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

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Comments

  • Fishtales said:

    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.

    An educated guess: instances. That set uses instances quite extensively.

  • FishtalesFishtales Posts: 6,119
    Fishtales said:

    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.

    An educated guess: instances. That set uses instances quite extensively.

    That is what I thought too.

  • JD_Mortal said:
    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.

    Well, you didn't say anything about selecting a few polygons originally, it sounded as if you were selecting everything via te Surface group list in Tool Settings. I saw the same runaway process using your steps, though I force-quit DS when it hit 20GB of memory. The same seems to happen without going to the Details tab, though I didn't let it sit as long. Please mae a bug rport, making sure it is clear that you are selecting only some polygons (I think you don't mean to talk about surfaces as such at all).

  • barbultbarbult Posts: 24,241

    I have a question about this statement in the change log for 4.12.1.76:

    Added a Render Settings (NVIDIA Iray) > Optimization > Ray Tracing Low Memory property; controls the memory used by ray tracing acceleration hierarchies; currently only reduces memory usage on pre-Turing generation GPUs (while potentially harming rendering performance) if set to “on”

    I see only two settings available, On and Auto. If I leave it on Auto, will that automatically switch it to behave like On, if I am low on GPU memory for my scene? If that is not what Auto means, what does the Auto setting do? (I have a GTX 980Ti)

  • FrinkkyFrinkky Posts: 388

    Just updated to the lastest beta. It's certainly not as efficient, vram-wise (long gone are the days of rendering 4 characters and a simple environment on 4gb). Occasionally, the program will just silently close a few seconds after clicking render. The log shows about 1600 instances of the following, generated in a little under 5 seconds:

    WARNING: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(340): Iray [ERROR] - POST:RENDER ::   1.0   POST   rend error: A CUDA error occurred: out of memory
    WARNING: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(340): Iray [WARNING] - POST:RENDER ::   1.0   POST   rend warn : Failed to allocate device memory, falling back to CPU

    Seems a bit excessive and I wonder if this contributes to the silent crash. This is with Instancing Optimization and Ray Tracing Low Memory both on. With only Instancing Optimization on, the render falls back to CPU as expected. WIth just Ray Tracing Low Memory on it silently crashes.

    On a seperate note, normally exiting, Studio does not shut down successfully. I'm aware that in the past it would take minutes to properly quit but now the program remains in the task manager with zero CPU activity and static ram usage - this is waiting for a good 10 minutes.

  • L'AdairL'Adair Posts: 9,479
    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 have never had this issue per se, however, deleting polygons with the Geometry Editor Tool is the one thing I've seen crash Daz Studio again and again. I've gotten into the habit of saving the scene prior to deleting polygons. Saving first, it feels like there are a lot fewer crashes. But it's not just deleting polygons that does it. Occasionally, creating a new surface with selected polygons will also crash DS.

    I admit, however, I don't go around deleting polys or creating new surfaces with characters. I'll have to try it.

  • takezo_3001takezo_3001 Posts: 1,974

    Major issue;

    NO figures loads in gen X when using DS 12 beta, but it works fine for the general release!

    ...I hope it's a problem on my end, though I don't see why it doesn't function in the general release and not the beta!

  • barbultbarbult Posts: 24,241

    Major issue;

    NO figures loads in gen X when using DS 12 beta, but it works fine for the general release!

    ...I hope it's a problem on my end, though I don't see why it doesn't function in the general release and not the beta!

    Are the Gen-X files present in the beta folder? It seems like I remember that you have to copy some plugin files manually, because DIM wouldn't install it to the beta installation. I don't know if Daz ever fixed that problem.

  • takezo_3001takezo_3001 Posts: 1,974
    edited March 2020
    barbult said:

    Major issue;

    NO figures loads in gen X when using DS 12 beta, but it works fine for the general release!

    ...I hope it's a problem on my end, though I don't see why it doesn't function in the general release and not the beta!

    Are the Gen-X files present in the beta folder? It seems like I remember that you have to copy some plugin files manually, because DIM wouldn't install it to the beta installation. I don't know if Daz ever fixed that problem.

    They won't, not for the beta; though I hope they do for future general releases! BTW, I copied the scripts from the doc files and still no dice, as it actually crashes studio when I use the GenX/All buttons in the Morphs tab... the issue's no longer on my end as the plugin is non-functional in spite of it being manually installed and loaded!

    Thanks anyways for your advice though!

    Post edited by takezo_3001 on
  • Just to add my experience with this beta version.

    I have two RTX 2080 Ti cards in a Windows 10 machine with 64 GB of RAM. I had just about given up on DS 4.12.0.86 due to the problem (well documented in other pages of this forum) of renders continually falling back to the CPU. Additonally, whenever I rendered scenes that used over 8 GB of VRAM, one of my cards would load the scene but not actually process anything - the memory would show around 8 GB used but GPU usage would be zero. And then, of course, there was the warning message in the log after every render iteration that The 'iray_optix_prime' scene option is no longer supported.

    I installed this beta hoping it would be an improvement, as 4.12.0.86 was effectively unuseable on my platform. I can report that after two solid afternoons' use and about 8 hours of overnight renders, these problems have not occurred once. This doesn't mean the problems are fixed, but so far, so good. I'll post an update if the problem does reoccur.

     

     

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,208

    what is edit geometry convert tubes or ribbons to lines?

  • Richard HaseltineRichard Haseltine Posts: 100,841

    what is edit geometry convert tubes or ribbons to lines?

    A tool for converting tubes or ribbons of plygons into polylines, for example for hair created as curves in an application that won't export the curves but instead turns them into ribbons or tubes of polygons. It's mainly, I think, of use to PAs creating dForce hair and wanting to do the modelling in another application.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,208
    edited March 2020

    ... or maybe UE4 Alembic Grooms?

    and yeah accepted if I want to do dynamic hair not to bother with DAZ studio laugh

    Post edited by WendyLuvsCatz on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,208
    edited March 2020

    yeah it converts my Zbrush hair to lines but no use to me indecision

    curves import like that anyway

    Capture.JPG
    1920 x 1040 - 222K
    Post edited by WendyLuvsCatz on
  • Richard HaseltineRichard Haseltine Posts: 100,841

    what is edit geometry convert tubes or ribbons to lines?

    A tool for converting tubes or ribbons of plygons into polylines, for example for hair created as curves in an application that won't export the curves but instead turns them into ribbons or tubes of polygons. It's mainly, I think, of use to PAs creating dForce hair and wanting to do the modelling in another application.

    Rob points out that Iray is adding native fibre support, https://blog.irayrender.com/post/190895183971/feature-time-part-ii-iray-2020-introduces-native , so DS doesn't have to tesselate the hair curvers (as it currently does for Iray)  - however I think the function you are looking at is to get curves from (imported) tesselated mesh rather than for tesselating stuff for Iray

  • Richard HaseltineRichard Haseltine Posts: 100,841

    what is edit geometry convert tubes or ribbons to lines?

    A tool for converting tubes or ribbons of plygons into polylines, for example for hair created as curves in an application that won't export the curves but instead turns them into ribbons or tubes of polygons. It's mainly, I think, of use to PAs creating dForce hair and wanting to do the modelling in another application.

    Rob points out that Iray is adding native fibre support, https://blog.irayrender.com/post/190895183971/feature-time-part-ii-iray-2020-introduces-native , so DS doesn't have to tesselate the hair curvers (as it currently does for Iray)  - however I think the function you are looking at is to get curves from (imported) tesselated mesh rather than for tesselating stuff for Iray

    OK, I was missing the obvious - once converted to polylines they will then be able to take advantage of the new Iray features. The polylines could also be used with a DzPolylineModifier - see http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/geometry/generate_polyline_wireframe/start

  • PadonePadone Posts: 3,688

    Rob points out that Iray is adding native fibre support

    It's about time LOL .. but I see the old transmapped hairs continue to plague the shop even for G8, c'mon PAs let's get up to date.

  • VEGAVEGA Posts: 86
    edited March 2020

    Will we see a similar uplift in performace in new Iray like with upgrade from 2018 to 2019?

    Post edited by VEGA on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,208

    it would be nice if that fiber support included LAMH curves too

    I still think the presets for the animals using that look far lovelier than the Strand based hair

    of course it will all be static prop fibers if not bought from DAZ PAs cheeky

  • StratDragonStratDragon Posts: 3,167

    I don't know if this has been reported but the behavior with zooming the camera into a selected node is hit or miss in this beta

    otherwise the response from my 1660ti is vastly improved in preview.

  • takezo_3001takezo_3001 Posts: 1,974

    I don't know if this has been reported but the behavior with zooming the camera into a selected node is hit or miss in this beta

    otherwise the response from my 1660ti is vastly improved in preview.

    Yeah it seems like that bug is persistent, I remember when it was first introduced with DS 4.10! They only fixed it with certain specific mouse manufacturers such as razor, I hope one day it will finally get squashed as it is pretty irritating, just like the iray blurry bug with the preview render if you don't have genesis selected...

  • edited March 2020

    In the current state of the beta, can I create the move-the-hip to-squat effect as in the old Poser program, with feet locks and legs bending as I lower the hip on the vertical axis? If so, how?

    I mean this in one single frame, not in an animation. The reason I ask is because of what I've seen int he highlights about IK.

    Post edited by second_technician_rimmer_9571136c47 on
  • PadonePadone Posts: 3,688
    edited March 2020

    Actually ik works fine until you save the scene. Then if you reload it some ik goals don't work anymore. The issue has been reported to the daz support but I didn't receive any update yet. So I guess it's not fixed in the beta.

    As for a tutorial see my signature.

    Post edited by Padone on
  • Thanks a lot :) I'll look it up right away.

  • wizard1200wizard1200 Posts: 239

    Any news regarding the release date of the public version?

  • Richard HaseltineRichard Haseltine Posts: 100,841

    Any news regarding the release date of the public version?

    You mean the post-Public Build version? In any event, no - the first news will probably be the thread saying there is a new version available.

  • barbultbarbult Posts: 24,241

    In the Daz Studio change log for build 4.12.1.94 I see:
    Added a guard against use of the Iray Auto Exposure tool (NVIDIA Iray DrawStyle) resulting in an invalid (-inf) Exposure Value

    I submitted a help request today about another condition that can cause -inf Exposure Value. If the Render Settings Tone Mapping control cm^2 Factor is set to 0 or a negative value, the Exposure Value is set to - inf. Perhaps that can also be corrected before the next release, or perhaps the fix mentioned  in the change log will take care of that, too.

  • Seven193Seven193 Posts: 1,080

    There's a bug/annoyance that catches me everytime, but always I forget to write it down.

    These keyboard controls are bound to camera viewport movement:
    Q,W,E
    A,S,D

    But, when you use them while the camera is active, there is no undo saved, unlike the Orbit control, which does save a undo for the camera.

    This has a nasty effect when I switch to the parameter tab and try to type in some text in the search box.  If I happen to type any of those keys (Q,W,E,A,S,D), the camera jumps and I lose my last position.  

    This doesn't happen every time, only occasionally.  But, it's become so annoying, I have to lock down the camera after I set it up, to stop it from happening.

     

  • Richard HaseltineRichard Haseltine Posts: 100,841
    Dave230 said:

    There's a bug/annoyance that catches me everytime, but always I forget to write it down.

    These keyboard controls are bound to camera viewport movement:
    Q,W,E
    A,S,D

    But, when you use them while the camera is active, there is no undo saved, unlike the Orbit control, which does save a undo for the camera.

    This has a nasty effect when I switch to the parameter tab and try to type in some text in the search box.  If I happen to type any of those keys (Q,W,E,A,S,D), the camera jumps and I lose my last position.  

    This doesn't happen every time, only occasionally.  But, it's become so annoying, I have to lock down the camera after I set it up, to stop it from happening.

    shift K will turn the keybard view navigation off (though you may want to clear that shortcut and use Edit>View>Keyboard Navigation instead). I agree it's annoying that it isn't added to undo, but I suspect there may be an issue with the logic - what is added? With the modifier-drag operations each action is defined by mouse down then mouse up, but with keyboard it may be less clear and t would be very easy to end up with a large stack of undoable actions.

  • Seven193Seven193 Posts: 1,080

    Thanks, I don't use them, but I'm glad I can finally turn them off.
     

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