A list of questions from a newbie
First of all Hi @ all :)
So I have a few questions, I hope you can answer.
1. I want to try animations, but for 60 Frames I need about 7-9 hours. The Specs of my PC: GTX 1080 Ryzen 1700x Is there a way to lower the time? I'm using Iray only.
2. I'm using dforce for hair and clothing, but most of the time hair and clothing get totally messed up, if they come in contact with eachother. How can I avoid this?
3. Sometimes when I use dforce the render is totally blurry ( like there is only the dome left) I only get it back to work, if I delete my dforce settings.
4. How can I use a dark themed scene, if Iray needs many lights to work efficient?
Thank you in advance :)
Comments
1.a. Actually 7-9 minutes per frame isn't that bad for rendering. Most people would be really happy to create a single image in that timeframe. The problem is one of volume. Animation needs a LOT of images and so it takes a long time. That's why animation companies use farms of servers to render instead of a single machine. I'm not sure you can get it much shorter than that. I know that taking 7-9 hours for a single second of animation is painful, but that's the hobby we're in. :)
1.b. You could think about resolution maybe. For instance, I've noticed that most of my images these days are viewed on a mobile device; so 4K resolution would be wasted on them. Smaller frames should render a little faster.
1.c. You could also think about your animation the same way traditional ink based animators did. Do you have a background which is mostly static and only the figures are moving? Maybe you could render the background separately from the figures and composite them later in post work. Not having to render all the background elements might help quite a bit.
2. Not much of a dForce guy. Someone else can probably help more.
3. Same as #2.
4. I often refer people to @SickleYield 's video tutorial on Night Lighting in Daz Studio as a way to use dramatic light/contrast rather than just making things dark.
Are you rendering in Iray or 3Delight? In Iray you could try, in the Public beta, setting a limit to the number of samples or time, in Render Settings, and using the new denoiser option - that may allow you to complete each frame a little faster at an acceptable quality.
I too would like to understand how dforce works. I recently tried to use it on a piece of cloth made for it, but it only worked fine the first time. All other attempts ended with the piece of cloth becoming a gigantic mess of colors covering most of the scene. After a very long time, it seems like the mess of colors begins to reform into presumably the original piece of cloth, but it takes so long that I never let dforce finish its job (assuming that it's doing it properly). It would take much more time than for instance rendering the whole scene (assuming that it would end at some point).
Also, dforce seems to go back to the last saved scene where I launched it before starting to work. I'm probably not clear : let's say I tried dforce on this piece of cloth in a scene. Then gave up, finished the scene, rendered it, and went on another scene with essentially the same setting/characters/props. I make a new attempt with dforce on the same piece of cloth. Then the *previous* scene is loaded and it's on this one that dforce starts its job of turning the perfectly fine piece of cloth into a mess of colors.
I suspect there's something I'm doing terribly wrong, but I don't know what.
1. Before you start rendering your animation, render one single frame. You don't have to let it finish, just stop the render and leave the window open. Now all the textures and geometry will stay loaded in memory and they won't have to be reloaded for each frame. That should speed up your animation time.
3. I've heard of people saying dforce caused their render to be blurry, but I've never experienced it. Can you post a pic?
4. Here's a thread with a similar tutorial https://www.daz3d.com/forums/discussion/250541/tutorial-shooting-day-for-night
As far as I'm aware, dforce won't continue a simulation where it left off; it clears and resets each time you start a simulation. The only way I can think of to continue with a piece of cloth is to export it as an .obj, then import it back into DS. Then you can convert that new piece to dynamic and make a new simulation.
Thank you all for your answers :)
I will try the tips with the background rendering first.
@Richard Haseltine Where can I find this beta?
The blurry render is only sometimes. If I have it again, I will do a screenshot.
https://www.daz3d.com/daz-studio-beta
That has to be one of the best pieces of advice I have read. Will have to try that. Thanks.
I should have added that the rendering needs to actually begin. In other words, once you start seeing an image, your card should have everything loaded.
But do be aware that by leaving the render open you are using more memory, so you run the risk of dropping to CPU rendering quicker.
I'm not *trying* to do that. I just launch dforce in the new scene, and Daz 3D opens the previous one by itself. And it doesn't resume where it left off, either. It starts from scratch in the old scene. When I say "old scene" and "new scene", however, what I mean in reality is that I loaded the final save of the old scene and modified it to get the new scene. It doesn't happen if I make the new scene completely from scratch.
Also, is dforce supposed to create this huge mess of colors while processing? Is it supposed to take a very long time (like several hours) for a single piece of clothing?
I'm not sure I understand. So you were working on dforce in a scene, then you saved that scene? And when you reopen the scene, it still has the old dforce simulation saved? Is that what you're saying?
If you just want to clear that old data, the only way I can think of is to select the clothing item, right click on the Simulation Settings tab and select Remove Dforce Modifier. That should change it back to a normal piece of clothing and you can start over. Or you can just delete the item and re load it. If it's still saving the old data after that, I don't know what's going on.
I'm going to try to explain better. I started a scene, put a decor, figures, etc... Then, I launched dforce on a piece of clothing. It made this huge mess of colours, ran for one hour or so without significant progress, so I gave up and finished the scene, saved it, etc.... Later I reopened this save and began to prepare a new scene with the same place, figures, etc... I decided to give a new try at dforce on the same piece of clothing. When I launched it, the current scene was replaced by the previous version. And I think (but I'm not sure) not the saved version but the state it was in when I launched dforce the first time. In any case, the result was the same (mess of colour, dforce working forever...) so I interrupted it, and the onscreen image was replaced by the *current* version I was working on, as if nothing had happened.
Besides, this (switching to a previous version of the image when I launched dforce) happened twice. In both case it was with the same general setting, because I made 4 images in this setting.
The mess of colours was probably an "exploded" item, one where the internal forces couldn't be resolved and resulted in vertices moving rapidly about in random directions. When you started the simulation after the reload the mesh again exploded. Fixing this will depend on the cause - if you are starting from the current state try starting from the memorised pose (and make sure the memorised pose is the zero pose - Edit>Figure>Memorise>Memeorise Figure Pose). If you are doing that, if there are mutliple items make sure they differ in the collision layer value (lower being closer to the skin/base mesh, higher being on top of other dForce items). Another option is to try increasing the subframes in Simulation Settings, to give the system more tiem to even the energy out without exploding.