Skyrocketing Memory Prices and High-Definition Assets
119I've been in the market for a memory upgrade. My better half already gave up on trying to get me a better graphics card, so we shifted to memory, only to find ourselves in the same situation. Finally, I got 32GB more for Christmas, so I'm up to 64. However, this brings up a great question. Would it even feel right to keep making 8K resolution textures, or even displacement maps, which also require a lot of computing power?
I imagine everyone is struggling with this as well, so why download a 1-2GB size model with textures that will just go unused?
And maybe this has a bit of a support or technical request in it. Right now we can only upload a single zip file for our products. But I don't want to, nor do I think it is fair, to give the 8K resolution textures as an addon. If we could support multiple zip file downloads for our products, that would be great.
I imagine everyone is struggling with this as well, so why download a 1-2GB size model with textures that will just go unused?
And maybe this has a bit of a support or technical request in it. Right now we can only upload a single zip file for our products. But I don't want to, nor do I think it is fair, to give the 8K resolution textures as an addon. If we could support multiple zip file downloads for our products, that would be great.
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That's why I never bothered to upgrade to Gensis9
DS 4.16 purrs perfectly with my RTX3060, generally churning out images in less than minute, using multiple G8F and G8M models.
No more techonolgy rat-racing.
DS 4.16 purrs perfectly with my RTX3060, generally churning out images in less than minute, using multiple G8F and G8M models.
No more techonolgy rat-racing.
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Luxe Muse
Karma: 6,019
Thu, Jan 08It is so easy to convert PBRSkin to Principled BSDF shaders, but it is pretty tedious to do so for an entire scene. In my case, it would not make sense to switch shaders either, because the characters I make are for DAZ, and mostly G9. However, I try to avoid spending the dimes I make here in the DAZ store as well. I would rather buy from Render Hub artists, or even DAZ artists who sell at RH.
Luxe Muse
Karma: 6,019
Thu, Jan 08With the exception of some Toyen hairs, I'd follow that artist anywhere he goes, hi, hi, hi
Bobb
Karma: 1,152
Fri, Jan 09Amen TenserKnot. I've always stayed a generation behind, as the prices plummet when the new items are released. When crypto and NFG's collapsed my computer guy grabbed a bunch of 3060 (12GB!) cards and saved me one. Moving up from a 2GB 1070 (or something) was a huge step.
Daz hasn't gotten the message and keeps wondering why sales are down. That Thornton James clown must be delusional to think that making Studio a subscription will change anything.
Daz hasn't gotten the message and keeps wondering why sales are down. That Thornton James clown must be delusional to think that making Studio a subscription will change anything.
DoroThee237Just Now Karma: 14,682
I do think the question of texture size deserves a real debate.
Are high resolutions like 8K and 4K really necessary, or is 1K or even 520p sufficient?
It's up to the users of our products to answer.
What resolution do you use?
*) For characters?
*) For clothing?
*) For scenery (walls, furniture)?
Are high resolutions like 8K and 4K really necessary for characters?
Is 1K or even 520p sufficient for clothing?
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Luxe Muse
Karma: 6,019
Thu, Jan 08I hear you on the reality of it all. Customers ultimately decide what is best. My 8K resolutions do not have more detail, but smoother transitions between color boundaries, because in reality, the software I use is limited to 4K resolution natively, and who knows how it produces the 8K outputs.
I suppose it also depends on what kind of product we are speaking about. For skin, I make from six to ten different maps (base color, translucency, sometimes translucency weight, specular, roughness, specular occlusion, bump, normal, displacement, top coat, sometimes metallic flake weights.
In my new workflow, I export most of the grayscale and weight materials in 8K. Both the 8K and 4K materials use the 8K version of those elements. Those maps are not as heavy as color maps or normals. I export the rest in both 4K and 8K.
I suppose it also depends on what kind of product we are speaking about. For skin, I make from six to ten different maps (base color, translucency, sometimes translucency weight, specular, roughness, specular occlusion, bump, normal, displacement, top coat, sometimes metallic flake weights.
In my new workflow, I export most of the grayscale and weight materials in 8K. Both the 8K and 4K materials use the 8K version of those elements. Those maps are not as heavy as color maps or normals. I export the rest in both 4K and 8K.
Bobb
Karma: 1,152
Sat, Jan 10A debate yes....a resolution....probably not.
So much depends on how items are used, whether characters or clothes.
How close is the camera, how many characters?
What are they wearing and how complicated and extensive is the set?
Even older and simpler items can overwhelm a render if there's lots of props and characters wearing lots of clothes.
The type of clothing also matters. Stuff with lots of lace and embroidery needs a lot more detail.
I tend to still use mostly Vicky Fourpointtwoplus, but I build complicated scenes with extensive props and several characters all wearing nice clothes (no skimpware for me).
So much depends on how items are used, whether characters or clothes.
How close is the camera, how many characters?
What are they wearing and how complicated and extensive is the set?
Even older and simpler items can overwhelm a render if there's lots of props and characters wearing lots of clothes.
The type of clothing also matters. Stuff with lots of lace and embroidery needs a lot more detail.
I tend to still use mostly Vicky Fourpointtwoplus, but I build complicated scenes with extensive props and several characters all wearing nice clothes (no skimpware for me).





