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That is certainly a point to remember however you can use the search filters to instruct the tool to ignore certain objects so they are always visible
Even if you just use this to "mark" items that are outside cameraview (by making them invisible), so you can then make them visible again, remove all textures from them, and, if necessary, just give them a base colour, this will free up so much memory and speed up your renders tremendously!
Perhaps an option in a future update to ignore emissive objects? Quite often it is out of view, and more then one.
I'm buying this to encourage you to continue your quest (and also because I need all the optimization help I can get). I'm praying this sells well enough to convince you that it's worth it to expand the tool.
That's something to consider indeed. Will make a note
Thank you for your support.
What an excellent idea! I never thought of that.
This is interesting, but I'm trying to figure out what the advantages of this script are as opposed to the the simpler trick of using three iray planes to exclude all out of camaera range objects...
I think that using iray planes does not reduce the VRAM needed to render the scene as the out-of-camera-range objects are still sent over to the renderer since Daz still sees them as visible.
However I haven't run any comparison tests to back my claim because i dont tend to use use iray planes in that way, as each time you move the camera you need to move the plane too (although you can parent the camera to the plane so thats not really an excuse).
On the other hand, if you have a scene setup with multiple cameras (like in a comic) and each camera has its own 3 iray planes then you have an extra step (several in fact) as you need to manualy turn the planes on and off before rendering to avoid odd looking renders.
Having said all that, you can use the test I describe here as a starting point to see if my inital claim holds water
On a more technical sidenote, a future version of this tool will be able to be called from a script so that you can run it automatically just before rendering (ideal if you have a batch processing pipeline)
Thanks for the interest!
P.S. Just found this comment by Richard Haseltine which seems to confirm what i said initally.
Edit : Grammar and syntax and Richard's comment link
Okay. In that case, l've got one other question - if a large number of the items in the scene are placed via an instancing system and the original node is located in the off-camera area, how does the script handled the nistanced props that are still on camera? Will those items get switched off because the original is off camera, will all of them remain on, or...?
Here's how the logic works in such cases...
At the end of the optimization cycle a report is generated explaining what was hidden, what was ignored and the reason why.
The report comes in useful when you see a lone tree still visible standing way behind the camera, and instead of scratching your head trying to figure out why, the report points out that its the parent of all the other instanciated trees that were culled
Cheers
Edit : Changed few words to add more clarity
Now have this. Need to find time to play.
I installed the script via DIM and launched Daz Studio 4.12.0.85 BETA. The script reports an error message: "An error occurred while reading the file. Please see the log file for more details."
The log file reads:
2020-01-16 09:05:54.425 Loading script: C:/Users/Stephen/Documents/DAZ 3D/Studio/My Daz Connect Library/data/cloud/1_66501/scripts/camera view optimizer/camera view optimizer.dse
2020-01-16 09:05:54.425 Failed to load script: C:/Users/Stephen/Documents/DAZ 3D/Studio/My Daz Connect Library/data/cloud/1_66501/scripts/camera view optimizer/camera view optimizer.dse
The script loads with Daz Studio 4.12.0.86, but I don't use this as I find 4.12.0.85 more reliable, and I have many entries in my script and bookmark menus that would take a long time to replicate.
Does your script not work with BETA versions of Daz Studio?
It should work with any version of Daz 4.11 and above, beta or otherwise, unless the beta version 4.12.0.85 had a particular bug in the scripting engine. (Beta versions are beta after all)
Is there anything else in the log file to indicate why it failed to load ? A line number perhaps which I can use to trace the line in question and cross reference it with the changelog of 4.12.0.85 ?
There is literally nothing else in the log file regarding the script. I started with a blank scene, loaded a primitive sphere, loaded a camera and then ran the script. The log file reads:
2020-01-16 09:45:42.162 *** Scene Cleared ***
2020-01-16 09:46:24.063 Loading script: C:/Users/Stephen/Documents/DAZ 3D/Studio/My Daz Connect Library/data/cloud/1_66501/scripts/camera view optimizer/camera view optimizer.dse
2020-01-16 09:46:24.067 Failed to load script: C:/Users/Stephen/Documents/DAZ 3D/Studio/My Daz Connect Library/data/cloud/1_66501/scripts/camera view optimizer/camera view optimizer.dse
At this point I can't be of much help I'm afraid. I can't even advise you to open a ticket with Daz because they will tell you not to use the Beta version if a newer version is out.
It looks like the beta version is choking on decrypting the script file because a parse error would have resulted in a log entry.
One thing i note however is that you said you used DIM to install, yet I can see a Daz Connect folder structure. Could that be the issue or maybe just a red herring ?
You will see a Connect folder structure because I uninstalled the DIM version and tried reinstalling using Daz Connect. Neither worked in the BETA, though both work in the release (4.12.0.86). It looks as though I'll have to spend a few hours trying to recreate my Beta workspace in the release version if I want to use your script (shortcuts, bookmarks, toolbars, etc.)
Having eliminated parsing errors and product packaging errors, whatever remains, though improbable, is the cause. In this case, something "wonky" with the scripting engine.
Good luck and thanks for the interest in the product. Appreciate it.
in a different thread i had the wish for exactly this kind of script
nice you are reading my mind
As they say - Great minds think alike ... (you know how the rest goes)
There are scripts to automate the workspace transfer between DS builds:
https://www.daz3d.com/forums/discussion/311401/using-your-old-preferences-in-ds-beta-public-build
+1 That would be amazing!
This script looks pretty good too, favourited for now!
Nothing has changed script wise between 4.12.0.85 and 4.12.0.86, see the Change Log (scroll down to the bottom)
With DS 4.11.0.383
2020-01-16 11:12:23.798 Loading script: G:/DAZ/LargeLibrary/Scripts/Camera View Optimizer/Camera View Optimizer.dse
2020-01-16 11:12:23.798 Failed to load script: G:/DAZ/LargeLibrary/Scripts/Camera View Optimizer/Camera View Optimizer.dse
Bummer.
Dang. I'm very sorry about that. I started developing the tool using DAZ Studio version 4.11.0.383 and it worked fine. However the tool was encrypted when i started using 4.12.0.86 so I'm begining to wonder if the encrypting itself is the cause.
Unfortunatly I no longer have access to DAZ 4.11 so I cannot test this theory myself. Maybe raising a ticket with Support could be your best option at this stage ?
Thanks.
It's not a big deal. I do have a 4.12 installation that I can use, but I need 4.11.0.383 in order to disable OptiX to avoid CPU fallbacks
** Important Update **
I have figured out why older versions of Daz are not running the script . If you run into this issue please send me a PM and I will send you a patch.
Thanks.
Edit 1 : If you do send me a PM please check your mailbox periodically afterwards. I try to answer messages as soon as I get them, but its pointless if people dont check their messages.
Hoi!
I wanna use the Camera View Optimizer but... its not working correct...
Example:
it should now hide everythingt that is NOT in my cameraview!
Result, after optimizing:
it removes just.... soo much that IS in my view....changing the slider to far away or closer will not change this...
Does the camera not work with the mm size, because I have a wider view? Focal Length is 20.66mm DOF disabled.
Productlink: https://www.daz3d.com/camera-view-optimizer
Also I wanted to use it with my Headcamera (placed behind eyes for a Point of view look) and then... 1. it does reactivate parts of the body like the hair... (I thought it should DISABLE and not ENABLE my stuff...) and 2. it does simply not react.... even if my head/eyes are disabled the camera seems not working then with the script :/ I did try a second camera clone and moved it a bit away and always get the person right in my front hidden, even if my camera is complete looking at it...
(headcamera: https://sites.google.com/site/mcasualsdazscripts5/mcjmakeheadcam)
Any advice?
Hi there,
Without having access to your scene it's a bit difficult to pinpoint as to why the chair, cutlery, plate etc end up removed. However someone else is bound to encountre this scenario at some point or other, so here's some troubleshooting :
1. Can you look at the third tab called "Optimization Report", and see why those objects were removed ? If the objects have very large bounding boxes, and the corners fall outside the view port, they will be "removed".
2. If you enter the names of the objects (comma separated) into the second tab called "Filter Settings" and into the textbox under the section "Ignore specific scene objects", and optimize again, do they still disappear ?
3. Have you tried to move the camera a tiny fraction backwards or forwards as described in the documentation ?
4. If you set the focal length back to its default value, do you still get the same result ?
Point 2 or point 3 should be the workarounds of choice and both these workarounds are listed in the documentation in case you want to get more information.
With regards to your comment about reactivating stuff that is disabled, this is intentional as every node is made visible before it is tested (which in hindsight might not have been that clever). I intent to change this behaviour in the next release as this might not be what everyone wants (i.e. if a node is found to be already hidden it will skipped automatically)
Hope this helps.
@Callidus Simia , @MrDarck
Nice call @Callidus Simia. The upper most chair and the placesetting bounding boxes will be outside of the view as shown in the screenshot.