Daz Studio Pro BETA - version 4.11.0.335! (*UPDATED*)

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Comments

  • barbultbarbult Posts: 24,755

    Maybe they read my help request or this forum. I'm happy to see it is already fixed. Although strangely, Richard's link says version 213 and the actual log file says 212. 

  • barbult said:

    Maybe they read my help request or this forum. I'm happy to see it is already fixed. Although strangely, Richard's link says version 213 and the actual log file says 212. 

    The version is added after the changes, so presumably the chnage has been made to the code but not yet (officially) compiled and given its version number, which will appear at the bottom of the page.

  • barbultbarbult Posts: 24,755
    barbult said:

    Maybe they read my help request or this forum. I'm happy to see it is already fixed. Although strangely, Richard's link says version 213 and the actual log file says 212. 

    The version is added after the changes, so presumably the chnage has been made to the code but not yet (officially) compiled and given its version number, which will appear at the bottom of the page.

    Thanks for clarifying. I had completely misinterpreted it as the version number being a header for the list of changes below the version number.

  • I am still unable to use dforce in the beta.  Is this being worked on?  Honestly, I'm freaking out a bit, I bought this specifically so I could have a laptop that could handle dforce, and it works beautifully in 4.10.  Not at all in the beta.  It tells me that it appears that the dforce kernels on my computer have not been compiled or need to be recompiled and asks if I want to do so.  when I click yes I get an error initiailizing OpenCL kernels

    This is the log file.  I filed a ticket but never got an answer or any acknowledgement that anyone got it or looked at it.

    2018-09-05 19:02:59.316 WARNING: ..\..\..\src\dzdynamicsengine.cpp(413): Using device: Intel(R) HD Graphics 630
    2018-09-05 19:02:59.469 WARNING: ..\..\..\src\dzopenclkernelfactory.cpp(32): Open CL notify: Build program failure.
    2018-09-05 19:02:59.594 WARNING: ..\..\..\src\dzopenclkernelfactory.cpp(32): Open CL notify: Build program failure.
    2018-09-05 19:02:59.594 WARNING: ..\..\..\src\dzopenclkernelfactory.cpp(496): ERROR: clBuildProgram (-11)
    2018-09-05 19:02:59.594 WARNING: Source built for buildLBVHFromMortonCodes. Build log:
    6:190:14: error: non-kernel function variable cannot be declared in local address space
            __local int firstIdxInGroup;
                        ^

    2018-09-05 19:02:59.703 WARNING: ..\..\..\src\dzopenclkernelfactory.cpp(32): Open CL notify: Build program failure.
    2018-09-05 19:02:59.797 WARNING: ..\..\..\src\dzopenclkernelfactory.cpp(32): Open CL notify: Build program failure.
    2018-09-05 19:02:59.797 WARNING: ..\..\..\src\dzopenclkernelfactory.cpp(496): ERROR: clBuildProgram (-11)
    2018-09-05 19:02:59.797 WARNING: Source built for calcLBVHBounds. Build log:
    8:190:14: error: non-kernel function variable cannot be declared in local address space
            __local int firstIdxInGroup;
                        ^

    2018-09-05 19:02:59.828 WARNING: ..\..\..\src\dzopenclkernelfactory.cpp(348): m_isValid = false @ dzopenclkernelfactory.h, line 118 (after loading kernel members)
    2018-09-05 19:02:59.947 WARNING: ..\..\..\src\dzdynamicsengine.cpp(3270): Error initializing OpenCL!
    2018-09-05 19:02:59.947 Total Simulation Time: 9.9 seconds

  • nonesuch00nonesuch00 Posts: 18,293

    I still have the same problem as IceDragonArt too. This all worked fine in DAZ Studio 4.10.x.  Intel(R) HD Graphics 4000 supports openCL 1.2, openGL 4.0, & DirectX 11.2

    2018-09-05 19:15:08.137 WARNING: ..\..\..\src\dzdynamicsengine.cpp(413): Using device: Intel(R) HD Graphics 4000
    2018-09-05 19:15:08.654 WARNING: ..\..\..\src\dzopenclkernelfactory.cpp(32): Open CL notify: Unknown error
    2018-09-05 19:15:08.703 WARNING: ..\..\..\src\dzopenclkernelfactory.cpp(32): Open CL notify: Unknown error
    2018-09-05 19:15:08.703 WARNING: ..\..\..\src\dzopenclkernelfactory.cpp(496): ERROR: clBuildProgram (-11)
    2018-09-05 19:15:08.703 WARNING: Source built for calcLBVHBounds. Build log:
    fcl build 1 succeeded.
    fcl build 2 succeeded.
    Error: parse error.

    2018-09-05 19:15:08.850 WARNING: ..\..\..\src\dzopenclkernelfactory.cpp(348): m_isValid = false @ dzopenclkernelfactory.h, line 118 (after loading kernel members)
    2018-09-05 19:15:08.962 WARNING: ..\..\..\src\dzdynamicsengine.cpp(3270): Error initializing OpenCL!
    2018-09-05 19:15:08.962 Total Simulation Time: 2.89 seconds

  • Seems to be a problem in line 118....

  • It takes time to look into the dForce issues. That said, please read the Dependencies section (If you haven't already done\tried that).

  • nonesuch00nonesuch00 Posts: 18,293

    It takes time to look into the dForce issues. That said, please read the Dependencies section (If you haven't already done\tried that).

    I did & the dependancies were met as that's how dForce worked for me in DAZ Studio 4.10.x. Nothing has changed with my OS only DS has been upgraded to DS Beta 4.11.x. I see the the Linux drivers are said to need to be openCL 2.0 but no mention is made of the Windows openCL version needed and prior it was said to need to be openCL 1.2. my Intel HD Graphics HW supports openCL 1.2 directly.

    Also the thighs I see are still warping on the models, even when I tell DS to use limits.

  • It takes time to look into the dForce issues. That said, please read the Dependencies section (If you haven't already done\tried that).

    I did & the dependancies were met as that's how dForce worked for me in DAZ Studio 4.10.x. Nothing has changed with my OS only DS has been upgraded to DS Beta 4.11.x. I see the the Linux drivers are said to need to be openCL 2.0 but no mention is made of the Windows openCL version needed and prior it was said to need to be openCL 1.2. my Intel HD Graphics HW supports openCL 1.2 directly.

    Also the thighs I see are still warping on the models, even when I tell DS to use limits.

    Are you looking at newly loaded content or content you had saved from an older build? If you'd turned limits off for the saved figure they will still be off on load.

  • nonesuch00nonesuch00 Posts: 18,293
    edited September 2018

    It takes time to look into the dForce issues. That said, please read the Dependencies section (If you haven't already done\tried that).

    I did & the dependancies were met as that's how dForce worked for me in DAZ Studio 4.10.x. Nothing has changed with my OS only DS has been upgraded to DS Beta 4.11.x. I see the the Linux drivers are said to need to be openCL 2.0 but no mention is made of the Windows openCL version needed and prior it was said to need to be openCL 1.2. my Intel HD Graphics HW supports openCL 1.2 directly.

    Also the thighs I see are still warping on the models, even when I tell DS to use limits.

    Are you looking at newly loaded content or content you had saved from an older build? If you'd turned limits off for the saved figure they will still be off on load.

    Newly loaded. It was for Dwayne 8. I will create a new scene and test again. If it happens again I will right a ticket with the scene included so that complaint can be ignored here. Uh, I checked & I created the problem thigh scenes before the *.196 beta & before Dwayne 8 Bundle

    I am using the 4.11.0.196 version of the public beta.

    Post edited by nonesuch00 on
  • I would like to suggest that the denoiser have another option added. Should I do that here or a ticket?

    Currently, there is an option to start denoiser based on the number of iterations, but I rarely know if my render will take 500 or 3000 iterations. Could there be an option to start based on a percentage?

  • I would like to suggest that the denoiser have another option added. Should I do that here or a ticket?

    Currently, there is an option to start denoiser based on the number of iterations, but I rarely know if my render will take 500 or 3000 iterations. Could there be an option to start based on a percentage?

    In a ticket, please.

  • I do have an idea for a feature although I don't know if it's even remotely possible. 

    For the time being, aligning a character/object/whatever on a specific Y level other than the default floor plane requires that we use the Align pane or a script that will drop the object relatively to another object (primitive, prop, null). However, this is not the most practical thing when you want to use some poses which reset the Y position or work on several items... it means a lot of operations and clicks. So what about a way to define relationships between a given object and the "floor level we would want it to drop on top of, everytime we use the "drop to floor" command? That or a way to create more floors like the one DS already has.

  • Richard HaseltineRichard Haseltine Posts: 102,344
    edited September 2018

    You can do simple arithmetic in parameter fields, so if you know the offset to you desired level (saw, 235cm) just drop to floor and then add the offset in the y-translation (that is, put the cursor in the box after the last digit and type + 235 in our example).

    Post edited by Richard Haseltine on
  • That remains a manual tweak. I'm talking about automating vertical collision/gravity in a quicker, better way than that. Anyone can change some values but it's a tedious process when you have many items to go through in one scene, not all dropped on objects at the same height.

  • Using the Align pane, with the Stack Y option, would also do the same as Drop to Floor (as long as you wanted to align to the top of the bounding box of the floor item).

  • And the bounding box isn't what one wants to drop his little people onto, but the actual surface of the targeted object.

    In the end, Richard, what I am hinting at in a oh so not subtle way is: we have iRay, we have dForce, and figures that can be shaped into anything from a munchkin to a giant ogre or a Hugh Hefner babe... but we have nothing when it comes to simple bump-into-this-and-stop collisions, vertically or otherwise.We have to cheat and use cheap tricks with dials, drop beacons and such. I am not a coder. I can't build a 3d program but the layman that I am can't help and wonder why we can have Dfoce (which understands the concepts of gravity and collisions) and Fluidos (another amazing thing, that one, for even more difficult simulations) and not have the kind of feature I described to be even *planned* for the future.It has to be less complicated than the two tools I just mentioned, no? If I am horribly wrong, I'll stand corrected and all :)

     

  • VEGAVEGA Posts: 86

    I don't know if this would help but I would like to see a setting for post denoiser filter percentage based. When rendering I don't really know how many interations every scene would take but when it would be like if 90% coverage then start post denoiser filter.

  • RafmerRafmer Posts: 564

    I am getting this error while trying to render in Iray using the beta:

    2018-09-17 12:32:46.661 WARNING: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(304): Iray ERROR - module:category(IRAY:RENDER):   1.0   IRAY   rend error: Cannot render: found no usable devices.

    My graphic card is listed in the hardware section under devices and it is checked.

  • Rafmer said:

    I am getting this error while trying to render in Iray using the beta:

    2018-09-17 12:32:46.661 WARNING: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(304): Iray ERROR - module:category(IRAY:RENDER):   1.0   IRAY   rend error: Cannot render: found no usable devices.

    My graphic card is listed in the hardware section under devices and it is checked.

    Please post a screenshot of the graphic card listing.

  • RafmerRafmer Posts: 564

    Here is the screenshot.

    screen.jpg
    1920 x 1080 - 265K
  • And the drivers are up to date?

  • RafmerRafmer Posts: 564

    And the drivers are up to date?

    They weren't, it's working fine now, thank you.

  • Hi there - after trying the latest public build for a while, I have a request and some questions regarding the AI denoiser.

    Can we have an option to have it enabled for live preview that is separate from the actual render settings? Or maybe you can already set the live preview settings separately and I just don't know about it, in that case a hint is welcome :)

    I have been reading the request for the denoiser to trigger after a percentage of convergence instead of a set amount if iterations, which is why I wont ask this again. But I would like to know if we can other than that somehow train or influence the denoiser ourselves so it preserves more detail on certain surfaces, strand (transmapped) hair is especially problematically blurred it seems. I would prefer not to make everything in fibermesh :-)

     

    Thank you !

  • jinsuaran said:
    Can we have an option to have it enabled for live preview that is separate from the actual render settings? Or maybe you can already set the live preview settings separately and I just don't know about it, in that case a hint is welcome :)

    Switch the Viewport mode to NVIDIA Iray.

    Viewport Iray.jpg
    331 x 324 - 31K
  • Yes thanks, I was speaking about the settings for it, not how to switch on live preview :)

    English is not my native language, I apologize if I was unclear. Let me try to rephrase:

    If I currently set the render settings, they effect both Iray rendering and Iray live preview viewport mode. Is there an option to separately set different settings for these two rendering scenarios?

    If not, could you add a separate settings pane for the live preview in viewport?

    The goal would be to enable a quick denoiser setting just for live preview.

     

    Thanks :)

  • I was gonna give this beta a try, but when I followed the link to download it, it just installed a 1k file through DIM. I don't see any changes to the render settings, or any settings for post noise filtering. What am I doing wrong here?

  • jinsuaran said:

    Yes thanks, I was speaking about the settings for it, not how to switch on live preview :)

    English is not my native language, I apologize if I was unclear. Let me try to rephrase:

    If I currently set the render settings, they effect both Iray rendering and Iray live preview viewport mode. Is there an option to separately set different settings for these two rendering scenarios?

    If not, could you add a separate settings pane for the live preview in viewport?

    The goal would be to enable a quick denoiser setting just for live preview.

     

    Thanks :)

    While the Viewport is in nVidia Iray mode the Draw Settings pane has additional options to control the preview rendering.

  • I was gonna give this beta a try, but when I followed the link to download it, it just installed a 1k file through DIM. I don't see any changes to the render settings, or any settings for post noise filtering. What am I doing wrong here?

    Did you clicked the Download and Install link in your Product Library page or did you find the entry in DIM and click its download button?

  • VEGAVEGA Posts: 86

    I was gonna give this beta a try, but when I followed the link to download it, it just installed a 1k file through DIM. I don't see any changes to the render settings, or any settings for post noise filtering. What am I doing wrong here?

    There is in product library here on Daz site when you open Daz public beta a tutorial how to make it visible for download in DIM. 

This discussion has been closed.