Crowd in 3D (CLOSED)

Hi,
What solution you use for crowd in your 3D scene ? And specialy for daz studio.
I tryed several solutions for populate streets, but none is really efficient.
-Billboards , not easy to place correctly for camera (i always 3 or 4 camera with different angle).
-Low poly figure, good at long range only.
-Mixed solution : G8 at close range, G3/G2 medium range, low poly at long range. - too many polygones.
-Do not use crowd assume empty scene ? Imagine a stadium during final and only 3 peeps inside : D (and no footballer cause too much polygone).
-something else ?
Not sure if general discussion is the good place for this question.
What solution you use for crowd in your 3D scene ? And specialy for daz studio.
I tryed several solutions for populate streets, but none is really efficient.
-Billboards , not easy to place correctly for camera (i always 3 or 4 camera with different angle).
-Low poly figure, good at long range only.
-Mixed solution : G8 at close range, G3/G2 medium range, low poly at long range. - too many polygones.
-Do not use crowd assume empty scene ? Imagine a stadium during final and only 3 peeps inside : D (and no footballer cause too much polygone).
-something else ?
Not sure if general discussion is the good place for this question.
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I haven't tried it cause I'm terrible with photoshop, etc but I do remember reading in some other forums (quite awhile ago) that people would render in layers then use photoshop to blend/stack the layers together.
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Sylvain-A
Karma: 7,213
Tue, Jul 16, 2024"imanub" on photoshop... i use for blur and color adjust sometime.
When I set up crowds: delete everything outside of the camera view(s) to includes hair, shoes, clothes, eyebrows, eyelashes, props etc. and save the scene, quit Daz and reopen it. The latter gets you a little more V-Ram space to work with. The multiple camera angles makes the first harder; but you should be able to remove some eyelashes and maybe replace the eye colors with something less intensive (see MMX resource saver shaders for less intense eye colors). I haven't tried this (yet); but it looks like we can make instances of characters, as I understand it you only load the resources (shaders) for instances once for the set which could net you some extras. Hope this helps.
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Sylvain-A
Karma: 7,213
Tue, Jul 16, 2024I use MMX ressources saver shader often.
instance as possible too (depend scene) but _i wont have 80 clones in same scene.
instance as possible too (depend scene) but _i wont have 80 clones in same scene.
At many points, you'll find out that all the software/figure solutions and figure/script purchases far surpass the amount you should have spent on hardware, something I've kind of recently learned. My asset spending has taken a back seat while I pay down the financing on more than doubling my computer's power, especially RAM and VRAM. Power helps.
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CosmicEnvisionsWed, Jul 17, 2024
Account Closed
I'd personally have multiple saves with different placements of characters in each save. Then use the spot Render tool in daz to render them. Quick and easy.
That way your lighting matches your scene.
The only issue you may have is with shadows, depending how close the characters are.
Paste them all together in photoshop, and do the same for each camera angle. My comp has a hissy fit with to many characters or volumetrics lol.
Depend how much time you want to spend on it.
That way your lighting matches your scene.
The only issue you may have is with shadows, depending how close the characters are.
Paste them all together in photoshop, and do the same for each camera angle. My comp has a hissy fit with to many characters or volumetrics lol.
Depend how much time you want to spend on it.

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