XaiJu
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Devlog 46

Well, now that I'm back in Daz, I should be able to pick up the pace, but already I have run into some problems, such as extremely badly optimised props that made it almost impossible to render the scene. I had to find which assets were causing the problem and remove them.

And here we see a comparison between AI art and Daz3d renders of supposedly the same scene. Now, I'm sure I can do better lighting in Daz3d even with my poor skills, at the cost of exponentially higher render times. In Daz3d, there are point light, spotlight, directional light. While these are physically correct in terms of the mathematical formula they use, they are also physically incorrect in other areas. For example, a point light is literally the size of a point, which doesn't exist in real life. Every light in real life has a surface area. The result is that lighting by point lights is extremely harsh. You can see shadows that are completely dark. Now, there are workarounds, such as turning the point light into a sphere, or using emissive light, both of which increase the render time by a lot.

AI art, on the other hand, gets the lighting right from the beginning, but it still took a long time to make the AI image, because there are other problems such as low resolution, bad anatomy, swapping faces, choosing lighting and backgrounds. So, it's hard to say whether it's faster than Daz3d in getting a similar result. Regardless, it also has other problems like consistency. It's hard to make other images that look like they are in the same scene. AI art has a long way to go, and seeing that most people seem to be happy with just making random images, I don't think it is getting much development in better control in the near future. But a man can dream. I really like the quality of AI art personally. It's a damn shame I can't use it yet.

Devlog 46 Devlog 46

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