This is the best product for Daz studio I have ever seen. As I have low end pc it made my art possible. Can't express the gratitude to the maker of the script enough.
Damn, this is a really great tool. I went from having to cpu render a 2 character scene to still being able to gpu render that same scene even after adding in 2 more characters.
I thought Daz was refusing to use my GPU no matter what I tried to do, but with the optimizer scripts it's now using my video card to render scenes and it's SOOOOO much faster! You're a life saver!
Good tutorial, gotta love the factor counting thoo as many seem to forget its 2 axis involved 2x = From say 4096 x 4096 to 2048 x 2048 = 25% texture data left (Or 1/4) 4x = From say 4096 x 4096 to 1024 x 1024 = 6.25% texture data left (Or 1/16)
Wow, stumbled on this video after putting the scene optimizer in my wish list. I was not really sure if it would be worth it. After watching the video, and knowing how much I use dof in my artwork, I feel like it could really help. Thanks for the walkthrough!
So I tried this and it cut down my render time by....I don't even know. Before I would render some scenes that wouldn't finish, maybe they would have done but it took too long. Now it's like, pretty much instant in comparison. I also tried out a camera optimisation tool which greatly helped. Before I used that I would try to hide stuff manually. This worked, thank you for the video and showing off the tool.
do love these videos, more people should cover these tools as they can be quite useful. Camera View Optimizer is one you have yet to cover though which can have huge gains across the board as it hides whatever is not in the viewport/camera. EDIT: would also love to see coverage of Realistic Grass Evolution at some point.
Thank you 😃 Camera Optimizer is on my wishlist, I'm looking forward to exploring it. I've only found out about it recently, it sounds like a nice tool. I'm not familiar with Realistic Grass Evolution, I'll look it up.
I was able to render SO MANY scenes using this on my old 4G 1050TI video card! Even created a scene with three characters and rendered it using denoising back then, which was amazing (it also involved LOTS of geometry hiding, including body parts, heheheh, but I made it fit!) Great software.
That's great to hear! I love it when we can use existing hardware to get a job done. Just this morning I was about to buy a new GTX 3060 for Julia's computer, when we decided that an old GTX 970 I still hard would be totally adequate for computer. 😍
@@WPguru That's what I own now. I made sure to grab the RTX3060 12G version for the extra VRAM for rendering and I am not sorry, it is SO MUCH faster. But yeah, it all depends on what she will be doing on it. I build an older computer for my late wife and I had given her a really old GTX640, but for what she did, mainly internet browsing and playing her music, it was more than enough. The 1050TI was a great card as well, for video games and such, just not so much for rendering, though with denoising, hiding, texture resizing I was still able to do reasonble quality renders in 5-10 mins. :)
Hi, did someone knows what the error bad allocation means? Get it sometimes in big scenes whithout maxing the vram out. I’m confused and didn’t find help in the internet…
Amazing tutorial thx ! Can you one on how to handle hats and dforce hair ? I always get the hairs out of the hats and don't know how to constraints them inside the hat of the model
Ah yes, hair and hats are difficult to handle. Here's how I do it: if you have dForce Hair, you can try to animate the hat onto the hair up to a point, to squeeze it into shape. It'll explode eventually, but it can give you a start. For stray hairs, I use the Geometry Editor tool to select the hair I want to hide, then add them to a Selection Set and make them invisible. For more control, I suggest to bring the model into ZBrush or Hexagon and move the hair into position. I'll see if I can make a tutorial about this, I'll put it on my list :-)
There is a way to look at your render time briefly, in caz you don't know already. Just move your cursor over the daz aplication on the windows bar and select your scene but don't press the mouse button (don't click on it, just move the cursor over it and it will show you your scene and the window with the time render).
anyone know why my textures aren't being restored after using the pink/purple scripts and getting a conformation that they have been restored, most of it wasn't noticeable besides character skin and clothing
it's a great tool i'm using often, but you shouldn't use an resizing-option > 2 because you will see in the end-result that textures/images are loosing details. Unfortunately resizing the textures does not help in all cases. There are often some hidden other factors too. Polygons for example.
It seems that there is no option to automatically hide the geometry that is underneath the clothing. The fact that that geometry is still there slows down the rendering generation in my opinion. Is there an option to do that?
There is, although it's not a one-click affair. The geometry editor lets you do that. You can select what you don't want to see, store it as a selection set and turn it invisible. Clothing creators can use this technique to turn body geometry off to avoid poke through (for example when shoes get loaded, the feet can be hidden automatically). I've made a video for the Daz channel that goes through this process: ua-cam.com/video/Ds41lC8bIp0/v-deo.html
Hey, thanks for the tutorial, i was wondering what happens if i dont click the blue script (save ori tex) instead of i save as the whole scene as a new file. Then i quit daz, and opens the previous ones, will the original texture returns or my funeral? 😅
It'll reference the new textures in the folder that was specified when the new scene was saved. If you leave that folder intact, and all new textures in it, then your new scene will load fine. The blue script would restore the original texture maps, in case you need to bring any of them back. If you don't save that text file, Scene Optimizer won't be able to know what texture was on an object, so it's worth running before you reduce the textures. Alternatively you can save your original scene before reducing textures.
Well to put it simply: if i dont hit the blue script first and go hit the optimizer, will it replace the whole texture of every models on the scene? (Runtime-textures-vendorname-texture.png) and that makes even when i load a totally different scene with that model, its texture has been halved forever?
Good question: the script won't overwrite the original textures in their original places, it'll save it's output to the folder you can specify, so it doesn't destroy anything in your library. It will only replace/reduce textures on the objects you have selected in the list, which is handy to let it work on the resource hogs and not on smaller maps (like 1k or 2k maps).
@@WPguru ooh i seee.. so that means the script works by indirectly 'duplicating-then-lowqualitying' the model's.duf file with ONLY the one corresponds with the scripted scene, right? if that so, then technically after i halved my scene, if i were to redrag and drop the same model into the scene, it will act as the original texture. is that right?
Presumably this is only useful in situations where you can't produce a render due to hardware limitations. Otherwise spending several minutes setting up with the scene optimiser to save 10-20 seconds on a render seems somewhat of a redundant step, or am I missing something?
It’s useful for animations too, where saving 30 seconds for each image is a big deal. But yes, overcoming hardware limitations is the other reason why I use Scene Optimizer.
You will definitely see some huge downsides of using this when you are not using depth of field or blurry background. Since my background was not blurry, I was able to see some off putting stuff like black outlines around objects and this was on 2x setting.
Never really had a problem using this ever. I rendered hundred of scenes using it and it was barely noticeable, but at the time I only had a 1050TI video card with only 4G of VRAM so this was a HUGE help in allowing me to create and render scenes in a reasonable amount of time. Combine this with hiding geometry not seen in the scene and it's amazing what you can accomplish with little VRAM.
Try Instancify. It hunts for duplicate objects and turns them into instances: www.daz3d.com/instancify?cjref=1&cjevent=bd1e3350dfe911eb80a6d9200a82b821 In case you ever need it, there's also Instances to Objects that does the opposite. This is helpful if you export your scene into another app that can't handle instances: www.daz3d.com/instances-to-objects?cjref=1&cjevent=bd1e3350dfe911eb80a6d9200a82b821
This is the best product for Daz studio I have ever seen. As I have low end pc it made my art possible. Can't express the gratitude to the maker of the script enough.
Same as me ♥
Damn, this is a really great tool. I went from having to cpu render a 2 character scene to still being able to gpu render that same scene even after adding in 2 more characters.
I thought Daz was refusing to use my GPU no matter what I tried to do, but with the optimizer scripts it's now using my video card to render scenes and it's SOOOOO much faster! You're a life saver!
Good tutorial, gotta love the factor counting thoo as many seem to forget its 2 axis involved
2x = From say 4096 x 4096 to 2048 x 2048 = 25% texture data left (Or 1/4)
4x = From say 4096 x 4096 to 1024 x 1024 = 6.25% texture data left (Or 1/16)
I couldn't render without this now as I love doing scenes!
Wow, stumbled on this video after putting the scene optimizer in my wish list. I was not really sure if it would be worth it. After watching the video, and knowing how much I use dof in my artwork, I feel like it could really help. Thanks for the walkthrough!
So I tried this and it cut down my render time by....I don't even know. Before I would render some scenes that wouldn't finish, maybe they would have done but it took too long. Now it's like, pretty much instant in comparison. I also tried out a camera optimisation tool which greatly helped. Before I used that I would try to hide stuff manually.
This worked, thank you for the video and showing off the tool.
sweet i bought this and havent used it im glad theres guide for it now...
do love these videos, more people should cover these tools as they can be quite useful.
Camera View Optimizer is one you have yet to cover though which can have huge gains across the board as it hides whatever is not in the viewport/camera.
EDIT: would also love to see coverage of Realistic Grass Evolution at some point.
Thank you 😃 Camera Optimizer is on my wishlist, I'm looking forward to exploring it. I've only found out about it recently, it sounds like a nice tool. I'm not familiar with Realistic Grass Evolution, I'll look it up.
Does this also apply to your new acquisition Genesis 9 ? By the way a very sympathetic voice, your Tuts are really great.
I said it before and I say it again, your videos are golden and I love how you explain things.. thank you for this video, it was really helpful !
I was able to render SO MANY scenes using this on my old 4G 1050TI video card! Even created a scene with three characters and rendered it using denoising back then, which was amazing (it also involved LOTS of geometry hiding, including body parts, heheheh, but I made it fit!) Great software.
That's great to hear! I love it when we can use existing hardware to get a job done. Just this morning I was about to buy a new GTX 3060 for Julia's computer, when we decided that an old GTX 970 I still hard would be totally adequate for computer. 😍
@@WPguru That's what I own now. I made sure to grab the RTX3060 12G version for the extra VRAM for rendering and I am not sorry, it is SO MUCH faster. But yeah, it all depends on what she will be doing on it. I build an older computer for my late wife and I had given her a really old GTX640, but for what she did, mainly internet browsing and playing her music, it was more than enough. The 1050TI was a great card as well, for video games and such, just not so much for rendering, though with denoising, hiding, texture resizing I was still able to do reasonble quality renders in 5-10 mins. :)
Hi, did someone knows what the error bad allocation means? Get it sometimes in big scenes whithout maxing the vram out. I’m confused and didn’t find help in the internet…
Useful Tutorial. Thank you, Jay.
I have never used the "blue" script but the green also works without
Amazing tutorial thx !
Can you one on how to handle hats and dforce hair ?
I always get the hairs out of the hats and don't know how to constraints them inside the hat of the model
Ah yes, hair and hats are difficult to handle. Here's how I do it: if you have dForce Hair, you can try to animate the hat onto the hair up to a point, to squeeze it into shape. It'll explode eventually, but it can give you a start. For stray hairs, I use the Geometry Editor tool to select the hair I want to hide, then add them to a Selection Set and make them invisible. For more control, I suggest to bring the model into ZBrush or Hexagon and move the hair into position. I'll see if I can make a tutorial about this, I'll put it on my list :-)
@@WPguru are you doing 1:1 online tutoring ? 😁
I do - you can book a session here: ko-fi.com/s/4904e96b65
We can either talk in person, or ask specific questions and I'll record a video for you.
@@WPguru can I send you email with my requirements and together we build a plan ?
Let’s do it! My email is on the UA-cam About section.
Very helpful! Thanks a lot!
AWesome video, thank you Jay!
There is a way to look at your render time briefly, in caz you don't know already. Just move your cursor over the daz aplication on the windows bar and select your scene but don't press the mouse button (don't click on it, just move the cursor over it and it will show you your scene and the window with the time render).
Great tutorial. Thank you.
Great TUT, thanks. Can you do one on the decimator?
Here you go: ua-cam.com/video/WNX6enOVTV0/v-deo.html 😃
Thank you for the tutorial
anyone know why my textures aren't being restored after using the pink/purple scripts and getting a conformation that they have been restored, most of it wasn't noticeable besides character skin and clothing
it's a great tool i'm using often, but you shouldn't use an resizing-option > 2 because you will see in the end-result that textures/images are loosing details. Unfortunately resizing the textures does not help in all cases. There are often some hidden other factors too. Polygons for example.
For polygon reduction, the Decimator works great. It keeps all surfaces zones in place: ua-cam.com/video/WNX6enOVTV0/v-deo.html
@@WPguru yes, but i never understood how to use the decimator correct
It seems that there is no option to automatically hide the geometry that is underneath the clothing. The fact that that geometry is still there slows down the rendering generation in my opinion. Is there an option to do that?
There is, although it's not a one-click affair. The geometry editor lets you do that. You can select what you don't want to see, store it as a selection set and turn it invisible. Clothing creators can use this technique to turn body geometry off to avoid poke through (for example when shoes get loaded, the feet can be hidden automatically). I've made a video for the Daz channel that goes through this process: ua-cam.com/video/Ds41lC8bIp0/v-deo.html
Hey, thanks for the tutorial, i was wondering what happens if i dont click the blue script (save ori tex) instead of i save as the whole scene as a new file. Then i quit daz, and opens the previous ones, will the original texture returns or my funeral? 😅
It'll reference the new textures in the folder that was specified when the new scene was saved. If you leave that folder intact, and all new textures in it, then your new scene will load fine. The blue script would restore the original texture maps, in case you need to bring any of them back. If you don't save that text file, Scene Optimizer won't be able to know what texture was on an object, so it's worth running before you reduce the textures. Alternatively you can save your original scene before reducing textures.
Well to put it simply: if i dont hit the blue script first and go hit the optimizer, will it replace the whole texture of every models on the scene? (Runtime-textures-vendorname-texture.png) and that makes even when i load a totally different scene with that model, its texture has been halved forever?
Good question: the script won't overwrite the original textures in their original places, it'll save it's output to the folder you can specify, so it doesn't destroy anything in your library. It will only replace/reduce textures on the objects you have selected in the list, which is handy to let it work on the resource hogs and not on smaller maps (like 1k or 2k maps).
@@WPguru ooh i seee.. so that means the script works by indirectly 'duplicating-then-lowqualitying' the model's.duf file with ONLY the one corresponds with the scripted scene, right? if that so, then technically after i halved my scene, if i were to redrag and drop the same model into the scene, it will act as the original texture. is that right?
@@eldonringo1520 That is exactly right.
Thank you!
Presumably this is only useful in situations where you can't produce a render due to hardware limitations. Otherwise spending several minutes setting up with the scene optimiser to save 10-20 seconds on a render seems somewhat of a redundant step, or am I missing something?
It’s useful for animations too, where saving 30 seconds for each image is a big deal. But yes, overcoming hardware limitations is the other reason why I use Scene Optimizer.
You will definitely see some huge downsides of using this when you are not using depth of field or blurry background. Since my background was not blurry, I was able to see some off putting stuff like black outlines around objects and this was on 2x setting.
Never really had a problem using this ever. I rendered hundred of scenes using it and it was barely noticeable, but at the time I only had a 1050TI video card with only 4G of VRAM so this was a HUGE help in allowing me to create and render scenes in a reasonable amount of time. Combine this with hiding geometry not seen in the scene and it's amazing what you can accomplish with little VRAM.
Hmm anyone know any good instancing tool/script? That search for the same object and convert copys as instances instead?
Try Instancify. It hunts for duplicate objects and turns them into instances: www.daz3d.com/instancify?cjref=1&cjevent=bd1e3350dfe911eb80a6d9200a82b821
In case you ever need it, there's also Instances to Objects that does the opposite. This is helpful if you export your scene into another app that can't handle instances: www.daz3d.com/instances-to-objects?cjref=1&cjevent=bd1e3350dfe911eb80a6d9200a82b821
Really great tutorial. Thanks.