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amster22

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Nov 13, 2019
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The biggest issue with using the in-built denoiser is that it is the only copy you get. If you render the 'noisy' version, you're able to use an external denoiser and blend/layer mask both versions to get the best of both. Whereas, if you're using the in-built denoiser, you're getting rid of the noise, but losing the skin/hair/etc. detail with it. That's a pretty huge downside, imo.

There's no misconception to be had as that's the inherent science of denoising. In the most absolute basic terms, denoising is the blurring of nearby pixels (e.g. gaussian blurring, typically) to both remove noise and blend in with the rest of the image. If you're blurring images, what's going to happen? A bit of an extreme example:

View attachment 3626430

What happens if you add small amounts of gaussian blur to a render? Gradual detail loss.

View attachment 3626438

That's exactly why it's repeated ad-nauseum that you shouldn't use a denoiser (especially Daz's in-built one) if you can avoid it. Seeing as he/she has a 3090, there's zero actual point for them to be natively rendering a fully denoised image. They can always use an external one later if he/she needs to.

There's a reason many experienced devs will tell you that the only time you should be using the in-built denoiser is for animations.
MissFortune post is very interesting, but may lead to confusion. Denoising indeed is a low-pass filter (like a gaussian blur), but it is only applied to outlier pixels. An outlier pixel is supposed to be significantly different form all its surrounding pixel. The first denoisers used a more or less large neighborhood and an empiric threshold to decide if a pixel is an outlier or not. Recent ones use an AI training on a large region and are extremely accurate. For instance, they would not consider skin pores as outliers.
But they can still do errors and misclassify a pixel.

To minimize these errors, here is how I proceed.
1/ I render the image at twice the desired resolution, but with a limited number of iteration (around 300-400 depending on the lighting). I generate the image as a png, to avoid lossy compression artifacts (that are basically low pass filters).
2/ I denoise in post process using an external denoiser. As the image is twice the final size, and that only single pixel outliers are suppressed by the denoiser, even if a pixel is wrongly denoised, its impact on the final image will be very weak. Again, I save the image as png.
There are two main (free) denoisers: intel and nvidia. I prefer intel, because I mostly postprocess on my laptop (without a GPU), but both denoisers are very good (and better than daz integrated denoiser).
3/ I do the downsizing and generate the final webp image.
All is done with command line tools (denoiser or ImageMagick) and to limit all manual operations, I have a script that applies steps 2/ and 3/ to all images in a directory if denoised images are non-existent or older that the rendered ones.

Besides its interest in terms of denoising, having a double sized image is very useful. For instance, if you are not completely happy with the framing and need to do some cropping, or want to do a close-up on an image. And of course, if I need to do some post processing (retoning, darkening, blurring, blending/adding images, etc), I also do that before downsizing.

For animations, I proceed similarly, but I generally reduce the number of iterations (say 250), and I downsize more aggressively (generally x3). If I want to add some video effects (zooming, pan, etc), it is obviously better to do that on the full-scale image. Ditto if you want to retime your frames (for instance for slow motion).

The main drawback of this method is that you can have to keep several large png images on your disk.
 

MissFortune

I Was Once, Possibly, Maybe, Perhaps… A Harem King
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MissFortune post is very interesting, but may lead to confusion. Denoising indeed is a low-pass filter (like a gaussian blur), but it is only applied to outlier pixels. An outlier pixel is supposed to be significantly different form all its surrounding pixel. The first denoisers used a more or less large neighborhood and an empiric threshold to decide if a pixel is an outlier or not. Recent ones use an AI training on a large region and are extremely accurate. For instance, they would not consider skin pores as outliers.
But they can still do errors and misclassify a pixel.
It was very much in laymen, and was there more to present a general point than be exactly accurate.

But that fact remains that they tend to be wrong more than they're right. Currently, of course. It's only going to get better as the technology/methods evolve. But as of now, it's fairly easy to get a denoiser to fuck up. Certain color warmth/coolness, type of lighting and the strength of it, etc. Denoisers are particularly bad with hair and some types of skins, from my experience. Also tends to introduce artifacts in certain scenarios, as well. I guess, at the end of the day, the point is to only use if you need to. And to use an external one, if you do.

To minimize these errors, here is how I proceed.
Pretty much my process, as well. Only difference is I used Taosoft GUI for the Intel/Nvidia denoisers because I hate command line softwares. And XnConvert for the converting + downsizing.
 
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Pr0GamerJohnny

Forum Fanatic
Sep 7, 2022
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The main drawback of this method is that you can have to keep several large png images on your disk.
Well that and it assumes one's hardware so greatly exceeds capability generating at 4k vs 1080 the time impact is negligible - which I dunno about you guys, but certainly wouldn't be the case for me for many interior shots.

Though I appreciate you posting your workflow, always good to hear people's processes and get more information.
 

-ThreeX-

New Member
Apr 16, 2024
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How can I change the texture of my breasts? When the breast graft is placed they turn gray
If you use something like Breastacular, you have to use the "Material Copy" action too. Other plugins have a similar functionality
 

-ThreeX-

New Member
Apr 16, 2024
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I do a lot of BDSM/bondage-themed renders so my poor models are often put in poses that bend limbs a lot. However, when I do this the model sometimes becomes "distorted" (see the red circles in the attached images).

Is there any way to avoid this or is it a "photoshop job"?

this.jpg tuib-1-5-Beauty copy.jpg
 

faramata

Active Member
Mar 13, 2022
503
644
I do a lot of BDSM/bondage-themed renders so my poor models are often put in poses that bend limbs a lot. However, when I do this the model sometimes becomes "distorted" (see the red circles in the attached images).

Is there any way to avoid this or is it a "photoshop job"?

View attachment 3672230 View attachment 3672248
I think pose limits are the solution. Although in some cases some poses actually ask you to turn them off, so go figure. DAZ figures have some limits on joint rotations to prevent you from creating impossible poses that would deform the figure.
 
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-ThreeX-

New Member
Apr 16, 2024
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I think pose limits are the solution. Although in some cases some poses actually ask you to turn them off, so go figure. DAZ figures have some limits on joint rotations to prevent you from creating impossible poses that would deform the figure.
Well, it's not a solution that will work for me, since I want to replicate what RL bondage models can do :)

Also, in the first image I attached, the pose is within the limits but the model is still deformed.
 

faramata

Active Member
Mar 13, 2022
503
644
Well, it's not a solution that will work for me, since I want to replicate what RL bondage models can do :)

Also, in the first image I attached, the pose is within the limits but the model is still deformed.
That is why I said turn them off. The reason the locks are on is because with them off, you can do anything, like turning the head completely around, or twisting the palms and feet 180 degrees, but they can be overzealous, so they can prevent certain poses from working properly. There are also some joint fixing morphs available, because every time they release a new figure it comes with a different set of issues.


 
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-ThreeX-

New Member
Apr 16, 2024
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That is why I said turn them off. The reason the locks are on is because with them off, you can do anything, like turning the head completely around, or twisting the palms and feet 180 degrees, but they can be overzealous, so they can prevent certain poses from working properly. There are also some joint fixing morphs available, because every time they release a new figure it comes with a different set of issues.


Sorry, but my reading skills fails me terribly this morning :D ... for some reason, I read your first comment as "stay within the limits" (don't ask me how).

Thanks for the tip about turning limits off (I think I saw a script somewhere that does it easily) and the I'll look into the morph fixers :)
 
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Jumbi

Well-Known Member
Feb 17, 2020
1,456
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Well, it's not a solution that will work for me, since I want to replicate what RL bondage models can do :)

Also, in the first image I attached, the pose is within the limits but the model is still deformed.
Try something like this product or this one to see if they help a bit. I personally use the first one on all my figures. Those are for Genesis 8 figures. There are alternatives for Genesis 3. Not sure about Genesis 9, though.
 
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faramata

Active Member
Mar 13, 2022
503
644
That is why I said turn them off. The reason the locks are on is because with them off, you can do anything, like turning the head completely around, or twisting the palms and feet 180 degrees, but they can be overzealous, so they can prevent certain poses from working properly. There are also some joint fixing morphs available, because every time they release a new figure it comes with a different set of issues.


Yeah on reading it again, it does seem like I said it the way you read it. TBH, I try to avoid turning limits off because it's easy to create unrealistic poses with them off, but like I said, I found that in some cases, they are too restrictive.
 
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PusaM

Newbie
Aug 27, 2020
45
13
Hello.

I have 2 questions regarding Substance Painter.


1. Who can tell me exactly what is the last version that works just fine on Windows 7. (I have read on several sites the minimum system requirements for some versions and i am still confused)

2. Who can tell me what version is best suited for a laptop with an Intel HD 4600 graphics, this way it doesn't have to be the latest version for Windows 7, i just need it for my spare time hobby stuff, it can be older, once upon a time, this older versions were ok too i guess to texture on top of an object. (Now please don't say to upgrade my stuff, cause i don't have money to upgrade anything)

Now i ask this, the people that used this software and know the answer, cause i heard at some point the System Requirements started rising with some version or the other and it still worked just fine on Windows 7, i am not sure here what to get,

I don't have unlimited internet, so i must be careful what i get and not waste my last Gigabytes for nothing, again, this is why i ask this questions the people that have knowledge in this matter, i don't ask anybody to do the downloading for me and try all there is to tell me about it.

Thanks.
 

gamblerI

New Member
Mar 16, 2019
3
0
I have a newbie question about creating games that has been bothering me since I started trying to create "adult art" for games. I consider myself a hobbyist in this are and have no formal grpahics design education but have learned basics in a few programs over the past few years like with maya, daz, unity, photoshop, rpgmaker and gimp. However, what always ends up happening when I try to bring my skills together to make something simple and playable is that I end up browsing the web for assets for hours on end. And before I accually get going with the project I've lost motivation because of the tediousness of searching for usable premade graphics. The free stuff I find is usually of low quality and even if I would have had a lot of money to spend on assets I'm not confident that I would find what I am looking for. Then when I look at alot of popular games that have many member donators on patreon, I see they have art that is not just good looking but they seem to have ALOT of it. Like an endless stream so they can release one game after another with 2d and 3d art that not just looks good but also seems to fit together to make a visually attractive scene. Sure these guys are pros and I'm just a beginner. I'm thinking, perhaps they know some secret source of assets that I am unaware of. Surely they can't have the time to accually create all these assets that they use in the games right? That would take like forever. I have made a few assets for a room scene like a bookshelf, a bed, etc.. but it is time consuming and gets boring quickly. So, I am at a loss. I would appreciate is anyone who are more experienced than I am could shed some light on this conundrum, it has been bothering me for a long time. Where do they get all the stuff?
 

TheDevian

Svengali Productions
Game Developer
Mar 8, 2018
13,625
31,863
I have a newbie question about creating games that has been bothering me since I started trying to create "adult art" for games. I consider myself a hobbyist in this are and have no formal grpahics design education but have learned basics in a few programs over the past few years like with maya, daz, unity, photoshop, rpgmaker and gimp. However, what always ends up happening when I try to bring my skills together to make something simple and playable is that I end up browsing the web for assets for hours on end. And before I accually get going with the project I've lost motivation because of the tediousness of searching for usable premade graphics. The free stuff I find is usually of low quality and even if I would have had a lot of money to spend on assets I'm not confident that I would find what I am looking for. Then when I look at alot of popular games that have many member donators on patreon, I see they have art that is not just good looking but they seem to have ALOT of it. Like an endless stream so they can release one game after another with 2d and 3d art that not just looks good but also seems to fit together to make a visually attractive scene. Sure these guys are pros and I'm just a beginner. I'm thinking, perhaps they know some secret source of assets that I am unaware of. Surely they can't have the time to accually create all these assets that they use in the games right? That would take like forever. I have made a few assets for a room scene like a bookshelf, a bed, etc.. but it is time consuming and gets boring quickly. So, I am at a loss. I would appreciate is anyone who are more experienced than I am could shed some light on this conundrum, it has been bothering me for a long time. Where do they get all the stuff?
While I do like making my own stuff, you could get assets here, and other pirate sites, and once/if you start making money, go back and support the artists.
 
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gamblerI

New Member
Mar 16, 2019
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While I do like making my own stuff, you could get assets here, and other pirate sites, and once/if you start making money, go back and support the artists.
So you are saying there are no secret source, just pure grinding for assets? Also, wouldn’t using pirate stuff get me in trouble, even if I had the intention of paying back later?
 

MissFortune

I Was Once, Possibly, Maybe, Perhaps… A Harem King
Respected User
Game Developer
Aug 17, 2019
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So you are saying there are no secret source, just pure grinding for assets? Also, wouldn’t using pirate stuff get me in trouble, even if I had the intention of paying back later?
Basically what TheDevian said. Daz only has so much manpower, as do vendors. Meaning the vendors would have to go around and personally message each developer they see using their product and ask for the license.

Now, let's apply that above logic with something like for Daz. Far and away the most sold hair in Daz. There's likely hundreds of actual VNs using that hair, and thousands more renders. Meaning, that vendor would have to message hundreds of developers to see if they're legit or not. It's a gigantic waste of time, and thus money. That isn't to say you should pirate if you have the ability to pay and support them, but it's just not worth it for them to come after you unless you're online bragging about your entire library being pirated.
 
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Pr0GamerJohnny

Forum Fanatic
Sep 7, 2022
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im surprised the convo goes on this long with no mention of zone or renderstate....

Ofc, gamblerI should always check the asset releases part of f95 first.
That is why I said turn them off. The reason the locks are on is because with them off, you can do anything, like turning the head completely around, or twisting the palms and feet 180 degrees, but they can be overzealous, so they can prevent certain poses from working properly. There are also some joint fixing morphs available, because every time they release a new figure it comes with a different set of issues.


A part of me wants to strangle every PA that makes pose packs with a zillion joint limits turned off, often not even making use of the expanded limits.

Or worse, they'll be redundant, like they'll have the head twist limit off and at +40, then the upperneck twist is sitting at 0, or even -20! :mad:

Like you said in your follow up - and a PSA for new people in daz, you can almost always find a way to do the pose you want without removing limits, you're just not using the right bone rotations. With arms, often it involves shoulder movements, etc.

Thumbs are about the only thing I'd say daz gets wrong, there's no way the thumb in-out limits could reach an octave on a piano, like I can.
 
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