Mac OS Sierra 10.12.1 iray not working help!!!

2»

Comments

  • Just confrimed my findings, load the iray skin and face of MRL Eden, but the 3d-delight version of lips, and it worked fine, as soon as I apply the iray lips it crashed. 

    From this it qwe should be able to figure out what instructions makes it crash, i know alot of vendors do stuff with the lips like extra layers, etc..

     

     

  • EsemwyEsemwy Posts: 578

    I saved both my Iray Uber Base and the Default shader for Interstellar Patrol Armor and the only real difference between the two .duf files is that there are several more image maps in the custom shader. I tried dialing Top Coat to zero, but it still crashes the GPU.

    Glossy Layered Weight
    Glossy Color
    Glossy Reflectivity
    Glossy Roughness
    Top Coat Weight
    Top Coat Color
    Top Coat Roughness
    Top Coat Bump

     

  • I was able to figure out the problem and a fix, it's related to having an image in the Top Coat Roughness field. Once i deleted the image, iray worked. in this example it was in the lips. It would be nice if someone could test my theory.

     

    Screen Shot 2016-10-28 at 5.29.21 PM.jpg
    788 x 630 - 98K
  • EsemwyEsemwy Posts: 578

    Nope, not on mine. I still get the same error. I think we're on the right track, though.

    I was able to figure out the problem and a fix, it's related to having an image in the Top Coat Roughness field. Once i deleted the image, iray worked. in this example it was in the lips. It would be nice if someone could test my theory.

     

     

  • MarshianMarshian Posts: 1,465

    Sorry you guys are having trouble. I'm glad this thread was started.

    But- Yikes! I might hold out another month before I update. Maybe some bugs will get worked out- over all.

  • Esemwy said:

    Nope, not on mine. I still get the same error. I think we're on the right track, though.

    I was able to figure out the problem and a fix, it's related to having an image in the Top Coat Roughness field. Once i deleted the image, iray worked. in this example it was in the lips. It would be nice if someone could test my theory.

     

     

    Also check for an image in the Glossy Roughness property - this generates a lambda (calls on the MDL JIT, just-in-time, compiler) for the hidden Roughness Squared property, which doesn't happen if there's no map for Glossy Roughness.

  • TotteTotte Posts: 14,066
    Esemwy said:

    Nope, not on mine. I still get the same error. I think we're on the right track, though.

    I was able to figure out the problem and a fix, it's related to having an image in the Top Coat Roughness field. Once i deleted the image, iray worked. in this example it was in the lips. It would be nice if someone could test my theory.

     

     

    Also check for an image in the Glossy Roughness property - this generates a lambda (calls on the MDL JIT, just-in-time, compiler) for the hidden Roughness Squared property, which doesn't happen if there's no map for Glossy Roughness.

    I checked this with one who has the problems and she said that Glossy Roughness is not the issue as it's thereat 50% of the materials which causes problems. Maybe top coat roughness causes the same thing.

     

  • EsemwyEsemwy Posts: 578
    edited October 2016

    Yup! That fixes it. Thanks folks! Clearing the maps on "Glossy Roughness" and "Top Coat Roughness" does the job. For those like myself that are too lazy to go hunting through their materials.

    // DAZ Studio version 4.9.2.70 filetype DAZ Script(function() {    var nNodes = Scene.getNumNodes();    for (var i = 0; i < nNodes; i++) {        var oNode = Scene.getNode(i);        if (!oNode) continue;        var oObj = oNode.getObject();        if (!oObj) continue;        var oShape = oObj.getCurrentShape();        var nMats = oShape.getNumMaterials();        for (var j = 0; j < nMats; j++) {            var oMat = oShape.getMaterial(j);            if (!oMat) continue;            var oGR = oMat.findProperty("Glossy Roughness");            if (oGR && oGR.isMapped()) {                oGR.clearMap();                print ("%1/%2 %3 cleared".arg(oNode.name).arg(oMat.name).arg(oGR.name));            }            var oTCR = oMat.findProperty("Top Coat Roughness");            if (oTCR && oTCR.isMapped()) {                oTCR.clearMap();                print ("%1/%2 %3 cleared".arg(oNode.name).arg(oMat.name).arg(oTCR.name));            }        }    }})();

     

    Post edited by Esemwy on
  • Esemwy said:

    Yup! That fixes it. Thanks folks! Clearing the maps on "Glossy Roughness" and "Top Coat Roughness" does the job. For those like myself that are too lazy to go hunting through their materials.

    // DAZ Studio version 4.9.2.70 filetype DAZ Script(function() {    var nNodes = Scene.getNumNodes();    for (var i = 0; i < nNodes; i++) {        var oNode = Scene.getNode(i);        if (!oNode) continue;        var oObj = oNode.getObject();        if (!oObj) continue;        var oShape = oObj.getCurrentShape();        var nMats = oShape.getNumMaterials();        for (var j = 0; j < nMats; j++) {            var oMat = oShape.getMaterial(j);            if (!oMat) continue;            var oGR = oMat.findProperty("Glossy Roughness");            if (oGR && oGR.isMapped()) {                oGR.clearMap();                print ("%1/%2 %3 cleared".arg(oNode.name).arg(oMat.name).arg(oGR.name));            }            var oTCR = oMat.findProperty("Top Coat Roughness");            if (oTCR && oTCR.isMapped()) {                oTCR.clearMap();                print ("%1/%2 %3 cleared".arg(oNode.name).arg(oMat.name).arg(oTCR.name));            }        }    }})();

     

    Thanks for taking the time to make this script public!!!

     

  • mjc1016mjc1016 Posts: 15,001

    It would be interesting to know if it's all maps there or just 'wrong' ones...namely those that are actually RGB and not greyscale.

  • Jack of SpadesJack of Spades Posts: 80
    edited October 2016

    This appears to be the same problem I reported here; I don't know if others can see it, but there's an open support ticket on it. My own fix script:

    // DAZ Studio version 3.1 filetype DAZ Script//===================================================================// by C. Lee Davis// July 9 2016// Copyright (c) 2016 C. Lee Davis// Permission is hereby granted, free of charge, to any persoration// obtaining a copy of this software and associated documentation// files (the "Software"), to deal in the Software without// restriction, including without limitation the rights to use,// copy, modify, merge, publish, distribute, sublicense, and/or sell// copies of the Software, and to permit persons to whom the// Software is furnished to do so, subject to the following// conditions://// The above copyright notice and this permission notice shall be// included in all copies or substantial portions of the Software.//// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR// OTHER DEALINGS IN THE SOFTWARE.	var appName = "josOSXMatFix";		searchMats();// Loop through materials and identifyfunction searchMats( ){	var nodes = Scene.getNodeList();	var n = nodes.length;	startProgress( "Fixing materials for Iray on macOS", n, true, true );	for( var i = 0; i < n; i++ )	{		var node = nodes[i];		var obj = node.getObject();		if( obj )		{			var nShapes = obj.getNumShapes();			for( var j = 0; j < nShapes; j++ )			{				var shape = obj.getShape( j );				var nMats = shape.getNumMaterials();				for( k = 0; k < nMats; k++ )				{					var mat = shape.getMaterial( k );					fixMat( node, mat );				}			}		}		stepProgress( 1 );		}}// Remove problem propertiesfunction fixMat( node, mat ){	// We only know how to consume Iray Uber materials	var shader = mat.getMaterialName();	if ( shader != 'Iray Uber' && shader != 'V3D_IRayTannedWetSkins' && shader != 'V3D_IRayTannedWetSkins_G3' ) {		print( "No Iray for " + node.name + " " + mat.name + "; shader '" + shader + "'" );		return;	}	removeMap( node, mat, "Glossy Roughness" );	removeMap( node, mat, "Diffuse Strength" );	removeMap( node, mat, "Transmitted Color" );	removeMap( node, mat, "Top Coat Roughness" );	if ( shader == 'V3D_IRayTannedWetSkins_G3' ) {		removeMap( node, mat, "TanLine" );	}}// remove mapfunction removeMap( node, mat, prop ){	var propVal = mat.findProperty( prop );	if ( propVal )	{		var mapValue = propVal.getMapValue();		if ( mapValue )		{			propVal.setMap( "" );			print( mat.name + ": removed " + prop + " map." );		}	}	else	{		print( mat.name + ": no " + prop );	}}
    Post edited by Jack of Spades on
  • Just wanted to thank everyone for the scripts, they work very well. Just one last question I have. Is there a way to restart the nvidia driver once this error occurs?

    At the moment, if this error happens and I run the script, it looks like studio will not recover, I have to save the scene and re-load it. Is there a way to do a reset, without exiting studio and the scene?

    Nick

     

  • TotteTotte Posts: 14,066

    Just wanted to thank everyone for the scripts, they work very well. Just one last question I have. Is there a way to restart the nvidia driver once this error occurs?

    At the moment, if this error happens and I run the script, it looks like studio will not recover, I have to save the scene and re-load it. Is there a way to do a reset, without exiting studio and the scene?

    Nick

     

    Iray wont restart from a fault, ever. Restart Studio and sometimes restart the Mac (had that happen a few times when Iray went really bonkers)

     

  • Cake OneCake One Posts: 381

    Hey Guys

    Thanks for the scripts. It seems to work on some issue but not all.

    I'm sorry to be the one that reports that it's not 100% effective.

    i made the promos for this set : http://www.daz3d.com/victorian-santa-for-genesis-3-males . See the main image? None of the scripts work on it, it had to be rendered with a single GPU instead of 2, Maxwell card being shut down each and every time. Only way to avoid that : use 3DL mats but the result is not as good so , ok, i rendered it with a single GPU.

    ==For info, i tried applying both scripts (one each time and if it didn't work, close DS and restart) and i still had the MDL_JIT lines in the log files so i think we're close to a solution but not there yet.

     

    The santa outfit uses JIT (at least on the top)
    The ROSEMILL IRAY uses JIT (walls, chandelier)

    If one of you has one of those items and can take a look at the incriminated mat file, to see if there is something else that might cause the crash, it would be awsome !

    i suspect another wrongly put image, but not in the areas that target the scripts.

     

    Thank you

    C.

  • MacSaversMacSavers Posts: 324
    edited November 2016

    I'm on MacOS Sierra and I checked the nVidia Cuda control panel and it provided an update to 8.0.51 from 8.0.46. Not sure if this will fix the problem. I have a MacBook Pro with an nVidia 650M and it's always been buggy with Daz Studio. If I do a render with the GPU, either with the CPU or by itself, it will destablize my Mac. It might finish the render, but I would have to save, close DS and restart the MacBook to keep it from crashing... and I mean crashing hard. Total kernel panic within 10 minutes, no matter what I did. If I continued to use DS and tried to render a second time without restarting the MacBook, it would never finish the render and crash hard. If I close DS and worked on another app, any app, it would crash within 10 minutes. On top of that, the speed increase never materialized. It's the same amount of time to render either in CPU only or GPU only/both.

    Post edited by MacSavers on
  • With the correct setup OSX can be quite stable, I switched back to EL-Cap. With cuda 7.5 and  the latest version of studio i can be rendering for hours without a crash. The most important thing is cooling. 

  • Cake OneCake One Posts: 381

    Has anyone updated their cuda to 8.0.51 ?

    I'm curious about if it fixes the "your video card is too old" problem on Kepler cards.

    Thanks

  • TotteTotte Posts: 14,066
    Cake One said:

    Has anyone updated their cuda to 8.0.51 ?

    I'm curious about if it fixes the "your video card is too old" problem on Kepler cards.

    Thanks

    It doesn't....

  • TotteTotte Posts: 14,066

     

    MacSavers said:

    I'm on MacOS Sierra and I checked the nVidia Cuda control panel and it provided an update to 8.0.51 from 8.0.46. Not sure if this will fix the problem. I have a MacBook Pro with an nVidia 650M and it's always been buggy with Daz Studio. If I do a render with the GPU, either with the CPU or by itself, it will destablize my Mac. It might finish the render, but I would have to save, close DS and restart the MacBook to keep it from crashing... and I mean crashing hard. Total kernel panic within 10 minutes, no matter what I did. If I continued to use DS and tried to render a second time without restarting the MacBook, it would never finish the render and crash hard. If I close DS and worked on another app, any app, it would crash within 10 minutes. On top of that, the speed increase never materialized. It's the same amount of time to render either in CPU only or GPU only/both.

    The 650M on a MacBookPro, I guess thats 512MB or 1GB VRAM setup which is way to little for Iray, which will need at least 4GB VRAM to be of any use at all.

  • TotteTotte Posts: 14,066

    With the correct setup OSX can be quite stable, I switched back to EL-Cap. With cuda 7.5 and  the latest version of studio i can be rendering for hours without a crash. The most important thing is cooling. 

    Yes - I have 10.11.6, CUDA 8.0.51 and DS 4.9 Release (not beta) and it's rock solid rendering using a GTX-780 6GB and a GTX-750Ti 2GB driving the screen.

     

  • Cake OneCake One Posts: 381
    Totte said:

     

    Yes - I have 10.11.6, CUDA 8.0.51 and DS 4.9 Release (not beta) and it's rock solid rendering using a GTX-780 6GB and a GTX-750Ti 2GB driving the screen.

     

    Are you rendering with 780 AND cuda 8?

    Is the bug only in the beta version of DS?

     

    I'm confused... ^^

  • TotteTotte Posts: 14,066
    Cake One said:
    Totte said:

     

    Yes - I have 10.11.6, CUDA 8.0.51 and DS 4.9 Release (not beta) and it's rock solid rendering using a GTX-780 6GB and a GTX-750Ti 2GB driving the screen.

     

    Are you rendering with 780 AND cuda 8?

    Is the bug only in the beta version of DS?

     

    I'm confused... ^^

    The bug is with Iray 2016.2 (which is in the beta) 

  • mjc1016mjc1016 Posts: 15,001
    Totte said:
    Cake One said:
    Totte said:

     

    Yes - I have 10.11.6, CUDA 8.0.51 and DS 4.9 Release (not beta) and it's rock solid rendering using a GTX-780 6GB and a GTX-750Ti 2GB driving the screen.

     

    Are you rendering with 780 AND cuda 8?

    Is the bug only in the beta version of DS?

     

    I'm confused... ^^

    The bug is with Iray 2016.2 (which is in the beta) 

    Which means, basically the beta and anything else that would have that version of Iray

  • TotteTotte Posts: 14,066
    mjc1016 said:
    Totte said:
    Cake One said:
    Totte said:

     

    Yes - I have 10.11.6, CUDA 8.0.51 and DS 4.9 Release (not beta) and it's rock solid rendering using a GTX-780 6GB and a GTX-750Ti 2GB driving the screen.

     

    Are you rendering with 780 AND cuda 8?

    Is the bug only in the beta version of DS?

     

    I'm confused... ^^

    The bug is with Iray 2016.2 (which is in the beta) 

    Which means, basically the beta and anything else that would have that version of Iray

    I suspect so, on OS X that is.

  • Totte said:
    Cake One said:
    Totte said:

     

    Yes - I have 10.11.6, CUDA 8.0.51 and DS 4.9 Release (not beta) and it's rock solid rendering using a GTX-780 6GB and a GTX-750Ti 2GB driving the screen.

     

    Are you rendering with 780 AND cuda 8?

    Is the bug only in the beta version of DS?

     

    I'm confused... ^^

    The bug is with Iray 2016.2 (which is in the beta) 

    The previous beta, the current has a (beta itself) version of 2016.3

  • TotteTotte Posts: 14,066
    Totte said:
    Cake One said:
    Totte said:

     

    Yes - I have 10.11.6, CUDA 8.0.51 and DS 4.9 Release (not beta) and it's rock solid rendering using a GTX-780 6GB and a GTX-750Ti 2GB driving the screen.

     

    Are you rendering with 780 AND cuda 8?

    Is the bug only in the beta version of DS?

     

    I'm confused... ^^

    The bug is with Iray 2016.2 (which is in the beta) 

    The previous beta, the current has a (beta itself) version of 2016.3

    Yes, sorry, but the behavior still exists.

  • Cake OneCake One Posts: 381

    UPDATE

    Thank you so much to the 2 great script guys, as your fix seems to fix 90% of the faulty mats.

    However, i noticed today that having an image map in the "Transmitted color" area makes cuda crash.

    To verify this, i checked the log file (a ton of JIT errors despise having applied BOTH your scripts ) so I deleted the said image only from the transmitted color area, saved the file, closed DS, launch DS again, load the scene, hit render and it works like a charm.

    Could it be possible for you to update your scripts so the transmitted color area has no map in it please?

    Pleeeaase...?

    Thank you

     

     

  • V3DigitimesV3Digitimes Posts: 3,209
    edited December 2016

    This appears to be the same problem I reported here; I don't know if others can see it, but there's an open support ticket on it. My own fix script:

    // DAZ Studio version 3.1 filetype DAZ Script//===================================================================// by C. Lee Davis// July 9 2016// Copyright (c) 2016 C. Lee Davis// Permission is hereby granted, free of charge, to any persoration// obtaining a copy of this software and associated documentation// files (the "Software"), to deal in the Software without// restriction, including without limitation the rights to use,// copy, modify, merge, publish, distribute, sublicense, and/or sell// copies of the Software, and to permit persons to whom the// Software is furnished to do so, subject to the following// conditions://// The above copyright notice and this permission notice shall be// included in all copies or substantial portions of the Software.//// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR// OTHER DEALINGS IN THE SOFTWARE.	var appName = "josOSXMatFix";		searchMats();// Loop through materials and identifyfunction searchMats( ){	var nodes = Scene.getNodeList();	var n = nodes.length;	startProgress( "Fixing materials for Iray on macOS", n, true, true );	for( var i = 0; i < n; i++ )	{		var node = nodes[i];		var obj = node.getObject();		if( obj )		{			var nShapes = obj.getNumShapes();			for( var j = 0; j < nShapes; j++ )			{				var shape = obj.getShape( j );				var nMats = shape.getNumMaterials();				for( k = 0; k < nMats; k++ )				{					var mat = shape.getMaterial( k );					fixMat( node, mat );				}			}		}		stepProgress( 1 );		}}// Remove problem propertiesfunction fixMat( node, mat ){	// We only know how to consume Iray Uber materials	var shader = mat.getMaterialName();	if ( shader != 'Iray Uber' && shader != 'V3D_IRayTannedWetSkins' && shader != 'V3D_IRayTannedWetSkins_G3' ) {		print( "No Iray for " + node.name + " " + mat.name + "; shader '" + shader + "'" );		return;	}	removeMap( node, mat, "Glossy Roughness" );	removeMap( node, mat, "Diffuse Strength" );	removeMap( node, mat, "Transmitted Color" );	removeMap( node, mat, "Top Coat Roughness" );	if ( shader == 'V3D_IRayTannedWetSkins_G3' ) {		removeMap( node, mat, "TanLine" );	}}// remove mapfunction removeMap( node, mat, prop ){	var propVal = mat.findProperty( prop );	if ( propVal )	{		var mapValue = propVal.getMapValue();		if ( mapValue )		{			propVal.setMap( "" );			print( mat.name + ": removed " + prop + " map." );		}	}	else	{		print( mat.name + ": no " + prop );	}}

    Thank you!!!!! For including my shaders in your script.

    Well basically, I did not know about Mac issues and JIT Compilation, I just heard about this yesterday (thanks to Cake One). By default my scripts for wet and tanned skins do not map the "Glossy Roughness, Top Coat Roughness and Transmitted Color" slots, BUT they do not remove the previously existing maps on the original figures on these properties... So if they were basically mapped, they will remain mapped. That  is really nice from you to include my shaders in your "cleaner" script.

    For users of this scirpt, if you use this script on Genesis 3 with wet and tanned skins, then please set the "Tan Line" Strength to 0!!!! (otherwise you will "untan" all strongly). For this you can use the tan line strength manager of the "Tan Lines" product, or you can also select all the surfaces of Genesis 3, write "tan" in the "enter text to filter by..." box at the top of the surfaces editor, and set the tan line dial to 0. Thank you!!

    Now that I'm aware of these JIT issues of CUDA for MAC, I will take care, when technically possible, to think about this when making products. For instance in my next product, there will be a procedural version (so JIT) of a material, but then I also include a mapped version of it.

    I hope that for you, MAC users, NVIDIA will do something for the drivers to support more things....

    Post edited by V3Digitimes on
Sign In or Register to comment.