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

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Comments

  • IkyotoIkyoto Posts: 1,159
    edited December 1969

    DAZ Installer keeps dling and installing 4.7 even though I did everything stated to get 4.8 to test.

  • MelnirMelnir Posts: 1
    edited December 1969

    DAZ Installer keeps dling and installing 4.7 even though I did everything stated to get 4.8 to test.

    I just had the same problem, but this
    http://www.daz3d.com/forums/viewreply/804902/
    earlier post (# 528, third post on this page) of Iainsd helped me to solve it. In particular, I had to enable "public build" in the DIM settings.

  • CMKook-24601CMKook-24601 Posts: 200
    edited December 1969

    so things like Age of Armor's Ambient lighting don't seem to work,

    They don't work, because they're made to work in 3Delight, not Iray.

    It's a major difference in the way lighting works — 3Delight has to fake real-world lighting, with workarounds like the AoA Advanced lights. Iray, on the other hand, doesn't have to fake anything, it just does real-world lighting. It's a completely different way of lighting your scene, so we'll all have to re-learn how to do it if we want to use Iray.

    Don't forget, though, Iray is only the new default render setting; you can still change back to 3Delight, and all the lighting sets in your content and techniques you've learned will still work.

    I am aware, but what I am trying to do is learn how to get the lighting I like in the new system... its like having ridden a bike all your life then learning a unicycle :P

  • mjc1016mjc1016 Posts: 15,001
    edited April 2015

    so things like Age of Armor's Ambient lighting don't seem to work,

    They don't work, because they're made to work in 3Delight, not Iray.

    It's a major difference in the way lighting works — 3Delight has to fake real-world lighting, with workarounds like the AoA Advanced lights. Iray, on the other hand, doesn't have to fake anything, it just does real-world lighting. It's a completely different way of lighting your scene, so we'll all have to re-learn how to do it if we want to use Iray.

    Don't forget, though, Iray is only the new default render setting; you can still change back to 3Delight, and all the lighting sets in your content and techniques you've learned will still work.

    I am aware, but what I am trying to do is learn how to get the lighting I like in the new system... its like having ridden a bike all your life then learning a unicycle :P

    Ambient lights...an attempt to mimic 'global illumination'.

    3DL only has light if you set that light by way of a light shader. Iray is capable of global illumination by telling it that the environment has light...just like the real world.

    Now, just like the real world, that light has to come from somewhere. Outdoor environments are easy...the light is just 'there'...the sun/sky/etc. Interiors need something...a window to let outside light in, a fire or other light source.

    Since Iray doesn't do fake ambient lights you need to create 'real' lights...either area lights to simulate windows/softboxes/large ceiling lights with diffusers/etc, use a 'portals' function (almost all PBRs have one) that designates certain geometry as being a transparent, light transmitting material or use photometric lights, just like a real room. But once there is light...the ambient part takes care of itself. The light will bounce around in the room and, if given enough time (low light can mean very long convergence times) you'll end up with something that mathematically is equivalent to that actual environment under that actual light...all the bells and whistles included...color bleeding, AO, etc.

    Now the thing to remember about the photometric lights...they, if set up correctly, will behave just like their real counterparts, so scale becomes very important. Just like it's very difficult to adequately light a 400 sq ft room with one 40W bulb (actually, that should probably be a 3200 cubic foot room 20 x 20 x 8), it will be just as hard to light a 400 sq ft scaled room with one photometric point light. Real-world falloff is a harsh mistress...

    Useful tip: Examine a lighting design program or catalog/home improvement store lighting department/find a friendly lighting professional and see what they recommend for both number of lamps and range of intensities to light some average size rooms.

    It is actually harder, unless done strictly to real world terms to light an interior with a PBR than it is to do an outdoor environment...just slap up a good HDR and you are set to go (or use the sun/sky simulator). Interiors...you have to set up 'real' lights or make windows...electrician or carpenter...take your pick.

    Post edited by mjc1016 on
  • Oso3DOso3D Posts: 15,041
    edited December 1969

    On the other hand, interiors, you can look around a house and go 'ok, where are my lamps? I'll do that.'

  • ZilvergrafixZilvergrafix Posts: 1,385
    edited December 1969

    Is there a way to fix this? or maybe I'm probably doing something wrong, the same parameters are applied to the SKIN set of textures but for some reason when rendering appears like splitted (shoulders and torso)

    it is recurrent in Genesis 2, with Aiko3 no problem there.

    texterror1.jpg
    1920 x 1042 - 837K
  • Mostly HarmlessMostly Harmless Posts: 25
    edited December 1969

    Is there a way to fix this? or maybe I'm probably doing something wrong, the same parameters are applied to the SKIN set of textures but for some reason when rendering appears like splitted (shoulders and torso)

    it is recurrent in Genesis 2, with Aiko3 no problem there.

    This looks like the Top Coat Textures or settings aren't matching somehow, as the specular highlights aren't acting the same for the arms and the torso

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    On the other hand, interiors, you can look around a house and go 'ok, where are my lamps? I'll do that.'

    Mostly...but most typical houses are actually under lit...

    Oh, yeah, for lighting interiors, we really do need to start thinking in terms of volume. Because of the falloff, if you place a light in a room with a ten foot high ceiling, four feet from the floor, the light will be stronger on the floor than ceiling. Of course, the opposite is true...an 'omnidirectional' light closer to the ceiling will make it brighter than the floor.

  • Oso3DOso3D Posts: 15,041
    edited December 1969

    I may have missed earlier discussion, but it looks like Environment channel will only do intelligent lighting if you use a HDR or EXR file.

    Oooooh. That would explain all this failure.

    Downloading GIMP and hoping it will help...

  • Oso3DOso3D Posts: 15,041
    edited December 1969

    Dang it, GIMP won't do HDR or EXR either.

    Any free options for image apps that will deal with EXR or HDR?

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited April 2015

    Well, this is new. I'm going to look over the settings on that (supposed-to-be) Mirror Ball. It was working the last time I had used it, some time ago. I'm realy sure I had simply used the 'Chrome' Iray shader on that (when I made the thing months back). Oh, and yes, this is after a fresh reboot after the first run, here.
    http://www.daz3d.com/forums/viewreply/810797/

    If it is not a setting that got messed up with the surface somehow, It has Got to be that Nvidia Gaming Driver update from last week (about or so ago).
    (EDIT2)
    Is This not the settings in Iray for a mirror??? OOPS, MY bad!
    It was hidden mess in the scene tab, many balls for 3delight and Iray. :red:

    Scene_Tab_Mess_002.png
    424 x 730 - 47K
    IsThisNotA_mirror_002.png
    599 x 1002 - 49K
    IsThisNotA_mirror_001.png
    597 x 883 - 47K
    ItsThatGamingDriverIguess_001crop1.png
    1204 x 950 - 1M
    Post edited by ZarconDeeGrissom on
  • kyoto kidkyoto kid Posts: 41,205
    edited December 1969

    ...try rendering in CPU mode.

    Also, check your tiling rate.

    For mirrors I usually use the Iray Silver shader.

  • Oso3DOso3D Posts: 15,041
    edited December 1969

    Welp, let me say, I'm glad I bought Carrara a while back, after all... I can easily generate landscapes and render them spherically, and I THINK I can then pipe that through Picturenaut to make EXR files that Studio Iray can use.

    Woo

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 1969

    Kyoto Kid said:
    ...try rendering in CPU mode.

    Also, check your tiling rate.

    For mirrors I usually use the Iray Silver shader.

    lol. I had two spheres there in the scene. Fixed that, now that driver is biting me hard in the back side. Iray crashed the driver after about a hundred and fifty-something iterations, Exactly like a former post in this thread.

    I've got this 'Stupid' "Experience" thing in this computer, and there is No way to roll back the driver with it..

    Now I must deal with this today. Not part of my plan.

    Usles_Driver_Softwear_101.png
    1200 x 720 - 90K
  • kyoto kidkyoto kid Posts: 41,205
    edited December 1969

    ...could you simply go to the Nvidia site and download the previous drivers from there?

    As I don't do any gaming at all, there is no point in having that service.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 1969

    Kyoto Kid said:
    ...could you simply go to the Nvidia site and download the previous drivers from there?

    As I don't do any gaming at all, there is no point in having that service.

    Same here. Just did that, lol. Back on Driver 347.88 and abated that 'Experience' junk. now the million dollar question, as I have the amputation tools open (evil laugh).

    Can I also uninstall all that PhysX Junk I've never used, or dose Iray in Daz Studio need that?

  • kyoto kidkyoto kid Posts: 41,205
    edited April 2015

    ...not sure if it or any other application uses it for animation. Carrara has soft body and particle physics so left it installed just in case.

    Never had it cause a conflict.

    Post edited by kyoto kid on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 1969

    Kyoto Kid said:
    ...not sure if it or any other application uses it for animation. Carrara has soft body and particle physics so left it installed just in case.

    Never had it cause a conflict.

    There was some discussion that it reduced the performance of Iray, if it was left on the Graphics card (instead of having it set to CPU only), Tho I have not tested that my self.

    Unless Iray explicitly for Daz Studio needs it... I know for a fact EagleCAD and SonarX1 don't use it, lol.
    Fldigi, Tina-Ti, EZNEC, OpenOffice, Nvu, Winamp, Gimp, Irfanview, ... It's all CPU only stuff.

    I thought that PhysX thing was inside the driver, not a separate part. Otherwise I would have never put it in this computer when I built it last year. When I downloaded the driver for that 8600GT, it put ALL this stuff in here. Or was it the motherboard M5A97 (shrugging arms).

  • ChuckdozerChuckdozer Posts: 453
    edited December 1969

    Just saw this in the change log...
    Added a Primary Axis option to the Create Primitive dialog; allows a user to reorient the geometry of a primitive such that what is historically assigned to Y+ can be assigned to 1 of 6 explicit directions - i.e. X|Y|Z +|-
    ...so simple yet so nice!

  • IkyotoIkyoto Posts: 1,159
    edited December 1969

    DAZ Installer keeps dling and installing 4.7 even though I did everything stated to get 4.8 to test.

    I just had the same problem, but this
    http://www.daz3d.com/forums/viewreply/804902/
    earlier post (# 528, third post on this page) of Iainsd helped me to solve it. In particular, I had to enable "public build" in the DIM settings.THANKS!

  • RAMWolffRAMWolff Posts: 10,229
    edited December 1969

    YAY. This is a good thing!

    Just saw this in the change log...
    Added a Primary Axis option to the Create Primitive dialog; allows a user to reorient the geometry of a primitive such that what is historically assigned to Y+ can be assigned to 1 of 6 explicit directions - i.e. X|Y|Z +|-
    ...so simple yet so nice!
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 1969

    RAMWolff said:
    YAY. This is a good thing!

    Just saw this in the change log...
    Added a Primary Axis option to the Create Primitive dialog; allows a user to reorient the geometry of a primitive such that what is historically assigned to Y+ can be assigned to 1 of 6 explicit directions - i.e. X|Y|Z +|-
    ...so simple yet so nice!
    Ignorance must be bliss. Why is that a good thing when making a Primitive in studio?? It appears at world center, and the XYZ rotate transit and scaling just work???
  • RAMWolffRAMWolff Posts: 10,229
    edited December 1969

    Because often times props are not following that, they come in with their rotations messed up and once they are saved they are kinda stuck like that regardless of how you try to fix them. Says they are zero rotation but they are not. Just how they were saved out. This will allow the end user to reassign the proper zero rotations to the prop and save it back out if they desire. I've run into this many times before so YES this is a good thing!

  • SpitSpit Posts: 2,342
    edited December 1969

    mjc1016 said:
    so things like Age of Armor's Ambient lighting don't seem to work,

    They don't work, because they're made to work in 3Delight, not Iray.

    It's a major difference in the way lighting works — 3Delight has to fake real-world lighting, with workarounds like the AoA Advanced lights. Iray, on the other hand, doesn't have to fake anything, it just does real-world lighting. It's a completely different way of lighting your scene, so we'll all have to re-learn how to do it if we want to use Iray.

    Don't forget, though, Iray is only the new default render setting; you can still change back to 3Delight, and all the lighting sets in your content and techniques you've learned will still work.

    I am aware, but what I am trying to do is learn how to get the lighting I like in the new system... its like having ridden a bike all your life then learning a unicycle :P

    Ambient lights...an attempt to mimic 'global illumination'.

    3DL only has light if you set that light by way of a light shader. Iray is capable of global illumination by telling it that the environment has light...just like the real world.

    Now, just like the real world, that light has to come from somewhere. Outdoor environments are easy...the light is just 'there'...the sun/sky/etc. Interiors need something...a window to let outside light in, a fire or other light source.

    Since Iray doesn't do fake ambient lights you need to create 'real' lights...either area lights to simulate windows/softboxes/large ceiling lights with diffusers/etc, use a 'portals' function (almost all PBRs have one) that designates certain geometry as being a transparent, light transmitting material or use photometric lights, just like a real room. But once there is light...the ambient part takes care of itself. The light will bounce around in the room and, if given enough time (low light can mean very long convergence times) you'll end up with something that mathematically is equivalent to that actual environment under that actual light...all the bells and whistles included...color bleeding, AO, etc.

    Now the thing to remember about the photometric lights...they, if set up correctly, will behave just like their real counterparts, so scale becomes very important. Just like it's very difficult to adequately light a 400 sq ft room with one 40W bulb (actually, that should probably be a 3200 cubic foot room 20 x 20 x 8), it will be just as hard to light a 400 sq ft scaled room with one photometric point light. Real-world falloff is a harsh mistress...

    Useful tip: Examine a lighting design program or catalog/home improvement store lighting department/find a friendly lighting professional and see what they recommend for both number of lamps and range of intensities to light some average size rooms.

    It is actually harder, unless done strictly to real world terms to light an interior with a PBR than it is to do an outdoor environment...just slap up a good HDR and you are set to go (or use the sun/sky simulator). Interiors...you have to set up 'real' lights or make windows...electrician or carpenter...take your pick.

    Good advice. However you're still missing something. Our pupils dilate in lower light so it's not enough to set up 'actual' lighting, we have to fiddle camera settings as well to simulate our own eyes reactions or the room will be way too dark even with 'real' lighting.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Spit said:
    Good advice. However you're still missing something. Our pupils dilate in lower light so it's not enough to set up 'actual' lighting, we have to fiddle camera settings as well to simulate our own eyes reactions or the room will be way too dark even with 'real' lighting.

    Yeah, I didn't go into that part...

    But goes with what I've posted elsewhere.

    Grab a camera, turn OFF all the automatic settings and spend time taking a lot of pictures. The eyes/camera link becomes very apparent then. Getting to know what a camera needs to be set at by what our eyes are 'saying' as opposed to some automatic setting goes a long way to setting up a render...especially one that is for a 'photorealistic' renderer (one that's simulating 'real' cameras).

  • MelanieLMelanieL Posts: 7,464
    edited December 1969

    Kyoto Kid said:
    ...could you simply go to the Nvidia site and download the previous drivers from there?

    As I don't do any gaming at all, there is no point in having that service.

    Same here. Just did that, lol. Back on Driver 347.88 and abated that 'Experience' junk. now the million dollar question, as I have the amputation tools open (evil laugh).

    Can I also uninstall all that PhysX Junk I've never used, or dose Iray in Daz Studio need that?
    Hi, can you 100% recommend driver version 347.88? I haven't been able to use Iray GPU rendering on my PC because my driver is very very old (the PC I use for DS rendering is not internet connected, so I tend to work on "if it ain't broke ..." basis) I was about to update to the latest driver when I spotted these posts about problems.

  • Arnold CArnold C Posts: 740
    edited December 1969

    MelanieL said:
    Hi, can you 100% recommend driver version 347.88? I haven't been able to use Iray GPU rendering on my PC because my driver is very very old (the PC I use for DS rendering is not internet connected, so I tend to work on "if it ain't broke ..." basis) I was about to update to the latest driver when I spotted these posts about problems.

    The 347.88 works nicely for me and my old rig w/GT 730, you may avoid the 350.12 version, I can't nail it but IMO it does some strange things f.e. raising up the time needed to render in comparision with the 347.88 Driver.
    Hopefully when 4.8 gets released we get a "Game Ready Driver for DAZ Studio Iradium". ;-)

  • MelanieLMelanieL Posts: 7,464
    edited December 1969

    Thanks, Stefan!

  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    This thread seems to be very much focused on Iray, but, what about 3Delight and DS itself!? How is anyone getting on with these in 4.8!? This is what interests me about 4.8.

    CHEERS!

  • scorpioscorpio Posts: 8,471
    edited December 1969

    Rogerbee said:

    This thread seems to be very much focused on Iray, but, what about 3Delight and DS itself!? How is anyone getting on with these in 4.8!? This is what interests me about 4.8.

    CHEERS!

    I'm still mostly using 3Delight its fine in 4.8, I think it is a bit faster but besides that its seems the same as it was - oh one other thing PWToon now renders without green shadows when using more than 1 light.

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