DAZ Studio Pro BETA [Project Iradium] - version 4.8.0.9!

1161719212225

Comments

  • prixatprixat Posts: 1,590
    edited December 1969

    "Iray Cloud" is rendering across the network/internet!

  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    ACross said:
    thetom56 said:
    Also, the comparison to Reality is instructive... but opposite to what you imply. When I customize render settings with the Reality plugin they are saved in my scene, and using the 3Delight renderer on the same scene does not destroy my Reality settings. The OEM integration should work BETTER than a bolt-on, not worse...

    Just a quick reminder here, both DS 4.8 and Iray 2015 are still in Beta. There are many changes coming as users make suggestions and send in bug/crash reports. By the time DS 4.8 is a released product, I'm sure the integration will be quite different than what we have now.

    If you check the change log for the Private Build you can see all the changes they've made that have yet to be released.

    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log#private_build_channel

    The Iray cloud plugin sound very interesting. Is this going to be an extension for the sun-sky environment mode? That is a feature I would definitely like to see.

    Cheers,

    Alex.As pointed out it is not that kind of cloud. :) People have talked about their hardware not being fast enough. Or not wanting to buy different hardware, or having a new Mac Pro, or running on an old computer that can't be upgraded. This is one solution for all that.

    https://youtu.be/dCwywaGoUU4

  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    Suggestion/Request/Query:

    I have been reading through nVidia's documentation and came across where they talk about the 'Thin Walled' setting being a flag for 2-sided materials. Will we get the remainder of this function? It would be exceptionally useful, like in fabric rendering, for example: most denim is darker on one side than the other, so being able to flip on thin walled and then set up a lighter denim texture on the opposite side would add to the realism of rendering jeans on our characters.

    Can you be specific as to which docs you are referring to with regards to thin walled?
  • Oso3DOso3D Posts: 15,041
    edited December 1969

    Iray Cloud? Wow! The thing I talked about, happening!


    I also think Daz will send me millions of dollars...

    (waiting)

  • spacecat56spacecat56 Posts: 54
    edited April 2015

    ACross said:

    Just a quick reminder here, both DS 4.8 and Iray 2015 are still in Beta. There are many changes coming as users make suggestions and send in bug/crash reports. By the time DS 4.8 is a released product, I'm sure the integration will be quite different than what we have now. ...

    I certainly do not need to be "reminded" that this is beta.

    I've sent bugs in through the support input page linked at the start of this thread, and gotten back silly responses that indicate the staffer had no concept of what my input was for [correction of bugs in the beta!]... e.g. I constructed a simple scene to demonstrate a bug in the camera and the reply I got back was that if I changed the scene by removing an item the problem would "go away"!

    Based on that I have very low confidence that any suggestions for improvement are going to fare well through that channel. OTOH, I have seen that developers are reading this thread. So if I see something that I think should be improved, I'm going to post it here.

    Post edited by spacecat56 on
  • SupernalPhantasiaSupernalPhantasia Posts: 48
    edited December 1969

    Suggestion/Request/Query:

    I have been reading through nVidia's documentation and came across where they talk about the 'Thin Walled' setting being a flag for 2-sided materials. Will we get the remainder of this function? It would be exceptionally useful, like in fabric rendering, for example: most denim is darker on one side than the other, so being able to flip on thin walled and then set up a lighter denim texture on the opposite side would add to the realism of rendering jeans on our characters.

    Can you be specific as to which docs you are referring to with regards to thin walled?

    Yes, here:
    http://www.nvidia-arc.com/fileadmin/user_upload/iray_2013/documents/MDL_spec_1.1.3_11Jun2014.pdf
    on page 9, section 1.1 "Material Building Blocks", it says:
    "A geometric surface has no thickness. However, for the purposes of MDL, a surface can also be defined as
    having a thickness, though infinitesimally small. In MDL, this is said to be a thin-walled surface. The thinwalled
    property permits greater flexibility in defining the appearance of a surface that is not closed, and in
    which the surface is not the boundary of an object, but an object in itself. Because both sides of a thin-wall
    surface can be rendered, MDL also allows the two sides to possess different appearance properties.
    Depending on the thin-walled property, MDL enables three categorically different materials with respect
    to how they interpret surfaces:
    1. A surface is an interface between volumes. The volumetric properties defined in the material apply
    to the enclosed volume.
    2. A surface represents a thin wall conceptually enclosing an infinitely thin volume with identical
    materials on both sides. Window glass, for example, can be modeled in this way.
    3. A surface represents a thin wall with different materials on both sides, in which case both materials
    must have equal transmission interactions."

    (Emphasis added by myself.) At present the Iray Uber shader allows you to do #1 and #2, but not #3. In my example of fabric and specifically denim, both sides would have the same transmission interactions being the same fabric, but would have different visual quality with one side being paler/duller than the other.

  • KRISHANKOKRISHANKO Posts: 94
    edited April 2015

    hey guys i got yet another unrelated question, but again, would be unecessary to just make a topic for it.

    question is, are there any muscularity morphs for genesis? i got the gorgon figure and noticed that in promos the female portion is quite toned, yet cant seem to find morphs for genesis.

    where they taken out due to being outdated or something? if so, can someone be kind enough to share it/them with me?

    oh right, i almost forgot, this IS regarding 4.8:

    everytime i get close to a model to perfect shaping, shadows get pitchblack, whereas in 4.7 it doesnt.

    no lights used, and the setting is outdoors. how can i remove/change this?

    Post edited by KRISHANKO on
  • fixmypcmikefixmypcmike Posts: 19,601
    edited December 1969

    thetom56 said:

    I've sent bugs in through the support input page linked at the start of this thread, and gotten back silly responses that indicate the staffer had no concept of what my input was for [correction of bugs in the beta!]... e.g. I constructed a simple scene to demonstrate a bug in the camera and the reply I got back was that if I changed the scene by removing an item the problem would "go away"!

    I make sure to put something like "DS Beta Bug Report" in the title, just to make sure it's clear that it's a bug report and not a customer support question.

  • ChuckdozerChuckdozer Posts: 453
    edited December 1969

    KRISHANKO said:
    hey guys i got yet another unrelated question, but again, would be unecessary to just make a topic for it.

    question is, are there any muscularity morphs for genesis? i got the gorgon figure and noticed that in promos the female portion is quite toned, yet cant seem to find morphs for genesis.

    where they taken out due to being outdated or something? if so, can someone be kind enough to share it/them with me?

    oh right, i almost forgot, this IS regarding 4.8:

    everytime i get close to a model to perfect shaping, shadows get pitchblack, whereas in 4.7 it doesnt.

    no lights used, and the setting is outdoors. how can i remove/change this?

    They are here http://www.daz3d.com/genesis-evolution-muscularity .... and they are on sale right now real cheap! ;)

  • KRISHANKOKRISHANKO Posts: 94
    edited December 1969

    KRISHANKO said:
    hey guys i got yet another unrelated question, but again, would be unecessary to just make a topic for it.

    question is, are there any muscularity morphs for genesis? i got the gorgon figure and noticed that in promos the female portion is quite toned, yet cant seem to find morphs for genesis.

    where they taken out due to being outdated or something? if so, can someone be kind enough to share it/them with me?

    oh right, i almost forgot, this IS regarding 4.8:

    everytime i get close to a model to perfect shaping, shadows get pitchblack, whereas in 4.7 it doesnt.

    no lights used, and the setting is outdoors. how can i remove/change this?

    They are here http://www.daz3d.com/genesis-evolution-muscularity .... and they are on sale right now real cheap! ;)

    wtf, why didnt that show up in my search?
    anyway, thank you, buying right now!

    also, can you or someone else help me with the shadow issue?

  • JackFosterJackFoster Posts: 143
    edited April 2015

    Sorry if this has already been asked, but is there any way to turn on persistent subdivision in the beta? It was under tool settings in version 4.7, but it's not there in the current version. Has it been moved somewhere else, or is it not implemented yet?

    Post edited by JackFoster on
  • j cadej cade Posts: 2,310
    edited December 1969

    jwood331 said:
    Sorry if this has already been asked, but is there any way to turn on persistent subdivision in the beta? It was under tool settings in version 4.7, but it's not there in the current version. Has it been moved somewhere else, or is it not implemented yet?

    There's a new tab called draw settings. Currently it seems not to be saving preferences, but the next build it will.

  • JackFosterJackFoster Posts: 143
    edited December 1969

    Kamion99 said:
    jwood331 said:
    Sorry if this has already been asked, but is there any way to turn on persistent subdivision in the beta? It was under tool settings in version 4.7, but it's not there in the current version. Has it been moved somewhere else, or is it not implemented yet?

    There's a new tab called draw settings. Currently it seems not to be saving preferences, but the next build it will.

    Thank you!
    I'd rather have to turn it on every time I open the program than to not have any control over it at all, but I do look forward to being able to turn in on and never think about it again.

  • KRISHANKOKRISHANKO Posts: 94
    edited December 1969

    this IS regarding 4.8:

    everytime i get close to a model to perfect shaping, shadows get pitchblack, whereas in 4.7 it doesnt.

    no lights used, and the setting is outdoors. how can i remove/change this?

  • alexhcowleyalexhcowley Posts: 2,392
    edited April 2015

    ACross said:
    thetom56 said:
    Also, the comparison to Reality is instructive... but opposite to what you imply. When I customize render settings with the Reality plugin they are saved in my scene, and using the 3Delight renderer on the same scene does not destroy my Reality settings. The OEM integration should work BETTER than a bolt-on, not worse...

    Just a quick reminder here, both DS 4.8 and Iray 2015 are still in Beta. There are many changes coming as users make suggestions and send in bug/crash reports. By the time DS 4.8 is a released product, I'm sure the integration will be quite different than what we have now.

    If you check the change log for the Private Build you can see all the changes they've made that have yet to be released.

    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log#private_build_channel

    The Iray cloud plugin sound very interesting. Is this going to be an extension for the sun-sky environment mode? That is a feature I would definitely like to see.

    Cheers,

    Alex.

    Forget it, I've figured out what it means.

    Cheers,

    Alex.

    I would imagine that would be rendering "on the cloud" like Octane has, not a extension of the sun-sky.

    Unfortunately, Iray is the only PBR I've used. What does "on the cloud" mean?

    Cheers,

    Alex.

    Forget it, I've figured out what it means.

    Cheers,

    Alex.

    Post edited by alexhcowley on
  • evilded777evilded777 Posts: 2,465
    edited December 1969

    Has anyone else started experiencing significant crashes during rendering with the latest release driver from Nvidia? I just installed either Friday night or Saturday and I have crashed multiple times during rendering. It is specifically the driver... nvidia OpenGL driver that reports it has crashed, Studio closes.

  • ChuckdozerChuckdozer Posts: 453
    edited December 1969

    If everything was working fine before you upgraded the Nvidia driver I would suggest rolling back to the previous driver.

  • kyoto kidkyoto kid Posts: 41,205
    edited December 1969

    ...from the message I received, the latest driver is "game specific" (GTA V)

  • ChuckdozerChuckdozer Posts: 453
    edited December 1969

    Kyoto Kid said:
    ...from the message I received, the latest driver is "game specific" (GTA V)
    Yes... that's why I didn't upgrade ;)
  • kyoto kidkyoto kid Posts: 41,205
    edited December 1969

    ...same here.

    Not much into gaming myself so whenever a driver update is for a specific game, I ignore it.

  • evilded777evilded777 Posts: 2,465
    edited December 1969

    I dont think "game ready" and "game specific" mean quite the same thing.

  • CMKook-24601CMKook-24601 Posts: 200
    edited April 2015

    When I do an Iray render it seems to quit at around 30% which leaves the image looking some what grainy, I don't get an Error it just stops as if the render is finished. I doubt very highly that my hardware can't handle iray since it can handle lux render, it is acting more like it times out... as if it says "oh this render has been going for X amount of time, so time to stop." is there a way to correct this?

    Post edited by CMKook-24601 on
  • Richard HaseltineRichard Haseltine Posts: 102,359
    edited December 1969

    How long is it taking to reach that 30% point? By default the render wills top after two hours, you can set this (in seconds) in the progressive Rendering group in Render Settings.

  • CMKook-24601CMKook-24601 Posts: 200
    edited April 2015

    How long is it taking to reach that 30% point? By default the render wills top after two hours, you can set this (in seconds) in the progressive Rendering group in Render Settings.
    well since the scene and picture size are faily big a detailed it is raking about that long... I think maybe for Iray it needs to be allowed to go for as long as t takes to get to 100% and not be stopped after 2 hrs... is there a way to set that? I ask cause my computer isn't having any issues rending iterations, so it seems like the issue is the program's time limit
    Post edited by CMKook-24601 on
  • Richard HaseltineRichard Haseltine Posts: 102,359
    edited December 1969

    Set the max time to -1. Note that, by the change log, in a future build we will be able to pause and restart the renders:

    Implemented the ability to resume canceled/finished NVIDIA Iray renders; in render window, until closed
  • CMKook-24601CMKook-24601 Posts: 200
    edited December 1969

    Set the max time to -1. Note that, by the change log, in a future build we will be able to pause and restart the renders:

    Implemented the ability to resume canceled/finished NVIDIA Iray renders; in render window, until closed

    thanks for the tip and the news that is awesome, I think Iray might be on its way to rivaling Reality+Lux ^_^
  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    I dont think "game ready" and "game specific" mean quite the same thing.

    Game ready means that it includes a game specific profile that's loaded through the NV Control program (the Application Profiles area...).

  • takezo_3001takezo_3001 Posts: 1,997
    edited December 1969

    What I'd like to see is DazStudio having the ability to display content items with natural numbering as in explorer! I find it infuriating that this program cannot follow the same numbering convention as explorer's native environment 1-2-3-4-5-6-7-8-9-10-11-etc..Instead we're still stuck in the Uffkin' '80-90s with this stinkin' 001-002-003 bull-excremental way of numbering, especially when it is obsolete and no longer needed!...

    Otherwise I prize studio as being much more on par with professional 3D programs, as well as having the best UI out of all the hobbyist/semi professional 3D programs out there! The effortlessness in accessing the varied tools within this program is what brought me over to DAZ, as I was quitting smoking at the time, and using other programs of it's type was driving my blood pressure up!

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    What I'd like to see is DazStudio having the ability to display content items with natural numbering as in explorer! I find it infuriating that this program cannot follow the same numbering convention as explorer's native environment 1-2-3-4-5-6-7-8-9-10-11-etc..Instead we're still stuck in the Uffkin' '80-90s with this stinkin' 001-002-003 bull-excremental way of numbering, especially when it is obsolete and no longer needed!...

    Umm...Windows and NTFS is NOT the only OS/filesystem combo Studio operates on...and just because Windows chooses to fly in the face of standards doesn't mean everything else does, too.

  • evilded777evilded777 Posts: 2,465
    edited December 1969

    How does Iray implement gamma correction?

    I know the Tone Mapper via DS defaults to Gamma 2.2, but that doesn't really tell us much. And there is a rather large contingent of people who have some wild ideas about what Iray is or is not doing.

    Anyone know?

    Could we get a dev to chime in before I finish pulling out what little hair I have left?

Sign In or Register to comment.