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"Iray Cloud" is rendering across the network/internet!
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
Iray Cloud? Wow! The thing I talked about, happening!
I also think Daz will send me millions of dollars...
(waiting)
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.
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.
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?
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.
They are here http://www.daz3d.com/genesis-evolution-muscularity .... and they are on sale right now real cheap! ;)
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?
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.
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.
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?
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.
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.
If everything was working fine before you upgraded the Nvidia driver I would suggest rolling back to the previous driver.
...from the message I received, the latest driver is "game specific" (GTA V)
...same here.
Not much into gaming myself so whenever a driver update is for a specific game, I ignore it.
I dont think "game ready" and "game specific" mean quite the same thing.
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?
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.
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:
thanks for the tip and the news that is awesome, I think Iray might be on its way to rivaling Reality+Lux ^_^
Game ready means that it includes a game specific profile that's loaded through the NV Control program (the Application Profiles area...).
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!
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.
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?