Daz3d V5 Valerie textures

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Isotemod
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So heres my latest attempt using only the original Daz textures from the "Valerie" set.
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head17.jpg
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glimpse
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Lovely.

Tell us a bit more 'bout it.
Isotemod
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glimpse wrote:Lovely.

Tell us a bit more 'bout it.
What would you like to know?
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glimpse
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Anything =) like:

* How much the model weigths after import to octane with texture. I was thinking a while to try using these models in arch scenes. But don't have any ideas about whether it is posible or not to optimise them.

* have You got into any issues while exporting/importing?

Let's say these two are the most interesting topics for me at the moment =)
Isotemod
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glimpse wrote:Anything =) like:

* How much the model weigths after import to octane with texture. I was thinking a while to try using these models in arch scenes. But don't have any ideas about whether it is posible or not to optimise them.

* have You got into any issues while exporting/importing?

Let's say these two are the most interesting topics for me at the moment =)
Not exactly sure what "model weights" are but assuming your talking about about texture size's then the usual 4000x4000 size they usually come with are really for close up work and arnt required to be that resolution so feel free to use a texture atlas or simply resize the textures.

Exporting and Importing simply put export scale at 1% from Daz Studio and make sure import units are then metres to metres in octane.
Depending on the shader used to get all the diffuse/bump/opacity maps to automatically load in with the .obj and for the maps to be collected I make sure the default Daz Shader is loaded on all surfaces before export. This will then get you "basic" compatability with Octane as with many transfers between renderers you will need to alter materials especially bump settings to get something thats usefull.

I have some more tips in another thread a few pages back which was my first attempts with the "Bree" V5 textures.
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glimpse
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Thanks for Your answer. by 'weight' I ment what is the impact for memory (how detail -poly count - the model actually is what textures etc). Putting in one parameter simple - vRam useage before and after the import =) since we have quite a limitation on vRam adding extra models (like humans, cars, trees) sometimes could be too much resource intensive.

I'll look for Your other thread for sure =)..
petermax
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Hi there, your SSS skin looks really good. I can't get a good SSS, would you mind sharing your settings? :D
Win 7 64 | 3 x GTX 580 | i7 950 | 24GB
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tglaja
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Do you mind sharing how to set the V5 eyes?
GTX 560 2GB, AMD FX 8350, 8GB RAM, Win7 x64
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MEC4D
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If you go for models in your scene that are far away and not close up you can use Decimator in DAz Studio and reduce them to the level you wish , the lowest Genesis figure is 18.000 poly the above was 78K with standard texturing I come always around 450 MB for one figure with full sized textures , but after reduction of the textures for example face 1000x1000 and body 2000x2000 the size drop to 75 MB , with Atlas and LOD you can get it even more down to fit your need
last time I reduced 1.4 million poly model to 78K .. however the poly count is not the problem in Octane but texturing and the number of textures , how smaller so better also cards have limited number of textures , how higher resolution how minder of them would be loaded .
glimpse wrote:Thanks for Your answer. by 'weight' I ment what is the impact for memory (how detail -poly count - the model actually is what textures etc). Putting in one parameter simple - vRam useage before and after the import =) since we have quite a limitation on vRam adding extra models (like humans, cars, trees) sometimes could be too much resource intensive.

I'll look for Your other thread for sure =)..
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MEC4D
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Nice job on the close up render .. :)
Isotemod wrote:So heres my latest attempt using only the original Daz textures from the "Valerie" set.
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