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

1424345474874

Comments

  • 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.

    motherf......jpg
    1540 x 5700 - 868K
  • Richard HaseltineRichard Haseltine Posts: 100,841

    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).

  • Seven193Seven193 Posts: 1,080
    edited March 2020
    Can someone cbeck this pose translation bug? This seems to happen when the scene is very large, say 3000 x 3000.

    - 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.

    Post edited by Seven193 on
  • PDSmithPDSmith Posts: 712
    Dave230 said:
    Can someone cbeck this pose translation bug? This seems to happen when the scene is very large, say 3000 x 3000.

    - 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

     

  • SimonJMSimonJM Posts: 5,980
    PDSmith said:
    Dave230 said:
    Can someone cbeck this pose translation bug? This seems to happen when the scene is very large, say 3000 x 3000.

    - 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'.

  • PDSmith said:
    Dave230 said:
    Can someone cbeck this pose translation bug? This seems to happen when the scene is very large, say 3000 x 3000.

    - 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

     

    Please create and add a video to show the issue, as I can't replicate with V4.

  • Seven193Seven193 Posts: 1,080
    SimonJM said:

    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'.

    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.

  • PDSmithPDSmith Posts: 712
    PDSmith said:

    Please create and add a video to show the issue, as I can't replicate with V4.

    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.  

  • ImagoImago Posts: 5,155
    Dave230 said:
    Can someone cbeck this pose translation bug? This seems to happen when the scene is very large, say 3000 x 3000.

    - 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.
     

    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.

  • Seven193Seven193 Posts: 1,080

    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.

  • 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.

  • RobinsonRobinson Posts: 751

    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?

  • algovincianalgovincian Posts: 2,610
    Robinson said:

    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

  • RobinsonRobinson Posts: 751

    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:

    Thanks.  I'll have to study that further as it isn't at all clear!

  • marblemarble Posts: 7,500
    edited April 2020

    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:

    Added a Render Settings > 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 have a 1070 (8GB) - is it recommended for me to  set it to "on"?

    Post edited by marble on
  • marble said:

    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:

    Added a Render Settings > 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 have a 1070 (8GB) - is it recommended for me to  set it to "on"?

    Set it to Auto.

  • marblemarble Posts: 7,500
    marble said:

    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:

    Added a Render Settings > 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 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.

  • f7eerf7eer Posts: 123

    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.

  • marblemarble Posts: 7,500

     

    f7eer said:

    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.

  • PadonePadone Posts: 3,688
    edited April 2020
    marble said:

    can anyone confirm whether the new beta is more stable or not?

    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.

    Post edited by Padone on
  • KeryaKerya Posts: 10,943
    Padone said:
    marble said:

    can anyone confirm whether the new beta is more stable or not?

    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*

     

  • Richard HaseltineRichard Haseltine Posts: 100,841

    Daz doesn't release builds as Public Builds unless it thinks they are rasonably robust.

  • marblemarble Posts: 7,500
    f7eer said:

    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.

    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. 

  • f7eerf7eer Posts: 123
    marble said:
    f7eer said:

    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.

    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.

  • marblemarble Posts: 7,500
    edited April 2020
    f7eer said:
    marble said:
    f7eer said:

    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.

    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.

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

    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

  • marblemarble Posts: 7,500

    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. 

  • marblemarble Posts: 7,500

    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 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? 

Sign In or Register to comment.