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

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Comments

  • nicsttnicstt Posts: 11,715
    edited February 2020

    Instructions for Using Script from the Command Line.

    I presume you've downloaded and installed the script somewhere in your content library.

    See image.

    1. Double Click on the Script.
    2. Fill in the details chosing the required studio build; leave the instance name as a # to have the script itterate the instance as appropriate; file loads a startup file, so leave blank if you don't have. (2a Check the Start Process to open the second instance immediately; Note: this will NOT copy the script to the clipboard and render the rest of the options inaccessible.)
    3. Click Copy.
    4. Navigate to the folder where you placed the script.
    5. Click on the navigation bar - it will highlight
    6. Type in CMD and press enter; a command line window opens.
    7. Copy the script text from 3. into the command line and press enter. A second instance (or third, fourth etc) will open.

    It should run from anywhere, not just by navigating to the where I say above, but if you have issues, then navigate as I describe.

    If you place the text in a txt file, then change the extension to .bat - you should be able to run it from anywhere by double-clicking on it.

    Script Instructions.jpg
    1920 x 1080 - 329K
    Post edited by nicstt on
  • takezo_3001takezo_3001 Posts: 1,974
    nicstt said:

    Instructions for Using Script from the Command Line.

    I presume you've downloaded and installed the script somewhere in your content library.

    See image.

    1. Double Click on the Script.
    2. Fill in the details chosing the required studio build; leave the instance name as a # to have the script itterate the instance as appropriate; file loads a startup file, so leave blank if you don't have. (2a Check the Start Process to open the second instance immediately; Note: this will NOT copy the script to the clipboard and render the rest of the options inaccessible.)
    3. Click Copy.
    4. Navigate to the folder where you placed the script.
    5. Click on the navigation bar - it will highlight
    6. Type in CMD and press enter; a command line window opens.
    7. Copy the script text from 3. into the command line and press enter. A second instance (or third, fourth etc) will open.

    It should run from anywhere, not just by navigating to the where I say above, but if you have issues, then navigate as I describe.

    If you place the text in a txt file, then change the extension to .bat - you should be able to run it from anywhere by double-clicking on it.

    Where do I download the script?

  • nicstt said:

    Instructions for Using Script from the Command Line.

    I presume you've downloaded and installed the script somewhere in your content library.

    See image.

    1. Double Click on the Script.
    2. Fill in the details chosing the required studio build; leave the instance name as a # to have the script itterate the instance as appropriate; file loads a startup file, so leave blank if you don't have. (2a Check the Start Process to open the second instance immediately; Note: this will NOT copy the script to the clipboard and render the rest of the options inaccessible.)
    3. Click Copy.
    4. Navigate to the folder where you placed the script.
    5. Click on the navigation bar - it will highlight
    6. Type in CMD and press enter; a command line window opens.
    7. Copy the script text from 3. into the command line and press enter. A second instance (or third, fourth etc) will open.

    It should run from anywhere, not just by navigating to the where I say above, but if you have issues, then navigate as I describe.

    If you place the text in a txt file, then change the extension to .bat - you should be able to run it from anywhere by double-clicking on it.

    Where do I download the script?

    At the end of this post

    https://www.daz3d.com/forums/discussion/comment/5112696/#Comment_5112696

  • chorsechorse Posts: 163
    barbult said:

    Timeline trouble in DS 4.12.1.76:

    I set up an animated simulation using the timeline. When I select the key in the last time position on the last object in the list, I cannot move that key or deselect it. Even clicking on another area of the timeline does not deselect that key. There is another key at time 15 on another object that I cannot select by clicking on it in the timeline. I can only select it by drawing a rectangle around it. When I saved the scene and reopened it, that key on time 15 had disappeared.

    I submitted Request #322479 with the scene file and a video of the problem attached.

    (Edit: In the scene file, I had not yet switched simulation to animated, because I was trying to get those incorrect keyframes fixed first. So, performing simulation still uses the default current frame and start from memorized pose. I had simulated several times, in case that has anything to do with the issue.)

    I can confirm the select behavior for the keyframe on the last frame.  I loaded two primitives (Box and Sphere) into a 60 frames scene.  I moved them about creating a 60 frame animation.   I keyframed the last frame for each object.  When I select the last keyframe(s) of either or both objects it stays selected, unless I add or remove a type from the timeline (actually I think anything that refreshes the timeline will work).  This action seems to refresh the timeline and clears the selection of the end of frame keyframes.  I can still cut, copy, delete, and paste the end keyframes, but not drag them with a mouse.  This behavior seems to effect a keyframe on the last frame of any object in the animation scene. 

    I discovered an additional DS 4.12.1.76 selection bug which I will post separately. 

  • takezo_3001takezo_3001 Posts: 1,974
    nicstt said:

    Instructions for Using Script from the Command Line.

    I presume you've downloaded and installed the script somewhere in your content library.

    See image.

    1. Double Click on the Script.
    2. Fill in the details chosing the required studio build; leave the instance name as a # to have the script itterate the instance as appropriate; file loads a startup file, so leave blank if you don't have. (2a Check the Start Process to open the second instance immediately; Note: this will NOT copy the script to the clipboard and render the rest of the options inaccessible.)
    3. Click Copy.
    4. Navigate to the folder where you placed the script.
    5. Click on the navigation bar - it will highlight
    6. Type in CMD and press enter; a command line window opens.
    7. Copy the script text from 3. into the command line and press enter. A second instance (or third, fourth etc) will open.

    It should run from anywhere, not just by navigating to the where I say above, but if you have issues, then navigate as I describe.

    If you place the text in a txt file, then change the extension to .bat - you should be able to run it from anywhere by double-clicking on it.

    Where do I download the script?

    At the end of this post

    https://www.daz3d.com/forums/discussion/comment/5112696/#Comment_5112696

    Thanks, you're the best!

  • DoctorJellybeanDoctorJellybean Posts: 8,464
    edited February 2020

    If anyone has instances where it drops to CPU in the current Beta release and it didn't in the previous build, I would like reproducible sample scenes (containing DAZ products only) which showcase this behaviour. Please also state your hardware, e.g. GPU, etc.

    Thanks.

    Post edited by DoctorJellybean on
  • chorsechorse Posts: 163
    chorse said:
    chorse said:
    chorse said:
    chorse said:
     

    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.

    .........

    The joys of beta testing..cool

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

     

    It looks like a lot of timeline issues were fixed in DS private beta .72  and .73.  See following from change log:

    • Fixed #CS-320298: Offset key selection in the Timeline pane Dopesheet keys column when the Play Range Start is not at 0 laugh

    • Fixed an issue where double-clicking the Dopesheet keys column to snap the playhead to the closest frame (i.e., set the current scene time) would be offset when the Play Range Start is not at 0

    • Fixed an issue where clicking on a key in the Timeline pane Dopesheet keys column to select it while viewing a play range with many frames would sometimes cause the key to move to an adjacent frame even if the cursor position had not changed

    • Fixed an issue where dragging selected keys in the Timeline pane Dopesheet keys column that ultimately resulted in no change would unnecessarily cause an undo item to be created and added to the stack

    DAZ Studio : Incremented build number to 4.12.1.72


    • Fixed an issue where dragging keys in the Timeline pane Dopesheet would not cancel an undo operation if those keys were dropped/released in the same position they started the drag from.

    DAZ Studio : Incremented build number to 4.12.1.73

     

    So when is the next public beta going to be released?

    Good news is the issues in Tickets #312166 & #320298 above have been fixed in DS 4.12.1.76.   This makes the new DS timeline much more usable.

    Having said that there are a couple of other bugs in the timeline.  I cannot select keyframes within the timeline with just left clicking on them.  When I hover my mouse over the keyframe and try to select by left click, it does not select (highlight) any keyframes; or the keframe(s) offset from the one I tried to select are highlighted.  The keyframes select properly when I draw a box around them, but then I can't do anything with them with the mouse e.g. drag or move them around.  I can cut, copy, delete, and paste using the keyboard or timeline controls, but cannot move them with the mouse. 

    One other weird behavior:  I can sometimes get the pointer to change, from the arrow to the hand select pointer, when I hover over a keyframe on the last item (row) listed on the timeline.  When the pointer changes to the hand pointer,  I can select the keyframe as expected and drag the keyframes as expected.  The arrow pointer only seems to change to the select pointer on random keyframes, and mainly on keyframes of the last item/object listed on the timeline.  If I select keyframes when the select hand pointer is present, either single click or by boundary box, I can move or drag the key frames using the without issue.   If key frames are selected only when the arrow pointer is present, they cannot be moved with the mouse, but do respond to keyboard or timeline controls.

    The joys of beta testing...

  • evilcho_evilcho_ Posts: 79
    edited February 2020

    If anyone has instances where it drops to CPU in the current Beta release and it didn't in the previous build, I would like reproducible sample scenes (containing DAZ products only) which showcase this behaviour. Please also state your hardware, e.g. GPU, etc.

    Thanks.

    The products doesn't matter. It drops in absolutely every possible scenario. Even with a single Genesis 3 or 8 figure loaded in. If I stay in the iray preview and look around for a bit it will drop to CPU. And I was using the 4.12.0.47 before this and I did NOT have any issues like that.

    I still have that old version and it still works fine for me btw.

    Post edited by evilcho_ on
  • DoctorJellybeanDoctorJellybean Posts: 8,464
    edited February 2020
    evilcho_ said:

    If anyone has instances where it drops to CPU in the current Beta release and it didn't in the previous build, I would like reproducible sample scenes (containing DAZ products only) which showcase this behaviour. Please also state your hardware, e.g. GPU, etc.

    Thanks.

    The products doesn't matter. It drops in absolutely every possible scenario. Even with a single Genesis 3 or 8 figure loaded in. If I stay in the iray preview and look around for a bit it will drop to CPU. And I was using the 4.12.0.47 before this and I did NOT have any issues like that.

    I still have that old version and it still works fine for me btw.

    I still need a sample scene with system specs and steps to replicate.

    Post edited by DoctorJellybean on
  • Since I did the update, there's something odd going on with the navigation keys.

    First of all, the Toggle Keyboard Navigation(shift-k) does nothing, it can be on or off, hotkeys will still work, well, they do something but doesn't work as expected.

    When trying to move forward (or any direction) in the viewport using the keyboard, there is a delay between the keystroke and the camera moving (or any view), making it the whole viewport unusable with the hotkeys. Preview mode doesn't matter, the same things on all. The scene can be totally empty or with any content (that I tried) and it will be the same too.

    I did an F3 -> Default and it didn't fix it.

    Anyone experiencing the same thing?

  • VEGAVEGA Posts: 86
    voyv42 said:

    Since I did the update, there's something odd going on with the navigation keys.

    First of all, the Toggle Keyboard Navigation(shift-k) does nothing, it can be on or off, hotkeys will still work, well, they do something but doesn't work as expected.

    When trying to move forward (or any direction) in the viewport using the keyboard, there is a delay between the keystroke and the camera moving (or any view), making it the whole viewport unusable with the hotkeys. Preview mode doesn't matter, the same things on all. The scene can be totally empty or with any content (that I tried) and it will be the same too.

    I did an F3 -> Default and it didn't fix it.

    Anyone experiencing the same thing?

    Same thing for me. Glad I am not the only one with the navigation lag. I've already made a ticket and hopefully they will or at least try to fix it in the next update. And yes, it doesn't matter if the scene is empty or full with high polygon objects.

  • "Improved feedback when assigning a shortcut that is already in use"

    So we get a message which key is currently mapped to the new shortcut we are trying to assign? Cool!

  • ImagoImago Posts: 5,155

    I installed the latest beta to try it and the "normal" version (4.12.0.86) is having issues. Every time I try to open a new session by double-clicking a DUF scene or simply the desktop when another one is running or is still closing in the Task Manager, DAZ Studio freezes and I have to kill the process from the Task Manager. sad

    Again, I'm trying to open two session of the 4.12.0.86 that shouldn't be affected by that "one session" thing of the beta.

  • Imago said:

    I installed the latest beta to try it and the "normal" version (4.12.0.86) is having issues. Every time I try to open a new session by double-clicking a DUF scene or simply the desktop when another one is running or is still closing in the Task Manager, DAZ Studio freezes and I have to kill the process from the Task Manager. sad

    Again, I'm trying to open two session of the 4.12.0.86 that shouldn't be affected by that "one session" thing of the beta.

    Which verson of DS opens when you double-click - General Release or Public Build?

  • "Improved feedback when assigning a shortcut that is already in use"

    So we get a message which key is currently mapped to the new shortcut we are trying to assign? Cool!

    I'm just going to repost Rob's explanation here:

    You are using terms that mean similar things (key/shortcut) to describe what happens when you attempt to assign a Shortcut to an Action and that Shortcut is already assigned to a different Action. In earlier builds, you would be informed that the Shortcut was already in use, but not which Action it was currently assigned to. Now, you are informed of both so that you can better determine if the attempted assignment is better left alone or reassigned to the new Action. And now, in the most recent build, you can string up 4 Key Sequences (a series of Shortcuts in quick succession) together to trigger a single Action. So if, for example, [Ctrl+S] is already assigned but you want to use it for something else and you are conflicted with stealing it from the original Action because now that you are aware of its current assignment you like that too... you can assign [Ctrl+S, Ctrl+S] (twice in quick succession) instead and [Ctrl+S] will continue to trigger the original Action
     while [Ctrl+S, Ctrl+S] triggers your new assignment. And it doesn't stop there... you could assign [Ctrl+S, Ctrl+A] or [Ctrl+S, Ctrl+S, Ctrl+A] or [Ctrl+S, Ctrl+A, Ctrl+A] or a multitude of other combinations (up to 4 in any given sequence) to any Action. This recent addition exponentially expands the available options for those who prefer a workflow that involves a lot of Shortcuts but were running out, or those that like to 'group' Action shortcuts by using sets of sequences.

  • ImagoImago Posts: 5,155
    Imago said:

    I installed the latest beta to try it and the "normal" version (4.12.0.86) is having issues. Every time I try to open a new session by double-clicking a DUF scene or simply the desktop when another one is running or is still closing in the Task Manager, DAZ Studio freezes and I have to kill the process from the Task Manager. sad

    Again, I'm trying to open two session of the 4.12.0.86 that shouldn't be affected by that "one session" thing of the beta.

    Which verson of DS opens when you double-click - General Release or Public Build?

    Public Build 4.12.0.86.

    The beta is in another folder, totally separated form the "main" installation.

  • chorsechorse Posts: 163
    chorse said:
    chorse said:
    chorse said:
    chorse said:
    chorse said:
     

    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.

    .........

    The joys of beta testing..cool

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

     

    It looks like a lot of timeline issues were fixed in DS private beta .72  and .73.  See following from change log:

    • Fixed #CS-320298: Offset key selection in the Timeline pane Dopesheet keys column when the Play Range Start is not at 0 laugh

    • Fixed an issue where double-clicking the Dopesheet keys column to snap the playhead to the closest frame (i.e., set the current scene time) would be offset when the Play Range Start is not at 0

    • Fixed an issue where clicking on a key in the Timeline pane Dopesheet keys column to select it while viewing a play range with many frames would sometimes cause the key to move to an adjacent frame even if the cursor position had not changed

    • Fixed an issue where dragging selected keys in the Timeline pane Dopesheet keys column that ultimately resulted in no change would unnecessarily cause an undo item to be created and added to the stack

    DAZ Studio : Incremented build number to 4.12.1.72


    • Fixed an issue where dragging keys in the Timeline pane Dopesheet would not cancel an undo operation if those keys were dropped/released in the same position they started the drag from.

    DAZ Studio : Incremented build number to 4.12.1.73

     

    So when is the next public beta going to be released?

    Good news is the issues in Tickets #312166 & #320298 above have been fixed in DS 4.12.1.76.   This makes the new DS timeline much more usable.

    Having said that there are a couple of other bugs in the timeline.  I cannot select keyframes within the timeline with just left clicking on them.  When I hover my mouse over the keyframe and try to select by left click, it does not select (highlight) any keyframes; or the keframe(s) offset from the one I tried to select are highlighted.  The keyframes select properly when I draw a box around them, but then I can't do anything with them with the mouse e.g. drag or move them around.  I can cut, copy, delete, and paste using the keyboard or timeline controls, but cannot move them with the mouse. 

    One other weird behavior:  I can sometimes get the pointer to change, from the arrow to the hand select pointer, when I hover over a keyframe on the last item (row) listed on the timeline.  When the pointer changes to the hand pointer,  I can select the keyframe as expected and drag the keyframes as expected.  The arrow pointer only seems to change to the select pointer on random keyframes, and mainly on keyframes of the last item/object listed on the timeline.  If I select keyframes when the select hand pointer is present, either single click or by boundary box, I can move or drag the key frames using the without issue.   If key frames are selected only when the arrow pointer is present, they cannot be moved with the mouse, but do respond to keyboard or timeline controls.

    The joys of beta testing...

    Ticket Submitted:  Request #323065

  • Imago said:
    Imago said:

    I installed the latest beta to try it and the "normal" version (4.12.0.86) is having issues. Every time I try to open a new session by double-clicking a DUF scene or simply the desktop when another one is running or is still closing in the Task Manager, DAZ Studio freezes and I have to kill the process from the Task Manager. sad

    Again, I'm trying to open two session of the 4.12.0.86 that shouldn't be affected by that "one session" thing of the beta.

    Which verson of DS opens when you double-click - General Release or Public Build?

    Public Build 4.12.0.86.

    The beta is in another folder, totally separated form the "main" installation.

    That's the General Release, the Public Build is the beta. I don't know why you would be having that issue - unless smething like security software is interfering with two isntances accessing the same settings files etc.

  • barbultbarbult Posts: 24,243
    Imago said:
    Imago said:

    I installed the latest beta to try it and the "normal" version (4.12.0.86) is having issues. Every time I try to open a new session by double-clicking a DUF scene or simply the desktop when another one is running or is still closing in the Task Manager, DAZ Studio freezes and I have to kill the process from the Task Manager. sad

    Again, I'm trying to open two session of the 4.12.0.86 that shouldn't be affected by that "one session" thing of the beta.

    Which verson of DS opens when you double-click - General Release or Public Build?

    Public Build 4.12.0.86.

    The beta is in another folder, totally separated form the "main" installation.

    That's the General Release, the Public Build is the beta. I don't know why you would be having that issue - unless smething like security software is interfering with two isntances accessing the same settings files etc.

    4.12.0.86 was a Public Build before it was released. Maybe he still has that version and hasn't updated to the latest Public Beta.

  • barbult said:
    Imago said:
    Imago said:

    I installed the latest beta to try it and the "normal" version (4.12.0.86) is having issues. Every time I try to open a new session by double-clicking a DUF scene or simply the desktop when another one is running or is still closing in the Task Manager, DAZ Studio freezes and I have to kill the process from the Task Manager. sad

    Again, I'm trying to open two session of the 4.12.0.86 that shouldn't be affected by that "one session" thing of the beta.

    Which verson of DS opens when you double-click - General Release or Public Build?

    Public Build 4.12.0.86.

    The beta is in another folder, totally separated form the "main" installation.

    That's the General Release, the Public Build is the beta. I don't know why you would be having that issue - unless smething like security software is interfering with two isntances accessing the same settings files etc.

    4.12.0.86 was a Public Build before it was released. Maybe he still has that version and hasn't updated to the latest Public Beta.

    Barring customisation to how files types are handled double-clicking a native file will open the General Release, not a beta, so I think it's unlikely (I wasn't aware of that when I asked theb original question).

  • barbultbarbult Posts: 24,243
    barbult said:
    Imago said:
    Imago said:

    I installed the latest beta to try it and the "normal" version (4.12.0.86) is having issues. Every time I try to open a new session by double-clicking a DUF scene or simply the desktop when another one is running or is still closing in the Task Manager, DAZ Studio freezes and I have to kill the process from the Task Manager. sad

    Again, I'm trying to open two session of the 4.12.0.86 that shouldn't be affected by that "one session" thing of the beta.

    Which verson of DS opens when you double-click - General Release or Public Build?

    Public Build 4.12.0.86.

    The beta is in another folder, totally separated form the "main" installation.

    That's the General Release, the Public Build is the beta. I don't know why you would be having that issue - unless smething like security software is interfering with two isntances accessing the same settings files etc.

    4.12.0.86 was a Public Build before it was released. Maybe he still has that version and hasn't updated to the latest Public Beta.

    Barring customisation to how files types are handled double-clicking a native file will open the General Release, not a beta, so I think it's unlikely (I wasn't aware of that when I asked theb original question).

    I didn't know that either, but it makes sense.

  • ImagoImago Posts: 5,155
    Imago said:
    Imago said:

    I installed the latest beta to try it and the "normal" version (4.12.0.86) is having issues. Every time I try to open a new session by double-clicking a DUF scene or simply the desktop when another one is running or is still closing in the Task Manager, DAZ Studio freezes and I have to kill the process from the Task Manager. sad

    Again, I'm trying to open two session of the 4.12.0.86 that shouldn't be affected by that "one session" thing of the beta.

    Which verson of DS opens when you double-click - General Release or Public Build?

    Public Build 4.12.0.86.

    The beta is in another folder, totally separated form the "main" installation.

    That's the General Release, the Public Build is the beta. I don't know why you would be having that issue - unless smething like security software is interfering with two isntances accessing the same settings files etc.

    Well, I'm sure I'm using the non-beta 4.12.0.86 here. frown I installed it from the DIM and it hasn't the yellow "beta" mark, I also double checked the path.

    The actual beta is in another, totally separated folder.

    I get confused by those strange namings ( simply call "beta" the beta and "stable" the non-beta would be better) so I checked in Daz's info and it says "public build". Dunno!

    I tried uninstalling and reinstalling the plugins, for now it stopped.

  • JD_MortalJD_Mortal Posts: 760
    edited February 2020

    Wow, found a major memory-leak, in all versions of daz. But, since this is the working successor to prior releases... I am posting it here.

    Issue: Daz stops responding as it attempts to "delete surfaces", from Genisis-8 model. (Have not tested this with the other models yet.)

    Method: Open the tools settings and select "surfaces" with the geometry selection tool. Go to the [Details] tab and select those, (selected), surfaces. Now select to delete those surfaces from the geometry options in the window-menu. {Geometry Editing}->{Delete selected polygons}

    Result: Daz locks-up. Memory consumption rises to 4GB, 6GB, 7GB... 18GB, 19GB, 20GB... 38GB, 39GB, 40GB... 61GB, 62GB -> FATALLY CRASHES COMPUTER {System out of memory} [In a system with 64GB of physical RAM]

    I was trying to show someone how to delete surfaces, in a geo-shell thing, but I didn't have one. So, I attempted to show him how to do it on a genisis-8 default model. I selected a cube of about 9 surfaces on her skull, and deleted them, as I would with any other object. Resulting in three fatal crashes, as I re-tested it. Ultimately, showing him on a primitive instead, which worked fine.

    If this is an issue that shouldn't be done, then code sould be put into place so it CAN'T be done. Otherwise, if this should be able to be done, then the memory-issue, with whatever is choking that process, needs to be resolved. I lost everything I was working on, everywhere, in my whole system, at the time, not just Daz stuff.

    Post edited by JD_Mortal on
  • JD_Mortal said:

    Wow, found a major memory-leak, in all versions of daz. But, since this is the working successor to prior releases... I am posting it here.

    Issue: Daz stops responding as it attempts to "delete surfaces", from Genisis-8 model. (Have not tested this with the other models yet.)

    Method: Open the tools settings and select "surfaces" with the geometry selection tool. Go to the [Details] tab and select those, (selected), surfaces. Now select to delete those surfaces from the geometry options in the window-menu. {Geometry Editing}->{Delete selected polygons}

    Result: Daz locks-up. Memory consumption rises to 4GB, 6GB, 7GB... 18GB, 19GB, 20GB... 38GB, 39GB, 40GB... 61GB, 62GB -> FATALLY CRASHES COMPUTER {System out of memory} [In a system with 64GB of physical RAM]

    I was trying to show someone how to delete surfaces, in a geo-shell thing, but I didn't have one. So, I attempted to show him how to do it on a genisis-8 default model. I selected a cube of about 9 surfaces on her skull, and deleted them, as I would with any other object. Resulting in three fatal crashes, as I re-tested it. Ultimately, showing him on a primitive instead, which worked fine.

    If this is an issue that shouldn't be done, then code sould be put into place so it CAN'T be done. Otherwise, if this should be able to be done, then the memory-issue, with whatever is choking that process, needs to be resolved. I lost everything I was working on, everywhere, in my whole system, at the time, not just Daz stuff.

    I didn't get that - loaded Geensis 8 Female into an empty scene, activeated the Geometry Editor, in Tool Settings selected all the surface groups by clicking the + next to them, selected all th entries in the Details tab (which are purely informational, they don't need to be selected), right-click in Viewport>Geometry Editing>Delete Selected. Memory use fluctuated between 3GB - 3.5GB, one CPU core was pegged, then after a while the model disappeared.

    If this happens consistently for you try disabling add-on plug-ins, restart DS, and see if the issue recurs. If it does try reneabling the plug-ins, ne by one with a rstart, until you find the possible culprit.

  • barbultbarbult Posts: 24,243
    edited February 2020
    JD_Mortal said:

    Wow, found a major memory-leak, in all versions of daz. But, since this is the working successor to prior releases... I am posting it here.

    Issue: Daz stops responding as it attempts to "delete surfaces", from Genisis-8 model. (Have not tested this with the other models yet.)

    Method: Open the tools settings and select "surfaces" with the geometry selection tool. Go to the [Details] tab and select those, (selected), surfaces. Now select to delete those surfaces from the geometry options in the window-menu. {Geometry Editing}->{Delete selected polygons}

    Result: Daz locks-up. Memory consumption rises to 4GB, 6GB, 7GB... 18GB, 19GB, 20GB... 38GB, 39GB, 40GB... 61GB, 62GB -> FATALLY CRASHES COMPUTER {System out of memory} [In a system with 64GB of physical RAM]

    I was trying to show someone how to delete surfaces, in a geo-shell thing, but I didn't have one. So, I attempted to show him how to do it on a genisis-8 default model. I selected a cube of about 9 surfaces on her skull, and deleted them, as I would with any other object. Resulting in three fatal crashes, as I re-tested it. Ultimately, showing him on a primitive instead, which worked fine.

    If this is an issue that shouldn't be done, then code sould be put into place so it CAN'T be done. Otherwise, if this should be able to be done, then the memory-issue, with whatever is choking that process, needs to be resolved. I lost everything I was working on, everywhere, in my whole system, at the time, not just Daz stuff.

    I didn't get that - loaded Geensis 8 Female into an empty scene, activeated the Geometry Editor, in Tool Settings selected all the surface groups by clicking the + next to them, selected all th entries in the Details tab (which are purely informational, they don't need to be selected), right-click in Viewport>Geometry Editing>Delete Selected. Memory use fluctuated between 3GB - 3.5GB, one CPU core was pegged, then after a while the model disappeared.

    If this happens consistently for you try disabling add-on plug-ins, restart DS, and see if the issue recurs. If it does try reneabling the plug-ins, ne by one with a rstart, until you find the possible culprit.

    I selected only the head surfaces and my experience was like yours, Richard. I am using DS 4.12.1.76 Public Beta.

    Post edited by barbult on
  • JD_Mortal said:

    Wow, found a major memory-leak, in all versions of daz. But, since this is the working successor to prior releases... I am posting it here.

    Issue: Daz stops responding as it attempts to "delete surfaces", from Genisis-8 model. (Have not tested this with the other models yet.)

    Method: Open the tools settings and select "surfaces" with the geometry selection tool. Go to the [Details] tab and select those, (selected), surfaces. Now select to delete those surfaces from the geometry options in the window-menu. {Geometry Editing}->{Delete selected polygons}

    Result: Daz locks-up. Memory consumption rises to 4GB, 6GB, 7GB... 18GB, 19GB, 20GB... 38GB, 39GB, 40GB... 61GB, 62GB -> FATALLY CRASHES COMPUTER {System out of memory} [In a system with 64GB of physical RAM]

    I was trying to show someone how to delete surfaces, in a geo-shell thing, but I didn't have one. So, I attempted to show him how to do it on a genisis-8 default model. I selected a cube of about 9 surfaces on her skull, and deleted them, as I would with any other object. Resulting in three fatal crashes, as I re-tested it. Ultimately, showing him on a primitive instead, which worked fine.

    If this is an issue that shouldn't be done, then code sould be put into place so it CAN'T be done. Otherwise, if this should be able to be done, then the memory-issue, with whatever is choking that process, needs to be resolved. I lost everything I was working on, everywhere, in my whole system, at the time, not just Daz stuff.

    Like Richard and barbult, I couldn't replicate it either. It might take a little while, and you may think it has frozen and try to force it (in which case it will freeze and possibly crash).

  • Imago said:
    Imago said:
    Imago said:

    I installed the latest beta to try it and the "normal" version (4.12.0.86) is having issues. Every time I try to open a new session by double-clicking a DUF scene or simply the desktop when another one is running or is still closing in the Task Manager, DAZ Studio freezes and I have to kill the process from the Task Manager. sad

    Again, I'm trying to open two session of the 4.12.0.86 that shouldn't be affected by that "one session" thing of the beta.

    Which verson of DS opens when you double-click - General Release or Public Build?

    Public Build 4.12.0.86.

    The beta is in another folder, totally separated form the "main" installation.

    That's the General Release, the Public Build is the beta. I don't know why you would be having that issue - unless smething like security software is interfering with two isntances accessing the same settings files etc.

    Well, I'm sure I'm using the non-beta 4.12.0.86 here. frown I installed it from the DIM and it hasn't the yellow "beta" mark, I also double checked the path.

    The actual beta is in another, totally separated folder.

    I get confused by those strange namings ( simply call "beta" the beta and "stable" the non-beta would be better) so I checked in Daz's info and it says "public build". Dunno!

    I tried uninstalling and reinstalling the plugins, for now it stopped.

    Rob has posted definitions of the terms here https://www.daz3d.com/forums/discussion/comment/990671/#Comment_990671

  • JD_MortalJD_Mortal Posts: 760
    edited February 2020
    JD_Mortal said:
    I didn't get that - loaded Geensis 8 Female into an empty scene, activeated the Geometry Editor, in Tool Settings selected all the surface groups by clicking the + next to them, selected all th entries in the Details tab (which are purely informational, they don't need to be selected), right-click in Viewport>Geometry Editing>Delete Selected. Memory use fluctuated between 3GB - 3.5GB, one CPU core was pegged, then after a while the model disappeared.

    If this happens consistently for you try disabling add-on plug-ins, restart DS, and see if the issue recurs. If it does try reneabling the plug-ins, ne by one with a rstart, until you find the possible culprit.

    You didn't do what I did then. I can delete the whole model, or "groups" fine. I only deleted 9-surface quads from the skull. Picture provided below.

    I did restart, every time it killed my computer.

    I have no plugins, except the ones that come with Daz.

    Again, I was trying to show someone how to delete surfaces from a greedy Geo-Shell, that was messing with the rendering of other components. (The person made a whole torso Geo-Shell, just to display a tattoo on an arm. The Geo-shell was causing other items that are ALSO shells, to fail to render. The hope was that if the surfaces were removed, where they were not needed, then the other shells that were there, would show-through.)

    When I did this same thing to a prefab Sphere, the same way, it worked as expected. In all fairness, a prefab sphere doesn't have every morph in creation added to it. Which I suspect, is actually part of the issue here.

    Image1.jpg
    1666 x 1080 - 286K
    Post edited by JD_Mortal on
  • PadonePadone Posts: 3,688
    edited February 2020
    JD_Mortal said:
    delete surfaces from a greedy Geo-Shell

    As I understand it, a geoshell is an instance of a surface, so I don't see how you could delete some part of it. I mean being it an instance. May be it's a bug that the geometry editor allows you to address geoshells.

    Then for geoshells conflicts you can change the offset to get multiple layers. But knowing that iray gets precision issues with layered geometry I'd avoid multiple shells and/or shells themselves all together.

    EDIT. As for the base mesh I can delete polygons without issues in the G8F on 4.12.0.86

    delete.jpg
    307 x 363 - 64K
    Post edited by Padone on
  • FishtalesFishtales Posts: 6,119
    edited February 2020

    Tangy Apple Orchard renders fine in Studio 4.12.0.86 using the GPU but Studio 4.12.1.76 Beta shuts down at the first draw of the window when rendering. There is nothing at the end of the Log File to say why. I am using nVidia Studio driver 441.66.

    These are the last lines from the Beta log file.

    2020-02-26 13:20:42.225 Iray [INFO] - IMAGE:IO ::   1.0   IMAGE  io   info : Loading image "F:\My DAZ 3D Library\Runtime\Textures\TangoAlpha\TAO\tao_Dead Leaves_Normal.jpg", pixel type "Rgb", 512x512x1 pixels, 1 miplevel.

    2020-02-26 13:20:45.001 Iray [INFO] - IMAGE:IO ::   1.0   IMAGE  io   info : Loading image "F:\My DAZ 3D Library\HDRI\Sky_Cloudy_Free\Sky_Cloudy_Free_Ref.hdr", pixel type "Rgb_fp", 4096x2048x1 pixels, 1 miplevel.

    2020-02-26 13:20:50.030 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating geometry.

    2020-02-26 13:20:50.034 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Importing scene graph.

    2020-02-26 13:20:50.034 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Importing geometry for motion time 0

    2020-02-26 13:20:53.467 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Geometry import (76 objects with 4482k triangles, 60023 instances yielding 728M triangles) took 3.436s

    2020-02-26 13:20:53.467 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating materials.

    2020-02-26 13:20:56.114 Iray [INFO] - MATCNV:RENDER ::   1.0   MATCNV rend info : Material instance 'DS_tao_Ground__ground_61d_94' uses MDL JIT compilation.

    2020-02-26 13:20:56.118 Iray [INFO] - MATCNV:RENDER ::   1.0   MATCNV rend info : Material instance 'DS_tao_Ground__Crop_63c_133' uses MDL JIT compilation.

    2020-02-26 13:20:56.118 Iray [INFO] - MATCNV:RENDER ::   1.0   MATCNV rend info : Material instance 'DS_tao_Ground__Track_65b_172' uses MDL JIT compilation.

    2020-02-26 13:20:56.130 Iray [INFO] - MATCNV:RENDER ::   1.0   MATCNV rend info : found 643 textures, 9 lambdas (3 unique)

    2020-02-26 13:20:56.142 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating environment.

    2020-02-26 13:20:56.542 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating backplate.

    2020-02-26 13:20:56.542 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating lens.

    2020-02-26 13:20:56.542 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating lights.

    2020-02-26 13:20:56.542 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating object flags.

    2020-02-26 13:20:56.598 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating caustic portals.

    2020-02-26 13:20:56.598 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating decals.

    2020-02-26 13:20:56.602 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Allocating 1-layer frame buffer

    2020-02-26 13:20:56.602 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Using interactive scheduling, caustic sampler disabled

    2020-02-26 13:20:56.602 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Initializing local rendering.

    2020-02-26 13:20:56.606 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Rendering with 1 device(s):

    2020-02-26 13:20:56.606 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : CUDA device 0 (GeForce RTX 2060)

    2020-02-26 13:20:56.606 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Rendering...

    2020-02-26 13:20:56.606 Iray [VERBOSE] - IRAY:RENDER ::   1.12  IRAY   rend progr: CUDA device 0 (GeForce RTX 2060): Processing scene...

    2020-02-26 13:20:56.694 Iray [VERBOSE] - IRAY:RENDER ::   1.13  IRAY   rend stat : Geometry memory consumption: 190.874 MiB (device 0), 0.000 B (host)

    2020-02-26 13:20:56.694 Iray [INFO] - IRAY:RENDER ::   1.13  IRAY   rend info : Initializing OptiX for CUDA device 0

    2020-02-26 13:20:57.562 Iray [VERBOSE] - IRAY:RENDER ::   1.13  IRAY   rend stat : Texture memory consumption: 251.758 MiB for 138 bitmaps (device 0)

    These are the same lines from the full Studio and the rest up till it started rendering. I have marked in red where the missing lines from the Beta start.

    2020-02-27 07:00:48.769 Iray [INFO] - IMAGE:IO ::   1.0   IMAGE  io   info : Loading image "F:\My DAZ 3D Library\Runtime\Textures\TangoAlpha\TAO\tao_Dead Leaves_Normal.jpg", pixel type "Rgb", 512x512x1 pixels, 1 miplevel.

    2020-02-27 07:00:51.543 Iray [INFO] - IMAGE:IO ::   1.0   IMAGE  io   info : Loading image "F:\My DAZ 3D Library\HDRI\Sky_Cloudy_Free\Sky_Cloudy_Free_Ref.hdr", pixel type "Rgb_fp", 4096x2048x1 pixels, 1 miplevel.

    2020-02-27 07:00:56.594 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating geometry.

    2020-02-27 07:00:56.594 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Importing scene graph.

    2020-02-27 07:00:56.594 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Importing geometry for motion time 0

    2020-02-27 07:01:00.125 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Geometry import (76 objects with 4482k triangles, 60023 instances yielding 728m triangles) took 3.534s

    2020-02-27 07:01:00.125 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating materials.

    2020-02-27 07:01:02.783 Iray [INFO] - MATCNV:RENDER ::   1.0   MATCNV rend info : Material instance 'DS_tao_Ground__ground_61d_95' uses MDL JIT compilation.

    2020-02-27 07:01:02.783 Iray [INFO] - MATCNV:RENDER ::   1.0   MATCNV rend info : Material instance 'DS_tao_Ground__Crop_63c_134' uses MDL JIT compilation.

    2020-02-27 07:01:02.783 Iray [INFO] - MATCNV:RENDER ::   1.0   MATCNV rend info : Material instance 'DS_tao_Ground__Track_65b_173' uses MDL JIT compilation.

    2020-02-27 07:01:02.799 Iray [INFO] - MATCNV:RENDER ::   1.0   MATCNV rend info : found 637 textures, 9 lambdas (3 unique)

    2020-02-27 07:01:02.814 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating environment.

    2020-02-27 07:01:03.234 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating backplate.

    2020-02-27 07:01:03.235 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating lens.

    2020-02-27 07:01:03.235 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating lights.

    2020-02-27 07:01:03.235 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating object flags.

    2020-02-27 07:01:03.290 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating caustic portals.

    2020-02-27 07:01:03.291 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating decals.

    2020-02-27 07:01:03.297 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Allocating 1-layer frame buffer

    2020-02-27 07:01:03.302 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Using interactive scheduling, caustic sampler disabled

    2020-02-27 07:01:03.302 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Initializing local rendering.

    2020-02-27 07:01:03.305 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Rendering with 1 device(s):

    2020-02-27 07:01:03.306 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : CUDA device 0 (GeForce RTX 2060)

    2020-02-27 07:01:03.306 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Rendering...

    2020-02-27 07:01:03.306 Iray [VERBOSE] - IRAY:RENDER ::   1.3   IRAY   rend progr: CUDA device 0 (GeForce RTX 2060): Processing scene...

    2020-02-27 07:01:03.397 Iray [VERBOSE] - IRAY:RENDER ::   1.4   IRAY   rend stat : Geometry memory consumption: 190.874 MiB (device 0), 0 B (host)

    2020-02-27 07:01:03.397 Iray [INFO] - IRAY:RENDER ::   1.4   IRAY   rend info : Initializing OptiX for CUDA device 0

    2020-02-27 07:01:04.306 Iray [VERBOSE] - IRAY:RENDER ::   1.4   IRAY   rend stat : Texture memory consumption: 251.758 MiB for 138 bitmaps (device 0)

    2020-02-27 07:01:04.306 Iray [INFO] - IRAY:RENDER ::   1.4   IRAY   rend info : Importing lights for motion time 0

    2020-02-27 07:01:04.306 Iray [INFO] - IRAY:RENDER ::   1.4   IRAY   rend info : Initializing light hierarchy.

    2020-02-27 07:01:04.306 Iray [INFO] - IRAY:RENDER ::   1.4   IRAY   rend info : Light hierarchy initialization took 0.000s

    2020-02-27 07:01:04.307 Iray [VERBOSE] - IRAY:RENDER ::   1.4   IRAY   rend stat : Lights memory consumption: 196 B (device 0)

    2020-02-27 07:01:04.311 Iray [VERBOSE] - IRAY:RENDER ::   1.4   IRAY   rend stat : Material measurement memory consumption: 0 B (GPU)

    2020-02-27 07:01:04.374 Iray [VERBOSE] - IRAY:RENDER ::   1.4   IRAY   rend stat : PTX code (30.3 KiB) for SM 7.5 generated in 0.0622s

    2020-02-27 07:01:04.374 Iray [VERBOSE] - IRAY:RENDER ::   1.4   IRAY   rend stat : Materials memory consumption: 915.648 KiB (GPU)

    2020-02-27 07:01:04.630 Iray [INFO] - IRAY:RENDER ::   1.4   IRAY   rend info : JIT-linking wavefront kernel in 0.027s

    2020-02-27 07:01:04.633 Iray [INFO] - IRAY:RENDER ::   1.4   IRAY   rend info : JIT-linking mega kernel in 0.002s

    2020-02-27 07:01:04.633 Iray [INFO] - IRAY:RENDER ::   1.3   IRAY   rend info : CUDA device 0 (GeForce RTX 2060): Scene processed in 1.327s

    2020-02-27 07:01:04.636 Iray [INFO] - IRAY:RENDER ::   1.4   IRAY   rend info : CUDA device 0 (GeForce RTX 2060): Allocated 20.6927 MiB for frame buffer

    2020-02-27 07:01:04.636 Iray [INFO] - IRAY:RENDER ::   1.3   IRAY   rend info : CUDA device 0 (GeForce RTX 2060): Allocated 1.6875 GiB of work space (2048k active samples in 0.000s)

    2020-02-27 07:01:05.009 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00001 iterations after 1.628s.

    2020-02-27 07:01:05.011 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Rendering...

    Post edited by Fishtales on
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