How to make more complex scene (composition) ? [Resolved]
Hi all,
Does someone could share his method of doing complex composition ?
I mean by that : having more stuff in the render shot.
For the moment, I'm still into the way of : posing a character/figure with cloth and put a background hdri with a light set ... done !
When I try to add stuff/props, it feels like the attention is more focus on the objects around instead of the main character, maybe I'm missing something ?
I've seen daz PC contest renders, they are impressive : a lot of stuff going on in their 3D renders ; that actually tells a story just by the look at it !
What would be a better way to more complex scene (composition) ?
Maybe should I try the whole scene (without any figure) first and then add at the end the figure ?
Comments
Ann posted various resources about composition for last month's new user challenge, maybe they could give you ideas?
https://www.daz3d.com/forums/discussion/comment/7236391/#Comment_7236391
Thank you Leana,
This link (from Ann post) helped me understand what I was missing : http://www.cybercollege.com/comp_ex.htm
I understand now that it's not about how many props you put into your scene, it's more about how you place the main subject that will make all the difference.
I'll add that concept to my next renders.
That was quick answered lol
Here's how I fit multiple characters in a render. I think my record before falling to GPU was 8 MAIN "character" using these tricks. I can fit more using other tricks for background characters, characters facing away etc. Same goes for props. Unless I have an HD morphs that needs to be seen I usually render characters in subD1 as well. That can cause odd shadows on skin, with more blocky shadows but I generally fix that in postwork.
https://www.daz3d.com/forums/discussion/comment/7101711/#Comment_7101711
One other thing I usually do for "background props" like say a car or multiple cars in the distance is remove all textures and tint the surface as well as using deciimator to cut down memory used by meshes.
Thank you @The Vertex Doctor
I read your comment on the forum, it is interesting; here is what I pointed out :
- render SubD on figures -> 1 or 2
- Decimator to bring down mesh complexity until JUST above where it's noticeable
- For background characters -> decimate and remove all normal maps and bump maps ; use texture eyebrow instead of a mesh one
- For main characters -> remove normal maps and bump maps IF it's not noticeable
- Hide all body parts under clothes (turning off Visible in Render)
- Remove textures from surfaces that aren't seen
- Hide the mouth interiors if not seen (And remove the textures)
I would add to your list, the SSS (surface tab) for hairs ; I usually put it to 0 or -1
I personally use scene optimizer to reduce texture; it works quite well.
I never heard of decimator ; that could be an interesting add-on for me too, as I only have 8 GB of vram card.
It's very tricky to fit a complex scene in low vram card (less than 10GB); it's hard to even fit 3 figure for me in a scene.
Some people would argue to use "sub scene", but sub scene is just an extract of a group ... at the end you will need to put everything together on your main scene and maybe (surely) do some other tweaking pose or whatever.
I'll keep somewhere your advices and look for this "decimator" that could be what I was missing.
I am very late responding but. Decimator is a daz addon available in the store. As for scene optimzer I use it some as it does several things "automagically." I don't real;ly care for using SO to reduce texture sizes. That and one of the script, I forget which, to reduce texture sizes results in lossy compression which can cause artifacts. Since I only render at MAX 1920x1080, I also use gigapixel AI with all settings off except resize so I can shrink textures. I put all the textures over 2kx2k in a temporary folder and run that folder through gigapixel with a setting of 0.5 (half size) then compare the originals and resized to see which one is a smaller filesize and place the smaller ones back in the original folder. This reduces texture memory. If things work out well I eventually delete the original textures and continue using the smaller ones. This also helps with disk space since your textures use almost as much drive space as everything else in your library combined. I have an 8GB card as well. All this takes a more time in setup but also allows more "busy" scenes.
Tips for resizing Texture MAP , you can doing manually with Fast stone Resizer . It`s simple but having lots of configurations and resize rules . Today I`ve just saved more than 30 GB after resize all 4K texture map into 2K