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colewallace92
colewallace92

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Your Place 0.12-0.20v [game](WIP)/ Love in futa time 2 [video](WIP) may/31

Hello, everyone!

Post only for patreons because it includes adult images.

The main new thing this week compared to others has been the time spent researching opctions for interior lighting needed for the current scene and for future updates too. I have also finished the previous animations, continued with the script, and re-rendered images that needed scene corrections with Isa.


Starting with the routine progress. The beach scenes are finished, and the cabin scenes have begun. I've continued with the script on my second computer since writing on the main one forces me to stop the renders. I don't understand the reason because the script editing program barely uses resources, but DAZ is especially sensitive, and as soon as another program claims any resources, it starts malfunctioning, meaning it stops using the GPU (which is optimal) and starts using the CPU, which, besides being slower and more annoying, ends up lagging the computer's performance by continuously using 100% of the CPU.


Regarding the script, I continued with the conversation with Isabella on Friday night: it will be a long conversation, and while editing the moment of the first dialogue, I realized a particularly silly mistake that ruined the scene. The conversation was from the MC's perspective, and part of the kitchen was visible with Isa in the center of the screen speaking. That is to say, everything was still, except for Isabella herself who was moving... or so I thought. The moment I started comparing the renders to avoid anything looking odd, something odd appeared. The wine glass next to Isabella was moving between shots, giving the impression of a "ghost glass," due to the residual effect of having moved the glass in previous shots, which caused the glass to move in the following ones with a "damping effect" that directly ruined the scene for me and forced me to re-render that conversation.


These problems with objects appearing where they shouldn't (or appearing to levitate) I solved on Saturday by making multiple shots for each scene. Since the daytime renders on the island were very quick to make, taking 10-15 minutes compared to the hour and a half for each complete render at Isabella's house, I made a multitude of them so that if one was incorrect, I wouldn't waste time redoing it but could directly ignore it and use another similar one. In the case of the conversation, it's impossible since they are central renders that must appear by force.


But the most new part of this week has been the lighting tests that I will need immediately for the house animations and for the future update that will include especially complex interior scenes. I think I should give a couple of explanations for this since the rendering times for interior animations are unmanageable the way I'm rendering on the rest of the weekend, and that's why I've had to look into DAZ's lighting options to reduce the time while maintaining the environment's lighting.


First of all, the indoor animations in the latest update at the club looked too strange to me when I checked them again: the lighting change between the close-ups and the animations is terrible, it's easy to notice that in the close-ups I use ambient lighting and in the animations a static lighting since in the animations I render the background first and then the actors with simple lighting to save time. With this technique, time is saved, but it looks too forced, so on the island, I have been making animations always with ambient lighting that looks MUCH better: more natural, more integrated... Now, using this technique indoors is terrible since each render at an acceptable level takes more than an hour. An animation like that is unfeasible since each one has 125 frames and would take a week to render. This waiting time is unfeasible, and on the other hand, I don't want to lose the quality of the ambient lighting in the close-up shots, so now I use another system.


I've spent a couple of days researching how to maintain ambient lighting without rendering the environment so I can continue with the trick of rendering the background once and then the actors frame by frame. This had the problem that if you hide the environment when rendering, in this case the cabin and its furniture, you also hide the accompanying lighting. However, I found a utility in the DAZ script: "create advanced Iray Node Properties" that adds the option "Iray visible to Primary Rays" to the display menu of any object (the cabin in this case). By default, this option is not available, but it allows you to not render an object while maintaining the effects of its lighting on the part that is rendered: the actors in my case. It's a simple process that, combined with the option to not reflect shadows on the ground, allows for maintaining quality and reduced time, and from now on, I will use it, as it yields very good results.

Regarding Love in Futa Time 2: 
The editing of this last chapter still in progress.

Comments

Looks great as always Cole!

Dane Christiansen


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