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

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  • Dolce SaitoDolce Saito Posts: 195
    edited August 2018

    ... Titan V user is back again ...

    - I downloaded and installed the latest Cuda (9.2) and the Optix SDK (5.1.0) and run the denoiser program that comes with optix sdk. It works perfectly fine. But in Daz3D, either whole picture is greyed out or "blockized" (check my previous posts here with pictures). I followed some suggestions here from the users by setting denoiser kick-in at higher iteration, but those didn't work neither. Problem still persist. My question is, are there any other "titan v" users (not xp or others) with latest driver (or specific driver) that can work with denoiser?

    - Rendering is (not feels like as fast as it should be... but) fine. I have an interesting finding though; in the past with 4.10, with my 980 gtx, enabling optix prime was increasing performance by %12 to %30 for me. Now, even if I leave titan v out and only run the 980 gtx with optix, nothing is gained. Actually it adds 1-3 seconds in total for 10min of rendering! When I test this with titan v or both cards enabled, results are similar, nothing is gained through optix prime.

    - I'm heavily exploiting the usage of the shearing effect in dforce. An example would be a little object A passing through big object B, causing object B to tear apart and create a hole on it. The result is the "see the other side of the cloth". Please, for future dforce development, consider this as a use case. I can already use this to create knife/bullet effects on clothes and even character skins (but it requires aton of time experimenting damping/bending/simulation values).

    - I'm also trying to accomplish same tearing with the solid objects like tables/chairs and basic primitives. I'm close to get this done but the desired effect is a very thin line between exploding simulation and simply not having the desired effect.

    - The result is nearly everything in the scene is simulated dynamically. And nearly everything collides with each other. So, I need to be able to use all cards and cpu for dforce simulation. These "tearing" effects doesn't happen with default simulation settings and they need to be set (sometimes most of the time) much higher.

    - I have a use case scenario where I need "keyframe" for dforce simulation. During my animation, if I add more frames, I am forced to simulate all necessary items from the first frame of the scene. Is there a possibility to "save" or create a dforce keyframe for what is simulated until certain frame number and then continue to the animation using "custom frame between X-Y frames" under simulation settings? The best option would be to add a "do not clear simulation" option somewhere for each object on the scene when "Simulate" is pressed.

    - All my dforce usage scenarios are animations and not stills.

    Post edited by Dolce Saito on
  • barbultbarbult Posts: 24,754

    .daz  format props that open fine in DS 4.10.0.123 will not open at all in DS 4.11.0.171. An error message is displayed and the log file indicates an access violation. Some examples are products Lisa's Botanicals - Potted Palm, SKU 9788, and Lisa's Botanicals - Carnation, SKU 8766. Both products had Daz Connect updates today, but neither product is working in DS 4.11.0.171.

    Log file excerpt:

    2018-08-10 15:10:25.991 Opening file pottedpalm07.daz...
    2018-08-10 15:10:26.080 WARNING: QObject::connect: Cannot connect (null)::currentValueChanged() to DzSkeleton::handleDrawGLBonesChanged()
    2018-08-10 15:10:26.080 Error reading file N:/DAZ 3D/Studio/Daz Connect Data/data/cloud/1_9788/props/lisa'sbotanicals/pottedpalm/pottedpalm07.daz : C Exception: Memory Access Violation - Attempted to read memory at address 0x00000000
    2018-08-10 15:10:26.080 File read time: 0 min 0.0 sec.

    I will submit a help request.

     

  • SpottedKittySpottedKitty Posts: 7,232

    It might not be a beta glitch or a Connect glitch — I've had problems before with Lisa's Botanicals .daz files in earlier D|S versions. IIRC they'd load but the textures would never show. The fix I found was to load the Poser versions of the props and save in D|S format. Remember why DAZ changed to the .duf file format; the earlier format turned out to be only almost 100% stable, and every now and then it went cuckoo like a Swiss clock when you load it into a D|S version that uses .duf files.

  • I have had a couple of products fail to load in the beta as .daz files that were working in 4.10.0.123 - as Spotted Kitty says, in most cases loading the Poser files and applying the DS materials works though i've still reported them to Daz via a support ticket and they were updated.

  • JD_MortalJD_Mortal Posts: 760
    edited August 2018

    Deprecated means marked for removal, not currently removed.

    It fails to render with it, so it is "removed"... Thus the conflict of notation, as I stated. Log excerpt below. "architectural sampler unavailable, caustic sampler disabled", both are selected in the render settings as ON

    2018-08-08 22:43:27.493 Iray INFO - module:category(IRAY:RENDER):   1.0   IRAY   rend info : Using interactive scheduling, architectural sampler unavailable, caustic sampler disabled

    Also this...

    2018-08-08 22:44:50.674 Iray INFO - module:category(IRAY:RENDER):   1.0   IRAY   rend info : Rendering with 3 device(s):

    2018-08-08 22:44:50.674 Iray INFO - module:category(IRAY:RENDER):   1.0   IRAY   rend info : CUDA device 1 (TITAN Xp COLLECTORS EDITION)

    2018-08-08 22:44:50.675 Iray INFO - module:category(IRAY:RENDER):   1.0   IRAY   rend info : CUDA device 0 (TITAN Xp COLLECTORS EDITION)

    2018-08-08 22:44:50.675 Iray INFO - module:category(IRAY:RENDER):   1.0   IRAY   rend info : CUDA device 2 (GeForce GTX TITAN X)

    ...

    2018-08-08 22:44:50.675 Iray INFO - module:category(IRAY:RENDER):   1.0   IRAY   rend info : Rendering...
    2018-08-08 22:44:50.675 Iray VERBOSE - module:category(IRAY:RENDER):   1.9   IRAY   rend progr: CUDA device 0 (TITAN Xp COLLECTORS EDITION): Processing scene...
    2018-08-08 22:44:50.676 Iray VERBOSE - module:category(IRAY:RENDER):   1.15  IRAY   rend progr: CUDA device 2 (GeForce GTX TITAN X): Processing scene...
    2018-08-08 22:44:50.677 Iray VERBOSE - module:category(IRAY:RENDER):   1.29  IRAY   rend progr: CUDA device 1 (TITAN Xp COLLECTORS EDITION): Processing scene...
    2018-08-08 22:44:50.807 Iray VERBOSE - module:category(IRAY:RENDER):   1.3   IRAY   rend stat : Geometry memory consumption: 351.482 MiB (device 1), 0 B (host)
    2018-08-08 22:44:50.829 Iray VERBOSE - module:category(IRAY:RENDER):   1.18  IRAY   rend stat : Geometry memory consumption: 351.482 MiB (device 0), 0 B (host)
    2018-08-08 22:44:50.836 Iray VERBOSE - module:category(IRAY:RENDER):   1.4   IRAY   rend stat : Geometry memory consumption: 351.482 MiB (device 2), 0 B (host)

    followed by this...

     2018-08-08 22:46:47.464 Iray INFO - module:category(IRAY:RENDER):   1.0   IRAY   rend info : Received update to 00221 iterations after 116.789s.
    2018-08-08 22:46:55.751 Iray INFO - module:category(POST:RENDER):   1.0   POST   rend info : using cuda device 1, "TITAN Xp COLLECTORS EDITION" (6.1), buffers: fp16, cuDNN v7101, rt v9000
    2018-08-08 22:46:55.796 Iray INFO - module:category(POST:RENDER):   1.0   POST   rend info : layers created for resolution 1920 727, inp 6, outp 3, cuDNN memory 8.5 MB, total 478.2 MB
    2018-08-08 22:46:56.836 Iray INFO - module:category(IRAY:RENDER):   1.0   IRAY   rend info : Received update to 00235 iterations after 126.161s.
    2018-08-08 22:47:03.505 Iray INFO - module:category(IRAY:RENDER):   1.0   IRAY   rend info : Received update to 00250 iterations after 132.830s.
    2018-08-08 22:47:07.424 Iray INFO - module:category(IRAY:RENDER):   1.0   IRAY   rend info : Received update to 00259 iterations after 136.750s.
    2018-08-08 22:47:17.353 Iray INFO - module:category(IRAY:RENDER):   1.0   IRAY   rend info : Received update to 00276 iterations after 146.678s.
    2018-08-08 22:47:26.370 Iray INFO - module:category(IRAY:RENDER):   1.0   IRAY   rend info : Received update to 00294 iterations after 155.695s.
    2018-08-08 22:47:32.459 Iray INFO - module:category(POST:RENDER):   1.0   POST   rend info : using cuda device 1, "TITAN Xp COLLECTORS EDITION" (6.1), buffers: fp16, cuDNN v7101, rt v9000
    2018-08-08 22:47:32.474 Iray INFO - module:category(POST:RENDER):   1.0   POST   rend info : layers created for resolution 1920 370, inp 6, outp 3, cuDNN memory 4.4 MB, total 249.2 MB
    2018-08-08 22:47:34.855 Iray INFO - module:category(IRAY:RENDER):   1.0   IRAY   rend info : Received update to 00305 iterations after 164.180s.

    You can see that only one card is being used for POST rendering of the "Denoiser", for some reason it is displayed twice, once with 8.5MB/487.2MB then again with only 4.4MB/249.2MB

    That is after 200 iterations, where POST denoiser is setup to run. It is using CUDA device #1 and no other devices... But you see all three CUDA devices 0,1,2 are all rendering the rest.

    The POST denoiser lines are never mentioned again, anywhere in the logs, but I see it working up to the end, or it is just using that single/double image as an "overlay", from that moment, as an underlay until corrected pixel-info appears. (It should be denoising, progressively, as each new X-iteration resolves, not just once or twice, in the beginning.)

    Starting after 8 iterations is just bad... There is NOTHING resolved after 8 iterations, except the initial image-textures. You actually need some light resolved, before it can "guess" what the rest of the lighting will be. (Which is what it is trying to do, with the denoiser. It is guessing the "resolve" of the shades, of the unresolved pixels that light hasn't hit yet. But doing that only once, at iteration 8 is not good. There is not enough light resolved at that point.) Especially through "reflections and refractions", which takes 9+ to 250 iterations, before a "ray" has passed-through. (Like the eyes)

    Post edited by JD_Mortal on
  • barbultbarbult Posts: 24,754

    Are projection morphs broken in DS 4.11.0.171?Today at 22:35

    Big Girl Morphs for Genesis 8 Female by SickleYield and KindredArts contains BGM Heavy Clothing Smoother morph and BGM Heavy Clothing Smoother Skirts morph. I believe these are projection morphs that should affect the clothing and not the figure, but I don't see any change in the clothing when they are dialed in in DS 4.11.0.171. In DS 4.10.0.123 I can see them move the clothing. Are projection morphs broken in DS 4.11.0.171?

  • MattB123MattB123 Posts: 36

    Am I the only person who is getting better rendering times but suffering horrific performance in the software itself when setting up the scene? in 4.10 I could happily navigate my scenes and move items, sometimes a little bit of lag but nothing major. Now, my render times are significantly faster but i could have a cup of tea whilst waiting for the camera to move when trying to navigate simple scenes.

  • Dolce SaitoDolce Saito Posts: 195
    edited August 2018

    ... Update from the Titan V guy ...

    About my denoiser issue:

    - Under the Nvidia Iray advanced render settings, if I uncheck my Titan V card and only leave out 980 GTX, denoiser works.

    - If I only check Titan V, denoiser corrupts the image. If I select two of my cards, it chooses Titan V for deniser and it will corrupt the image. (What is the purpose of Titan V if I can't use the denoiser BTW!?)

    - I need to be able to select which card to use for denoiser. But this time I'll be limited to GTX 980's 3GB of memory. But at least, it will be something.

    Post edited by Dolce Saito on
  • evilded777evilded777 Posts: 2,465
    edited August 2018

    Is anyone else seeing strange texture seam areas on human figures? I am experimenting with skin settings from over in the Fiddling thread, and with Genesis 2 and Genesis 8, the texture seams are visible.

     

    hmmm.... evenly a freshly loaded Floyd shows evidence of this.

     

    /edit and now I can not reproduce it.  Perhaps just a glitch...

    Post edited by evilded777 on
  • Someone add Turing support slaving over  

    Quadro RTX 8000

     

  • 8eos88eos8 Posts: 170
    edited August 2018
    Iray Uber Shader
        • Fixed an issue with inverted normals on thick translucent surfaces (e.g., Skin)
        • Added a "Invert Transmission Normal" property
          • Flips the direction of the normal vector (e.g., bump/normal maps) for transmission

     

    I'm confused about this new Invert Transmission Normal property. The default is on, but I've found that normal maps only look correct on skin surfaces (using translucency and Thin Walled off) with this property turned off. What exactly was the issue before with normals being inverted on certain surfaces?

    (Edit: Never mind about the first part, the normal map generator I was using was inverting the red values for some reason, that's why the maps were messed up)

    Post edited by 8eos8 on
  • MattB123MattB123 Posts: 36

    Is there any word on a fix for the distorted legs issue? Might not be the biggest of their problems but it does leave Daz pretty much unusable for anyone doing full body renders

  • Thundorn said:

    Is there any word on a fix for the distorted legs issue? Might not be the biggest of their problems but it does leave Daz pretty much unusable for anyone doing full body renders

    Fixed for the next update. In the meantime, enable limits for poses.

  • I noticed that current OptiX implementation has a lot of bugs and causing crashes when more than one card is selected. It also feels somehow slow. Is it possible for dev team to update optix to the 5.1.0 for the next beta? I suspect that it is the culprit that prevents AI denoiser from working correctly for Titan V, since in Optix SDK 5.1.0, I can run the denoiser just fine.

  • Sfariah DSfariah D Posts: 26,519

    Do I need to have "regular" Daz 4.10 and "regular"  CMS installed in order to use the smart content in the beta version of DS 4.11?

  • SpottedKittySpottedKitty Posts: 7,232

    Do I need to have "regular" Daz 4.10 and "regular"  CMS installed in order to use the smart content in the beta version of DS 4.11?

    Shouldn't be needed; both the beta and release program versions ought to use the same database program, database settings, and content settings. The only thing that might need re-installing is any extra plugins you've bought (if this is the first time you've installed a D|S beta). If you uninstall then reinstall these plugins, that will copy the necessary files to both the beta and release program folders.

  • chorsechorse Posts: 163
     

    - The result is nearly everything in the scene is simulated dynamically. And nearly everything collides with each other. So, I need to be able to use all cards and cpu for dforce simulation. These "tearing" effects doesn't happen with default simulation settings and they need to be set (sometimes most of the time) much higher.

    - I have a use case scenario where I need "keyframe" for dforce simulation. During my animation, if I add more frames, I am forced to simulate all necessary items from the first frame of the scene. Is there a possibility to "save" or create a dforce keyframe for what is simulated until certain frame number and then continue to the animation using "custom frame between X-Y frames" under simulation settings? The best option would be to add a "do not clear simulation" option somewhere for each object on the scene when "Simulate" is pressed.

    - All my dforce usage scenarios are animations and not stills.

    I wholeheartedly concur with keyframing dforce simulations.  This would be real helpful for animators.  I would add keyframing textures and shaders to the mix.  Adding non-linear animation as AniMate2 has would also solve the issue.

    The G8 distortion leg issue is my biggest issue with this version.  Using limits - restrains animation - where sometimes you have to exaggerate poses or break joints to get the right animation effect.

  • Dolce SaitoDolce Saito Posts: 195
    edited August 2018
    chorse said:
     

    - The result is nearly everything in the scene is simulated dynamically. And nearly everything collides with each other. So, I need to be able to use all cards and cpu for dforce simulation. These "tearing" effects doesn't happen with default simulation settings and they need to be set (sometimes most of the time) much higher.

    - I have a use case scenario where I need "keyframe" for dforce simulation. During my animation, if I add more frames, I am forced to simulate all necessary items from the first frame of the scene. Is there a possibility to "save" or create a dforce keyframe for what is simulated until certain frame number and then continue to the animation using "custom frame between X-Y frames" under simulation settings? The best option would be to add a "do not clear simulation" option somewhere for each object on the scene when "Simulate" is pressed.

    - All my dforce usage scenarios are animations and not stills.

    I wholeheartedly concur with keyframing dforce simulations.  This would be real helpful for animators.  I would add keyframing textures and shaders to the mix.  Adding non-linear animation as AniMate2 has would also solve the issue.

    The G8 distortion leg issue is my biggest issue with this version.  Using limits - restrains animation - where sometimes you have to exaggerate poses or break joints to get the right animation effect.

    - In addition, also dforce values and some morph values that don't get recorded and official de-parenting/parenting support for keyframe data. For example, if something gets wet during an animation, I really like to change dforce values between keyframes. 

    - Also, nearly everything in the dforce simulation settings should be private to the objects. For example, gravity and air resistance should be configurable for each object seperately. That way I can have my solid puffed up sofa (With negative gravity, no air resist) being properly animated and bent while a character (+1 simulated gravity) sits on it. I also think de-coupling these global settings from a single page will also help parallelize the cuda calculations in their own way, so devs won't have to limit to only single cuda device for dforce sim.

    Post edited by Dolce Saito on
  • ChoholeChohole Posts: 33,604

    Do I need to have "regular" Daz 4.10 and "regular"  CMS installed in order to use the smart content in the beta version of DS 4.11?

    Shouldn't be needed; both the beta and release program versions ought to use the same database program, database settings, and content settings. The only thing that might need re-installing is any extra plugins you've bought (if this is the first time you've installed a D|S beta). If you uninstall then reinstall these plugins, that will copy the necessary files to both the beta and release program folders.

    Rob says

    ... and the current version of Install Manager makes this even easier; it provides Re-Install actions in the context/option menu for a given package on the Installed page. Check the boxes for the packages you wish to reinstall, then right-click and choose the Re-Install action. For packages that install like software or plugins, it will uninstall the package an immediately queue it for install... using whatever paths you have configured for each type. For packages that install like content it is slightly different in that it will use whatever target path you have selected for the destination (so that it can be used to mass move installations of content).
     
  • IceDragonArtIceDragonArt Posts: 12,548

    How would I find out if they got my bug report on the inability to use Dforce in the new version. I never got any kind of notification that it went through or the usual we will take a look at this email thing.  I just need to know if I should resubmit or not.

  • CoolBreezeCoolBreeze Posts: 207
    edited August 2018

    Did a bunch of testing with the Deep Learning Denoiser / Post Denoiser feature. Found some very interesting and happy results in terms of render speed gains with it on vs leaving it off...

    I wanted to test Post Denoiser myself to understand this feature better.

    After all, we've all had (and likely frustratingly long ) renders only where unfortunately there was some bright specs or patches of pixel noise or grain. While often its user error that contributes to the render noise from placement of characters and light source(s) or lack thereof; sometimes its entirely intentional that we want details / characters cast in partial or full shadow, if only it weren't for render noise and grain.

    For this series of tests and the sake of fairness I did only GPU + OptiX , leaving the CPU out of the equation.
    My card: 1070ti 8gb , nothing special, none of the super clocked editions.

     

    My scene setup starts with Urban Future 5, G3F default shape & texture set, Barbaric Hair for G3F, and Austrani clothing set - both of which use iray shaders by default. I choose a random walking pose, as well as selected a Sun&Sky Iray engine preset from one of the vendor's products and adjusted the dome's rotation so sunlight will shine down the street left to right. I place and rotated G3F so she's in some sunlight while the choice of hair hides her face in shadow. Good recipe for lots of render noise and grain.

    My testing factors in a few different values:
    Denoiser with GPU + OptiX
    No Denoiser, GPU + OptiX only
    Convergence % Low / High / Medium / Quarter

    The idea here is start with a low convergence value (speediest and likely worst quality), default convergence value of 95%, and 2 mid-ground convergence ratios of 50% and again half that = 25%

    The order of Testing:
    Denoiser with Convergence set to 15%
    Denoiser with Convergence set to 95%
    Denoiser with Convergence set to 50%
    Denoiser with Convergence set to 25%

    no Denoiser with Convergence set to 15%
    no Denoiser with Convergence set to 95%
    no Denoiser with Convergence set to 50%
    no Denoiser with Convergence set to 25%

     

    Batch 1: G3F Body / Longshot with Denoiser
    My method looks at the first batch starting with a very low Convergence ratio paired with Denoiser, then regular 95% default Convergence, then 2 middle ground values in between. Denoiser is set to start at Iteration 8, and upon inializing I make a screen capture showing render quality at Denoiser "Start" stage. Once at 100% render "Finish" completion, another screen capture is taken sowing the time and iterations. Also is a saved copy of the render for viewing the entire final output of 2560x1440

    Batch 2: G3F Body / Longshot no Denoiser
    Then for baseline comparisons, the tests are repeated at matcing Convergence values but without Denoiser, in the same respective order. The same steps are repeated except the "Start" stage since picture contains noise and grain throughout the render up until "Finish".

    Batch 3: G3F Face Closseup / with Denoiser
    The next batch of tests is the same scene, however the camera is a face closeup to examine finer details, and where likely is the chance for more concentrated noise and grain since majority of the G3F's face is being shaded by her long hair.

    Batch 4: G3F Face Closseup / no Denoiser
    Self explanatory.

    G3F Stock texture, Barbaric hair, Austrani clothing, Urban Future 5
    Max Path Length Path -1, no camera dof, no tone mapping

    Batch 1: G3F Camera 1 Body Shot with Post Denoiser, Landscape: 2560x1440

    1. denoiser    gpu+opti    15% converge     10 iterations    35 seconds start
    2. denoiser    gpu+opti    15% converge     96 iterations     2 mins 52 seconds finish
    3. finished render

    4. denoiser     gpu+opti    95% converge     10 iterations    38 seconds start
    5. denoiser     gpu+opti    95% converge     1592 iterations     39 minutes 37 seconds finish
    6. finished render

    7.  denoiser     gpu+opti    50% converge     10 iterations    34 seconds start
    8.  denoiser     gpu+opti    50% converge     310 iterations    8 minutes 7 seconds finish
    9. finished render

    10. denoiser    gpu+opti    25% converge     14 iterations    35 seconds start
    11. denoiser    gpu+opti    25% converge     132 iterations    3 minutes 43 seconds finish
    12. finished render

    Batch 2: No Denoiser, Landscape: 2560 x 1440

    13. no denoiser    gpu+opti    15% converge     95 iterations    2 mins 40 seconds finish
    14. finished render

    15. no denoiser    gpu+opti    95% converge     1613 iterations    39 mins 41 seconds finish
    16. finished render

    17. no denoiser    gpu+opti    50% converge     304 iterations    3 mins 30 seconds finish
    18. finished render

    19. no denoiser    gpu+opti    25% converge     132 iterations    3 mins 30 seconds finish
    20. finished render

    Batch 3: G3F Camera 2 Closeup with Post Denoiser, Portrait: 1440 x 2560

    21. denoiser    gpu+opti    15% converge     9 iterations    59 seconds start
    22. denoiser    gpu+opti    15% converge     206 iterations    13 minutes 31 seconds finish
    23. finished render

    24. denoiser    gpu+opti    95% converge     9 iterations    57 seconds start
    25. denoiser    gpu+opti    95% converge     1765 iterations     1 hour 52 minutes 30 seconds ** @ 95% completion
    26. finished render

    27. denoiser    gpu+opti    50% converge     9 iterations    56 seconds start
    28. denoiser    gpu+opti    50% converge     453 iterations    29 minutes 5 seconds finish
    29. finished render ** @ 95% completion
    **

    30. denoiser    gpu+opti    25% converge     9 iterations    58 seconds start
    31. denoiser    gpu+opti    25% converge     273 iterations    17 minutes 26 seconds finish
    32. finished render

    Batch 4: No Denoiser, Portrait: 1440 x 2560

    33. no denoiser    gpu+opti    15% converge      205 iterations    12 mins 43 seconds finish
    34. finished render

    35. no denoiser    gpu+opti    95% converge     1207 iterations    1 hr 23 mins 39 seconds finish
    35a ** re-ran test, 59 minutes 15 seconds 945 itterations for 82% completion
    36. finished render at 82% complete
    36a ** re-ran test, 59 minutes 15 seconds 945 itterations for 82% completion
    ** Same issue as test #29, slows to a crawl, 5gb of 8gb video card memory used,

    37. no denoiser    gpu+opti    50% converge     445 iterations    28 mins  50 seconds finish
    38. finished render

    39. no denoiser    gpu+opti    25% converge     271 iterations    17 mins 1 seconds finish
    40. finished render

     

    Untitled-2.jpg
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    16.JPG
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    Post edited by CoolBreeze on
  • CoolBreezeCoolBreeze Posts: 207
    edited August 2018

    Next batch: The Closeup:

    Same scene but lets get a closeup of her face...

    File names corelate to the test numbers ie: test 22 = Untitled-22.jpg (screenshot), finished render image = 23.jpg

    Notice anything?  Key note here is Convergence. With Denoiser you can set it low and get a render finished in a fraction of the time vs default 95% convergence and no Denoiser ...

    Continuing tests with same scene, however swapping out G3F for G38 and obviously different hair style and clothing...

    Untitled-22.jpg
    2563 x 1439 - 356K
    23.JPG
    1440 x 2560 - 316K
    Untitled-25.jpg
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    26.JPG
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  • CoolBreezeCoolBreeze Posts: 207

    50% convergence ratio:

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  • CoolBreezeCoolBreeze Posts: 207
    edited August 2018

    25% convergence ratio:

    Next series of test posts after this will be with G8F... Wanted to get G3F done first.

     

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  • dijituldijitul Posts: 146

    Hello,

    Affects:  DAZ Studio 4.10 and 4.11 BETA (and 4.10 Release)
    Windows 10 64-bit
    NVidia GTX 1080 Founders Edition Graphics Cards

    In both versions 4.10 and 4.11, sometimes the iRay viewport preview will get stuck "loading" and lock up the application.  It will not start rendering, and there is no way to cancel or return to the previous viewport mode (and of course, any work not saved is lost).  The "progress bar" near the bottom of the window will read 0%.  Task Manager will show about 25-27% utilization for Daz Studio Application.  There is no way to generate a report.  

    Tried to submit a ticket via Help Desk, no positive feedback from clicking Submit so... not sure if it went in or not.

    Also, when the hell will there be an autosave option?  DAZ Studio should always save a backup before starting any render, and every 5-10 minutes during an idle period.  DAZ should also have an option to create a backup copy of a any file when saving (in case the user saves over the wrong file). 

    Thank you.

     

  • Hello,

    Affects:  DAZ Studio 4.10 and 4.11 BETA (and 4.10 Release)
    Windows 10 64-bit
    NVidia GTX 1080 Founders Edition Graphics Cards

    In both versions 4.10 and 4.11, sometimes the iRay viewport preview will get stuck "loading" and lock up the application.  It will not start rendering, and there is no way to cancel or return to the previous viewport mode (and of course, any work not saved is lost).  The "progress bar" near the bottom of the window will read 0%.  Task Manager will show about 25-27% utilization for Daz Studio Application.  There is no way to generate a report.  

    Which driver version are you using? Have you tried a different one?

    Tried to submit a ticket via Help Desk, no positive feedback from clicking Submit so... not sure if it went in or not.

    You should get a confirmation email after submitting a ticket.

  • spacecolorsspacecolors Posts: 1
    edited August 2018

    Wenn Mann bei einigen Posen ein seltsames Problem hat, wenn das Schienbein sich nach rechts oder links biegt, verdreht es den Oberschenkel. Sobald stirbt passiert, wird die Figur korrupt und muss neu geladen werden. Ich habe diese Posen in 4.10 getestet und sie funktioniert wie erwartet. Auch nicht sicher war los. Dies wird mit der Genesis 8 schön und weiblich. Auch nicht alle Posen, die eine Biegung am Schienbein haben, verursachen dieses Problem. Ich habe eine Reihe von Posen, die ich erstellt habe und die meisten von ihnen haben das Problem, nicht sicher, auf jeden Fall zu prüfen, ich habe auch die Pose aufgenommen.

     

    Nick

    habe leider zur Zeit das selbst Problem. Auch meine Charaktere (G8) haben total deformierte Schenkel, wenn ich sie in der Pose gesehen habe (je mehr Bewegung desto Schlimmer). I tried it again with Genesis 2/3 F and there were no similar problems with similar or with G3 of the same pose

     

     

     

    Post edited by spacecolors on
  • nonesuch00nonesuch00 Posts: 18,293

    Wenn Mann bei einigen Posen ein seltsames Problem hat, wenn das Schienbein sich nach rechts oder links biegt, verdreht es den Oberschenkel. Sobald stirbt passiert, wird die Figur korrupt und muss neu geladen werden. Ich habe diese Posen in 4.10 getestet und sie funktioniert wie erwartet. Auch nicht sicher war los. Dies wird mit der Genesis 8 schön und weiblich. Auch nicht alle Posen, die eine Biegung am Schienbein haben, verursachen dieses Problem. Ich habe eine Reihe von Posen, die ich erstellt habe und die meisten von ihnen haben das Problem, nicht sicher, auf jeden Fall zu prüfen, ich habe auch die Pose aufgenommen.

     

    Nick

    habe leider zur Zeit das selbst Problem. Auch meine Charaktere (G8) haben total deformierte Schenkel, wenn ich sie in der Pose gesehen habe (je mehr Bewegung desto Schlimmer). I tried it again with Genesis 2/3 F and there were no similar problems with similar or with G3 of the same pose

     

     

     

    mein auch. es ist ein Käfer beim DS 4.11.x dass soll in näschtes Version 4.11.x geflickt werden.

  • OstadanOstadan Posts: 1,128

    Dforce still crashes Studio on Mac.

  • MasterstrokeMasterstroke Posts: 2,033

    I just installed the latest beta (- version 4.11.0.196) next to my general release 4.10 Pro. How do I also access my content library in the beta? I am not talking about Smart Content here.

This discussion has been closed.