Making the best of my DAZ Studio

HellwolveHellwolve Posts: 165
edited January 2021 in Daz Studio Discussion

Hello everyone!

I'm a recent convert to the modern age of DAZ Studio. Believe it or not, until recently, I was using 1.8 cheeky I've bit the bullet a few weeks ago and upgraded to 4.12. Attached is the first serious (e.g., non-test) piece of art I made for a friend's D&D character.

This character depiction was made using the NVIDIA Iray engine. There are a (measily) 500 iterations, with the post denoiser running at/after number 499. This took my PC something between 2 to 3 hours; I'm a bit foggy on that. Postwork (colour changes, smidgen of sharpening) was done in Photoshop.

I'm not looking for Photoshop tips, but I've been cruising around the forums, and it seems people are often reaching the triple digit number of iterations easily, in under an hour. So, dear readers, I'm looking for some help on making the best of my DAZ Studio.

My hardware is as follows;

  • Processor: Intel(R) Core(TM) i5-6600K CPU @ 3.50GHz (4 CPUs), ~3.5GHz
  • Memory: 16384MB RAM
  • DirectX Version: DirectX 12
  • Card name: NVIDIA GeForce GTX 1060 6GB
  • Display Memory: 14213 MB
  • Dedicated Memory: 6052 MB
  • Shared Memory: 8161 MB

Other than the target of 500 iterations and the post denoiser running at/after number 499, I do believe all my settings are standard for Iray. But given the numbers I've seen about, 2 to 3 hours seem excessive for 500 iterations. Not to mention that the follow up to this picture has yet to recieve this state, as it's time was up after 10+ hours and reaching barely beyond 400 iterations...

So.

Am I missing some secret sauce? Is my hardware just not powerful enough? Should I check for places where the engine tries to resolve infinite reflections?

Any any all comments would be apreciated, even pitty wink

 

aram_paper.jpg
1600 x 1200 - 1M
Post edited by Hellwolve on

Comments

  • TBorNotTBorNot Posts: 370
    edited January 2021

    One problem with having a very fast processor is you will tend to think that throwing processor speed at a problem will always help.  One feature of Daz is that when you merge  figure into a scene, or use the Fit Control add-on, sometimes the software will recurse strangely as all objects are fitted recursively on each change to the figure and add a LOT of time.  One a slow machine you can see the figure blinking as the errant recursion happens, but on a fast machine you will think one of your morph objects is the problem.  Ideally, the software should freeze fitting and do it at the end like you would manually.  If you know it's happening, you can store the offending fitted object elsewhere and add it manually, saving minutes to your load time.

    Post edited by TBorNot on
  • HellwolveHellwolve Posts: 165

    It's less the load time I worried about, and more the render time.

    Regardless, this is interesting information; thanks for adding your two cents!

  • fixmypcmikefixmypcmike Posts: 19,598

    Check that the GPU is being used for rendering.  6GB can get filled up pretty fast.

  • HellwolveHellwolve Posts: 165

    Funny you mention that. I kept on searching in the mean time, and I discovered that it was indeed the case the GPU was being 'overused' and the renderer switched over to the CPU. I'm currently chopping the scene into smaller bits :-)

    (I shouldn't be surprised, but, it seems mainly the hair is the culprit.)

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