Resource Saver Shaders Collection for Iray

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  • Mattymanx said:
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    When I rendered the original version of "The Girls Dorm" - https://www.daz3d.com/gallery/#images/48862/ - I did it on a computer that only had 8GB of system ram BUT I had manually set the page file to 8GB.  And DS used 12GB total to render it.  When I got my new computer, I tested Ds with the exact same scene in 3DL and it used 20GB of my 32GB of ram.  The orginal version had everyone with different skins and hair and so on so there was a lot more to load up.  The newer iray version on my newer computer uses 9.6GB of ram to load the scene and settled at 14.15GB during rendering.  So having less in the scene then before will reduce your system ram usage.  If you manually set your page file to create a safety net, say 8GB which is half your system ram then you should be more then fine to render big and not have DS crash on you.

    Ah, the pagefile, can't remember the last time I paid any attention to it, almost forgot it existed!  Now that I look, Windows has already allocated 10Gb to the pagefile, so I guess that gives me quite a bit of headroom to avoid a crash.  But I try to stay within the limits of VRAM just for performance reasons - and the nerve-wracking noise of a disk spinning at full speed. 

    I imagine in your Girls Dorm image, the fact that a lot of the outfits are using the same textures helps with VRAM/RAM usage.  It is still a remarkable achievement to render that all as one image.

  • MattymanxMattymanx Posts: 6,950
    edited November 2018

    Ah, the pagefile, can't remember the last time I paid any attention to it, almost forgot it existed!  Now that I look, Windows has already allocated 10Gb to the pagefile, so I guess that gives me quite a bit of headroom to avoid a crash.  But I try to stay within the limits of VRAM just for performance reasons - and the nerve-wracking noise of a disk spinning at full speed. 

    I imagine in your Girls Dorm image, the fact that a lot of the outfits are using the same textures helps with VRAM/RAM usage.  It is still a remarkable achievement to render that all as one image.

    Thank you.

    Using the same image does not help because each surface that uses the texture tells the render engine to load it.  That is why Genesis 3 & 8 have fewer material zones than Genesis 2.  The skirt textures and shirt textures are all tiled so they are smaller then the original textures and thus use less vram.  With instances however, the texture is only loaded for the original and not all the instances.  The first successful conversion to Iray is in my gallery and used just over 3GB of vram for textures.  The new version in the promos is much better but still could have gone further if I wanted to.

    Post edited by Mattymanx on
  • luci45luci45 Posts: 2,781
    edited April 2019

    I did this for the PC anniversary contest in November and got an honorable mention. (Just getting around to posting it here. blush) I used the Resource Saver Shaders Collection for a lot of things in the back. The figures are 0 subD I think. That one helps a lot. Used the hair and skin shaders, bump remover, and probably car paint and cloth. Anyway, the Resource Saver Shaders Collection made things a lot easier and faster. Thanks!

    Post edited by luci45 on
  • SaiyanessSaiyaness Posts: 715
    luci45 said:

    I did this for the PC anniversary contest in November and got an honorable mention. (Just getting around to posting it here. blush) I used the Resource Saver Shaders Collection for a lot of things in the back. The figures are 0 subD I think. That one helps a lot. Used the hair and skin shaders, bump remover, and probably car paint and cloth. Anyway, the Resource Saver Shaders Collection made things a lot easier and faster. Thanks!

    That's a great render! Might want to keep an eye on that mimic. :p I picked up this product yesterday. Didn't know it existed. Lol. I own Scene Optimizer but always forget I own it... Looking forward to trying some big scenes with it! I use a lot of DOF so background details are usually blurred but I never think to reduce things :p I also like being able to strip maps quickly so it'll be super handy. Thanks, Matty!
  • luci45luci45 Posts: 2,781

    Thanks, Saiyaness. I have Scene Optimier too and haven't used it much. They both have some great features that the other doesn't have.

  • MattymanxMattymanx Posts: 6,950
    edited April 2019

    Thank you Luci and Saiya.

    Wow, thats a very busy image Luci.  Well done too!

     

    If either of you dont already, I highly suggest using the DS 4.11 beta as it has a newer version of Iray than 4.10 does and will save you on texture resources even more.   When I did the product and all my testing for it i only used 4.10 so all the data about texture weight is related to 4.10

    Post edited by Mattymanx on
  • kyoto kidkyoto kid Posts: 41,213

    ...interesting.  I did notice a several of the promo images used DOF which I rarely employ in any of my scenes. 

    I would like to see how this works with very involved large format scenes such as I create as well a know just how much easier is this to use than manually optimising textures (which in a such a scene could result in diminishing returns time-wise) and how it compares to the Scene Optimiser?

  • luci45luci45 Posts: 2,781
    kyoto kid said:

    ...interesting.  I did notice a several of the promo images used DOF which I rarely employ in any of my scenes. 

    I would like to see how this works with very involved large format scenes such as I create as well a know just how much easier is this to use than manually optimising textures (which in a such a scene could result in diminishing returns time-wise) and how it compares to the Scene Optimiser?

    I like to do large messy scenes and  am kind of lazy. Unlike Scene Optimizer, this doesn't make new smaller texture maps. It is more quick and dirty,repacing a lot of textures with solid colors, (optionally) removing bump, displacement and/or normal maps. Lowering figure sudD levels.Giving figures cartoon skin. Look at the promos. A lot of handy stuff. I don't have to use Lorenzo and Loretta Lorez so much any more.

     

  • kyoto kidkyoto kid Posts: 41,213
    edited April 2019

    ...yeah I noticed that the skin textures looked more "rubbery" in the promo pics of the characters. Not sure how that would work with the more "painterly" approach I usually like (though wouldn't necessarily be bad as a basis for using comic shaders in a graphic novel).  Maybe the Scene Optimiser would be the  better choice, as it just reduces the texture map size.

    However, in either case, it still means a lot of manipulation/substitution to individual scene elements which in and of itself can become extremely time consuming to the point of taking longer than just dealing with the process dumping to the CPU.

    Post edited by kyoto kid on
  • barbultbarbult Posts: 24,781

    Scene Optimizer can do much more than reduce texture sizes. I can also optionally remove bump, displacement, and/or normal maps. It can optionally reduce sbuD level. 

  • MattymanxMattymanx Posts: 6,950
    edited April 2019
    kyoto kid said:

    ...interesting.  I did notice a several of the promo images used DOF which I rarely employ in any of my scenes. 

    I would like to see how this works with very involved large format scenes such as I create as well a know just how much easier is this to use than manually optimising textures (which in a such a scene could result in diminishing returns time-wise) and how it compares to the Scene Optimiser?

    kyoto kid said:

    ...yeah I noticed that the skin textures looked more "rubbery" in the promo pics of the characters. Not sure how that would work with the more "painterly" approach I usually like (though wouldn't necessarily be bad as a basis for using comic shaders in a graphic novel).  Maybe the Scene Optimiser would be the  better choice, as it just reduces the texture map size.

    However, in either case, it still means a lot of manipulation/substitution to individual scene elements which in and of itself can become extremely time consuming to the point of taking longer than just dealing with the process dumping to the CPU.

     

    The Optimizer for G3 & G8 do not alter the skin.  They are material presets that go after the other surfaces where mats are not needed unless you are doing super up close shots.  Then there are the additional presets that can be used on the skin that will reduce the textures used.  It is done this way so that you can freely play around with character ideas for your scene and not have to manually trim the characters texture use down everytime you make changes.  Instead you can try out all that you want and then apply the mat optimizer to your Genesis figure.  The textureless options are intended for background use or characters that are not that noticable.  Even with out using DOF, a character who is only 6 meters from the camera will not need all its textures, if any at all.  A textureless Genesis figure set to base res will only use about 1mb of vram compared to a figure with small texture maps.  But this is something that must be decided per scene.

     

    As for scene manipulation and time, you have to remember, this is Daz Studio and not some other software.  If you had 30 G8's in your scene, you could select all of them in the scene tab and then click on the mat optimizer on the content folder and DS will apply it to all of them at once.  Same with surfaces and shader presets.  As many as you have selected you can apply it too all at once.  Its a lot faster than one at a time.  There will always be a cost in time to set up any scene, that cannot be avoided.  The promo with the school girls was originally done in 2014.  It took 10 days from start to finish to set up and 3 hours to render in 3DL.

     

    As for the scene optimizer, I have never used it but I would consider it a companion tool.

    Post edited by Mattymanx on
  • kyoto kidkyoto kid Posts: 41,213

    ..3DL?  That render time sounds like UE was also applied, which yes, pushes render times to Iray CPU rendering levels. Hmm 10 hours to optimise vs 3 hours rendering.  Would that render have taken longer than 10 hours?

    I also thought this product was for Iray.

    Also, I plan to do large format rendering for high quality art prints (upwards of 32" x 24") which means detail does become a bit more important even for items/figures that are not close up.

  • MattymanxMattymanx Posts: 6,950
    edited April 2019
    kyoto kid said:

    ..3DL?  That render time sounds like UE was also applied, which yes, pushes render times to Iray CPU rendering levels. Hmm 10 hours to optimise vs 3 hours rendering.  Would that render have taken longer than 10 hours?

    I also thought this product was for Iray.

    Also, I plan to do large format rendering for high quality art prints (upwards of 32" x 24") which means detail does become a bit more important even for items/figures that are not close up.

    You misread what I typed.  The resource Saver Shaders Collection is for Iray.

    Where did you get "10 hours to optimize from"?  The original 3DL version of the school girl image - https://www.daz3d.com/gallery/#images/48862 - was 10 days to build, that includes doing all the poses from scratch.  But it was only 3hrs to render on my old computer.  The new computer renders it in 46min.  I dont use UE, I never liked it, it was too slow.  The scene used AoA lights.

    The version of the image seen in the promos was rendered in Iray with every surface converted manually from 3DL Iray - https://www.daz3d.com/media/catalog/product/cache/1/image/9df78eab33525d08d6e5fb8d27136e95/r/e/resource-saver-shaders-collection-for-iray-16-daz3d.jpg

    Regardless of how large you render, you will not see all the details in the background items thus making a lot of their textures, if not all of them, useless, so there is no point in having them loaded into vram.  If you find the settings for any option in ANY set not 100% to your liking, then modify it. 

    And again, use Daz Studo 4.11 beta as it has a newer verion of Iray in it and its handles textures better.  So if you use DS 4.11 beta wth the Resource Saver Shaders Colleciton, you will be able to save a lot more resources with textures then you will with DS 4.10

    Post edited by Mattymanx on
  • chris-2599934chris-2599934 Posts: 1,835

    Thought I'd share some experience of using these shaders on a project I'm working on.

    It's set in a cabaret club, the people on stage have normal full-fat surfaces, the audience have resource savers. I found using the full skin shaders a bit too extreme for my purposes, so came up with my own hybrid approach:

    • Face, lips, eyes - remove bump and normal maps, but keep others
    • Teeth and inner mouth - use resource shaders (would be really useful to have a preset that applies resource savers to just those surfaces, gonna make one when I find time)
    • Rest of skin, and unpainted nails - use resource shaders, but adjust the colours to match the colour of the face.

    My original plan was to use this approach in long shots, but use the original full textures in close-ups, but actually the semi-resource saver version holds up well enough for that not to be necessary. In the attached image her hair, clothes, ear, and skin from the neck down are all (sometimes tweaked) resource saver shaders. Thank you @Mattymanx for this excellent product!

    cabaret14c.png
    1349 x 1512 - 3M
  • nonesuch00nonesuch00 Posts: 18,302

    I never now how to scale vert & horiz for these iRay & 3DL texture swatches. The Ground / Water / etc textures are especially problematic.

    Is it true that each swatch is always equivalent to 1cm x 1cm in the real world? So then we have to calculate how many square meters on the ground geometry, for example, to know how to scale the ground texture on X & Y in Surfaces?

  • AlmightyQUESTAlmightyQUEST Posts: 2,005
    I think you might be talking about different products since this one doesn't have ground or water presets, but where did you hear this one centimeter square rule? It certainly isn't universal, so unless a product specifically stated that was the case, I don't many tiling texture sets are that small. I generally am just adjusting until it looks right.
  • nonesuch00nonesuch00 Posts: 18,302
    I think you might be talking about different products since this one doesn't have ground or water presets, but where did you hear this one centimeter square rule? It certainly isn't universal, so unless a product specifically stated that was the case, I don't many tiling texture sets are that small. I generally am just adjusting until it looks right.

    Because the DAZ grid is 1 square is 1 square meter is 100 square centimeters. In DAZ 1 unit is 1 centimeter which makes sense for there most important products material sets - clothing, hair, & skin. 

    Also, 1 sq centimeter is quite easy to see in entirety right before your very eyes on your desk or on your monitor. Measurement Metrics/Figure Metrics also defaults to centimeters. Quality simplification and control would have the artists always creating in centimeters.

  • Richard HaseltineRichard Haseltine Posts: 102,464
    I think you might be talking about different products since this one doesn't have ground or water presets, but where did you hear this one centimeter square rule? It certainly isn't universal, so unless a product specifically stated that was the case, I don't many tiling texture sets are that small. I generally am just adjusting until it looks right.

    Because the DAZ grid is 1 square is 1 square meter is 100 square centimeters. In DAZ 1 unit is 1 centimeter which makes sense for there most important products material sets - clothing, hair, & skin. 

    Also, 1 sq centimeter is quite easy to see in entirety right before your very eyes on your desk or on your monitor. Measurement Metrics/Figure Metrics also defaults to centimeters. Quality simplification and control would have the artists always creating in centimeters.

    Shadrs can't really use real scale because they don't get the needed information, and in any event anything but a flat plane or other flat-sided object is going to have to have distortions in the mapping, meaning that scale will vary across the surface.

  • MattymanxMattymanx Posts: 6,950

    Shaders go by the UV of the mesh they are being applied to.  Its not related to the scale of the mesh or the units of measurement used by the software.

  • MattymanxMattymanx Posts: 6,950

    Thought I'd share some experience of using these shaders on a project I'm working on.

    It's set in a cabaret club, the people on stage have normal full-fat surfaces, the audience have resource savers. I found using the full skin shaders a bit too extreme for my purposes, so came up with my own hybrid approach:

    • Face, lips, eyes - remove bump and normal maps, but keep others
    • Teeth and inner mouth - use resource shaders (would be really useful to have a preset that applies resource savers to just those surfaces, gonna make one when I find time)
    • Rest of skin, and unpainted nails - use resource shaders, but adjust the colours to match the colour of the face.

    My original plan was to use this approach in long shots, but use the original full textures in close-ups, but actually the semi-resource saver version holds up well enough for that not to be necessary. In the attached image her hair, clothes, ear, and skin from the neck down are all (sometimes tweaked) resource saver shaders. Thank you @Mattymanx for this excellent product!

    Thank you for sharing your experiance and thoughts on this Chris.  And you;re welcome as well.  Glad you like it.

  • nonesuch00nonesuch00 Posts: 18,302
    I think you might be talking about different products since this one doesn't have ground or water presets, but where did you hear this one centimeter square rule? It certainly isn't universal, so unless a product specifically stated that was the case, I don't many tiling texture sets are that small. I generally am just adjusting until it looks right.

    Because the DAZ grid is 1 square is 1 square meter is 100 square centimeters. In DAZ 1 unit is 1 centimeter which makes sense for there most important products material sets - clothing, hair, & skin. 

    Also, 1 sq centimeter is quite easy to see in entirety right before your very eyes on your desk or on your monitor. Measurement Metrics/Figure Metrics also defaults to centimeters. Quality simplification and control would have the artists always creating in centimeters.

    Shadrs can't really use real scale because they don't get the needed information, and in any event anything but a flat plane or other flat-sided object is going to have to have distortions in the mapping, meaning that scale will vary across the surface.

    Well they should map then to polar coordinates, too many ground shaders look stretched & flat or like tiles & flat.

  • mavantemavante Posts: 734
    xyer0 said:

    Resource Saver Shaders Collection for Iray has by far the most educational promos I've ever seen @ daz3d.com (and no misspelt words). His demystification of how memory is allocated and the inner workings of surface maps was enlightening and easily understandable. Often, well-meaning Daz users give explanations that use Poserese or alternate terms for Daz Studio nomenclature that is difficult for those of us relatively new to the game. But Mattymanx breaks it down like a boss, positively epitomizing Einstein's maxim, "If you can't explain it to a six-year-old, you don't understand it yourself."

    Well said about this extraordinary tool. I came here to this thread to say essentially the same thing, but you said it eloquently and precisely. Just going through the promo images is like being tutored masterfully. I got questions answered that I have tried (and failed) to get answered repeatedly. I think this product is as indispenable to anyone doing big scenes or animations as a wrench is to a mechanic.

    I'm officially a cheerleader. (Okay, okay, okay; I won't wear the outfit.) Anyone who doesn't know about this product should:

    Resource Saver Shaders Collection for Iray

     

  • MattymanxMattymanx Posts: 6,950

    Thank you very much Mavante!  Im glad you like the product!

  • You forget All one solution.... xD

    Render with only 1 G8, after the other. And assembly on Photoshop.

    Easy, speed, and reduce VRAM.

  • Oh thanks for reminding us, I need this now, thanks Mattymanx :-)

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