SamSuka
Ezy
Ezy

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Technical blog

First of all, I'm sorry for the long post. I've put a lot of work into everything, but it often goes unnoticed... and I thought it would be interesting to share some of the technical things I do on this project. For the ones that have a little technical knowledge about CG creation, this might be an interesting read to you.

When I started working on the previous release, I showed you the upgrades I was making to the engine, shaders and so fort. Overall, that was a fairly succesful move which helped getting the latest release in a better state and overall looking a bit more pretty and the cast more lively. There were still problems, unfortunately. After rendering one of the earlier scenes in episode 3, the MC wasn't playing well with the upgrades at all, and I had to revert back to the version I had in episode 2. The MC wasn't the only problem however...

Here's an example of where Lily's neck detail just cuts off and becomes flat when it reaches the seam of the face.

I knew the solution for this at the time, but couldn't remake that part of the shader without it taking me a huge amount of time. The thing I was looking for is tiling the detail map in something called ' World Space' rather than 'UV Space'. On paper, this sounds super easy to do, but it really isn't. Especially when it comes down to normal maps. Anyway, after thinking about the shader code, digging online, dissecting everything what it needs to do, I've finally managed to do it.

In the old version above, you can see the neck doesn't match with the face , and there's a seam running between the neck and tje jaw line. This becomes even more apparent and ugly when the neck bends.

With the new shader I've written below, this doesn't exist anymore and the whole detail map tiles at an exact scale (that I can set with one value change), eliminating the seams completely. while still correctly bending the incoming lighting in the correct manner.



This has been a time consuming process and I'll still iterate on it for a little bit as I start rendering scenes for episode 4. Unfortunately, this has to be applied to every single character in the game. And I have a lot of those! But in the end, the quality will be going up and I'll be able to render faster, as it's now more efficient and easier on the VRAM.

Hope you enjoyed the nerd talk, but it will probably be mostly skipped and ignored... 😁

Have a good one,

Ezy

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Comments

Your doing awesome man keep up the good work 👍

Angel Vargas

The primary reason I support VN games is to learn from those I believe are producing the best art (story or images). I try to imitate with DAZ and Unreal but am nowhere near. Logs like this one are gold to me, thank you very much!

Deltor

That's great, I had no idea! I can imagine CPU's like the Threadripper being better at this, especially the latest models. Unfortunately for me, Unreal Engine doesn't make use of that, and GFX card power is all I can use. Nvidia having removed SLI on the 40x series also doesn't help in that respect, as you can't pool VRAM together anymore. 😞 I made half of episode 1 on a 2080, then upgraded to a 3080ti halfway through. Both were absolutely horrible to work with. The 2080 had 8GB of VRAM and the 3080 had 12GB, so it wasn't even that much of an improvement. The 3080ti ran ridiculously hot as well and I was sweating my ass off working on episode 2 last summer. The 4090 is a real blessing, as it runs cool, fast and has a decent amount of VRAM, though the same as the 3090. DAZ scenes are like the characters, very poorly optimized. I don't think optimizations are existing in anything that isn't meant for games, so I can't really blame the creators that make stuff for DAZ. It would hugely benefit them regardless though, but who's going to tell and teach them? 😁 Other than that, you'll never have enough VRAM anyway. The more you have, the more stuff you start throwing at the scenes simply because you can! 😏

Ezy

It's nice to see people having an interest in this. I've blurbed about some tech things briefly in some previous logs, but obviously nothing as detailed as this. I assumed people would be more like "stop the nerd talk and gib story!". 😁I may do more of these posts in the future, but I'll try not to make it the main thing obviously.

Ezy

I have a hard time understanding the more technical aspect that go into making this game but it is an amazing game and I can tell you work hard on it great story and beautiful artwork.

Jerald Lane

DUDE I LOVE NERD TALK. Thank you for this, especially SSS. I only messed with it once but didn't understand why some characters came out great and others a complete blurry mess. First thing I noticed for your characters was how detailed they were compared to the usual DAZ models, I was blown away. Sorry I didn't articulate that somewhere. Your diligence and eye for detail is not overlooked (by me anyway). Can confirm that higher end AMD CPUs can render surprisingly fast, saving your VRAM if that is something you are willing to look into. I'm running a 3080ti and a 3090ti and still run out of VRAM in big scenes lol.

HongFire

It absolutely shows in the quality, all your characters are unique

Rhuarc

Woot woot!

ITRoy


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