Options
Go to last post Go to first unread
BBSoft  
#1 Posted : Friday, September 5, 2025 4:19:30 PM(UTC)
BBSoft

Rank: Member

Joined: 9/2/2018(UTC)
Posts: 21

Thanks: 9 times
Was thanked: 11 time(s) in 6 post(s)

As the title says, how likely is we are ever going to get Double Danglers for G8F?


I have this futa character I made for G8F but let's just say I have always wanted to give her the ability of growing an extra dick but I didn't like the grafts that could do it until now. The character is already made for G8F so I would rather wait for Double Danglers if it's coming for G8F at some point, but if for whatever reason it isn't then yeah, I don't hate G9 as seems to be the norm so I would remake her for G9. In that case I would also love having Full Monty for G9 and working with Double Danglers but it's not a deal breaker to me.

Edited by user Friday, September 5, 2025 11:56:38 PM(UTC)  | Reason: Not specified

thanks 3 users thanked BBSoft for this useful post.
Kess on 9/6/2025(UTC), matt on 9/6/2025(UTC), Meipe on 9/7/2025(UTC)
matt  
#2 Posted : Saturday, September 6, 2025 12:41:03 PM(UTC)
matt

Rank: Advanced Member

Joined: 9/15/2012(UTC)
Posts: 621

Thanks: 304 times
Was thanked: 395 time(s) in 255 post(s)

Take a look at my forum posts for the last month or so and you'll see that in about half of them I'm squawking for exactly the same thing. Meipe has alluded to it happening but I'm not sure when. I suppose we be patient and let them cook. 


One thing, or three, that I'll say about G9: I don't hate the mesh, I'm just very disappointed with it. If you have already started using it, and are able to get it to render in a scene, more power to you. I made the error of spending about $300 on assets to get started, only to find that my somewhat powerful computer simply couldn't complete a render with several figures in the scene. It would keep resetting the iterations to 1 and starting over. This was just with figures, grafts, and hair, mind you. I've done a lot of fully populated scenes with four G8's with attachments, clothing, and a full HDRI environment and while the renders take time, they continue to run and finish. G9 is so resource heavy that I simply can't do that. 


It's been mentioned by Meipe in another thread that if DAZ doesn't do something about the heaviness of their meshes with G10, we're done. We'll need Pixar's processing power to do anything at all. As it stands right now, I'm in the process of building a new machine with a lot more power than this one simply to keep up with DAZ. 


So, if you haven't spent a lot of time with G9, I'd take the time to see how well your system resources can handle it before you invest too heavily. 


thanks 2 users thanked matt for this useful post.
Kess on 9/7/2025(UTC), Meipe on 9/7/2025(UTC)
BBSoft  
#3 Posted : Saturday, September 6, 2025 5:41:06 PM(UTC)
BBSoft

Rank: Member

Joined: 9/2/2018(UTC)
Posts: 21

Thanks: 9 times
Was thanked: 11 time(s) in 6 post(s)
I don't think G9 mesh density is a problem. I did a lot of testing with G8 trying to figure out which one was more resource effective, high subdiv with HD morphs or normal maps, and textures were always worse. G2 mesh was much more denser than G8's and V4 even more, yet they worked in waaaay less powerful machines.
With G9 release they made a big deal of 8k textures so now they are more often used, if I were you I'd check on the textures of the characters you are using, specially those not really in focus since I doubt every character is in focus if you are using more than 2 or 3, and also, my guess is that those using the PBRSkin shader are even worse due to having also stuff like AO and extra detail maps.
The issue with G9 mesh is how they stupidly messed up the nipples and navel, and how they added that stupid rigidity thing that messes up with stuff like Breastacular, in fact, the one thing I really wish Meipe made for G9 is Headlights, I think that would fix most of its problems.
thanks 1 user thanked BBSoft for this useful post.
matt on 9/6/2025(UTC)
matt  
#4 Posted : Saturday, September 6, 2025 9:57:51 PM(UTC)
matt

Rank: Advanced Member

Joined: 9/15/2012(UTC)
Posts: 621

Thanks: 304 times
Was thanked: 395 time(s) in 255 post(s)
I'm going to get wordy here.

I looked into the G9 characters that I'd saved to see what the texture resolution was and whether or not they had PBR. Keep in mind, I never loaded any special texture sets or shaders. As I'd assumed, all of the textures were 4096x4096. My understanding of DAZ 8K textures is that they are an HD option, not the default, and in this case they were not. So I started looking at the shaders. Nothing stood out except for ONE thing, there was a global figure setting under surfaces called Specular Occlusion Enable, and it was set to ON. So I turned it off. Is that PBR? I honestly don't know, I've never messed with it.

I rendered, and the G9 by itself with all of her bits attached certainly rendered faster, getting me about 460 iterations in 6 minutes with about 82% iray convergence. I was somewhat please by this, so I tried the same test with a G8F with all of her bits attached, it gave me 440 iterations in 5 minutes, with 95% iray convergence and since I had render quality enabled, it closed out on it's own.

I thought that wasn't a huge difference, so I tried my little three figure experiment again. One G9 with all bits, and two G8F's with all bits. Same render settings, same bare Studio default settings. I did turn off Specular Occlusion Enable in G9's global surface settings, comparing apples to apples here.

Well, after 45 minutes, I had 127 iray iterations and 0% convergence. It did continue to render, but after close to an hour it was still grainy and unusable as a finished image. I canceled the render and Studio had a damned fit about that, saying 'not responding' for at least five minutes. So what's that about?

I shut the computer down and restarted it, reopened Studio. I loaded three G8F's with all the bits, and rendered. Again, same settings. After just 15 minutes, I had a render with close to 600 iterations and about a 90% convergence rate.

It's not the textures, it's not PBR. SOMETHING about G9 is dragging Studio through the mud. At this point I'm wondering if it's resource heaviness has to do with having morphs for both the masculine and feminine figures in the same little box? At this point I don't know but I'll stick with G8F.

Like you, I want DD for G8. I'll just be patient. Meipe has heard my pleas for mercy.
thanks 1 user thanked matt for this useful post.
Kess on 9/7/2025(UTC)
Godless8  
#5 Posted : Sunday, September 7, 2025 9:28:11 AM(UTC)
Godless8

Rank: Advanced Member

Joined: 1/26/2016(UTC)
Posts: 240

Thanks: 42 times
Was thanked: 39 time(s) in 35 post(s)

A chatgpt based answer as to why G9 is a hog compared to G8:


"Why G9 > G8 VRAM cost in a nutshell:


  • Mesh: ~2× density (geometry VRAM hit). - about 30k polly, you get double the density, but no nipples!!!

  • Textures: More/larger UDIMs, often 8K by default (texture VRAM hit). - used to be 4k textures, this is your killer.

  • Materials: Unified male/female → more maps per character. - mats isn't such a big issue as textures but more mats means more potential texture inputs and more mats also means potentially longer render times.

  • Shader complexity: New PBR skin = more maps loaded simultaneously."


The Idea of G9 isn't necessarily bad. The problem IMO lies that the daz team isn't on the same wave length as its community. A problem that has been mentioned for years now. We will find out with G10 if the daz team finally realizes this or not.


Tentacles! Tentacles everywhere!

matt  
#6 Posted : Sunday, September 7, 2025 10:46:48 AM(UTC)
matt

Rank: Advanced Member

Joined: 9/15/2012(UTC)
Posts: 621

Thanks: 304 times
Was thanked: 395 time(s) in 255 post(s)

Oof...I had no intention of turning this thread into a G8>G9 debate. They all seem to go that direction though, don't they? 


BBSoft  
#7 Posted : Sunday, September 7, 2025 5:05:48 PM(UTC)
BBSoft

Rank: Member

Joined: 9/2/2018(UTC)
Posts: 21

Thanks: 9 times
Was thanked: 11 time(s) in 6 post(s)

That's why you don't only rely on ChatGPT.

-The mesh is indeed denser but it isn't x2. Basically speaking, three G8F figures "weighs" as much as two G9 figures at subdivision 3 (geometry wise). You have to take into account that one of the improvements of G9 is having the eyes and mouth separate from the main body, that means when you subdivide those don't count. Sure, it might seem like it's not much at the base amount but it does when subdivided. And again, as I mentioned, geometry is not that much of a problem. Though not as many as G9, G2 did have quite a bit more than G8 and at that time PCs were waaay less powerful. V4 has way, waaaay more, though I imagine they weren't using high resolution subdivisions at that time.

- 8K textures and PBRSkin issue, yes, that was what I already mentioned and that's not really a "G9 problem". PBRSkin has been used a lot since G8.1's release but you can always change back to Iray Uber Base and the 8k textures for smaller ones (not every G9 character has 8k textures and if they do you can always resize them)

- I don't see how the unified male/female system means more maps per character, it has nothing to do with it, plus, it's not even true that G9 needs more maps than G8. In fact, I haven't bothered with counting them but I'm pretty sure it's about the same or even less. Which is actually one of my G9 complaints, having surfaces like Lips no longer separate from face.

As I have said, my main complaint about G9 is how they made the mesh without taking into account the nipple area so they could put that behind HD sculpting, which is not available for the average user, and how they added that rigidity map that messes up with Breastacular, those I imagine are the consequence of the unified male/female system and if so, then yeah, I rather they keep them separate. Other than that I'm actually happy about the mesh density, I always said I probably would have been using G2 if it had the same awesome grafts Meipe makes fot G8/G9.


Edit: just want to point out it's not like I loooove G9 or I think it's soooo much better than G8 that it's a no brainer to move on. I just don't think it's as bad as people say and often saying things that aren't even true so I feel it's unfair. I just know that every time I work with it I just like it so I want to include it more in my works, however, yeah, at this point the vast majority of my works are with G8.

Edited by user Sunday, September 7, 2025 5:20:01 PM(UTC)  | Reason: Not specified

Godless8  
#8 Posted : Sunday, September 7, 2025 7:21:12 PM(UTC)
Godless8

Rank: Advanced Member

Joined: 1/26/2016(UTC)
Posts: 240

Thanks: 42 times
Was thanked: 39 time(s) in 35 post(s)

Originally Posted by: BBSoft Go to Quoted Post


That's why you don't only rely on ChatGPT.

-The mesh is indeed denser but it isn't x2. Basically speaking, three G8F figures "weighs" as much as two G9 figures at subdivision 3 (geometry wise). You have to take into account that one of the improvements of G9 is having the eyes and mouth separate from the main body, that means when you subdivide those don't count. Sure, it might seem like it's not much at the base amount but it does when subdivided. And again, as I mentioned, geometry is not that much of a problem. Though not as many as G9, G2 did have quite a bit more than G8 and at that time PCs were waaay less powerful. V4 has way, waaaay more, though I imagine they weren't using high resolution subdivisions at that time.



Well it wasn't wrong. If you weigh a base model I would argue you weigh all of it for a fair comparison. G9 with its separate eyes and mouth, that are still always a part of it. Will still be about 32K faces. G8F, which it took for comparison, not G8.1F. Is about 16K faces. You are correct that you do not have to subdivide the eyes and the mouth in G9 though. But I agree that the mesh itself isn't the issue. It's the textures, it's always been the textures.


Something I think chatgpt doesn't look at, and which has a bigger impact than some of the other parts it mentioned imo, is the sharing of shapes in one model. the more shapes, or morphs, that you have, increase loading times. On the other hand, I think sharing shapes is G9's biggest strength.


Originally Posted by: BBSoft Go to Quoted Post

Edit: just want to point out it's not like I loooove G9 or I think it's soooo much better than G8 that it's a no brainer to move on. I just don't think it's as bad as people say and often saying things that aren't even true so I feel it's unfair. I just know that every time I work with it I just like it so I want to include it more in my works, however, yeah, at this point the vast majority of my works are with G8.



I think everyone has the freedom to use whichever model they like. You like G9 for any reason ? great, more power to you.

As to your original question, I too hope to see Double Danglers for G8F.


Tentacles! Tentacles everywhere!

thanks 1 user thanked Godless8 for this useful post.
Kess on 9/7/2025(UTC)
kcam001  
#9 Posted : Monday, September 8, 2025 2:37:18 PM(UTC)
kcam001

Rank: Advanced Member

Joined: 1/4/2019(UTC)
Posts: 78

Thanks: 1 times
Was thanked: 50 time(s) in 36 post(s)

I'm still really hoping for double danglers for G8/8.1 as well, as the G9 morphs for the face aren't that great i'm finding. It is possible to do a sort of janky double dangler on G8/8.1 using the existing grafts but it's really messy trying to copy the matts over to both along with the shell applications.

thanks 2 users thanked kcam001 for this useful post.
Kess on 9/9/2025(UTC), Meipe on 9/23/2025(UTC)
BBSoft  
#10 Posted : Wednesday, September 10, 2025 1:45:49 PM(UTC)
BBSoft

Rank: Member

Joined: 9/2/2018(UTC)
Posts: 21

Thanks: 9 times
Was thanked: 11 time(s) in 6 post(s)

Originally Posted by: Godless8 Go to Quoted Post


Originally Posted by: BBSoft Go to Quoted Post


That's why you don't only rely on ChatGPT.

-The mesh is indeed denser but it isn't x2. Basically speaking, three G8F figures "weighs" as much as two G9 figures at subdivision 3 (geometry wise). You have to take into account that one of the improvements of G9 is having the eyes and mouth separate from the main body, that means when you subdivide those don't count. Sure, it might seem like it's not much at the base amount but it does when subdivided. And again, as I mentioned, geometry is not that much of a problem. Though not as many as G9, G2 did have quite a bit more than G8 and at that time PCs were waaay less powerful. V4 has way, waaaay more, though I imagine they weren't using high resolution subdivisions at that time.



Well it wasn't wrong. If you weigh a base model I would argue you weigh all of it for a fair comparison. G9 with its separate eyes and mouth, that are still always a part of it. Will still be about 32K faces. G8F, which it took for comparison, not G8.1F. Is about 16K faces. You are correct that you do not have to subdivide the eyes and the mouth in G9 though. But I agree that the mesh itself isn't the issue. It's the textures, it's always been the textures.


Something I think chatgpt doesn't look at, and which has a bigger impact than some of the other parts it mentioned imo, is the sharing of shapes in one model. the more shapes, or morphs, that you have, increase loading times. On the other hand, I think sharing shapes is G9's biggest strength.


Originally Posted by: BBSoft Go to Quoted Post

Edit: just want to point out it's not like I loooove G9 or I think it's soooo much better than G8 that it's a no brainer to move on. I just don't think it's as bad as people say and often saying things that aren't even true so I feel it's unfair. I just know that every time I work with it I just like it so I want to include it more in my works, however, yeah, at this point the vast majority of my works are with G8.



I think everyone has the freedom to use whichever model they like. You like G9 for any reason ? great, more power to you.

As to your original question, I too hope to see Double Danglers for G8F.



Indeed, like I said, I'm not trying to convince anyone about using G9, I just like to keep things fair and I find even in the Daz forums way too much misinformation runs wild, often because they just hate the figure.


I actually think it's fairer to compare in actual use case, as no one is going to be using them at base resolution unless they are background characters way out of focus (and even if you did, then it hardly matters). Also, just want to point out G8.1 has the same mesh as G8 (otherwise G8 morphs wouldn't work on G8.1).


And yeah, I guess at some point if you have a lot of male and female characters for G9 it would bloat worse than G8, though I have to admit in my case it probably doesn't matter as much because I use mostly female characters anyway and for the male characters I can still just use G8. However, yes, I think I rather them separating the figures again for their next release, though in general I just can't think of what they could do to make it worth "upgrading" anyway.


Users browsing this topic
Guest
Forum Jump  
You cannot post new topics in this forum.
You cannot reply to topics in this forum.
You cannot delete your posts in this forum.
You cannot edit your posts in this forum.
You cannot create polls in this forum.
You cannot vote in polls in this forum.

Powered by YAF.NET | YAF.NET © 2003-2026, Yet Another Forum.NET
This page was generated in 0.142 seconds.

Notification

Icon
Error