Show Us Your Iray Renders. Part III
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The "virtual memory" is the shared memory some Nvidia cards have (giving access to 2 GB on the card and 2 GB of the system RAM), but Iray can only use the memory that is on the graphics card. So the Nvidia Geforce graphics card that I currently use, with 2 GB on the card and 2 GB dedicated system RAM, can only use the 2 GB on the graphics card when rendering.
Which is important to know, and understand, for many of the new Iray users, because there are lots of graphics cards like that out there, cards that in many cases have been advertised as having 4 GB of video/graphics memory.
I have. For me, it seems to happen when I cancel a render before the scene file is generated or completely sent to the card. I haven't found a consistent cause, but mostly I try to avoid it instead of trying to make it happen. :)
Your workflow sounds great! I've been working on making products instead of doing art. Most of my testing and workflow have been on making things as efficient as possible for a best user experience. I do understand what you are doing and that is fantastic! Taking the best advantage of softwares and hardwares! Good stuff.
The "virtual memory" is the shared memory some Nvidia cards have (giving access to 2 GB on the card and 2 GB of the system RAM), but Iray can only use the memory that is on the graphics card. So the Nvidia Geforce graphics card that I currently use, with 2 GB on the card and 2 GB dedicated system RAM, can only use the 2 GB on the graphics card when rendering.
Which is important to know, and understand, for many of the new Iray users, because there are lots of graphics cards like that out there, cards that in many cases have been advertised as having 4 GB of video/graphics memory.
So it is exactly what I thought - just shared mem, which isn't of interest here because it can't (and won't) be used.
I reported that in the Iray beta thread a couple of weeks ago after getting more and more irritated by having to regularly restart DS to get the memory back.
That "HD" doesnt take extra mem when rendering, at least nothing really noticeable - I haven't noticed any difference when using HD or not.
DAZ Chris already explained that the textures get compressed before send to the video card so there is nothing to say anymore and everything is clear , I don't render my figures with 1000x1000 textures but on full resolution so what is so strange about ? I want 100% quality and not quantity
I got really curious... as just two G2F and 2GB of VRAM sounds very strange to me - too much for it.
I really dont understand your argument about the virtual memory a video card should take, a card only takes "virtual memory" if it has shared mem... if not it has the given VRAM and that's all - if that RAM is filled, it is filled and no virtual mem is taken.
Anyway, I just wanted to jump in and show you... 12 Genesis-2-Females, all different textures, even different morphs, some are HD (Iray doesnt care about HD) and the bikini ;) -> picture is attached.
System is still reacts at full speed, no slow down.
The scene just takes a bit more than 3GB - I've attached also the GPU-Z statistics, showing the memory usage of three cards.
I just started messing around with IRay for the first time today... I'm liking what I see so far.
I decided to play around with adding Iray materials to one of my models... The Bruckner Typhoon.
The background is my Very Large Facility Set.
I never really liked how FireFly or 3D Delight did metallics, and forget trying to get convincing colored glass or car paints.
What you see below is a quick crappy render with no attention to lighting or shadow or anything other than loading the model and playing with the materials.
There are fireflies here and there and the glare and shadows are terrible...
But...
What I see is a great start... Compared to my first 3D Delight render back when I didn't know much about using it, this first Iray render is way, way better.
Thanks for this new Renderer DAZ!
My card have 2GB VRAM and 4 GB Shared Memory
there was some miss match info about the virtual memory
Iray can use virtual memory but only when rendering with CPU
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The entire scene must fit into GPU graphics memory in order for iray to take advantage of GPU acceleration. If the scene does not fit unto into a GPU’s memory, that GPU is ignored and all processing takes place on the CPU and in RAM and run much more slowly. If the scene exceeds RAM, then iray will use virtual memory and run more slowly yet.
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The "virtual memory" is the shared memory some Nvidia cards have (giving access to 2 GB on the card and 2 GB of the system RAM), but Iray can only use the memory that is on the graphics card. So the Nvidia Geforce graphics card that I currently use, with 2 GB on the card and 2 GB dedicated system RAM, can only use the 2 GB on the graphics card when rendering.
Which is important to know, and understand, for many of the new Iray users, because there are lots of graphics cards like that out there, cards that in many cases have been advertised as having 4 GB of video/graphics memory.
Just to be clear: dont mix the different "virtual memories"...
When rendering with CPU Iray does take "virtual memory" which finally just means it takes your systems RAM and there the only limit is how much free RAM you have, which isn't the virtual memory reserved for your GPU.
I think that means if the CPU render runs out of physical RAM it can swap to the virtual memory - the file on disc - butt hat brings a huge slow down. I don't, from the way it is phrased, believe it is referring to the way the GPU may be able to use system RAM if it runs out of dedicated RAM.
Of course, you are right - when the system runs out of physical RAM it can use the swap file also for Iray, missed that point.
But I never want to try it out, rendering under that situation will take ages :D
We have removed some posts as the topic seemed to be getting a little over-heated. It is perhaps time to let the issue of how much can be fitted into GPU memory at what cost in quality a rest.
...that looks really good.
I have tested it, Iray does not use system RAM, not even dedicated system RAM, only whatever memory is on the graphics card. So even though my graphics card, with 2 GB on the card, has access to another 2 GB dedicated system RAM, I can only use the 2 GB on the card when GPU-rendering. Which, on my computer at least, brings with it the additional problem of Iray not being able to use the 2 GB of system RAM that are earmarked for the graphics card when CPU-rendering...
...Using an HDRI is one thing, create a setting all with geometry (like a Stonemason set and background scenery that is composed of meshes) and then you are talking a much heavier GPU load along with the characters. That validates the need for a high memory GPU like the Titan-X.
BTW I have this HDRI set wishlisted.
I didn't make any changes to the beams out the side. I didn't add a shader to them either. I really wanted to have the beam out the front to be kind of emissive but when I turned it into emissive, it would look too solid and wouldn't give off enough light. Instead, I thought about just putting a spot light coming off the bot shining pass the girl. That seemed alright. So I took the beam and gave it a frosty glass shader. I think if I up the opacity and narrow it down to where the spotlight edges touch the beam edges, it will look alot better.
...I would think lowering the opacity would be better as the higher you set it the more "solid" it will look. Don't have the workstation running right now. Not sure But I think the frosted glass shader does have a roughness factor (either Glossy or Refractive) you could maybe reduce that as well.
The best way to get a "beam" is to use volumetrics or a fog effect however this has to be handled differently in Iray than 3DL and is also affected by the ambient lighting as well.
Yes! That follows with exactly what I'm seeing. 4GB can do a LOT.
...until you add more geometry and texture maps like for hair clothing and a setting.
I think that means if the CPU render runs out of physical RAM it can swap to the virtual memory - the file on disc - butt hat brings a huge slow down. I don't, from the way it is phrased, believe it is referring to the way the GPU may be able to use system RAM if it runs out of dedicated RAM.
...I run into that a lot with my scenes.
Well.. why not? :)
Characters and frames from my current animation project (converted to Iray from Octane).
Really beautiful work, a-sennov!
- Greg
Excellent!
Nice work a-sennov, thanks for sharing !
I am struggling to get the ears semi transparent so it will give off that soft red diffused glow.
The figure I am using is Genesis 1 Elias.
And after hours of fiddling, the ears seem to still be solid and no scattered light goes through them!
What am I missing?
As I understand it:
It can't be bright, even light. Dim is better.
There has to be a light directly behind the ears.
The translucency and SSS both need to be set higher than 0.4. You could go as high as 1.0/100% for the SSS since it won't screw up lighting on the rest of the skin like high translucency can.
Doesn't need to be dark. Just needs a bright light behind the ears and enough weight on the skin settings.
This image i did, lots of that translucency quality, bright sunny image :)
7000 samples in 1 hour 40 minutes with a 3GB GTX780. I think it came out OK.
yes it did
it was done in minutes, render 5000 samples on gtx 760 but did not clean out everything even if I set on 10000 so I give up on trying , just messing around with stuff and new light sources
Greetings,
Oh my gosh! Talk about revitalizing an older set...That's what we should start up; a thread of finding really low SKU models/sets (that one's not THAT low a SKU, but it's from March, 3 years ago, IIRC), and what kind of tweaks we can do to make them look great in Iray! That'd be kind of a blast... :)
-- Morgan