Close scene before starting a new one?
marble
Posts: 7,500
I create scenes one after the other. Most of my projects have more than 100 scenes so I am constantly in and out of scenes and, because of the way I think I have to do that, I believe I am wasting a lot of time.
So do I really need to close a scene, wait for the task manager to show DAZ Studio has gone, then open a new one? Even if I am switching between already existing scenes (for editing)? That's how I have been doing it for years because of that time lag closing DAZ Studio. I reason that DAZ Studio needs to clear RAM or VRAM or whatever. But it is such a time waster and I can't say that I am certain that I need to be wasting all that time.
Comments
If you are rendering perhaps, depending on how heavy they are, but for posing you could probably just use File>Open
Yes, rendering is the point here. I pose - render - close - wait - open - change pose - render - etc. So it seems the wait is necessary. Pity, I was hoping I could save some time (a lot of time).
You could start a separate instance instead of waiting, though you' want to wait before actually hitting render if the scene loaded before the other instance exited. Daz Studio Pro 4.12 - instances
Yeah, I suspected that might be the workaround. I'm just dubious about what system resources are taken up by two instances of DAZ Studio running at once. But I'll give it a try as I have recently upgraded and now have the following:
Ryzen 5 5600x, 64GB RAM and RTX 3090
So if that's not enough, I hate to think what is. I think DAZ Studio can't take advantage of the 6 Core CPU though, is that right?
The main reason for restarting is that Iray seems to have a bit of a memory leak, so it clears things out - as long as the older DS is closed by the time the new is ready to render you should be fine.
I just kill the closing DS process using Task Manager. I know you are supposed to wait for it to close down itself, but I just kill it anyway. It has not caused any issues at all for me that I am aware of.
It could, though, corrupt your layout files or, mor seriously, your database. Run the risk if you are happy to do so, but please don't encourage others to fiollow suit.
I am sure you are correct, though it is odd that it would continue to write to the database and/or layout files whilst closing. It certainly should not be writing to your scene file, that should only be happening when you press save.
The database gets corrupted by a number of things, not just potentially by this. Fortunately the database is easily rebuilt.
I would be happy to wait for a proper close, if it only took a minute or two, but I have seen it still closing after 15 minutes or more.
NO! You don't have to wait, I kill my instances in task manager as soon as I'm done saving them. I don't even bother to close it. Never ever have had any problems doing this. I usually run 6 instances at once of Daz, but that's with 128GB Desktop RAM a RTX 2080ti for display and Quadro 8k strictly for rendering.
I also save every scene, uncompressed and synced to dropbox, which allows me to rollback easily if I accidently mess something up or save a scene over another by mistake.
The newer NVIDIA drivers prevent you from rendering multiples at once, you can roll back drivers to get multiple renderins pumping at once, but it's not really any faster then just queing them. But sometimesI may want to make several test sample shots at once.
The only thing I have found is "sometimes" an issue is switching to NVIDIA Iray view in viewport, I never allow more then one instance to be in that mode at a time and not while rendering more then 1 thing at a time, that can cause issues for some reason. But except for texture or light sampling you don't want to be in NVIDIA Iray mode anyway.
I use mainly texture shaded.
However Smooth Shaded is excellent for finding shell conflicts and fixing cracking.
I don not use or plan to use filament except for occasional HDRI map light sampling.
EDIT: However I also never leave anything in the TMP directory or rely on it. If I'm using a script that creates TMPS I pull them out immediatly and store them in a project folder on dropbox and reassign them to the shaders and then resave my scene.