Bassline303 (6/6/2022)
@Garry
lol ... sometimes I think I know nothing ... thx for the flowers Garry but it is a lie ... I do not know everything ! 🤪
So PT ,
here I used 250 Spatial Sample Count , temporal 1.
Rendering a movie with PT : I start with 5 sample counts .... renders 10f per second (hell fast) and shows the overall scene quality and animations really well with pixels of course , so you can see where you have to tweak lights a.s.o.
When I am happy with the result I crank up sample counts to 100-300 without denoising.(depends on the scene)
I am using "Neat Video Reduce Noise V5" in my eyes the best denoiser for videos on the market (after testing all others some time ago)
You really should try PT , it is damn fast and it looks so good to me ! (As far as you don't do games) 😀
uDraper : The best workflow I found is to fit all clothes or object clothes from DAZ , CC or Maya in MD , so you don't get bad UVs for sim or wrap. Some clothes may work directly from DAZ or Maya.
Thanks my man. Yeah I’ve used PT before for a simple look left face anim with eyes opening back when I had my 2070 super and used 250 spatial and 2 temporal as the motion blur looked a bit strange. It kind of took a long time, and that was in 4.27 with no groom, so will do some testing.
As for udraper, I’m def going to get it but I know if I get it now I will mess around with it immediately, and I have to finish the girl statue sculpture first. as soon as that is done I’m back into stylized with udraper and can have the time to actually use it.
So with importing an obj from daz or CC4 or Maya or whatever, you are using the single UV space rather than multiple for the entire garment. I guess it depends on what you are exporting in and how many pieces. Anyway, I’ve seen enough to sign up for it, the wrap function sealed the deal on that one, I’m sick of weight painting in Maya as the CC3/4 weight tools are pretty bad, and the wrap function would save a lot of time for some pieces.
Thanks for the help.
Regards
Garry
Garry, Clearstream, Seven_of_one
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