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Funny how we read the same thing and come to different conclusions. I understood it (SSIM) to be a time-to-completion predictor though it uses the same AI as the denoiser so they can't both run at the same time. I wouldn't bet on my understanding being correct, however.
Not exactly. It's an ai-driven replacement/upgrade of the Convergence Quality estimate mechanism. Kind of like how the denoiser is essentially an ai-driven replacement/upgrade of the Fireflies filter.
Likewise! I just ran a render with the option on, but I don't see a "timer" of any kind anywhere... Nor did I see any remarkable denoising, LOL.
You'll find the estimate in the render progress history.
...and, like the denoiser, there is no direct feedback to the renderer (yet?) so you have to stop the render manually.
Ah, thank you.
Seems like an odd feature... Doesn't the renderer stop automatically when the convergence is reached?
Congrats to the new release! Looks promising to me so far.
Question: if I want to use iray server (https://www.irayplugins.com/iray-server/try.php) for batch rendering - which version am I supposed to take?
Thanks and best wishes,
Heckbarth
Why doesn't Daz put up a quick demo video of new features like this?
I've just noticed a problem with saving a short animation using the new timeline (I'm on this latest 4.12.1.109 beta).
I created an animation and rendered it, saved the scene and quit DAZ Studio. The render came out as expected but I noticed things I wanted to tweak so I re-loaded the scene and moved a hand and one leg. Then I rendered again but the finished animation had changed form the original. Some animated body parts and attachments (hair, for example) which had animated movement were now static. I'm trying to narrow it down but it seems to be a problem with attachments and with some morphs such as Zev0's Glute Control - I had animated some squish effects whuch were all cleared upon reload.
Does any of this make sense? Would it help to animate with KeyMate/GraphMate instead?
BTW: I have the Key Creation Scope set to "Node". I don't understand the options, however.
In this version one of each 2 canvas writes fails in my renders:
I have a 2080Ti and a 1080 with the "old" post-denoiser enabled, so I guess the 1080 is failing because the lack of tensor cores, however, this didn't happe before.
I don't see any failures there - it's reporting progress (the proportion of pixels thata re converged) and that it has updated the canvas, separate things.
It's just a logfile formatting change. One of the changes made to DS this release was to increase the verbosity of logfile writes by the Iray plugin while doing things. Hence why you are now seeing those "(Iteration/Canvas/Error/etc)" prefixes before each line. Those are the names of the internal Iray function classes responsible for generating that data. The "(Error)" before the convergence update lines is a misnomer. That just means that it technically uses a generic "error" function class to communicate that data to screen. Most likely because there was no better fit for it category-wise, and because giving it its own unique class would've been a waste of resources.
I have a single Titan RTX-based system and I get exactly the same output. And rendering behavior remains unchanged from the last update.
ETA: Also - just to be clear - there is no "new" post-denoiser in this release (although the de-noiser itself has been updated, as per current Iray changelogs.) The SSIM predictor is a potential experimental replacement for Iray's attempts to track rendering convergance.
Oddly, I don't see this....
Maybe it's because I'm using canvases?
Did you select on for both "Post SSIM Available" and "Post SSIM Enable" under Progressive Rendering settings? Just tried a render using Canvases and all expected info was there in the expanded render progress history window.
For reference, your raw log file should look something like this:
And the render progress history window like this:
Oh, I see it's working.... The "issue" was I only needed 13 passes to reach the "desired level of convergence," LOL.
is there some reason DAZ studio public build freezes up when I try to delete something from a preload scene?
for hours!
is Quarter 4 instance from the Colosseum BTW, I just want one fully loaded quarter, still 2 more to go if this ever deletes, rebooted and tried twice as did kill it in taskmanager against advice above when it whited out before
my finger is hovering the mouse pointer on end task
No problem for me. I deleted all the Quarters except Quarter 1, took about a min.
thanks for that
so something is going on here, my system not overloaded
RAM is only half and CPU 29% 0 GPU load
it is just hanging
Anything in the log?
it is still hanging, I haven't clicked end task yet
and no
just the last thing loaded looking in application data
gonna click that button soon and fire up my Win7 machine!
I am just letting DIM add my new content to my Win7 including that set
then will test on previous beta
then download this one and install
and try again
if it works I will kill this one in Task manager and try release build 4.11 also on this Win10 machine
update now I have 2 frozen DAZ studios one on each computer
my PC's just don't like this set
killed Win 10 public build and same thing happens in the 4.11 release
I got the set cheap so not returning it but disappointed all the same
so
it's not the beta
its this set on both my computers
Playing with the new Matte Fog on 4.12.1.115.
Does anyone else get the swapped Blue and Green colour channels?
Red is correct and gives red fog.
This is a bug and has been fixed.
I still think that DAZ should automatically open a new instance, if the main instance is still running.
There's an issue that you can't start DAZ again, after you closed it, until the DAZ task is finishd with clean up, which can take a while after closing a complex scene. And propably Men's Friday have to switched to the (not recommaned) kill mode, to get it work reliably.
So please, let DAZ open automatically new instances.
I also would love to see soon support for NVLINK memory sharing for geometry.
At the same time, this serves as a very straightforward way to alert the user that a previous instance has not yet shut down. Which in turn can lead to major usability problems (eg. not being able to work on/render scenes in a new instance up to the max capacity of system/GPU ram due to the previous instance holding on to things) whose true cause is otherwise very easy to overlook.
I think not starting without any warning is the most worse solution. It will confuse users, which don't know the background of the behavoir if DAZ ist just not starting.
The best thing would be if DAZ would show a warning and offers an option in the settings that can be opted-in and automatically starts a new instance, for more advanced users.
I agree that just not starting with no warning is very confusing.
You could add a feature request, though I'm not sure how i would work with the DS closing down case. You could use the script from https://www.daz3d.com/forums/discussion/comment/5112696/#Comment_5112696 to prepare several shortcuts for launching different instances.
In 4.12.15 if I have a long list of textures and that list does not fit in my display when I click on a surface detail it does not show the complete list, it cuts off on the last row that squeezed in. I had a bug report but can't find it. I was asked to take a screen shot but any time I press hot key the window closes, snip tool also closes it out. Im on Win7