    Post edited by kyoto kid on
  • scorpioscorpio Posts: 8,533
    kyoto kid said:

    ...I had a 3DL render job take 16 h 30m but I was also using UE with 5 frames of motion blur and the character had two instances of Mairy/3Dream's Bolina Hair. which is long and loaded with transmaps.

    Exactly.

  • waltn3mtjwaltn3mtj Posts: 112
    Render quality absolutely does effect render times, and it can be quite drastic. Matty, you have two 980ti's, so you aren't going to notice that difference. But I guarantee if you ran on lesser hardware, you would have a very different impression. I once rendered a scene with a 670 in just over 30 minutes at 1.2 quality. I can't remember exactly what I cracked it to, it might have been 2, and without changing any other settings at all, the render time jumped to 90 minutes. A 3 fold increase. And then I couldn't see the difference in actual quality between the two renders! Maybe under a microscope.

     

    For the op, I highly recommend resizing all your textures in separate files and using those. Especially as you are only rendering smaller pictures anyway, you will not see a difference. Doing this will save you a ton of render time. You can also turn off textures you may not need, like normals. It depends on how far your figures are from the camera. Odds are at sub 1000 pixels you wont see them anyway.

     

    A general rule, simplicity often works. Simplify things where possible. Do you need all those props in a scene? Can some things be rendered in a separate render and post edited back in?

     

    And maybe also consider 3DL instead. With your hardware, it would be worth looking at. Iray is very hardware demanding. Its very difficult without a nvidia gpu.

    I can attest to render times being drastically different at different render qualities! Since you couldn't see any difference, I'll keep my Render Quality at around 1.5, then. That is what I settled upon as a compromise between render time and quality. It could drop all the way back to 1, then. I'm doing a "Forgotten Tunnel" scene with 2 G3F figures at about 1440 x 960 (whatever 16:9 makes it with 1440 horizontal pixels) and it should finish within about 2 hours at Render Quality 1.5. Not rendering scenes with water helps a lot, but I'm a fan of water...... I turned the stones off and simply added one single large stone from another set to fit the scene idea.

    I found that gray areas (like reduced light shadows) take a lot of rendering effort and have started to make more black spaces that don't seem to have to render. Props, etc, I now turn off for rendering in the properties menu, not just the top right Scene Window as something wanted to render even though the eye was shut and it didn't show up in editing.

    Next up is separating the background from foreground items and then PP to put them back later. I change POV of the scene often, so I'm going to have to experiment to see if that makes a big difference in natural appearance.

    3DL is certainly under serious consideration for scenes where the texture of the figures isn't that noticeable. I still want to get Bryce and DS communicating properly as it renders quite nicely and quickly, even with a lot of texture detail. DS sees and sends to Bryce, but not the other way around and suggestions on other threads haven't worked for me. I found Bryce and water to really work well on the laptop, but if a figure or prop wasn't posed just right, I had to go back to DS and start all over and re-import from scratch. It's a Bridge issue where Bryce doesn't see anything newer than DS 3.x and registry changes haven't helped, nor has uninstalling DS and reinstalling it so it goes in after Bryce.

    The desktop that died has an nvidia GPU, a middle low end one, but one that allowed me to use MS Flight Similator with all the visual eye candy active with no delay or jitter - MSFS, yes, I'm telling on the age of that computer. Except for the fact that water slows rendering down so much, I'm impressed that the laptop does render as fast as it does with 2 G3F and a handful of props in the scene.

    How would I resize textures? I've made a lot of presets for the characters and wardrobe and some props which get frequent use. As a fan of older things in various condition, I made a ratty paint job for an antique sedan I got, and am working on perfecting a material pattern for spotty rust instead of a general rusty body, but would like to see if it is possible to add a few dents here and there for the ones in really poor condition. Keeping it its original shiny finish and changing colors is easy, adding wear and tear isn't that easy. I'm not sure about resizing textures, though............

  • mjc1016mjc1016 Posts: 15,001
    j cade said:
    fastbike1 said:

    Iray luminance values do not comport with real world luminance values. The behavior of light is realistic, the parameter values aren't. you shouldn't be surprised at 100000 lumen settings.

    They do. The difference is the tone mapping tab. The default exposure settings are for a rather sunny day outdoors. If I use those settings (f/stop 8, shutter 128, iso 100) and take a picture with a real camera in my real room with all the lights on, I get a picture of a black abyss.

    Don't forget to factor scale conversions into the equation...light parameters are based on area and when you change the area by a factor of 10,000 you start to get seemingly 'unreal' numbers.

  • TaozTaoz Posts: 10,236
    edited October 2016
    waltn3mtj said:

    My computer is no slouch even though it's not the newest thing out there, but it seems like pretty much every render I do needs to be done over night, and sometimes part of the next day.

     

    I don't feel so alone then. I'm OK with it taking overnight, it just gets old as I have to hold any ideas I may have for a day or two until the render in progress gets done.

    If you mean ideas for other renders you want to play with you can actually cancel an iray render, create a new scene and render that scene, then resume the first one whern the second is done. You can do that with several iray renders if you like, lining them up in a queue and resume them when you want. You need to have enough RAM of course. I've only tested this with CPU rendering though, don't know if will work with GPU rendering.

    Just remember that all canceled renders will get lost as soon as you shut down DS  (at least I'm not aware of a way to save them and reopen them).

    Post edited by Taoz on
  • outrider42outrider42 Posts: 3,679
    scorpio said:
    ...

     

    And maybe also consider 3DL instead. With your hardware, it would be worth looking at. Iray is very hardware demanding. Its very difficult without a nvidia gpu.

    Its not difficult its just slow, and 3dl isn't that fast either if you are using long hair lots of trees and transparcies with decent lighting, honestly some of my 3dl renders took overnight the same as the Iray ones do.

    SLOW is the handicap, though. Whether or not it is hard is not really the question at all. Iray IS SLOW. If you do not have an Nvidia GPU, you are handicapping yourself with Iray. Period. Sure, there are indeed instances where 3DL can still take longer, but look at the scene kyoto kid described...that's kind of unusual there. How long would that same scene take with Iray on the same CPU??? Days? I shudder to even think about how long it might take.

    Iray is cool and all, but it has SERIOUS drawbacks that alienate many people. All of which have been described in detail elsewhere.

    Anyway,

    At this time, there is not a handy texture resizer script built for Daz. Somebody was talking about one, but I don't know if it is planned for release. I happen to think it would be a real game changer and I happily drop cash for such a script if it did the process automatically, and let you swap easily. Until then, you will have to do it manually. There are programs out there that can resize pictures in batches. However, you will need to replace the textures yourself in Daz at the surface tab. It will take a while. But once you save your characters or scenes as presets or whatever, you will have an optimized set ready to go next time, and I promise you will be happier with your render speed. Key textures I would downsize: hair, hair, and hair. Take that hair down! There really is no need for 4000 pixel hair textures, IMO. Even if you think you went too low, you can always tile the hair (for most hairs, it should work.) Some shaders/presets offer tiling, they don't even need to be hair specific. Shoot, downsizing your hair textures will probably give you a massive boost by itself!

    Oh, there is one more tip I can offer, the downsampling technique. Double the size of your scene from what you want your final render to be. Let it render to around 50-60%, stop it, and then use any image editor to resize the pic to the size you wanted. The resize process can blend in the grainy parts, resulting in a picture that would equal the original size rendered to 100%. It is often much faster to render a larger image to the 50-60% range than it is to render the smaller image to 100%. More details here: http://buerobewegt.com/quicktip-rendering-even-faster-in-iray/

    This should help you, too. Since you don't have to worry about exceeding GPU memory since you don't have one, downsampling could help a lot. Give it a try.

  • kyoto kidkyoto kid Posts: 41,843

    ..well that scene would never happen in Iray as it doesn't have motion blur.

    If you are doing large format for gallery quality prints. keeping the everything, including hair, at its set resolution is important.

    Re-sizing texture size in a 2D programme is tedious and can possibly result in accidental overwriting of the original texture file   We really need this capability inside the Daz Programme.

  • outrider42outrider42 Posts: 3,679
    kyoto kid said:

    ..well that scene would never happen in Iray as it doesn't have motion blur.

    If you are doing large format for gallery quality prints. keeping the everything, including hair, at its set resolution is important.

    Re-sizing texture size in a 2D programme is tedious and can possibly result in accidental overwriting of the original texture file   We really need this capability inside the Daz Programme.

    You can batch resize with several apps and set them to make new files instead of replacing old ones. A quick Google search shows a bunch of them. Do one prop at a time, and save the new textures in a folder with the old. That makes finding them easier because when you browse textures it always starts with the folder the current texture is in. The tedious part is going through all the surfaces and replacing them.

    You save the scene/figure as a preset before swapping, and save a new scene/figure preset after swapping. Now you got 2 scenes ready with either set. So you can do that poster size pic if you want. If you saved your character by itself, you now have that character ready for any scene. Plus, you dont have to do all of them if you don't want to. The op stated he's only making small images here. You are not going to see the detail of a 4k texture at sub HD levels.

    I bring up video games a lot, but most PC games have multiple options for texture quality depending on your system. Its ludicrous that Daz lacks this extremely basic feature. PA's don't even need to make multiple textures either, the program should be able to do this itself.

    Personally, if I was dealing with a laptop, I'd reduce face textures to 3000, other skin textures to 2000, hair to either 500 or 1000. I might even go lower than that. There are characters in this store that have 3000 pixel textures. I have an iray hair shader preset pack that has 512 pixel textures. And its one of my favorite ones. I can tell you that this hair shader alone makes a noticeably big difference in render times, and that all because of the texture size.
  • kyoto kidkyoto kid Posts: 41,843
    edited October 2016

    ...not sure which programmes do the batch thingie. It's saving the new files to the original folder which is where mistakes can happen, if you slip up you can easily end up overwriting the original texture file with the new one.  Believe me, during a long work session, that kind of error is easy to make.

    I don't usually do small size images except when running render tests. I am looking to do extremely large format renders for printing and framing so quality of detail is very important.

    Fortunately it appears that the latest version of Iray in the latest Beta release is more efficient, in that (as I mentioned) even in CPU mode render performance has improved noticeably.  Still need to get that memory upgrade to avoid having the process go into swap mode.

    Post edited by kyoto kid on
  • scorpioscorpio Posts: 8,533
    scorpio said:
     

    SLOW is the handicap, though. Whether or not it is hard is not really the question at all. Iray IS SLOW. If you do not have an Nvidia GPU, you are handicapping yourself with Iray. Period. Sure, there are indeed instances where 3DL can still take longer, but look at the scene kyoto kid described...that's kind of unusual there. How long would that same scene take with Iray on the same CPU??? Days? I shudder to even think about how long it might take.

    Iray is cool and all, but it has SERIOUS drawbacks that alienate many people. All of which have been described in detail elsewhere.

    Anyway,

    At this time, there is not a handy texture resizer script built for Daz. Somebody was talking about one, but I don't know if it is planned for release. I happen to think it would be a real game changer and I happily drop cash for such a script if it did the process automatically, and let you swap easily. Until then, you will have to do it manually. There are programs out there that can resize pictures in batches. However, you will need to replace the textures yourself in Daz at the surface tab. It will take a while. But once you save your characters or scenes as presets or whatever, you will have an optimized set ready to go next time, and I promise you will be happier with your render speed. Key textures I would downsize: hair, hair, and hair. Take that hair down! There really is no need for 4000 pixel hair textures, IMO. Even if you think you went too low, you can always tile the hair (for most hairs, it should work.) Some shaders/presets offer tiling, they don't even need to be hair specific. Shoot, downsizing your hair textures will probably give you a massive boost by itself!

    Oh, there is one more tip I can offer, the downsampling technique. Double the size of your scene from what you want your final render to be. Let it render to around 50-60%, stop it, and then use any image editor to resize the pic to the size you wanted. The resize process can blend in the grainy parts, resulting in a picture that would equal the original size rendered to 100%. It is often much faster to render a larger image to the 50-60% range than it is to render the smaller image to 100%. More details here: http://buerobewegt.com/quicktip-rendering-even-faster-in-iray/

    This should help you, too. Since you don't have to worry about exceeding GPU memory since you don't have one, downsampling could help a lot. Give it a try.

    I don't feel handicapped at all sorry but most of my 3dl renders took hours and often went overnight, the advantages of Iray is that I actually spend less time. I find Iray a lot easier to light and the fact that you quickly get an overall view of how things will look means you don't waste hours waiting for renders only to realise that you really don't like the overall effect. If you don't have the hardware you don't have the hardware, so you need to work with what you have, personally I find the end results are more important than how long it took to get there. Yes I would love a nvidia card but the chances of me getting one that would actually be of any use are pretty non existent so I work with what I have and use what ever render engine I want.

     

     If there are areas that need longer to render I find its pretty quick to finish the whole render and do an area render of that piece and put it together in photoshop.

  • FishtalesFishtales Posts: 6,208
    edited October 2016

    Using Iray with CPU only the first one took 43 hours, Sun and Sky only; the second has two extra items and I added a Spotlight as the Sun Node, Geometry - Disc and 550000 lumens and took just over 15 hours.

    Click on image for full size.

    Click on image for full size.

    Post edited by Fishtales on
  • kyoto kidkyoto kid Posts: 41,843
    scorpio said:
    scorpio said:
     

    SLOW is the handicap, though. Whether or not it is hard is not really the question at all. Iray IS SLOW. If you do not have an Nvidia GPU, you are handicapping yourself with Iray. Period. Sure, there are indeed instances where 3DL can still take longer, but look at the scene kyoto kid described...that's kind of unusual there. How long would that same scene take with Iray on the same CPU??? Days? I shudder to even think about how long it might take.

    Iray is cool and all, but it has SERIOUS drawbacks that alienate many people. All of which have been described in detail elsewhere.

    Anyway,

    At this time, there is not a handy texture resizer script built for Daz. Somebody was talking about one, but I don't know if it is planned for release. I happen to think it would be a real game changer and I happily drop cash for such a script if it did the process automatically, and let you swap easily. Until then, you will have to do it manually. There are programs out there that can resize pictures in batches. However, you will need to replace the textures yourself in Daz at the surface tab. It will take a while. But once you save your characters or scenes as presets or whatever, you will have an optimized set ready to go next time, and I promise you will be happier with your render speed. Key textures I would downsize: hair, hair, and hair. Take that hair down! There really is no need for 4000 pixel hair textures, IMO. Even if you think you went too low, you can always tile the hair (for most hairs, it should work.) Some shaders/presets offer tiling, they don't even need to be hair specific. Shoot, downsizing your hair textures will probably give you a massive boost by itself!

    Oh, there is one more tip I can offer, the downsampling technique. Double the size of your scene from what you want your final render to be. Let it render to around 50-60%, stop it, and then use any image editor to resize the pic to the size you wanted. The resize process can blend in the grainy parts, resulting in a picture that would equal the original size rendered to 100%. It is often much faster to render a larger image to the 50-60% range than it is to render the smaller image to 100%. More details here: http://buerobewegt.com/quicktip-rendering-even-faster-in-iray/

    This should help you, too. Since you don't have to worry about exceeding GPU memory since you don't have one, downsampling could help a lot. Give it a try.

    I don't feel handicapped at all sorry but most of my 3dl renders took hours and often went overnight, the advantages of Iray is that I actually spend less time. I find Iray a lot easier to light and the fact that you quickly get an overall view of how things will look means you don't waste hours waiting for renders only to realise that you really don't like the overall effect. If you don't have the hardware you don't have the hardware, so you need to work with what you have, personally I find the end results are more important than how long it took to get there. Yes I would love a nvidia card but the chances of me getting one that would actually be of any use are pretty non existent so I work with what I have and use what ever render engine I want.

     

     If there are areas that need longer to render I find its pretty quick to finish the whole render and do an area render of that piece and put it together in photoshop.

    ...3DL also has a progressive render mode just like Iray, good to use for tests so you don't have to wait for the proces to complete.

  • waltn3mtjwaltn3mtj Posts: 112
    scorpio said:
    ...

     

    And maybe also consider 3DL instead. With your hardware, it would be worth looking at. Iray is very hardware demanding. Its very difficult without a nvidia gpu.

    Its not difficult its just slow, and 3dl isn't that fast either if you are using long hair lots of trees and transparcies with decent lighting, honestly some of my 3dl renders took overnight the same as the Iray ones do.

     

    Taozen said:
    waltn3mtj said:

    My computer is no slouch even though it's not the newest thing out there, but it seems like pretty much every render I do needs to be done over night, and sometimes part of the next day.

     

    I don't feel so alone then. I'm OK with it taking overnight, it just gets old as I have to hold any ideas I may have for a day or two until the render in progress gets done.

    If you mean ideas for other renders you want to play with you can actually cancel an iray render, create a new scene and render that scene, then resume the first one whern the second is done. You can do that with several iray renders if you like, lining them up in a queue and resume them when you want. You need to have enough RAM of course. I've only tested this with CPU rendering though, don't know if will work with GPU rendering.

    Just remember that all canceled renders will get lost as soon as you shut down DS  (at least I'm not aware of a way to save them and reopen them).

    I've actually cancelled a render and saved what it had done up to then. You have the option to save it before closing the render window. I didn't know you could go back to one that was cancelled (unless you don't close the window - never thought of that). I'm limited to CPU rendering at this time, anyway so that's good advice. I saw something about batch rendering, I believe and will have to look further. I lost an 8 hour+ render the other night due to Windows 10 rebooting for an update. The later versions don't allow you to decide to reboot when you want. Time to go back to Linux and Wine........

  • kyoto kidkyoto kid Posts: 41,843

    ...that's just one of the reasons why I am sticking with W7.  The only Edition of 10 that lets you fully manage updating like in past versions is Enterprise and for a single user who doesn't also own a business, that is an expensive solution.

  • waltn3mtjwaltn3mtj Posts: 112
    scorpio said:
    ...

     

    And maybe also consider 3DL instead. With your hardware, it would be worth looking at. Iray is very hardware demanding. Its very difficult without a nvidia gpu.

    Its not difficult its just slow, and 3dl isn't that fast either if you are using long hair lots of trees and transparcies with decent lighting, honestly some of my 3dl renders took overnight the same as the Iray ones do.

    SLOW is the handicap, though. Whether or not it is hard is not really the question at all. Iray IS SLOW. If you do not have an Nvidia GPU, you are handicapping yourself with Iray. Period. Sure, there are indeed instances where 3DL can still take longer, but look at the scene kyoto kid described...that's kind of unusual there. How long would that same scene take with Iray on the same CPU??? Days? I shudder to even think about how long it might take.

    Iray is cool and all, but it has SERIOUS drawbacks that alienate many people. All of which have been described in detail elsewhere.

    Anyway,

    At this time, there is not a handy texture resizer script built for Daz. Somebody was talking about one, but I don't know if it is planned for release. I happen to think it would be a real game changer and I happily drop cash for such a script if it did the process automatically, and let you swap easily. Until then, you will have to do it manually. There are programs out there that can resize pictures in batches. However, you will need to replace the textures yourself in Daz at the surface tab. It will take a while. But once you save your characters or scenes as presets or whatever, you will have an optimized set ready to go next time, and I promise you will be happier with your render speed. Key textures I would downsize: hair, hair, and hair. Take that hair down! There really is no need for 4000 pixel hair textures, IMO. Even if you think you went too low, you can always tile the hair (for most hairs, it should work.) Some shaders/presets offer tiling, they don't even need to be hair specific. Shoot, downsizing your hair textures will probably give you a massive boost by itself!

    Oh, there is one more tip I can offer, the downsampling technique. Double the size of your scene from what you want your final render to be. Let it render to around 50-60%, stop it, and then use any image editor to resize the pic to the size you wanted. The resize process can blend in the grainy parts, resulting in a picture that would equal the original size rendered to 100%. It is often much faster to render a larger image to the 50-60% range than it is to render the smaller image to 100%. More details here: http://buerobewegt.com/quicktip-rendering-even-faster-in-iray/

    This should help you, too. Since you don't have to worry about exceeding GPU memory since you don't have one, downsampling could help a lot. Give it a try.

    I'll have to check into downsizing hair texture, then.The link has some good things to consider and I'm giving it a try shortly. That may help me get my water renders down to a halfway acceptable time.

     

  • waltn3mtjwaltn3mtj Posts: 112
    - - -

     

    Personally, if I was dealing with a laptop, I'd reduce face textures to 3000, other skin textures to 2000, hair to either 500 or 1000. I might even go lower than that. There are characters in this store that have 3000 pixel textures. I have an iray hair shader preset pack that has 512 pixel textures. And its one of my favorite ones. I can tell you that this hair shader alone makes a noticeably big difference in render times, and that all because of the texture size.

    I'll probably find it after asking: Is there a way in DS to reduce textures? I haven't gotten under the hood too much texture wise. I find hair does seem to take a lot of time to render while the rest of the scene looks pretty good.

  • waltn3mtjwaltn3mtj Posts: 112
    Fishtales said:

    Using Iray with CPU only the first one took 43 hours, Sun and Sky only; the second has two extra items and I added a Spotlight as the Sun Node, Geometry - Disc and 550000 lumens and took just over 15 hours.

    Click on image for full size.

    Click on image for full size.

    I don't feel so slow then at some of my render times even though you most likely have more horsepower under the hood than my current laptop. I've been playing with lighting now and have found it making a tremendous difference in render times. One render went way overboard with brightness and washed the scene out, even adjusting EV didn't salvage it, so I'm looking for the happy middle point.

  • waltn3mtjwaltn3mtj Posts: 112
    kyoto kid said:

    ...that's just one of the reasons why I am sticking with W7.  The only Edition of 10 that lets you fully manage updating like in past versions is Enterprise and for a single user who doesn't also own a business, that is an expensive solution.

    My W7 computer is a sloth...... I may give it new life with Linux some day, but it still wouldn't handle DS. The one I use for DS is made to handle business software and connect to projectors for business and portable media playing uses. I sure can't justify Enterprise Edition either!

    I'm happy that the suggestions and advice here have helped speed things up quite a bit rendering wise.

  • kyoto kidkyoto kid Posts: 41,843
    edited October 2016

    ...mine isn't bad, just that it doesn't have a GPU with enough memory to render with. Of course I have no desktop gadgets and turned off the Aero 3D interface on day one. I also stay offline when working to preserve as much in processor/memory resources as I can. Will be a lot nicer when I get that 24 GB tri channel memory kit.

    Post edited by kyoto kid on
  • FishtalesFishtales Posts: 6,208

    I use a W7, i5 laptop with 16GB of memory and Intel 4000 graphics so not that much oomph :)

  • kyoto kidkyoto kid Posts: 41,843

    ...seeing your work, how long do they take to render?

  • MattymanxMattymanx Posts: 6,996

    So I tested out the new DS public beta tonight, version 4.9.3.117, and I have to say its much faster for me.  Now mind you results will vary as I belive part of the speed increase is due to the scaling but I tested it by rerendering this image - http://www.daz3d.com/gallery/#images/210111 - and on the official built it took 11m 8s where as in the beta it was only 5m 24s to reach 99% convergence at render quality 3.

     

    I did not test it for single card or CPU but I would still recommend giving it a go since it can be installed along side the official build with out over writing it.  Any speed increase is a good one.

  • kyoto kidkyoto kid Posts: 41,843
    edited October 2016

    ...as I mentioned above, there is a difference for CPU rendering as well.

    I used the same scene changed none of the settings and got the following results

    4.8 general release:  1h, 29m, 29s

    4.9.3.117 Beta:  51m 44s

    Post edited by kyoto kid on
  • outrider42outrider42 Posts: 3,679
    edited October 2016
    kyoto kid said:

    ...not sure which programmes do the batch thingie. It's saving the new files to the original folder which is where mistakes can happen, if you slip up you can easily end up overwriting the original texture file with the new one.  Believe me, during a long work session, that kind of error is easy to make.

    I don't usually do small size images except when running render tests. I am looking to do extremely large format renders for printing and framing so quality of detail is very important.

    Fortunately it appears that the latest version of Iray in the latest Beta release is more efficient, in that (as I mentioned) even in CPU mode render performance has improved noticeably.  Still need to get that memory upgrade to avoid having the process go into swap mode.

    Most of these resizers will add a letter or number to the file names. So FACEB becomes FACEB-1 for example, and it continues this automatically. Being automated like that keeps you from screwing up. Its pretty much impossible to save over old files unless you are just really sloppy. At which point you should be asleep instead of pushing forward and risk making such mistakes. Its also very easy to accidently overwrite your scene in Daz, but nobody's complaining about that. In the event you do accidently overwrite your main textures, just redownload them. And if by chance you used Connect, Daz will do that for you.

    If you like making big images. Ok, so this isn't for you. But again, the op stated they ARE making smaller images. So this will work for them. And again, my method saves a figure at both resolutions, so you always have the option to do either one! The best of both worlds!

    There is no method of reducing textures inside Daz Studio. You pretty much have to do it with some other program. Windows used to have "power tools" you could download back in the day to add an option to do quick and easy resizes with just a right click and selecting what size you wanted. I can't recall if you could do batches with it by highlighting multiple files before right clicking.

    I do not know if it works in newer Windows! I'm on mobile at this moment.

    http://www.bricelam.net/ImageResizer/

    There is an option to overwrite the original picture...do not check that box, LOL. It is off by default. This tool doesn't offer an option for quality if I recall.

    There's probably a script for Photoshop out there, there seems to be script for Photoshop for everything. I don't have PS though, its a bit rich for me.

    A Google search for "batch image resizer" will offer up tons of options to pick from. I haven't used any though. I use GIMP to resize one by one, and I generally just resize hair, or use a hair texture that is already small. One such example is Twisty's hair colors at the R site. Those textures are in the 550 pixel range. You can mess with the surface settings and have a lot of fun with them.
    Post edited by outrider42 on
  • kyoto kidkyoto kid Posts: 41,843

    ...same here could never afford PS and not into the concept of "software by subscription".

    Also not on Connect as I don't like being online when I am working (another reason I do not like cloud based software). I only have 10.7 GB of physical memory to work with and a 1 GB GPU, so I need to conserve system resources.

    Downloaded the Windows Resizer and will give it a try tomorrow, I'm still on W7.so hopefully it will work.  It's doing it one file at a time which is where things become get tedious, especially in a busy scene that uses lots of textures, and that is when mistakes can happen.

  • FishtalesFishtales Posts: 6,208
    kyoto kid said:

    ...seeing your work, how long do they take to render?

    That can vary quite a bit from 30 minutes to 2 days ( I've had a couple go longer than that but I was doing either another render in 4.8 or Bryce in the background at the same time : )

    These 4 are :- 25 minutes, 27 minutes, 27 minutes and 32 minutes. The last one is including a Fiberhair bat and Bloom filter on. All the lighting is dome and scene with the Skydome that came with The Cemetry, which seemes to be a half dome, with emissive light and cutout at '0', emissive eyes and moon object.

     

    hot-eyes-001.jpg
    1800 x 1440 - 1M
    hot-eyes-002.jpg
    1800 x 1440 - 1M
    hot-eyes-003.jpg
    1800 x 1440 - 1M
    hot-eyes-004.jpg
    1800 x 1440 - 1M
  • nicsttnicstt Posts: 11,715
    kyoto kid said:

    ...same here could never afford PS and not into the concept of "software by subscription".

    Also not on Connect as I don't like being online when I am working (another reason I do not like cloud based software). I only have 10.7 GB of physical memory to work with and a 1 GB GPU, so I need to conserve system resources.

    Downloaded the Windows Resizer and will give it a try tomorrow, I'm still on W7.so hopefully it will work.  It's doing it one file at a time which is where things become get tedious, especially in a busy scene that uses lots of textures, and that is when mistakes can happen.

    Gimp has a plugin to batch resize images.

  • MattymanxMattymanx Posts: 6,996
    kyoto kid said:

    ...as I mentioned above, there is a difference for CPU rendering as well.

    I used the same scene changed none of the settings and got the following results

    4.8 general release:  1h, 29m, 29s

    4.9.3.117 Beta:  51m 44s

    Ah, I missed that.  Good to know there is an improvement there too.

  • waltn3mtjwaltn3mtj Posts: 112
    kyoto kid said:

    ...mine isn't bad, just that it doesn't have a GPU with enough memory to render with. Of course I have no desktop gadgets and turned off the Aero 3D interface on day one. I also stay offline when working to preserve as much in processor/memory resources as I can. Will be a lot nicer when I get that 24 GB tri channel memory kit.

    I try to save the CPU as much as possible for what I want the computer to do. I'm using the rendering laptop right now hoping that ay updates will take place and I plan to reboot before firing up DS. The replacement computer will certainly have horsepower for graphics, whenever I get it - which will not likely be any time soon.

    However playing around with the many suggestions has helped to bring speed up dramatically.

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