dForce Fluxx Hair requires an additional 16 GB of memory to render

I'm so tired. I've spent the past couple hours crashing/closing, reopening, removing elements, and it's draining what little energy I have.

The scene is 3 people, no set/environment. Two Genesis 8 figures, both with hair, shirts, shoes, and one in a jacket and the other holding a phone. The Genesis 9 figure has Genesis 8 shoes fit to Genesis 9, dForce Fluxx Hair, shirt, and a skirt, as well as a handbag and phone.

I could not render this with 32 GB of system memory. This was infuriating, but I tracked it down to the dForce Fluxx Hair. Without that, everything renders fine. With it, no chance, it crashes.

So, I saved a copy with only the offending figure with the Fluxx hair and these are the results.

Currently, with all other programs are closed, 27.7 GB free before open Daz, and 26.6 GB free with Daz open with nothing loaded.

Hair enabled:

25.5 GB free with the scene loaded. Peaked at 6.4 GB available and render is empty.

Hair deleted:

25.0 GB free with the scene loaded. Peaked at 22.3 GB available and render is empty.

That's a 16 GB difference. This does not seem right. 

Comments

  • ExitofExitof Posts: 50

    Additionally, searching for "Fluxx" in the store results in 9 items, but only 8 are visible (I verified via incognito mode). Searching for "chevybabe25" does list the product in the store, though, so it's not unlisted.

  • chevybabe25chevybabe25 Posts: 1,242
    edited September 18

    The Fluxx hair was made in pre- iray curves era.  What does that mean? Well curves reduce the weight significantly, but the direction the uvs run have to be turned.

    It also means you need to use either the dual lobe w fiberuv  or omni shader, then change the line tesselation to 0.   I have 2 shader sets in the store, both that will change the tesselation over as well as the color etc.

    Omni is the newest.  https://www.daz3d.com/revolution--omni-shader-presets-for-strand-based-hairs

    The dual lobe is older:  https://www.daz3d.com/line-zero-dforce-strand-hair-shaders

    Post edited by chevybabe25 on
  • ElorElor Posts: 1,095

    I suppose you're speaking about this hair:

    https://www.daz3d.com/dforce-fluxx-hair-for-genesis-9

    It's a strand based hair and will likely use the oldest technology which mean it'll eat memory like there is no tomorrow.

    Now, a new technology does exist which can be applied to older strand based hair either manually or with products:

    https://www.daz3d.com/forums/discussion/675841/omni-shader-hair-thread

  • ExitofExitof Posts: 50

    chevybabe25 said:

    The Fluxx hair was made in pre- iray curves era.  What does that mean? Well curves reduce the weight significantly, but the direction the uvs run have to be turned.

    It also means you need to use either the dual lobe w fiberuv  or omni shader, then change the line tesselation to 0.   I have 2 shader sets in the store, both that will change the tesselation over as well as the color etc.

    Omni is the newest.  https://www.daz3d.com/revolution--omni-shader-presets-for-strand-based-hairs

    The dual lobe is older:  https://www.daz3d.com/line-zero-dforce-strand-hair-shaders

    Are you going to update your products to set the tesselation to 0? It would seem to make sense to update the few products that this impacted so that all that own the product benefit from the small change rather than having to buy a secondary product for $25.

    I fixed it on my end editing the file to set the tesselation to 0, but I'm sure others would appreciate it being updated to fix this issue.

    Thanks

  • chevybabe25chevybabe25 Posts: 1,242

    Setting the tesselation to 0 wont do much unless you add a whole new shader that turns the uv properly.

    Updating all those products like that would literally require brand new shaders,material presets, and promos.  Thats a whole lot of work for something with no return, as Daz owns them.

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