Excessive Memory Usage (Logs attached)
Greetings all, I just downloaded a host of assets, and suddenly my memory usage is going through the roof. Daz is using 11GB of System RAM on a scene it was only using 2 on last night. Whenever i load a scene with this specific model in it, the log throws this series of errors:
2022-03-18 16:20:47.778 [WARNING] :: ..\..\..\..\..\src\sdksource\fileoutput\dzassetoutfile.cpp(11290): No geometries match the vertex count of morph "PHMEyelashesCurl"
2022-03-18 16:20:47.918 [WARNING] :: ..\..\..\..\..\src\sdksource\fileoutput\dzassetoutfile.cpp(11290): No geometries match the vertex count of morph "PHMEyelashesTopPoint"
2022-03-18 16:20:47.918 [WARNING] :: ..\..\..\..\..\src\sdksource\fileoutput\dzassetoutfile.cpp(11290): No geometries match the vertex count of morph "PHMEyelashesCurl"
2022-03-18 16:20:47.927 [WARNING] :: ..\..\..\..\..\src\sdksource\fileoutput\dzassetoutfile.cpp(11290): No geometries match the vertex count of morph "PHMEyelashesCurl"
2022-03-18 16:20:47.935 [WARNING] :: ..\..\..\..\..\src\sdksource\fileoutput\dzassetoutfile.cpp(11290): No geometries match the vertex count of morph "PHMEyelashesCurl"
2022-03-18 16:20:48.012 [WARNING] :: ..\..\..\..\..\src\sdksource\fileoutput\dzassetoutfile.cpp(11290): No geometries match the vertex count of morph "PHMEyelashesCurl"
One of the assets i downloaded today was the Genesis 8 Female Body Morphs (https://www.daz3d.com/genesis-8-female-body-morphs). It's the only thing i can match to the error messages, and it only seems to happen with one character. Any scene that she's in. The rest don't do this. So, would it be a problem with the asset itself? Or could the solution be something as simple as removing/re-applying the eyelashes? or changing them?
Not terribly knowledgable in this stuff, so thought I'd reach out. Thanks :)
Comments
What is the model? The high memory use and the mismatched vertx counts make me wonder if you have somehow baked it to high resolution mesh. Having a lot of morphs with non-zero values will also increase the system load, especially if they are HD morphs and the figure is at a higher resolution in the current draw mode (even if it isn't baked to that resolution).
I've got zero experience with (or attempts at) texture baking. The model isHP Luthril (https://www.daz3d.com/hp-luthril-for-genesis-8-female-s). I've used her in several scenes, and never had the issue until right this moment. Nothing's changed about her between last time and now. It should also be noted that i went down her morphs list for the asset in question, she's actually the *only* character that seems to default to 0% on all eyelash morphs. The rest all have two or three cranked up to 100% (though ive never made any changes to them myself). Luthril's are all sitting at 0. Which makes me wonder, is that a cause? or an effect?
Thought if maybe i delete her and add her back to the scene, that might reset whatever was causing the issue, but now Daz is using 21 gigs of System RAM, and isn't giving me the same error messages as before in the logs ... sigh, im at a loss here. The only thing that's changed is the assets i downloaded, so it's got to be one of them, I'll just have to uninstall them one by one until i figure out which, starting with body morphs
It looks like the scene in that render is inside a room with a figure, hair, clothes, some furniture, other props, and I see at least 3 emmisive candle flames as well as other light sources. It doesn't really seem like that much memory for DAZ to be using to render that scene.
What viewport preview style is behind that render window? What's the Subdivision on that figure set to?
As for the Warnings, does that figure perhaps have fibermesh eyelashes rather than the more standard Genesis eyelashes?
The thing is that Daz allocates that memory as soon as the scene loads, and i've rendered about 30 other shots in that room, at various angles, with the other 5 characters in it, and memory usage has never exceeded 6 gigs (at the worst). Something changed today, but nothing with the scene. This exact same shot rendered with 4-5 gigs of system ram usage yesterday. It's boggling. And now, that we're about 98% done with the render, RAM usage in Daz has dropped to the lowest ive ever seen it ... 204 MB O.o Still with no log errors.
Edit: Nope, just shot back up to 21 gigs again.
Viewport Preview is Texture Shaded. That's what i generally work in. And as far as im aware, Luthril is not an HD character, and does not have fibermesh eyelashes. But again, I've rendered her in probably 100 shots before today without any of these problems. My mind is going to the assets, but i've yet to try uninstalling the one im suspecting is causing the issue.
You're saying that scene uses up 21gigs of RAM as soon as you load it in texture shaded preview? But is also using that same 21gigs of RAM durring a render? That's definitely unusual.
My thoughts exactly. Render's finally finished, so i can start uninstalling assets and see if any of them are the cause.
Edit: Might be more complicated than i thought. I transferred all my assets over to a library on an external drive since C was running out of room. The Content Panel and Smart Content Panel both pick up all my assets, while simultaneously telling me that none of the products are installed, so uninstalling them through Daz is not an option, gonna have to track them down manually >.<
Welp, it's not an asset issue. No idea why it would suddenly be almost doubling the amount of RAM normalyl used to work with this scene. I googled some things, found out that others have experienced these issues with broken presets, so i deleted my preset for this character and rebuilt it. No dice. Something's causing it, the logs aren't displaying anything that can help isolate it. Nothing's been added to or changed since i first built the scene. Things get moved around and hidden, but not added or removed. So i guess it'll just remain a mystery. At least i can still render the shots. I should be happy with that.
So I was just reading back through this thread in an attempt to figure out what I'm missing, and I came across this "30 other shots in that room, at various angles, with the other 5 characters in it"
You keep saying that nothing in the scene has changed, only moved around or hidden.
Are you saying that scene has 5 hidden characters in it? And that you've been moving them around, and presumably posing and reposing them while rendering it 30 times?
Have there been any dForce simulations?