can I stop my dforce hair taking forever to render?

So no matter what dforce hair I use on a G3/G8 character it takes FOREVER to render an Iray image like I'm talking close to 3 hours just for a single G3 simple background and character and the hair where with just normal iray hair that isn't dforce it would take about 20 mins for the whole scene. I assume because dforce products including hair are very system taxing to render this happens so what can I change to make this a lot quicker please?

Comments

  • TheKDTheKD Posts: 2,706

    Sounds like it might be running out of vram and using to cpu render maybe?

  • JabbaJabba Posts: 1,460

    What I'll often do is render until most of scene looks OK, then run denoiser and sharpen image in Photoshop - my PC is getting old and would spend 5 hours or so rendering out shadows if I never use denoiser.

  • vagansvagans Posts: 422
    TheKD said:

    Sounds like it might be running out of vram and using to cpu render maybe?

    This is probably the reason. dforce hair can generate massive amounts of geometry, possibly causing the VRAM to fill and fallback to CPU rendering.

  • DrekkanDrekkan Posts: 459
    vagans said:
    TheKD said:

    Sounds like it might be running out of vram and using to cpu render maybe?

    This is probably the reason. dforce hair can generate massive amounts of geometry, possibly causing the VRAM to fill and fallback to CPU rendering.

    hmmm ok any idea's what I can do here?

  • what settings are you using on the hair for line tesselation sides ?

    how much vram does your card have ?

  • DrekkanDrekkan Posts: 459

    what settings are you using on the hair for line tesselation sides ?

    how much vram does your card have ?

    dedicated video memory: 6144 MB

    sorry would you explain the line tesselation sides question?

  • select the hair, then in parameters pane under general > line tesselation. you will see options for line tesselation sides both viewport and render.

    a value of 3 will make each strand a triangular tube which will nuke your vram with geometry, for render you can try 1 but results vary and the hair might not look good, I usually use 2 for ribbons though.

    if its already at 1 then I'm not sure what you can do, there might be surface settings to reduce geometry but those will have a fairly large effect on the looks

  • GazzalodiGazzalodi Posts: 50
    edited September 2020

    I don't do Iray, but...

    Can't you just get your figure into the pose you want, run the dforce simulation, hide everything but the hair, export it as an obj, import it back as a prop with no rigging or extra dforce info, apply the textures from the original hair, delete the original hair and render?

    Post edited by Gazzalodi on
  • DrekkanDrekkan Posts: 459
    Gazzalodi said:

    I don't do Iray, but...

    Can't you just get your figure into the pose you want, run the dforce simulation, hide everything but the hair, export it as an obj, import it back as a prop with no rigging or extra dforce info, apply the textures from the original hair, delete the original hair and render?

    No its ok I took Skinklizzards advice and it seems to work a lot better as a result. Thankyou all :)

  • Gazzalodi said:

    I don't do Iray, but...

    Can't you just get your figure into the pose you want, run the dforce simulation, hide everything but the hair, export it as an obj, import it back as a prop with no rigging or extra dforce info, apply the textures from the original hair, delete the original hair and render?

    no because strandbased hair is curves so creating an obj from it requires line tesselation which gets a massive amount of geometry and then the specialised shader no longer works on it either

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