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Good business :). Jokes aside, this scene is taking much longer than I expected because every render takes a long time. I am still learning what causes long render times in Daz3D, but I think in this case, it has to do with the high number of reflective surfaces in the scene.

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Tyrannosaurus Emo

If you click on a background object, like the floorboards, and go to the Surfaces tab, you should be able to find the image file it uses. Or just right-click on it using the Surface Selector tool. A lot of these assets pride themselves on how huge their file are, like we're supposed to WANT floor tiles in 16k? Then navigate to the file, open it in Photoshop or any other image editor, keep the aspect ratio, adjust the size down, and save it.

biggestdickest

Don't worry, the floor is not in 16k. Most props only have 1k textures, although one prop may have many 1k textures. In my experience, going lower than 1k texture is basically going back to PS1 or PS2 graphics. It's not noticeable for really far away objects, but I think even the buildings on the other side of the street aren't far enough to use such low resolution textures unless I crank the Depth of Field up really high. Now, some objects or surfaces use tiling, which means the same texture gets repeated over and over again. For these, if you reduce the texture resolution, you get more tiling, which makes the repetition more noticeable. Downscaling, or Level of Detail, is a technique that has been for a long time in video games, but it isn't an automatic solution, until Unreal Engine introduced Nanite. Before that, developers had to manually downsize the textures or polygons of objects, and then decide for each object, the distance to switch between different versions of the "same" object. But other than that, in my experience, texture size isn't really a big factor in render times. If the whole scene fits in your memory, then it doesn't seem to make a huge difference. I believe Daz3d uses a technique called Ray-tracing, which means where the light rays travel are kept track of. So, if there are many reflective surfaces, the light rays basically travel infinitely, kinda like what you see in a barbershop. And for volumetric objects like smoke or fog, a single light ray will scatter into many light rays when it hits the object, which means a lot more calculations for the computer. I think these are the main factors that increase the render times dramatically.