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

1636466686974

Comments

  • marblemarble Posts: 7,500
    Sevrin said:
    Leana said:
    PDSmith said:
    VEGA said:
    PDSmith said:

    I've been tolling the forum for the last few months, but this change of the Enviromental options and Tonemapping options, the whole move process was a bad and ill thought out idea.  I think this is one that needs to be rolled back. 

    I for one want it in the inital set up when I start a new scene, adding steps to the process is much like DeviantArt's new Eclipse,  Same process to do things, more steps.  

     

    Remember our grandparents had a phrase they taught us? KISS.  Keep it simple.

    https://www.interaction-design.org/literature/topics/keep-it-simple-stupid

    Adding steps to add it in or have Studio (later) add it in is counter to that process.

     

    Whole purpose of having it as a node is to be able to animate it (add keyframes). Now it's possible to animate dome rotations, sunlight time, exposure etc. It has to be like this, because timeline works with scene objects. 

    Then, plane and simple, like a very large and significant but yet quiet group, give us a Studio without animations, don't make non-animators go extra steps for what has been a standard since Iray's inception.

    KISS; every programmer and engineer should have that plastered to their desks. 

    Having one version of DS with animation and one without is definitely not KISS from a programming point of view.

    Yeah, it makes no sense.  We use animation to dForce garments for still images, so splitting off the animation would turn that into a nightmare.

    It has been interesting to follow the Blender discussions here. I get the impression that people are really interested in Blender for two things - morphing and rendering. Even though Blender has more sophisticated animation capabilities I have seen comments that DAZ Studio users would rather pose and animate in DAZ Studio and send the scenes over to Blender for rendering (and I don't think that Filament is yet good enough to move the needle on that by much). I've tried posing in Blender and it just doesn't suit my approach which is, admittedly, shaped entirely by DAZ Studio. I have not tried animating in Blender because, frankly, like so many things about Blender - it looks daunting. I'd have to commit a lot of hours to learning it when I'd really prefer a truly working timeline in DAZ Studio. I'm not a serious animator - I just play with short, hand-keyed clips for fun.

  • marblemarble Posts: 7,500

    Just noticed something that I think is new. I think that previously, clicking anywhere on a figure would select the whole figure and the second click would select the individual bone. It looks like the bone select now happens on the first click. Am I mis-remembering?

  • SpottedKittySpottedKitty Posts: 7,232
    marble said:

    Just noticed something that I think is new. I think that previously, clicking anywhere on a figure would select the whole figure and the second click would select the individual bone. It looks like the bone select now happens on the first click. Am I mis-remembering?

    There ought to be a setting somewhere to determine which way round the selection goes. Can't remember where; somewhere in Preferences, or Tool Settings?

  • 3Diva3Diva Posts: 11,480
    3Diva said:

    Where on earth did Tone Mapping and Environment settings go? They're gone from the Render Settings Tab.

    Either start a render or use the Iray Viewport Drawstyle for a sec, Tone Mapping and Environments will appear as as well as nodes in the Scene pane.

    See the chnage log for 4.12.2.41 http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log#4_12_2_41 for more information

    Thank you, Richard. It's appreciated! :)

  • marblemarble Posts: 7,500
    edited October 2020
    marble said:

    Just noticed something that I think is new. I think that previously, clicking anywhere on a figure would select the whole figure and the second click would select the individual bone. It looks like the bone select now happens on the first click. Am I mis-remembering?

    There ought to be a setting somewhere to determine which way round the selection goes. Can't remember where; somewhere in Preferences, or Tool Settings?

    You are right - there is a Tool Setting which gives three options: Node / Root Node First / Root Node Only. I have it set to Root Node First but it is now selecting the Node (individual bone). So Node and Root Node First do exactly the same thing: select the bone.

    If I switch to the Universal Tool, those options work as they should but I don't normally use the Universal Tool (the tool controls obscure my selection).

    Post edited by marble on
  • 3Diva3Diva Posts: 11,480
    edited October 2020
    no__name said:
    no__name said:

    If it can help you and thanks to other users, I could fix the problem and it was not drivers but was skin material related on my side.

    I precise I could render just fine as long as the scene didn't have any Iray section plane (that's what make it weird lol). And I have zero problem with others Daz builds and that skin material.

    If it's the same problem, try to test with the g8f dev model and an Iray section plane, and see if Iray crash again.

     

    I think I isolated the problem I got with Iray Section plane and Iray crashs.

    As lot of people I sometime use Iray interior cam, it's a normal camera 'mounted' with 5 Iray section planes to cut trough everything that is not in view of the camera.

    As soon I use it on a scene with a model with Out-Of-Touch hairs (Marigold, Mega updo, may be shader related), it crashs Iray after few iterations. But it also crash with just a single Iray section plane too - not just with the Iray interior cam.

    Maybe someone can confirm this? Thanks.

    I have a hand made Iray Section Plane Node camera and just loaded it up and rendered a figure with OOT's Charlene Hair and it rendered fine.

    Edit: I just tried it with the MEGA Updo and it also rendered fine.

    OOT Charline Hair w Iray Section Pane Node Camera - Iray Render.png
    1000 x 1000 - 865K
    Post edited by 3Diva on
  • fastbike1fastbike1 Posts: 4,077

    If you create the nodes for Tonemapping and/or Environment Settings and save render settings they will be there the next time your open Studio. Don't need to do it every time.

    PDSmith said:

    I've been tolling the forum for the last few months, but this change of the Enviromental options and Tonemapping options, the whole move process was a bad and ill thought out idea.  I think this is one that needs to be rolled back. 

    I for one want it in the inital set up when I start a new scene, adding steps to the process is much like DeviantArt's new Eclipse,  Same process to do things, more steps.  

     

    Remember our grandparents had a phrase they taught us? KISS.  Keep it simple.

    https://www.interaction-design.org/literature/topics/keep-it-simple-stupid

    Adding steps to add it in or have Studio (later) add it in is counter to that process.

     

     

  • 3Diva said:

    I have a hand made Iray Section Plane Node camera and just loaded it up and rendered a figure with OOT's Charlene Hair and it rendered fine.

    Edit: I just tried it with the MEGA Updo and it also rendered fine.

    Many thanks!

    Guess it's even more a mystery for me then lol.

    As soon I use OOT hair shaders and Iray interior cam, render crash.

    Remade an "Iray interior cam" from scratch, no change.

    Tried bunch of different drivers, no change.

    Noticed warnings on OOT hair I didn't have back then :

    2020-10-16 02:28:41.895 WARNING: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(353): Iray [WARNING] - MATCNV:RENDER ::   1.0   MATCNV rend warn : At 'DS_Marigold Hair Genesis 8 Female__Front1_5d4_489.volume.absorption_coefficient': unsupported function call: 'operator/(color,float)'2020-10-16 02:28:41.895 Iray [INFO] - MATCNV:RENDER ::   1.0   MATCNV rend info : Material instance 'DS_Marigold Hair Genesis 8 Female__Front1_5d4_489' uses MDL JIT compilation.2020-10-16 02:28:41.895 WARNING: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(353): Iray [WARNING] - MATCNV:RENDER ::   1.0   MATCNV rend warn : At 'DS_Marigold Hair Genesis 8 Female__Front2_606_560.volume.absorption_coefficient': unsupported function call: 'operator/(color,float)'2020-10-16 02:28:41.895 Iray [INFO] - MATCNV:RENDER ::   1.0   MATCNV rend info : Material instance 'DS_Marigold Hair Genesis 8 Female__Front2_606_560' uses MDL JIT compilation.2020-10-16 02:28:41.905 WARNING: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(353): Iray [WARNING] - MATCNV:RENDER ::   1.0   MATCNV rend warn : At 'DS_Marigold Hair Genesis 8 Female__Bangs2_638_629.volume.absorption_coefficient': unsupported function call: 'operator/(color,float)'2020-10-16 02:28:41.905 Iray [INFO] - MATCNV:RENDER ::   1.0   MATCNV rend info : Material instance 'DS_Marigold Hair Genesis 8 Female__Bangs2_638_629' uses MDL JIT compilation.2020-10-16 02:28:41.905 WARNING: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(353): Iray [WARNING] - MATCNV:RENDER ::   1.0   MATCNV rend warn : At 'DS_Marigold Hair Genesis 8 Female__BackUnder_66a_696.volume.absorption_coefficient': unsupported function call: 'operator/(color,float)'2020-10-16 02:28:41.915 Iray [INFO] - MATCNV:RENDER ::   1.0   MATCNV rend info : Material instance 'DS_Marigold Hair Genesis 8 Female__BackUnder_66a_696' uses MDL JIT compilation.2020-10-16 02:28:41.915 WARNING: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(353): Iray [WARNING] - MATCNV:RENDER ::   1.0   MATCNV rend warn : At 'DS_Marigold Hair Genesis 8 Female__Side1_69c_764.volume.absorption_coefficient': unsupported function call: 'operator/(color,float)'2020-10-16 02:28:41.915 Iray [INFO] - MATCNV:RENDER ::   1.0   MATCNV rend info : Material instance 'DS_Marigold Hair Genesis 8 Female__Side1_69c_764' uses MDL JIT compilation.2020-10-16 02:28:41.915 WARNING: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(353): Iray [WARNING] - MATCNV:RENDER ::   1.0   MATCNV rend warn : At 'DS_Marigold Hair Genesis 8 Female__Side2_6ce_831.volume.absorption_coefficient': unsupported function call: 'operator/(color,float)'2020-10-16 02:28:41.915 Iray [INFO] - MATCNV:RENDER ::   1.0   MATCNV rend info : Material instance 'DS_Marigold Hair Genesis 8 Female__Side2_6ce_831' uses MDL JIT compilation.2020-10-16 02:28:41.915 WARNING: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(353): Iray [WARNING] - MATCNV:RENDER ::   1.0   MATCNV rend warn : At 'DS_Marigold Hair Genesis 8 Female__Bangs1_700_898.volume.absorption_coefficient': unsupported function call: 'operator/(color,float)'2020-10-16 02:28:41.925 Iray [INFO] - MATCNV:RENDER ::   1.0   MATCNV rend info : Material instance 'DS_Marigold Hair Genesis 8 Female__Bangs1_700_898' uses MDL JIT compilation.2020-10-16 02:28:41.925 WARNING: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(353): Iray [WARNING] - MATCNV:RENDER ::   1.0   MATCNV rend warn : At 'DS_Marigold Hair Genesis 8 Female__Back_732_966.volume.absorption_coefficient': unsupported function call: 'operator/(color,float)'2020-10-16 02:28:41.925 Iray [INFO] - MATCNV:RENDER ::   1.0   MATCNV rend info : Material instance 'DS_Marigold Hair Genesis 8 Female__Back_732_966' uses MDL JIT compilation.

     

    I suspected something broke OOT hairblending Hair shader, so I remplaced it with Iray Uber Shader = Everything works fine again.

    I have a feeling something is messed up with custom Iray shaders.

    Such a weird problem (making half of my scenes unusable) and I'm running out of ideas indecision.

  • marblemarble Posts: 7,500
    edited October 2020

    Something else I noticed: I had two characters wearing dForce garments. One was selected the other not. I went to the dForce Simulation tab and hit the simulation button and only the selected character/garment was simulated. I would swear that previously, that button would trigger simulation for any and every dForce object in the scene. Indeed, they previously had to add a menu item for "Simulate Selected" to get around that do-it-all action. 

    I'm not complaining about this - simulating only selected items is just how I would want it.

    [EDIT] I may be wrong about this ... need to do more tests but it is not behaving consistently at the moment.

    Post edited by marble on
  • Hi,
    I'm quite new in Daz and I missed something like Eevee, now I hope Filament will be a complete solution and to me it looks promissing. I'm in "Comic/Cartoon" let's say, so I don't need 100% realism. I hope we will be able to create something like this: https://google.github.io/filament/webgl/helmet.html

    Regards

     

  • Dolce SaitoDolce Saito Posts: 192
    edited October 2020

    A few reports from my side:

    - Iray (photoreal) is definitely faster for TitanV.

    - Filament shouldn't be used for every single view at the same time in your UI (example: Top-left-right-front views). It consumes too much VRAM and causes iray to stop working :)

    - Filament is too bright. I have to lower exposure to compansate overbright ares.

    - Filament is too "transparent" on hairs or anything that has cutout opacity mapping.

    - Filament is too "bumpy" on skin.

    - Filament is not affected by every Tone mapping options under filament's draw settings (burnout settings doesn't effect the image)

    - My hopes of using Filament in animations went down in flames when I noticed iray decals are not showing up at all in filament :(

    - Animation keyframe clutters shown on timeline are now fixed on loading the scene, I also noticed copy-pasting tcb keyframes still corrupts, but doesn't crash daz studio by going into blank view/endless loop anymore. Going to linear and back to tcb for those broken keyframes fixes the animation.

    - New animation keyframe clutters are introduced in timeline in completely random times. I can't exactly figure when this happens. However, refreshing the timeline sometimes triggers the clutter with the characters having dforce simulated clothes in the scene. Clutters are mostly introduced when there is no other motion on the characters other than dforce simulation on their clothes. I'm not 100% sure about this, but the clutter is there anyway. I am also not sure about how to reproduce this (yet).

    Post edited by Dolce Saito on
  • ImagoImago Posts: 5,155

    If you check the change log you will see that a number of Timeline bugs have been addressed, including the oen that was losing keys in saved scenes. Others may well still be pending - it depends on the bug's impact on users and the fix's impact on DS (some chnages have more far reaching implications, and so are potentially higher risk, than others). Not yet fixed doesn't mean ignored.

    They are pending since an year now. I think they are quite ignored.

    Last thing I want to do here is to start a flame but I have to say I feel really let down from this. And I'm not the only one, as I can see.

    I'm stuck with DAZ Studio 4.12.0.86, the only version with a "properly working" timeline where I can move root keyframes but I can't copy-paste them without making a long gimmick changing the tweeners to avoid the session crashing. I don't care much about the TRSOAH labels to be saved every session (after all I just have to click once on the dropdown menu) but I really need to move the keyframes around in the timeline and copy-paste them easily. I can't even do the old way, when I could chose the body part and delete-create keyframes in that part of timeline because it has been removed.

    You said "depends on the bug's impact on users"... Well, for an animator not be able to animate it's very impacting.

  • hookflashhookflash Posts: 169

    A few reports from my side:

    - Iray (photoreal) is definitely faster for TitanV.

    - Filament shouldn't be used for every single view at the same time in your UI (example: Top-left-right-front views). It consumes too much VRAM and causes iray to stop working :)

    - Filament is too bright. I have to lower exposure to compansate overbright ares.

    - Filament is too "transparent" on hairs or anything that has cutout opacity mapping.

    - Filament is too "bumpy" on skin.

    - Filament is not affected by every Tone mapping options under filament's draw settings (burnout settings doesn't effect the image)

    - My hopes of using Filament in animations went down in flames when I noticed iray decals are not showing up at all in filament :(

    - Animation keyframe clutters shown on timeline are now fixed on loading the scene, I also noticed copy-pasting tcb keyframes still corrupts, but doesn't crash daz studio by going into blank view/endless loop anymore. Going to linear and back to tcb for those broken keyframes fixes the animation.

    - New animation keyframe clutters are introduced in timeline in completely random times. I can't exactly figure when this happens. However, refreshing the timeline sometimes triggers the clutter with the characters having dforce simulated clothes in the scene. Clutters are mostly introduced when there is no other motion on the characters other than dforce simulation on their clothes. I'm not 100% sure about this, but the clutter is there anyway. I am also not sure about how to reproduce this (yet).

    When you say "keyframe clutters", are you referring to the bug that causes random clusters of keyframes to appear on the Timeline? Because I sometimes encounter this bug when dealing with IK chains, especially complex ones. It makes me wonder if maybe it's related to high CPU usage or something.

  • ChoholeChohole Posts: 33,604
    Imago said:

    If you check the change log you will see that a number of Timeline bugs have been addressed, including the oen that was losing keys in saved scenes. Others may well still be pending - it depends on the bug's impact on users and the fix's impact on DS (some chnages have more far reaching implications, and so are potentially higher risk, than others). Not yet fixed doesn't mean ignored.

    They are pending since an year now. I think they are quite ignored.

    Last thing I want to do here is to start a flame but I have to say I feel really let down from this. And I'm not the only one, as I can see.

    I'm stuck with DAZ Studio 4.12.0.86, the only version with a "properly working" timeline where I can move root keyframes but I can't copy-paste them without making a long gimmick changing the tweeners to avoid the session crashing. I don't care much about the TRSOAH labels to be saved every session (after all I just have to click once on the dropdown menu) but I really need to move the keyframes around in the timeline and copy-paste them easily. I can't even do the old way, when I could chose the body part and delete-create keyframes in that part of timeline because it has been removed.

    You said "depends on the bug's impact on users"... Well, for an animator not be able to animate it's very impacting.

    Have you filed a bug report here  https://helpdaz.zendesk.com/hc/en-us/requests/new    It should go to Tech Support

  • A few reports from my side:

    - Iray (photoreal) is definitely faster for TitanV.

    - Filament shouldn't be used for every single view at the same time in your UI (example: Top-left-right-front views). It consumes too much VRAM and causes iray to stop working :)

    - Filament is too bright. I have to lower exposure to compansate overbright ares.

    - Filament is too "transparent" on hairs or anything that has cutout opacity mapping.

    - Filament is too "bumpy" on skin.

    - Filament is not affected by every Tone mapping options under filament's draw settings (burnout settings doesn't effect the image)

    - My hopes of using Filament in animations went down in flames when I noticed iray decals are not showing up at all in filament :(

    Well, they are Iray Decals. Decals, and Section Planes, use features of Iray so you are not going to see them work with other engines.

    - Animation keyframe clutters shown on timeline are now fixed on loading the scene, I also noticed copy-pasting tcb keyframes still corrupts, but doesn't crash daz studio by going into blank view/endless loop anymore. Going to linear and back to tcb for those broken keyframes fixes the animation.

    - New animation keyframe clutters are introduced in timeline in completely random times. I can't exactly figure when this happens. However, refreshing the timeline sometimes triggers the clutter with the characters having dforce simulated clothes in the scene. Clutters are mostly introduced when there is no other motion on the characters other than dforce simulation on their clothes. I'm not 100% sure about this, but the clutter is there anyway. I am also not sure about how to reproduce this (yet).

     

  • SlartibartfastSlartibartfast Posts: 40
    edited October 2020

    I'm having a lot of trouble with the mouse pointer disappearing in this latest beta. Is there a trick to get it back when this happens? It's occurred multiple times per minute while I've been fiddling with my latest scene, which is annoying. 

    Edit: Clicking the view selector dropdown fixed it (once I could locate it without seeing the pointer). Any tips on how to avoid this problem happening in the future?

    Post edited by Slartibartfast on
  • hookflash said:

    A few reports from my side:

    - Iray (photoreal) is definitely faster for TitanV.

    - Filament shouldn't be used for every single view at the same time in your UI (example: Top-left-right-front views). It consumes too much VRAM and causes iray to stop working :)

    - Filament is too bright. I have to lower exposure to compansate overbright ares.

    - Filament is too "transparent" on hairs or anything that has cutout opacity mapping.

    - Filament is too "bumpy" on skin.

    - Filament is not affected by every Tone mapping options under filament's draw settings (burnout settings doesn't effect the image)

    - My hopes of using Filament in animations went down in flames when I noticed iray decals are not showing up at all in filament :(

    - Animation keyframe clutters shown on timeline are now fixed on loading the scene, I also noticed copy-pasting tcb keyframes still corrupts, but doesn't crash daz studio by going into blank view/endless loop anymore. Going to linear and back to tcb for those broken keyframes fixes the animation.

    - New animation keyframe clutters are introduced in timeline in completely random times. I can't exactly figure when this happens. However, refreshing the timeline sometimes triggers the clutter with the characters having dforce simulated clothes in the scene. Clutters are mostly introduced when there is no other motion on the characters other than dforce simulation on their clothes. I'm not 100% sure about this, but the clutter is there anyway. I am also not sure about how to reproduce this (yet).

    When you say "keyframe clutters", are you referring to the bug that causes random clusters of keyframes to appear on the Timeline? Because I sometimes encounter this bug when dealing with IK chains, especially complex ones. It makes me wonder if maybe it's related to high CPU usage or something.

    Yep, "bug that causes random clusters of keyframes to appear on the Timeline?" this one. Correct.When the scene is loaded, they are not there, when you refresh timeline, suddenly in some "still" parts, they appear out of nowhere. And literally cover every single frame. In the past, refresh was fixing this. Now, refresh brings these in and not fixable. I didn't notice any impact on animation by these clutters (yet), however, I simply lost track and can't see anything between tens or even hundreds of clutter frames.

  • jbowlerjbowler Posts: 794

     

    Yep, "bug that causes random clusters of keyframes to appear on the Timeline?" this one. Correct.When the scene is loaded, they are not there, when you refresh timeline, suddenly in some "still" parts, they appear out of nowhere. And literally cover every single frame. In the past, refresh was fixing this. Now, refresh brings these in and not fixable. I didn't notice any impact on animation by these clutters (yet), however, I simply lost track and can't see anything between tens or even hundreds of clutter frames.

    It should be possible to find out where they are coming from by expanding the nodes in the timeline; this will narrow down exactly where and what properties are getting set.  A similar thing (though definately not a bug) happens with Anilip 2 because it adds viseme animation properties to the actor properties; not necessarily every frame at 30 FPS but certainly a large proportion of them.

  • Note that we have an update, by the chnage log it addresses several issues that have been reproted here (though I haven't downloaded it yet).

  • VEGA said:
    PDSmith said:

    I've been tolling the forum for the last few months, but this change of the Enviromental options and Tonemapping options, the whole move process was a bad and ill thought out idea.  I think this is one that needs to be rolled back. 

    I for one want it in the inital set up when I start a new scene, adding steps to the process is much like DeviantArt's new Eclipse,  Same process to do things, more steps.  

     

    Remember our grandparents had a phrase they taught us? KISS.  Keep it simple.

    https://www.interaction-design.org/literature/topics/keep-it-simple-stupid

    Adding steps to add it in or have Studio (later) add it in is counter to that process.

     

    Whole purpose of having it as a node is to be able to animate it (add keyframes). Now it's possible to animate dome rotations, sunlight time, exposure etc. It has to be like this, because timeline works with scene objects. 

    I don't think it's been said that that was the whole purpose, but it's no doubt a welcome fact.

    Ah, not in fact a fact - sorry, I was taking this on trust but actually the only properties exposed to animation at this time are (incorrectly if hidden properties are hidden) the basic transforms. Apparently there is more to be done before the actual properties can be made animatable, though this is a step along the way.

  • jbowler said:

     

    Yep, "bug that causes random clusters of keyframes to appear on the Timeline?" this one. Correct.When the scene is loaded, they are not there, when you refresh timeline, suddenly in some "still" parts, they appear out of nowhere. And literally cover every single frame. In the past, refresh was fixing this. Now, refresh brings these in and not fixable. I didn't notice any impact on animation by these clutters (yet), however, I simply lost track and can't see anything between tens or even hundreds of clutter frames.

    It should be possible to find out where they are coming from by expanding the nodes in the timeline; this will narrow down exactly where and what properties are getting set.  A similar thing (though definately not a bug) happens with Anilip 2 because it adds viseme animation properties to the actor properties; not necessarily every frame at 30 FPS but certainly a large proportion of them.

    Theer is a triangle shaped key on the Timelien which represents all of the keys for collapsed properties under the group with the key - that composite key can be used to manipulate the individual keys.

  • f7eerf7eer Posts: 123

    Note that we have an update, by the chnage log it addresses several issues that have been reproted here (though I haven't downloaded it yet).

    Very glad to see a quick update! Thanks to the dev team.

    From the Change Log for DS 4.12.2.54:

    .Fixed a sizing issue for the Shader Mixer Change (Brick) Title dialog
    .Fixed a sizing issue for the Shader Mixer Array brick Add Input dialog
    .Fixed a sizing issue for the Shader Mixer If Else brick Add Input dialog
    .Fixed a sizing issue for the Shader Mixer Sum brick Add Input dialog
    .Fixed a sizing issue for the Shader Mixer Voroni brick Add Inputs\Outputs dialog
    .Fixed a sizing issue for the Shader Mixer standard label dialog

    Does this somewhat vague description relate to the "OOT hairblending Hair shader" problem reported yesterday and October 14th by no__name? If so, that is great news.

  • P302P302 Posts: 37
    edited October 2020

    Did anyone succeed in assigning a keyboard shortcut to the Filament Viewport Draw style?

    Tried to assign Ctrl + 2 (Solid Bounding Box before) --> did not work for me.

    Other custom assignments work though.

    Post edited by P302 on
  • So, after reading a dozen pages to catch up, how is 4.12 coming along? I don't see anything mentioning CPU fallback anymore, just other bugs and crashes with features I don't utilitze. Has it been fixed

    Sevrin said:
    MelanieL said:
    MelanieL said:

    Can you please help this "techno-know-very-little" with a basic question:

    I have a very old video card (GTX 660) which I believe is Kepler architecture - am I correct in my understanding that I cannot use the latest DS 4.12.2.51 Beta for Iray rendering with that video card?

    I currently do all my Iray renders with CPU (because my GPU is too "small" for almost any scene) but rely on that card to do dForce simulations. Can I still do this with DS 4.12.2.51, or is it in some way incompatible for all purposes?

    Further question: if my existing video card will still work for dForce simulations, do I need any particular driver version for it to continue to work? (I keep the driver moderately up-to-date but usually avoid the absolute latest until I've heard about any problems, through the forums)

    The latest Nvidia drivers no longer support Kepler GPUs.   The GTX7x0 cards using Maxwell architecture are the oldest cards still supported by current drivers.  I would hold off on updating DS if you want to continue using your card for dForce. 

    On the bright side, now seems to be a pretty good time to find second-hand graphics card bargains.

    I know this post is a few pages back, however. Sevrin, you are incorrect. the latest Nvidia drivers do support the GTX 660.

    MelanieL, install away. See the attached image that is a screen shot of Nvidia's release notes of driver 455 for Windows, Version 456.71, page 35. If you doubt the authenticity of my screen shot, you can go to nvidia.com yourself, go to driver download, select your card from the drop down list and select 456.71 and scroll to the bottom to find the release notes. I also attached the release notes themselves.  I have to routinely check the release notes to see if my 1080 is still supported.

    And while I'm posting- have the CPU fall back issues been resolved?

    kepler is still supported.jpg
    1595 x 1168 - 543K
    pdf
    pdf
    456.71-win10-win8-win7-release-notes.pdf
    383K
  • DeimoDeimo Posts: 2
    edited October 2020

    I have two GTX 1080 Ti and after a short time Iray fall back on the CPU. Before beta .51 and 54 I never had this problem. The fall back on the cpu occurs both in viewport and final render mode.
    I have tried all the drivers from July 2020 to today but the problem persists. On the stable version of DAZ Studio, there are no problems

    Edit 1

    After some testing, it seems that if you only use one of the two GPUs, everything is fine. If both are used, the crash and relative fall back on the CPU is automatic.

    Edit 2

    A few more tests and I found that in my case, if you use the GPU assigned to the display in combination with another GPU or the CPU, Iray will crash and fall back to the CPU. If I use GPU without display + CPU, IRay keeps working.

    Post edited by Deimo on
  • I'm having a lot of trouble with the mouse pointer disappearing in this latest beta. Is there a trick to get it back when this happens? It's occurred multiple times per minute while I've been fiddling with my latest scene, which is annoying. 

    Edit: Clicking the view selector dropdown fixed it (once I could locate it without seeing the pointer). Any tips on how to avoid this problem happening in the future?

    I've had it happen way more often with this new beta too. I thought someone once had posted a script you could install to get it back, but can't find it. But would love to know how to prevent it, because it's kinda insane this bug still exists after so many versions of the program.

  • KeryaKerya Posts: 10,943

    I'm having a lot of trouble with the mouse pointer disappearing in this latest beta. Is there a trick to get it back when this happens? It's occurred multiple times per minute while I've been fiddling with my latest scene, which is annoying. 

    Edit: Clicking the view selector dropdown fixed it (once I could locate it without seeing the pointer). Any tips on how to avoid this problem happening in the future?

     

    https://www.daz3d.com/forums/discussion/359726/this-is-how-the-mouse-cursor-disappears

     

  • MelanieLMelanieL Posts: 7,381

    So, after reading a dozen pages to catch up, how is 4.12 coming along? I don't see anything mentioning CPU fallback anymore, just other bugs and crashes with features I don't utilitze. Has it been fixed

    Sevrin said:
    MelanieL said:
    MelanieL said:

    Can you please help this "techno-know-very-little" with a basic question:

    I have a very old video card (GTX 660) which I believe is Kepler architecture - am I correct in my understanding that I cannot use the latest DS 4.12.2.51 Beta for Iray rendering with that video card?

    I currently do all my Iray renders with CPU (because my GPU is too "small" for almost any scene) but rely on that card to do dForce simulations. Can I still do this with DS 4.12.2.51, or is it in some way incompatible for all purposes?

    Further question: if my existing video card will still work for dForce simulations, do I need any particular driver version for it to continue to work? (I keep the driver moderately up-to-date but usually avoid the absolute latest until I've heard about any problems, through the forums)

    The latest Nvidia drivers no longer support Kepler GPUs.   The GTX7x0 cards using Maxwell architecture are the oldest cards still supported by current drivers.  I would hold off on updating DS if you want to continue using your card for dForce.

    On the bright side, now seems to be a pretty good time to find second-hand graphics card bargains.

    I know this post is a few pages back, however. Sevrin, you are incorrect. the latest Nvidia drivers do support the GTX 660.

    MelanieL, install away. See the attached image that is a screen shot of Nvidia's release notes of driver 455 for Windows, Version 456.71, page 35. If you doubt the authenticity of my screen shot, you can go to nvidia.com yourself, go to driver download, select your card from the drop down list and select 456.71 and scroll to the bottom to find the release notes. I also attached the release notes themselves.  I have to routinely check the release notes to see if my 1080 is still supported.

    And while I'm posting- have the CPU fall back issues been resolved?

    Thanks - actually I just downloaded that new driver last night, along with the latest DS Beta, but have not had chance to install them yet.

  • f7eer said:

    Note that we have an update, by the chnage log it addresses several issues that have been reproted here (though I haven't downloaded it yet).

    Very glad to see a quick update! Thanks to the dev team.

    From the Change Log for DS 4.12.2.54:

    .Fixed a sizing issue for the Shader Mixer Change (Brick) Title dialog
    .Fixed a sizing issue for the Shader Mixer Array brick Add Input dialog
    .Fixed a sizing issue for the Shader Mixer If Else brick Add Input dialog
    .Fixed a sizing issue for the Shader Mixer Sum brick Add Input dialog
    .Fixed a sizing issue for the Shader Mixer Voroni brick Add Inputs\Outputs dialog
    .Fixed a sizing issue for the Shader Mixer standard label dialog

    Does this somewhat vague description relate to the "OOT hairblending Hair shader" problem reported yesterday and October 14th by no__name? If so, that is great news.

    Just tried and sadly nope.

    Any use of OOT hairblending Hair shader and an Iray Section Plane node still crash Iray for me.

  • SevrinSevrin Posts: 6,306
    no__name said:
    f7eer said:

    Note that we have an update, by the chnage log it addresses several issues that have been reproted here (though I haven't downloaded it yet).

    Very glad to see a quick update! Thanks to the dev team.

    From the Change Log for DS 4.12.2.54:

    .Fixed a sizing issue for the Shader Mixer Change (Brick) Title dialog
    .Fixed a sizing issue for the Shader Mixer Array brick Add Input dialog
    .Fixed a sizing issue for the Shader Mixer If Else brick Add Input dialog
    .Fixed a sizing issue for the Shader Mixer Sum brick Add Input dialog
    .Fixed a sizing issue for the Shader Mixer Voroni brick Add Inputs\Outputs dialog
    .Fixed a sizing issue for the Shader Mixer standard label dialog

    Does this somewhat vague description relate to the "OOT hairblending Hair shader" problem reported yesterday and October 14th by no__name? If so, that is great news.

    Just tried and sadly nope.

    Any use of OOT hairblending Hair shader and an Iray Section Plane node still crash Iray for me.

    I doubt you'll get a remedy this way.  I can use OOT's hairblending and a section plane together without a problem.  I hope you have put in a technical support ticket.

Sign In or Register to comment.