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Let's talk about optimization. Any chance to reduce the engine's memory consumption by fur and geometry? Character is based on Michael 4 + Poser's cat + legs from DAZ Creature creator. Fur's density is set to 60. The whole scene is taking 10 GiB of RAM and 4,5 Gib of VRAM.
The new version of Iray does add hair/fur support, so we may hope that will allow Daz to reduce the system impact (currently itnhas to be abked to polygon strips for rendering).
- Create Daz Dog 8.
- Move character to (3000,0,0). Click the View Frame button so the camera moves to the same location.
- Apply any basic pose (walking, running, jumping, etc...).
- In the Parameters tab, drag the X Translate slider back and forth. Let go of the mouse button each time you drag it back or forth.
The pose will begin to degrade. The legs of the character will go out-of-whack.
Dave,
I presented this exact issue to DAZ in a trouble log/entry, at nearly 3 weeks before they even got around to answering the problem I had long since given up on the issue and moved on. This issue appears to be related to all figures other than the Genesis based figures, In my case it was the Eagle and two V4 figures.
In essense the problem was never resolved and my frustration at the tardiness of a response swore me off from persuing the problem, DAZ was informed, I showed the images, gave the build and layout of the scene, it was now in their court to find a fix.
R/
PDSmith
It exists in the current (non-beta) version of DS and, to me, looks to be linked to IK chains. Load a figure (say Daz Dog 8) and using universal tool move it in with the individial X or Z movers and it will be fine. Use the combined X and Z axis mover and the legs 'degrade'.
Please create and add a video to show the issue, as I can't replicate with V4.
If they all use the same IK system, why wouldn't this bug affect all characters equally?
Genesis 1/2/3/8 are ok. Animals seem most affected, their small limbs crumble while translating the character root back and forth.
I don't have the software for creating a video, althought try creating a 'Perfect V4' I know for a fact that it has IK chains to help mondernize the figure.
It happens to me when DAZ Studio automatically adds some IKs on the feet of my figures. Check the scene tab and see if there are any alien IKs applied to your model.
I don't know why this happens, but it seems somehow related to old riggings, especially the ones of the animals.
Not sure if this has anything to do with it, but animals have less complex skeletons than Genesis figures. Less bones.
And the the distance from root to their arms or legs is shorter. Shorter IK chain distances.
Hi, I have a GREAT problem: after a system disk failure i reinstalled W10, DAZ Studio e Daz Studio BETA (updated to 4.12 .1.76) and now my system failed to render a scene but this scene was OK in full render before...
2020-04-04 17:12:04.328 WARNING: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(340): Iray [ERROR] - IRAY:RENDER :: 1.8 IRAY rend error: Unable to allocate 67108864 bytes from 4656659660 bytes of available device memory
2020-04-04 17:12:04.331 WARNING: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(340): Iray [ERROR] - IRAY:RENDER :: 1.6 IRAY rend error: CUDA device 0 (GeForce GTX 1080 Ti): Scene setup failed
2020-04-04 17:12:04.334 WARNING: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(340): Iray [ERROR] - IRAY:RENDER :: 1.6 IRAY rend error: CUDA device 0 (GeForce GTX 1080 Ti): Device failed while rendering
My system is WIN10 64GB Ram, and 4 GTX1080Ti...
I've tried 4 different NVIDIA drivers and the regular DAZ Studio 4.12 is not a solution 'cause it can't render this scene.
My question: is possible download previous BETA... I want test if is a DAZ Studio version specific problem o driver iussue but i can't find it.
Thanks in advance.
You have 4 x GTX1080Ti cards? Are they set up in SLi mode?
Hi DoctorJellybean, yes 4 1080ti and NO SLI setup. I wish i could downgrade studio to the prevous beta because it works fine with my rig, but this 4.12 .1.76 is, form me, a disaster!
Yeterday I've tried to render various past rendered scene and the most complex ended with an error. On 10 rendered in the past, only 4 i can re-render now.
Don't know if this has been covered but I just installed the beta and noticed it's gone full single instance only. Is this simply to avoid problems with concurrent iray renders, or is there another reason for it?
I ask because my current process is two have two instances open at the same time with two files "tick" and "tock". I save "tock" as "tick" and then render rushes (fast to generate, low res iray renders) with it whilst I'm working in tock. Now I've only got tock.
If the problem is iray concurrency, surely just a global lock preventing one starting an iray render whilst it's busy in another is the best solution. Or is it something else?
Have a look at the Public Build Highlights for 4.12.1.40 where Rob took the time to document on the new setup pretty extensively:
https://www.daz3d.com/forums/discussion/comment/5112696/#Comment_5112696
HTH.
- Greg
Thanks. I'll have to study that further as it isn't at all clear!
I've been doing other things for a few weeks so am just in catch-up mode with DAZ Studio. I see there's a new beta 4.12.1.76 (I'm on 4.12.1.55) - can anyone confirm whether the new beta is more stable or not? It has been my workflow to create an animation in 4.12 Beta and then render the image sequence in 4.11 to avoid it crashing on the second image render. This has been an issue since the first 4.12 beta so I was hoping it might have improved in the latest version.
Also, I don't understand this:
I have a 1070 (8GB) - is it recommended for me to set it to "on"?
Set it to Auto.
Thanks - good to know. However, if my first point isn't confirmed, I don't see much reason to update to the latest.
The memory usage seems vastly improved in 76. I wasn't having memory problems in the first place, but I always watch the memory and CPU usage, and I noticed that it's smarter about releasing memory before doing the next thing, and especially that, for whatever undocumented reason, GPU usage is also vastly improved. Prior to 76, my CPU was always 100% busy during a render, and the GPU varied from 20-80%. Now, the CPU is down to about 30%, and the GPU varies from 90-100%. I always wanted the GPU to be maxed, and now it is mostly.
I don't know if it fixes your problems, but I think it must make things better.
Thanks - that seems encouraging.
A beta is a beta .. it's not intended for production but for testing. Until daz doesn't release it is certainly because they know there are things to fix yet. And that unfortunately doesn't mean that the release version doesn't get bugs, as we all experienced. But at least the major ones are supposed to be fixed in release.
Fixed bugs in relase versions ... which is why a lot of people are staying with 4.11 - even when a Release of 4.12 exists. *sarcasm off*
Daz doesn't release builds as Public Builds unless it thinks they are rasonably robust.
I have installed this 4.12.1.76 beta and, although it is now rendering an image sequence without dropping to cpu, the actual time to render each image has increased 3 or 4 fold. I have an animation sequence which I managed to keep below the vram threshold so that the previous beta didn't fall back to cpu. It was rendering each frame at about 3 minutes. With the new version, the same scene is taking upwards of 12 minutes per frame. When you have a lot of frames, that's a huge increase.
My GPU is an Nvidia RTX 2080 (which does the ray-tracing in the GPU), so in your setup, the raytracing must be done by the CPU. But those times still seem off to me. Another thing I did when I went to 76 was I used the post-processing filtering in the render settings. I set up the Progressive Rendering to do a max of 135 iterations. In Filtering, I set Post Denoiser Available and Post Denoiser Enable to On, and set the Post Denoiser Start Iteration to 135. So it works on the image, and then does the denoiser as the final step (as opposed to doing it on each render).
This ensures that it doesn't take too long, and then de-noises the result. Images 2560x1440 take anwhere from 2-4 minutes. The denoising is pretty heavy-handed though. There's a fix for that in the upcoming beta release.
Thanks again. I'll take a look a those parameters. I'm not in the habit of using the denoiser because I really dislike the image it produces. I tend to use half-sized renders and then double the size with a Topaz utility. As for the cpu, I can't hear the cpu fan going which is always my instant warning that the render has dropped back to cpu. I will check the task manager to see how much cpu activity is going on.
[EDIT] Yeah, the CPU is running at 30% while the GPU is at 100%. Now it is looking like the time per frame is more like 15 minutes (or 5x what it was before I updated to 4.12.76). Is there a way to turn off the ray-tracing? It just seems to me that every release makes things worse than the previous one.
the interactive render can be a good compromise I often use for animation
much not supported like emitters and displacement well at least in the settings I use but HDRi lighting still is and it is fast.
At least unlike OpenGL you get your shadows and transmaps
I will try that again but I seem to remember that I wasn't too pleased with the interactive results (much like I'm not happy with the denoiser).
However, better news. I realised that even though I'm using the same scene as I did yesterday, the update has reset many of my render settings. So now I have managed to get it down to around 5 minutes (at 60% complete) compared to 3 minutes @ 95% complete yesterday. The image is not too grainy though and I do use a render filter called Nominal Luminance (set to 500) - not sure what it does exactly but it seems to remove the white speckles from an "under-cooked" render. Better option for me than the denoiser.
I did try interactive and it is much better than I remember. I'll definitely be able to use this in future. So no Ghost Lights but does it handle DAZ lights (spotlights)? I tried it with HDRI and it was pretty good but I had to remove 3 walls. The other problem was that I couldn't cancel the render - it asked me if I wanted to cancel, I said yes but it carried on going. Tried several times until eventually it stopped after a couple of minutes more. Can we set timers like we can with Photoreal rendering?