Daz Studio Pro BETA - version 4.12.2.60! (*UPDATED*)

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Comments

  • VisuimagVisuimag Posts: 568
    edited January 2020

    "Devices in an NVLink peer group can efficiently share device memory"

     

    Ummmmm..... am I reading that correctly? Two Titan RTXs, for example, can now (as of the latest beta) access all 48GB of memory instead of the usual 24GB?

     

     

     

     

     

     
    Post edited by Visuimag on
  • RayDAntRayDAnt Posts: 1,135
    Visuimag said:

    "Devices in an NVLink peer group can efficiently share device memory"

     

    Ummmmm..... am I reading that correctly? Two Titan RTXs, for example, can now (as of the latest beta) access all 48GB of memory instead of the usual 24GB?

     

     

     

     

     

     

    Yes. Assuming it works as intended, of course (have yet to see anyone with 2 RTX cards and an NVLink bridge conclusively confirm/deny whether it currently works without bugs.) Remember - beta software and all that.

  • LeanaLeana Posts: 11,695
    Visuimag said:

    "Devices in an NVLink peer group can efficiently share device memory"

    Ummmmm..... am I reading that correctly? Two Titan RTXs, for example, can now (as of the latest beta) access all 48GB of memory instead of the usual 24GB?

    Probably not the whole 48GB as there has to be some used by the system but yes, that's the idea.

  • Leana said:
    Visuimag said:

    "Devices in an NVLink peer group can efficiently share device memory"

    Ummmmm..... am I reading that correctly? Two Titan RTXs, for example, can now (as of the latest beta) access all 48GB of memory instead of the usual 24GB?

    Probably not the whole 48GB as there has to be some used by the system but yes, that's the idea.

    And the pooling applies only to textures at this time, each card has to load the geometry etc. entirely in ts own right.

  • ImagoImago Posts: 5,155
    Leana said:
    Visuimag said:

    "Devices in an NVLink peer group can efficiently share device memory"

    Ummmmm..... am I reading that correctly? Two Titan RTXs, for example, can now (as of the latest beta) access all 48GB of memory instead of the usual 24GB?

    Probably not the whole 48GB as there has to be some used by the system but yes, that's the idea.

    This works only on high end RTX cards?

    I mean two "mere" GTX 1080s or RTX 2060 can do it? Or we need two RTX Titan X?

  • VisuimagVisuimag Posts: 568
    edited January 2020

     

     

    Imago said:
    Leana said:
    Visuimag said:

    "Devices in an NVLink peer group can efficiently share device memory"

    Ummmmm..... am I reading that correctly? Two Titan RTXs, for example, can now (as of the latest beta) access all 48GB of memory instead of the usual 24GB?

    Probably not the whole 48GB as there has to be some used by the system but yes, that's the idea.

    This works only on high end RTX cards?

    I mean two "mere" GTX 1080s or RTX 2060 can do it? Or we need two RTX Titan X?

    NVLINK, so it will only be the Turing cards (and most likley the higher-end ones, like the 2080ti and Titan RTX — of which I'm about to buy 2 and this news just made that all the better)! Yes, it's only textures right now, but in my experience, they are the biggest hogs of VRAM (and nearly 24GB for geometry, etc is a stellar amount on its own), so having access to nearly 48GB of it is as sweet as it gets!

     

     

     
    Post edited by Visuimag on
  • RayDAntRayDAnt Posts: 1,135
    edited January 2020
    Visuimag said:

     

     

    Imago said:
    Leana said:
    Visuimag said:

    "Devices in an NVLink peer group can efficiently share device memory"

    Ummmmm..... am I reading that correctly? Two Titan RTXs, for example, can now (as of the latest beta) access all 48GB of memory instead of the usual 24GB?

    Probably not the whole 48GB as there has to be some used by the system but yes, that's the idea.

    This works only on high end RTX cards?

    I mean two "mere" GTX 1080s or RTX 2060 can do it? Or we need two RTX Titan X?

    NVLINK, so it will only be the Turing cards (and most likley the higher-end ones, like the 2080ti and Titan RTX — of which I'm about to buy 2 and this news just made that all the better)! Yes, it's only textures right now, but in my experience, they are the biggest hogs of VRAM (and nearly 24GB for geometry, etc is a stellar amount on its own), so having access to nearly 48GB of it is as sweet as it gets!

    Here's a list of all currently existing Nvidia cards with NVLink 2.0 functionality (in order of NVLink bandwidth/price):

    • 100 GB/s (TU102 based):
      • Quadro RTX 8000
      • Quadro RTX 6000
      • Titan RTX
      • GeForce RTX 2080 Ti
    • 50 GB/s (TU104 based):
      • Quadro RTX 5000 (50 GT/s throughput)
      • Quadro RTX 4000 (50 GT/s throughput)
      • GeForce RTX 2080 SUPER
      • GeForce RTX 2080
      • GeForce RTX 2070 SUPER

    All other Nvidia cards either have a previous non-intercompatible version of NVLink (true of some very high end Tesla/Quadro models only), manufacturer defect-disabled NVLink hardware, or no NVLink hardware to begin with.

    Post edited by RayDAnt on
  • Can't believe nobody has posted a success story about NvLinked dual card system!  RayDant think you better buy a 2nd Titan and show who is the leader here.cheekysmiley

    Thanx Daz for toggle on CPU drop.  Is another step for saner long DS sessions!  And maybe this fall when the new cards will come out will test the Nvlink.  Hope am not the first person to post by then lol.

    Was going to switch to Beta this time and move all my Visual menus and other customizations, but when testing the new timeline, I just wasn't having any happy moments with the new rectangle marquee.  Know it was chnaged too, but it was so cranky, it just wouldn't select properly.  Went back to my reliable DS 4.12.0.86 for now.

  • cm152335cm152335 Posts: 421
    battfield said:

    No panes would not be related, directly, to a CMS error. The oen you reporrt sounds like a pure content/metadata issue with one product. As for the UI, try Window>Workspace>Select Layout... - once you'v emade a choice, close DFS, wait a bit (or just check task Manager to be sure it has closed - don't end task on it though), and restart; does the layout you chose remain in effect or has it reverted to an empty window?

    https://www.youtube.com/watch?v=hoIGPQuntvM

    It starts up but no window appears.

    do you use two monitor?
    maybe you use two monitors set and the daz is on the other!

  • chorsechorse Posts: 163
    edited January 2020
    chorse said:
    chorse said:
    jjmainor said:

    While the 1 instance thing is annoying, I'm getting issues trying to use the timeline.  First time, the program froze when I clicked on the little arrows at the bottom to bring the pane up.  After that, I get it to come up, but it now locks up every time I try to alter the "Range" - whenever I try to change the 0 to a 1.  Writing a ticket now, but just wondering if anyone else has seen this with the latest update.

    Editing to add that trying a different scene and I can't get into the timeline.  Tried twice and it froze up both times. 

    I am experiencing exactly the same problem,  If I zoom in the timeline range from the left - and start the zoomed-in ranged at any frame except 0 the timeline scrubber snaps back to first frame of the zoomed-in range  i.e.  In a 1000 frame animation; if I zoom into frames 300 - 1000, the timeline scrubber gets pined to the the start frame (frame 300) and cannot be dragged to any other frame in the timeline,  This is bug makes the timeline unusable in creating or editing any animation over a few hundred frames.    There is no issue zooming in from the right e.g  frames 0 - 300; the scrubber works fine.  I hope they can resolve this bug quickly, because I really like the new improved timeline.

     

    Unfotunately the timeline scrubber pinned to the first frame of a zoomed in timeliline (from left); is still an issue in Daz Studio Pro BETA - version 4.12.1.40.  This pretty much makes the timeline useless for any animation greater than a couple of hundred frames.  A ticket #312166, was opened, and confirmed by zendesk, and sent to bug tracker on 1 Nov 19. 

    Until then I will continue to use Keymate timeline.  It's a shame though, I really like the new timeline.

    My two cents worth...

    Good and bad news zoom timeline scrubber issue above.  The good new is the bug described above has been fixed in Daz Studio Pro BETA - version 4.12.1.55.  You can now use the scrubber when the animation timeline is zoomed from the left; but it seems that a keyframe selection bug has been introduced.

    When you zoom the timeline from the left; depending on the amount of zoom,  either you cannot select any keyframes (no keyframes are highlighted), or the the keyframes at 60 to 100 frames before the keyframe(s) you selected are highlighted.

    For example:

    1. Load a 250 frame animation scene with keyframes.

    2. Without zooming the timeline (all frames in timeline), select any keyframe(s) within the timeline; the keyframes are selected as expected.

    3. Zoom from the right to any frame, and select any keyframe(s); the keyframes are selected as expected.

    4. Zoom from the left to 30 frames; select any keyframe(s) after frame 199; The keyframes between 100 - 150 are selected.

    5. Zoom from the left to 100 frames; select any keyframe(s) after frame 199; No keyframes are selected.

    The joys of beta testing..cool

    Ticket# 320298 Cannot select keyframes when DS Timeline is zoomed-in from the left

     

    Post edited by chorse on
  • chorse said:
    chorse said:
    chorse said:
    jjmainor said:

    While the 1 instance thing is annoying, I'm getting issues trying to use the timeline.  First time, the program froze when I clicked on the little arrows at the bottom to bring the pane up.  After that, I get it to come up, but it now locks up every time I try to alter the "Range" - whenever I try to change the 0 to a 1.  Writing a ticket now, but just wondering if anyone else has seen this with the latest update.

    Editing to add that trying a different scene and I can't get into the timeline.  Tried twice and it froze up both times. 

    I am experiencing exactly the same problem,  If I zoom in the timeline range from the left - and start the zoomed-in ranged at any frame except 0 the timeline scrubber snaps back to first frame of the zoomed-in range  i.e.  In a 1000 frame animation; if I zoom into frames 300 - 1000, the timeline scrubber gets pined to the the start frame (frame 300) and cannot be dragged to any other frame in the timeline,  This is bug makes the timeline unusable in creating or editing any animation over a few hundred frames.    There is no issue zooming in from the right e.g  frames 0 - 300; the scrubber works fine.  I hope they can resolve this bug quickly, because I really like the new improved timeline.

     

    Unfotunately the timeline scrubber pinned to the first frame of a zoomed in timeliline (from left); is still an issue in Daz Studio Pro BETA - version 4.12.1.40.  This pretty much makes the timeline useless for any animation greater than a couple of hundred frames.  A ticket #312166, was opened, and confirmed by zendesk, and sent to bug tracker on 1 Nov 19. 

    Until then I will continue to use Keymate timeline.  It's a shame though, I really like the new timeline.

     

    The joys of beta testing..cool

    Ticket# 320298 Cannot select keyframes when DS Timeline is zoomed-in from the left

     

    That's probably what was going on when I did my rectangle marquee selection and it didn't work.

  • Dolce SaitoDolce Saito Posts: 192
    edited January 2020

    I've been using and test-running stuff lately and with the latest beta;

    - Timeline is far from bug-free. There are heavy issues with the playrange slider. On crowded timelines, (at least 1000-1200 frames with lots of keyframes, also at least 60fps for my case), if I zoom in to a playrange then I notice I can't be able to select key by clicking on them anymore. The "selection hitbox" first shifts during first few playrange zoom-in and outs then completely disappears. At some point, I was unable to select keys I wanted even with fully zoomed out playrange anymore.

    - The "simulate selected" doesn't collide with other objects... But, hey! I say this bug can be turned into a feature! Only collide selected surfaces with primary selection! Haha!

    - Nvidia guys couldn't do it again. Playing with visibility or some scene geometry during iray preview still crashes iray.

    - The latest dforce hair implementation requires some refinements. Hair tips get trapped "more easily" than dforce clothing does. For example; if hair hits (but not pushed towards) "other" colliding surfaces (like cushions/walls/etc).

    - I don't know if you daz guys have this in your backlog, but dforce frame saving really requires some optimizations. Saving a project with 20 seconds of dforce simulated hair takes around 20 minutes and around 6gb of diskspace. This nearly takes up as much as hair animation itself. If I bake the animation into a movie, same movie is taking around ~300mb. I still see the same animation in the movie, therefore, with linear reasoning, I say this shouldn't be like the way it is now.

    - During animations, I usually find myself requiring clearing dforce animation after specific frame and continuing from that specific frame, without clearing the animation from the beginning of the timeline. This woud save tons, especially in cases where fixing dforce explosions. (And no, some fixing requires previous animation to be animated until that point so I can't achieve the same by limiting the animation playrange).

    - "Sometimes", copy-pasting keyframes in timeline brakes the TCB. This issue has been around for a while now. Sometimes the opengl preview turns into gray during broken animation range, sometimes limbs of the characters do weird moves. The workaround is to select the affected key frames, change them to linear and then back to TCB to trigger re-calculation. Beware that if this broken range is not noticed, it can often cause Daz studio to freeze/crash when timeline is played.

    - Timeline performance is poor. Clicking on a keyframe takes time to select it. I miss the "fluid" days while using keymate.

    Post edited by Dolce Saito on
  • marblemarble Posts: 7,500

    The "Simulate Selected" option requires that both the garment and the collision object be selected. I was also thinking it was a bug until Richard pointed out my mistake.

     

  • ImagoImago Posts: 5,155
    - "Sometimes", copy-pasting keyframes in timeline brakes the TCB. This issue has been around for a while now. Sometimes the opengl preview turns into gray during broken animation range, sometimes limbs of the characters do weird moves. The workaround is to select the affected key frames, change them to linear and then back to TCB to trigger re-calculation. Beware that if this broken range is not noticed, it can often cause Daz studio to freeze/crash when timeline is played.

    This happens in DAZ Studio 4.12.0.86 too, every time I copy-paste a group of keyframes everything breaks. I also found the same workaround you just described, but it's very time consuming. I hope it can be solved soon.

  • Dolce SaitoDolce Saito Posts: 192
    edited January 2020

    ~Part 2~

    - When a body part is pinned (transition and/or rotation); Movement via preview window and sliders in the parameters tab works. However, If I want to enter parameter value directly into the parameter pane, it disregards pins. So, if a character has a bodypin somewhere, entering values directly shouldn't "jump" the other pinned limbs, instead for-loop to mimic slider effect.

    - I am sure this has been asked thousand times, but I generally needing to find myself hard-pin a limb on its place. I assume there are reasons, but why has this never been solved for so long time? I mean, I just don't want a "pinned" thing to move! Trying to create workarounds like creating complex "ik-chains" to achieve what pins should already do seems illogical and simply wrong.

    - Power posing needs a modifier key to slow down or an "accuracy" slider like the one in the activepose. For example let's say if I alt-drag power posing anchor, it should go *slowly*.

    - Active pose "accuracy" slider is saved properly between sessions but disregarded when the tool is first used each time daz studio is opened. In order to make it actually work, it needs to be poked (slide it forward-backward back to accurate). When I discovered this, it really changed my life, because "pin on both ends" setting along with most accurate setting *actually* pins things better than power posing. I really wish we also have a way to turn axis' in activeposing... It really behaves closer to what posing should be. Requires some love? :)

    - An ancient problem: "posing jumps". If I enter everything by parameter to pose a character, the next time I use power posing (or sometimes even activeposing) often jumps all limbs. This screws up pose sometimes (like character is holding a rope which is not parent to them...)

    - Ancient request: Keyed-parentings. If I unparent a book from hand at frame N, it screws its past animation even before Nth frame and book warps somewhere else on the screen. "Parent in place" option also doesn't save the day in this case...

    - Long time inconvenience: I can't focus to an iray decal. Ctrl+F just takes camera to the world's center point (0, 0, 0). Or somewhere irrelevant on the ground plane, but it is ALWAYS somewhere on the GROUND PLANE!

    - Dforce needs some "work" modes: Regular/Retractive/Sheared (you name it). Second one prevents trapping at all costs and chooses to collide with *only* parent over colliding surface until two different colliding object becomes apart again (like a character with dforce cloting sitting and standing up from a sofa). Third one causes dforce simulated object to tear apart on the collision points if it is unable to bend or stretch anymore (instead of exploding/breaking).

    - "Visible on simulation" needs to be keyed properly. Hence, every object on the scene might disappear or appear "during" the animation, not only the beginning of the animation.

    - I know about matAnim script of mCasual, but only if we could key "materials" in the timeline... Just saying!

    - Be careful! During an animation, on an Nth frame, Alt+Clicking on a value in Parameters tab to make it zero, doesn't only zero out the value on current frame. But instead, it zeroes ALL lifetime of the parameter also in the previous frames, overwriting all previous key-frames also, like a hard reset. I don't know if this is intended behavior, but it caused me to loose quite a bit of time and animation when I noticed this.

    - Multiple collision objects with collision order for smoothing modifier. Order can work like dforce layers, higher one always on the top. Solves things like socks over pants & pants over socks problem.

    - I once imagined a mother and her kid walking down on the road, child holding mom's hand. Out of enjoyment, kid does a roll around himself *while holding the mother's hand* and while mom is still walking. Then I faced with two harsh realities: 1- Child's hand and mom's hand, how to connect them *easily*. 2- Any person decide to make a character roll around itself, with steppings included, I wish you a good luck along with nice sanity. When I am able to pose and animate this scene *easily*, that will be the day I will call daz studio mature enough to do motions/animations.

    I am extremely lazy to create issues / requests and I don't even know how I wrote these :)

    Post edited by Dolce Saito on
  • Dolce SaitoDolce Saito Posts: 192
    edited January 2020

    ~Part 3~

    - A project with a character having some keyframes in the timeline never loads back correctly. This issue has been around since 4.12. Timeline either shows additional clutter that actually doesn't exist OR it doesn't show what is there. The workaround is to open "property type(s)" combobox and select-deselect any of the options. This causes timeline to refresh and incorrect clutter to be replaced with actual correct data. If forgotten, this bug causes toggles to malfunction, like a light that should be toggled by "visible in render" keyframe not firing or alike.

    - Clicking on a keyframe on a crowded timeline with playrange modified (zoomed in) triggers hitbox issue as I told on my first post. In addition, even I click with the most precision I could without moving my mouse, it tends to move the keyframe to another frame. Selection square reveals this hitbox shifting issue the best. Selecting a range of keyframes with square covering them will actually select a shifted set of keyframes.

    Post edited by Dolce Saito on
  • ImagoImago Posts: 5,155

    ~Part 3~

    - A project with a character having some keyframes in the timeline never loads back correctly. This issue has been around since 4.12. Timeline either shows additional clutter that actually doesn't exist OR it doesn't show what is there. The workaround is to open "property type(s)" combobox and select-deselect any of the options. This causes timeline to refresh and incorrect clutter to be replaced with actual correct data. If forgotten, this bug causes toggles to malfunction, like a light that should be toggled by "visible in render" keyframe not firing or alike.

    For that you just need to right click the left pane of the timeline and select "refresh".

  • The public build bata still does not launch properly.
    I tried everything I could do with a clean install of the GPU driver. Still does not work.
    MyLibrary is moved to D drive. And
    Deleting the contents of c / users / myusername / AppData / Roaming / DAZ 3D / cms did not change it.
    Does not start at all.

    dsa
    dsa
    StartupScript.dsa
    538B
  • The public build bata still does not launch properly.
    I tried everything I could do with a clean install of the GPU driver. Still does not work.
    MyLibrary is moved to D drive. And c / users / myusername / AppData / Roaming / DAZ 3D / cms 
    Deleting the contents of did not change it.
    Does not start at all.

    and c / users / myusername / AppData / Roaming / DAZ 3D / Studio4 Public build / StartupScriptupScript.dsa
    When you start, normal Daz starts for some reason.

    txt
    txt
    cloudLog.txt
    46K
    txt
    txt
    log.txt
    431K
  • marblemarble Posts: 7,500
    edited February 2020

    I've been trying the new dForce simulation options (Simulate Selected) and it seems that it is not possible to make the clothing dynamic while the figure (G8F, for example) remains either static or none. This is if the garment is parented to the figure (which mine always are). Selecting the garment and making it dynamic also makes the figure dynamic. If I unparent it, I can then select them individually and make one dynamic without affecting the other.

    EDIT: No, it is even worse than I suggested above. The Simulation Object Type keeps changing whether or not the garment is parented to the figure. Something is definitely wrong with this new option and the way it affects the Simulation Object Type (Static or Dynamic).

    Post edited by marble on
  • marble said:

    I've been trying the new dForce simulation options (Simulate Selected) and it seems that it is not possible to make the clothing dynamic while the figure (G8F, for example) remains either static or none. This is if the garment is parented to the figure (which mine always are). Selecting the garment and making it dynamic also makes the figure dynamic. If I unparent it, I can then select them individually and make one dynamic without affecting the other.

    EDIT: No, it is even worse than I suggested above. The Simulation Object Type keeps changing whether or not the garment is parented to the figure. Something is definitely wrong with this new option and the way it affects the Simulation Object Type (Static or Dynamic).

    This isn't a changew to dForce, it's just providing a built-in way to change the list of items sent to dForce. Before, without using a script, eberythin was sent. Since the actual dForcing is the same your issue is something different - are you sure you are selecting bothe the dynamic items and the static items you want them to interact with?

  • marblemarble Posts: 7,500
    marble said:

    I've been trying the new dForce simulation options (Simulate Selected) and it seems that it is not possible to make the clothing dynamic while the figure (G8F, for example) remains either static or none. This is if the garment is parented to the figure (which mine always are). Selecting the garment and making it dynamic also makes the figure dynamic. If I unparent it, I can then select them individually and make one dynamic without affecting the other.

    EDIT: No, it is even worse than I suggested above. The Simulation Object Type keeps changing whether or not the garment is parented to the figure. Something is definitely wrong with this new option and the way it affects the Simulation Object Type (Static or Dynamic).

    This isn't a changew to dForce, it's just providing a built-in way to change the list of items sent to dForce. Before, without using a script, eberythin was sent. Since the actual dForcing is the same your issue is something different - are you sure you are selecting bothe the dynamic items and the static items you want them to interact with?

    Yes, I'm sure because I made that mistake the first time I tried this option (which is new, by the way - the functionality might not be new but the menu option is). I'd be interested to see if anyone else is having this problem. Simulating the old way (selecting everything NOT to be simulated and making invisible to the simulation) is working the same as ever, but selecting only the objects involved in the desired simulation is giving me headaches - specifically with the Simulation Object Type.

  • marble said:
    marble said:

    I've been trying the new dForce simulation options (Simulate Selected) and it seems that it is not possible to make the clothing dynamic while the figure (G8F, for example) remains either static or none. This is if the garment is parented to the figure (which mine always are). Selecting the garment and making it dynamic also makes the figure dynamic. If I unparent it, I can then select them individually and make one dynamic without affecting the other.

    EDIT: No, it is even worse than I suggested above. The Simulation Object Type keeps changing whether or not the garment is parented to the figure. Something is definitely wrong with this new option and the way it affects the Simulation Object Type (Static or Dynamic).

    This isn't a changew to dForce, it's just providing a built-in way to change the list of items sent to dForce. Before, without using a script, eberythin was sent. Since the actual dForcing is the same your issue is something different - are you sure you are selecting bothe the dynamic items and the static items you want them to interact with?

    Yes, I'm sure because I made that mistake the first time I tried this option (which is new, by the way - the functionality might not be new but the menu option is). I'd be interested to see if anyone else is having this problem. Simulating the old way (selecting everything NOT to be simulated and making invisible to the simulation) is working the same as ever, but selecting only the objects involved in the desired simulation is giving me headaches - specifically with the Simulation Object Type.

    The point is that the only difference between Simulate and Simulate Selected is what is sent to dForce - the way in whch they are sent is identical because all of that comes after it gets the list of nodes.

  • marblemarble Posts: 7,500
    edited February 2020
    marble said:
    marble said:

    I've been trying the new dForce simulation options (Simulate Selected) and it seems that it is not possible to make the clothing dynamic while the figure (G8F, for example) remains either static or none. This is if the garment is parented to the figure (which mine always are). Selecting the garment and making it dynamic also makes the figure dynamic. If I unparent it, I can then select them individually and make one dynamic without affecting the other.

    EDIT: No, it is even worse than I suggested above. The Simulation Object Type keeps changing whether or not the garment is parented to the figure. Something is definitely wrong with this new option and the way it affects the Simulation Object Type (Static or Dynamic).

    This isn't a changew to dForce, it's just providing a built-in way to change the list of items sent to dForce. Before, without using a script, eberythin was sent. Since the actual dForcing is the same your issue is something different - are you sure you are selecting bothe the dynamic items and the static items you want them to interact with?

    Yes, I'm sure because I made that mistake the first time I tried this option (which is new, by the way - the functionality might not be new but the menu option is). I'd be interested to see if anyone else is having this problem. Simulating the old way (selecting everything NOT to be simulated and making invisible to the simulation) is working the same as ever, but selecting only the objects involved in the desired simulation is giving me headaches - specifically with the Simulation Object Type.

    The point is that the only difference between Simulate and Simulate Selected is what is sent to dForce - the way in whch they are sent is identical because all of that comes after it gets the list of nodes.

    Which doesn't answer why the Simulation Object Type gets messed up - and only when that Simulate Selected option is selected.

    EDIT: Just did a couple of experiments. It seems that the G8 figure is loaded into a scene without any dForce properties. When a dForce garment is loaded, G8 then has dForce applied too - and that is Dynamic (which surprises me as I'm not sure why the collision object needs to be dynamic). However, I have seen G8 with a dForce garment loaded but having a different property (although I couldn't reproduce this in my experiments). When I say different, I mean that G8 may be either Static or None (that field is blank in the Simulation Object Type parameter).

    What has been happening which caused me to look at these properties is that I am getting simulations which do not collide with parts of G8. So it will drape over the shoulders (say) but fall through the hip. Of course, this is useless as a cloth simulation. I have now checked in 4.11 and G8 also acquires a Dynamic property when a dForce garment is loaded so it appears that nothing changed there.

    Post edited by marble on
  • marblemarble Posts: 7,500
    edited February 2020

    Loaded another scene: G8F with dForce clothing and this time it does show the parameter has no Simulation Object Type.

    sim_03.png
    778 x 373 - 150K
    Post edited by marble on
  • nicsttnicstt Posts: 11,715
    edited February 2020

    Lookingat that, it has four of at least two types, which is why none are displayed.

    Post edited by nicstt on
  • VisuimagVisuimag Posts: 568
    edited February 2020

     

    RayDAnt said:
    Visuimag said:

    NVLINK, so it will only be the Turing cards (and most likley the higher-end ones, like the 2080ti and Titan RTX — of which I'm about to buy 2 and this news just made that all the better)! Yes, it's only textures right now, but in my experience, they are the biggest hogs of VRAM (and nearly 24GB for geometry, etc is a stellar amount on its own), so having access to nearly 48GB of it is as sweet as it gets!

    Here's a list of all currently existing Nvidia cards with NVLink 2.0 functionality (in order of NVLink bandwidth/price):

    • 100 GB/s (TU102 based):
      • Quadro RTX 8000
      • Quadro RTX 6000
      • Titan RTX
      • GeForce RTX 2080 Ti
    • 50 GB/s (TU104 based):
      • Quadro RTX 5000 (50 GT/s throughput)
      • Quadro RTX 4000 (50 GT/s throughput)
      • GeForce RTX 2080 SUPER
      • GeForce RTX 2080
      • GeForce RTX 2070 SUPER

    All other Nvidia cards either have a previous non-intercompatible version of NVLink (true of some very high end Tesla/Quadro models only), manufacturer defect-disabled NVLink hardware, or no NVLink hardware to begin with.

    Meaning I was mostly right (with theaddition of the 2080/70 and their SUPER Editions). In any event, it's an exciting prospect, especially since textures are the biggest memory hogs. Having a good 40+ GB of RAM (in the case of two Titans) alloted means I can finally create scenes with full neigboorhoods that I've looked forward to since Iray debuted within DAZ five years ago!

     
    Post edited by Visuimag on
  • I have a question regarding the current Nvidia drivers. 

    I have 2x 2080Ti's with NvLink. I am currently using the driver: "436.30".

    I am also using the newest beta. 
    Is it okay to stay on this driver or am I missing out on performance, Nvlink or other features? 

     

  • marblemarble Posts: 7,500
    nicstt said:

    Lookingat that, it has four of at least two types, which is why none are displayed.

    Not sure what you mean by "that" but I had the G8F figure selected in that screenshot, not any of the garments. Perhaps it also selects anything parented or geografts, I'm not sure.

  • nicsttnicstt Posts: 11,715
    marble said:
    nicstt said:

    Lookingat that, it has four of at least two types, which is why none are displayed.

    Not sure what you mean by "that" but I had the G8F figure selected in that screenshot, not any of the garments. Perhaps it also selects anything parented or geografts, I'm not sure.

    Top right hand side of the image, it says Simulation Object Type, with 4 in brackets - indication there are four, which is why there are none in the dropdown. Select Dynamic Surface, see what happens

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