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© 2025 Daz Productions Inc. All Rights Reserved.
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Not between sessions, but in the beta you could restart a cancelled Iray render as long as the window was still there. I'm not sure if that's true now - there was a change to Iray that meant the render restarts from scratch if any settings are changed, I'm not sure if it restarts from scratch even if the settings are left alone.
Not between sessions, but in the beta you could restart a cancelled Iray render as long as the window was still there. I'm not sure if that's true now - there was a change to Iray that meant the render restarts from scratch if any settings are changed, I'm not sure if it restarts from scratch even if the settings are left alone.
Certain render settings changes cause the render to start over. You can always change the completion criteria for instance without it starting over. It can only start over though if the render window stays open.
Interesting I never get the saved button unless the status bar has run it's course to completion. What did you do after you realized you had a status bar? :-)
Click the Cancel button on the render window.
Interesting. When I click the Cancel button on the Viewport/render window the only option I get is to "Resume" not "Save". If I cancel in the progress bar window everything stops and the scene closes. :(
When you cancel the render (in the render window), LMB (Left Mouse Button) click in the name field (at the bottom of the render window), you can then enter a name for the file to save (you can also select the file type). The "Save" button will then show.
Maybe it was just in the beta, but like I said I didn't even see the status bar till last night and then I just let it render, the one last night took two hours and I did another one today that took 20 min but both were simple renders, however I dod change a setting and not sure how to turn it off, when rendering it has no background, I like that sometimes but now not sure how to change it
Render settings, environment. Draw dome on or off.
My mistake on the other.
A Save Render-In-Progress/Resume Render-In-Progress will be a great addition for Studio 4.9 :)
A Save Render-In-Progress/Resume Render-In-Progress will be a great addition for Studio 4.9 :)
That would be wonderful :-)
Thanks for all your responses. Got it working now :-)
May I ask how and where you change the render time settings. Someone said there were 3 settings. Where? And where's the info please. :-)
Greetings,
Under Render Settings, look in the 'Progressive' setting block, IIRC. That'll have Time, Iteration Count, and Convergence Percentage as options. The first to get hit will stop the render.IIRC, set the Time to '0' to render 'forever', i.e. until one of the others are hit. I don't know if the same works for iteration count.
-- Morgan
IIRC, set the Time to '0' to render 'forever', i.e. until one of the others are hit. I don't know if the same works for iteration count.
-- Morgan
Thank you so much Morgan :-)
So, I'm unsure on using Iray now, when rendering my cpu goes to 100% and my cpu temp goes to 176F and that's with a liquid cooling cpu fan, I guess I'm worried the strain will fry my parts...
If 80C is dangerously high will depend on which CPU you have.
An adequately cooled machine should be able to run at 100% 24/7/365, that's what they are designed to do.
I think my cpu is a u7 3770k it doesn't run that high all the time only during rendering it seems
80C is an acceptable operating temp. at 100% load for that CPU
It's at the top end of the normal range, but the 3770s were known to run a bit hot anyway.
(I've seen temps. as high as 94C being reported, looks like your water-cooler is doing its job.)
Running it at that temp. for months is not going to do it any harm, but that would be longer than I'm prepared to wait for a render. :-)
Ok cool I'm just worried I guess, my last pc i think was fried from overheating, it would work for some things but I wasn't even able too as a figure without it crashing to a blue screen, the pc I have now works great so I don't want to fry it, only thing I'm ranking of doing now is getting a new video card, I have a gtx 660 and works great but irays the new rendering system i'll probably want to get one of the newer video cards for it
More often than not, a CPU fried from heat won't work, at all. But a motherboard with bad capacitors (which can be a heat related problem, too) will work intermittently. And that is better dealt with by regular dust bunny abatement procedures...
I am rendering right now on a laptop. It is taking insanely long (about an hour and I am at < 10% convergence), GPU only, GPU running at 100%. The GPU and CPU are varying between 50 and 65 C... usually upper 50s to low 60s.
Now, I do have a manually controlled booster fan (it comes with MSI dominators... one of the reasons I got one), and I always turn that on while doing DAZ. But although the render time is insanely slow compared to 3DL, the temps are not appreciably higher. 3DL often got me near 60 on the CPU (though usually not the GPU).
I think Iray actually renders faster for me in some scenes then 3DL,it just makes my cpu hotter but I don't think by much, I'm hoping Age of Armour will create his lights for Iray and release them
It is no contest for me. Scenes that would render in 5 minutes in 3DL take a couple of hours in Iray.
Hey, folks.... So I did some thinking about my insanely slow render speeds last night and I realized something was up.
I had done a splash page for my comic with my main character, and the render took like 20 minutes at 2000x3200 or so. If that. And she has some glass goggles with reflectance that I know bump the render times.
But I put the same character into a room with 2 other characters and some basic furniture, yes all converted to Iray shaders, and all of a sudden it was insane... just to get past the 0% mark took 40 minutes. The whole scene took ~ 2 hours and then even though it completed DAZ crashed (this has happened before... if it is rendering and the damn screen saver kicks in, when you unlock the screen it crashes... annoying and I forgot to disable the SS).
Anyway, I thought OK, there must be something in the scene killing it. I took everything out but the wall and floor, and again... 20 minutes in and I was still at 0%. For walls and a floor??? So I thought maybe this was causing it. Took everything out but the girl who was in the splash page. Rendered. Same problem... no progress after 20 minutes. I thought, did I change something in some setting somewhere? So I loaded up the old splash page at full rez, ran it... within 2 minutes it was at like 75% completion. So clearly not settings.
Back to the old scene, I turned off everything but the girl, since she was in the other scene. Clothes are different but hair and skin is the same. Rendered just her. Again... it's crawling. 10 minutes later, still at 0%. At this point I am thinking, WTF?
By now I figured it must be the lighting. At this point I had 3 lights in the scene. A lamp, that was contributing very little, a sun direct light, which was there to create a beam of light through the window (the window is not there at this point, since all but the girl were turned off), and an overhead light that was a fluorescent light model with the light bulbs turned into Iray emitters. Maybe it's one of these? So I turned off ALL the lights, swapped the lighting environment from "scene only" to "dome and scene" and threw in an indoor industrial HDRI that I have laying around on my HD. Render... .And bam! 5 minutes in, we are at 90% convergence.
Thus, it seemed to be the lights. At first I thought maybe the renderer "needs" that HDRI map somehow, but I realized in my splash page, I did not have one. Sun and sky plus one mesh light, that was it. So back to "scene only", I tried turning off all lights but the sun. Here are the numbers from a scene lit by ONLY sun-distant:
0:40 - 15% - 34 iterations
1:09 - 55% - 198 iter
1:23 - 71% - 274 iter
3:45 - done (around 900 iter).
Well now, that is looking much better. Clearly it cannot be the sun-distant light. What about the fluorescent overhead light that I had turned into the emitter? Turned off sun-distant and turned on JUST the light object/emitter. Here are the times:
0:40 - 0% - 109 iter
1:09 - 3% - 249 iter
1:23 - 6% - 329 iter
3:45 - 11% - 1440 iter
My first reaction, right at 40 seconds was - bingo. This emitter object is the culprit. After 3:45, the scene with distant sun was done, and the emitter-object scene was at 11%. That is a HUGE difference. Add more objects to the scene and we can see why it would crawl.
But the question was, why? WHY is this light object causing a problem? I thought, is it maybe mesh lights? Does using the emitter slow things down? If so this will complicate lighting. So I tried a plane. Turned it into an emitter, set to the same # of lumens. Ran it again with JUST the plane. Here are the #s:
0:40 - 27% - 246 iter
1:09 - 49% - 509 iter
3:45 - 97% - 2068 iter
This surprised and pleased me. A flat plane mesh is just as speedy as the distant light oject (give or take).
But what the HECK is up with the fluorescent light object, then? I mean, after all... I did the same thing to the plane and the light object. Double-click the emitter icon, and then set the lumens. Why would the light object be killing render times?
So I checked it again and lo and behold I discovered that, at some point, I must have checked the two-sided light option. I thought, "That can't be it... can it?" So I unchecked it and tried again.
And lo and behold... the times got much better:
0:40 - 10% - 278
1:09 - 21% - 572
1:23 - 26% - 738
3:45 - 86% - 2222
Now, this is not quite as good as mesh and distant, but it is certainly acceptable. Clearly, the 2-sided option was, for some reason, KILLING the render time. I'm not sure why. But turning that option off helped a LOT.
The other thing I am curious about is why different lights converged for different #s of iterations. I guess the mesh lights are more complex and require the GPU to "think" more.
But in any case, if you are dealing with long render times, and using objects like light bulbs, check your options in emission and make sure two way is OFF.
Just an FYI.
OK ... so here's the thing nobody is saying anything about. iRay for DAZ does NOT access CUDA cores in parallelization. They work in serial mode. My guess is DAZ wouldn't pay for the additional license for iRay Photoreal, the package that allows for CUDA access (and networked render farms) in the full version of iRay.
And for those of you who think GPU rendering is the future, you don't understand the technology nor its future. A GPU does not and never will have the ability to handle the complex calculations within a core, as in a CPU. The instruction sets are just to simple for that level of computational complexity, regardless of how clever the algorithms are written. And parallelization does not overcome that. It's still the same simple instruction set, repeated over and over. So the algorithm running still cannot be complex. And physics based rendering require deep computational ability. CPU is the only thing that can truly do that.
Remember, running 3,000 Volkswagon beetles in a Formula 1 race does not improve your chances of actually winning.
However, I will say this ... adding iRay to DAZ is really awesome. It gives those who want photorealism something simple to use out of the box. Just make sure you have a GPU with plenty of RAM, otherwise thing slow down quite a bit. 2Gb .... um ... marginal. 4GB not much better for the average scene with a few characters with clothes and a set. At 6GB you're just getting to the point where you can render at full GPU speeds just about anything, short of huge scenes.
How did you come to this conclusion? What tests did you run or what valid information did you find to support this claim?????
You're also quite wrong on a few other points, but I'll leave that to others to point out.
Kendall
So wrong to be beyond correction. Reminds me of the Seymour Cray arguments against massive parallelization (a secret genetic experiment resurrected Cray? a time machine brought him from the past? inquiring minds want to know :lol:).
Let's keep the discussion civil please.
I am running on an iMac 27" system, which has an NVIDIA GeForce GTX 680MX card built in. The specs indicate it has 2048MB memory and 1536 CUDA cores. So, how do I get Iray to work with this? When I go to the Render tab, Advanced pane, under Photoreal Devices and Interactive Devices it only shows the CPU.