Released: "A Touch Of Dirt For Iray" (Commercial)

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Comments

  • fastbike1fastbike1 Posts: 4,078
    edited September 2016

    The product works fine on Studio 4.9.2.70 w/ a GTX980TI. Windows 7

    Touch of Dirt- V3 PD2 other Full 02 alien-GPU 98% converged.png
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    Touch of Dirt- V3 PD1 Full 08-GPU 98% converged.png
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    Touch of Dirt- V3 PD1 Full 01 camo-GPU 26% converged.png
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    Touch of Dirt- V3 PD1 Full 08-GPU 26% converged.png
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    Post edited by fastbike1 on
  • namffuaknamffuak Posts: 4,146
    namffuak said:

    Thank you a lot Barbult and evilded77. On my side I'm stuck... lost.... and sad ... For my shader I can render it only in CPU mode whatever the computer I use, and for MEC4D shader, I can or cannot render it GPU depending on the computer I use. I wonder if I have one computer were GPU seems always off.

    I don't really see what I can do. I don't want to buy a new video board until the Nividia "Pascal" cards are supported by Iray. I hope there will be a solution soon. I could update the shader but the reason why GPU does not accept it is unknown, so I wait to see if the next update of the beta will "autosolve" it.

    Just a suspicion - try rendering a cube instead of a sphere; is there a possibility there is an issue with edges? I'll take a look when get home.

    Never mind - I managed to crash with both a cube and a sphere. Need to wait and see what shows up on the trouble ticket.

  • namffuaknamffuak Posts: 4,146
    fastbike1 said:

    The product works fine on Studio 4.9.2.70 w/ a GTX980TI. Windows 7

    Yep. There is an issue of some kind with the updated Iray release in the public beta. This, TerraDome 3, and IIRC someone posted elsewhare that Mec4D's procedural shaders were showing a similar problem in the beta.

  • evilded777evilded777 Posts: 2,464
    namffuak said:
    fastbike1 said:

    The product works fine on Studio 4.9.2.70 w/ a GTX980TI. Windows 7

    Yep. There is an issue of some kind with the updated Iray release in the public beta. This, TerraDome 3, and IIRC someone posted elsewhare that Mec4D's procedural shaders were showing a similar problem in the beta.

    I am not having a problem with TD3 that I am aware of.

  • V3DigitimesV3Digitimes Posts: 3,150
    edited September 2016

    Hi, i have some problems with this product

    1st: i do not see an apply-button on the script-menue. How can i apply without such an option?
    2nd - and this is the really problem: when i use the shaders on a geometry-shell and i activate Iray, then my screen is becoming black.
    The computer is still on, but i have to reboot. I think this is too much for my graphic card.
    In the moments when i activate iray after adding the shader, daz "hangs". After this the screen is becomming black.

    I have never had this problem before.
    I am not able to use this shader without getting this problem.

    See my hardware-details in the attachment.

    What can i do?

    Hello,

    1. The "apply" button can be placed in the script menu if you browse, once only, to the "v3dpd apply dirty shell" script using the content library (or if you are in the smart content, right click on "show asset in : content library"). Then when you see it in its content library folder or virtual folder, you right click on this file, and make "Create custom action". Then in will be located in the top scripts menu of Daz Studio interface. If you try to find it in the smart content, it has been place in Utilities category, not in script, I'm not responsible for this so I would not be able to answer why this was a better category.

    This loads the shell + the shaders. If you want to load only the shaders, you have two files for that :  v3d pd swap for procedual dirt 01 and v3d pd swap for procedual dirt 02 which apply two different variations of the shader without applying the shell.

    2. Are you using the public build of Daz Studio or the Release version? If you are using the public build, there is an issue with it so far for this shader and a few other shaders.

    If you are using the public build (4.9.3.71 or above), the best thing is for the moment to use this product only on the "normal" release of Daz Studio, this should solve your issues.  You can also use CPU only in the render settings "advanced". The crash problem comes from the video card with this Iray version in the public build. On the release version, no issue have been reported so far, so this comes from the way public build of Daz Studio handles this shader. Daz is aware of the issue and I'm working on this too. For now it seems that the lastest Iray update and integration in Daz Studio is not as robust as it was before. Some shaders which were previously supported are not any more, but since everything is in a BETA stage, patches are going to be progressively developped.

    So the answer to "what can I do" is go back to Daz Studio General release (I'm not sure I think it is "4.9.2.something" but I'm not sure), this should solve your problem.

     

    glad i saw all this before purchasing.  while i have a huge video project that could use this to the full, i dont want to get it until all the issues are fixed.  let me know when here is an update and i will consider it again.  still hopng for a dirt for iray presence :)

    This is a wise decision. For now I tried to simplify the shader until it does not crash any more, but there remain a speed issue, and it seems that the crashes come back with long calculations. I worked a lot of this, but a large part of the issue does not depend on me but on the software and the render engine. There is nothing wrong in the shader itself, all Iray limitations are respected, yet, it still crashes things. So I keep contact with Daz to see about the various updates, and my experiments on this already induced several bug reports.

    I'm really sorry about that, and I'll let you know when an update fixes this.

    namffuak said:

    Thank you a lot Barbult and evilded77. On my side I'm stuck... lost.... and sad ... For my shader I can render it only in CPU mode whatever the computer I use, and for MEC4D shader, I can or cannot render it GPU depending on the computer I use. I wonder if I have one computer were GPU seems always off.

    I don't really see what I can do. I don't want to buy a new video board until the Nividia "Pascal" cards are supported by Iray. I hope there will be a solution soon. I could update the shader but the reason why GPU does not accept it is unknown, so I wait to see if the next update of the beta will "autosolve" it.

    Just a suspicion - try rendering a cube instead of a sphere; is there a possibility there is an issue with edges? I'll take a look when get home.

    No the log file shows it really comes from the shader. I suspect the "lambdas" (now that I know what it is) calculation to crash the video board. The less or less complex lambdas I have, the less crashes I have.

    Post edited by V3Digitimes on
  • fastbike1 said:

    The product works fine on Studio 4.9.2.70 w/ a GTX980TI. Windows 7

    Yes, thank you for confirming. This is because it is not the public build :) I've already spent around 10 days playing with "special" shaders in shader mixer (not only this one but others too involving procedural stuff), and a various elements seem to cause crash or slow down (20 times slow down minimum) in comparison with the 4.9.2.70 which works exactly as it should for this shader.

    namffuak said:
    fastbike1 said:

    The product works fine on Studio 4.9.2.70 w/ a GTX980TI. Windows 7

    Yep. There is an issue of some kind with the updated Iray release in the public beta. This, TerraDome 3, and IIRC someone posted elsewhare that Mec4D's procedural shaders were showing a similar problem in the beta.

    MEC 4D procedural shaders have no issue in the beta as far as I am informed, which would be normal because they don't involve procedural opacity and special operations on procedural bump. But yes a few things, products, shaders, other than mine and including "A touch of dirt" make the beta crash. I guess this is why a beta is a beta.

    namffuak said:
    fastbike1 said:

    The product works fine on Studio 4.9.2.70 w/ a GTX980TI. Windows 7

    Yep. There is an issue of some kind with the updated Iray release in the public beta. This, TerraDome 3, and IIRC someone posted elsewhare that Mec4D's procedural shaders were showing a similar problem in the beta.

    I am not having a problem with TD3 that I am aware of.

    I think at least one shader made by Traveller for TD3 had an issue in the public build, so not every TD3 stuff was concerned. I think there was an update, I'm not aware if it solved everything or not. There initially was an issue of number of texture limit.

  • Lonesome CowboyLonesome Cowboy Posts: 158
    edited September 2016

    ups ... how can i delete this?

    2016-09-07 20_56_23-Current Hardware Features.jpg
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    Post edited by Lonesome Cowboy on
  • V3DigitimesV3Digitimes Posts: 3,150
    edited September 2016

    ups ... how can i delete this?

    Hi Lonesome Cowboy!!! (I have the impression I am in the far west). Have you seen my answer? Have you tried to use it on DS 4.9.2.70 (the official version, not the public build)?

    Post edited by V3Digitimes on
  • CelexaCelexa Posts: 73

    This product looks awesome, but I use the latest beta for Iray renders because my 10 series card doesn't work with the previous versions. Has this been fixed in the latest beta or should I still hold off on a purchase?

  • barbultbarbult Posts: 24,245
    Celexa said:

    This product looks awesome, but I use the latest beta for Iray renders because my 10 series card doesn't work with the previous versions. Has this been fixed in the latest beta or should I still hold off on a purchase?

    It is working again in 4.9.3.153. I haven't updated to the new beta that came out about a day ago, so I don't know about the latest.

  • V3DigitimesV3Digitimes Posts: 3,150
    Celexa said:

    This product looks awesome, but I use the latest beta for Iray renders because my 10 series card doesn't work with the previous versions. Has this been fixed in the latest beta or should I still hold off on a purchase?

    Yes the issue was repaired with the 4.9.3.153 or something like that. Obviously it should work with the latest build. I cannot test, the computer were the public build is installed does not want to start... Windows 10...

    Thanks Barbult for your confirmation :)

  • barbultbarbult Posts: 24,245

    I'm really glad it is working again. I really missed A Touch of Dirt.

  • V3DigitimesV3Digitimes Posts: 3,150
    barbult said:

    I'm really glad it is working again. I really missed A Touch of Dirt.

    Lol you cannot imagine how glad I am it is working again too.... ☺This story was a nightmare.  What a relief when all this was solved. I will have to modify the forum thread to mention that everything is fine now.

  • Deadly BudaDeadly Buda Posts: 155

    Hi!

    I have an old "Mech" figure that needs some dirt. In the scene, he turns his head. The problem I'm having is that his stationary legs are fine, even when the figure and shell are Nulled and move in the scene. However, when he turns his head, the dirt doesn't seem to move correctly. Like his head is turning through the dirt, rather than the dirt correctly sticking to his  head as it turns. 

    How can I fix this problem? I know it's probably easy but I'm not very experienced with baking textures or LIE yet, which I'm guessing is probably the method.

    I tried using two different shells parented differently, but I still get the residue of the both shells overlapping on the other parts. Is it possible to maybe use Geometry Editor to edit the shell? Unfortunately the Mech is like a boned object, so its difficult to delete seperate parts. The shell for the whole figure keeps getting made.

  • dougjdougj Posts: 92
    edited June 2019

    Hi!

    I have an old "Mech" figure that needs some dirt. In the scene, he turns his head. The problem I'm having is that his stationary legs are fine, even when the figure and shell are Nulled and move in the scene. However, when he turns his head, the dirt doesn't seem to move correctly. Like his head is turning through the dirt, rather than the dirt correctly sticking to his  head as it turns. 

    How can I fix this problem? I know it's probably easy but I'm not very experienced with baking textures or LIE yet, which I'm guessing is probably the method.

    I tried using two different shells parented differently, but I still get the residue of the both shells overlapping on the other parts. Is it possible to maybe use Geometry Editor to edit the shell? Unfortunately the Mech is like a boned object, so its difficult to delete seperate parts. The shell for the whole figure keeps getting made.

    The dirty shells and shaders have to be applied after you pose your figure. After applying a dirty shell, a message script will pop up saying "Done". The 1st paragraph reads "Remember this dirt is based on procedural Noises, and will not follow the poses of the figures, this is why it is recommended to pose the figures before adjusting the dirt if you wish to do so."

    The PDF manual also says it is not compatible with animations using animated figures.

    I don't know if you can bake the dirt on the figure since it uses a shell.

     

    Post edited by dougj on
  • evilded777evilded777 Posts: 2,464
    dougj said:

    Hi!

    I have an old "Mech" figure that needs some dirt. In the scene, he turns his head. The problem I'm having is that his stationary legs are fine, even when the figure and shell are Nulled and move in the scene. However, when he turns his head, the dirt doesn't seem to move correctly. Like his head is turning through the dirt, rather than the dirt correctly sticking to his  head as it turns. 

    How can I fix this problem? I know it's probably easy but I'm not very experienced with baking textures or LIE yet, which I'm guessing is probably the method.

    I tried using two different shells parented differently, but I still get the residue of the both shells overlapping on the other parts. Is it possible to maybe use Geometry Editor to edit the shell? Unfortunately the Mech is like a boned object, so its difficult to delete seperate parts. The shell for the whole figure keeps getting made.

    The dirty shells and shaders have to be applied after you pose your figure. After applying a dirty shell, a message script will pop up saying "Done". The 1st paragraph reads "Remember this dirt is based on procedural Noises, and will not follow the poses of the figures, this is why it is recommended to pose the figures before adjusting the dirt if you wish to do so."

    The PDF manual also says it is not compatible with animations using animated figures.

    I don't know if you can bake the dirt on the figure since it uses a shell.

     

    The dirty shells and shaders have to be applied after you pose your figure. After applying a dirty shell, a message script will pop up saying "Done". The 1st paragraph reads "Remember this dirt is based on procedural Noises, and will not follow the poses of the figures, this is why it is recommended to pose the figures before adjusting the dirt if you wish to do so." The line you quote from the directions is not the same as the first thing you say here.

    "...before adjusting the dirt ".  You can add the shellls and shaders at any time. What the directions say is that you may need to adjust the parameters to get the look you want after posing.

    As for the OP's issue, a picture might be better than a text description. However, you should very well be able to show/hide the different parts of the shell... that's an inherent feature of the geometry shell. I beileve its by bones that you can turn them off.  The shell can't be posed by itself, but I am pretty sure, also, that it is going to follow any posing of the base figure so the shell should be following the head when you pose it. Hence... maybe a picture would show the problem better?

  • kfox65kfox65 Posts: 60

    I'm having issues, and can't figure it out no matter what I do. Here are the examples:

    Michael 7 default

    Michael 7 with "A Touch of Dirt" base only

    Michael 7 with "A Touch of Dirt" with Preset 1

    Michael 7 with "A Touch of Dirt" with Preset 4

    This is the same setup, lights, everything. The only thing different is adding "A Touch of Dirt for Iray."

     

    Michael7 Default.jpg
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    Michael7 Default With V3DPD Base only.jpg
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    Michael7 Default With V3DPD Full Preset1.jpg
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    Michael7 Default With V3DPD Full Preset4.jpg
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  • barbultbarbult Posts: 24,245
    edited October 2019

    Try increasing the Mesh Offset distance on the Geometry Shell in the Parameters pane. By default it is very small. Try 0.010.

    Michael 7 A Touch of Dirt Preset 1 Camo.jpg
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    Post edited by barbult on
  • kfox65kfox65 Posts: 60

    Hey barbult - that did the trick. Thanks much! 

  • V3DigitimesV3Digitimes Posts: 3,150
    edited October 2019

    Hi, thanks for the answer barbult!

    Yes, it does the trick. What seems to happen since Daz Studio 4.12 is that if you look in close up or at a given distance, the shell do not react the same (you have to increase the offset of the shell as you increase the distance of the camera). I am going to ask Daz if this is normal or not. I'll have a look if I have to add a script to change the offset of the shell.

    EDIT: finally I'm already updating the product to change the offset by default to 0.025 cm which seems much better whatever the distance of the camera to the dirty object... Re-edit: no, finally I'll have to add a script in addition to this.

    In the meantime, while waiting for the update, please select the Geometry shell, and in the parameters pane, choose mesh offset, set 0.01 for close up or 0.025 for longer distance shots. For very long distance shots, you can even increase this value, until you "split" the shell from the body for the render engine.

    Post edited by V3Digitimes on
  • KA1KA1 Posts: 1,012
    dougj said:

    The dirty shells and shaders have to be applied after you pose your figure. After applying a dirty shell, a message script will pop up saying "Done". The 1st paragraph reads "Remember this dirt is based on procedural Noises, and will not follow the poses of the figures, this is why it is recommended to pose the figures before adjusting the dirt if you wish to do so."

    The PDF manual also says it is not compatible with animations using animated figures.

    I don't know if you can bake the dirt on the figure since it uses a shell.

     

    This is why I should re-read product manuals after a lengthy Daz hiatus before rendering out an animated scene!! Still, it was only a light minimalistic test for the actual scene so confirming the shader not suitable for animation at that point was better than if I'd gone gung ho and noticed after hours of rendering an expected final cut before finding out!!
  • V3DigitimesV3Digitimes Posts: 3,150
     

     

    KA1 said:
    dougj said:

    The dirty shells and shaders have to be applied after you pose your figure. After applying a dirty shell, a message script will pop up saying "Done". The 1st paragraph reads "Remember this dirt is based on procedural Noises, and will not follow the poses of the figures, this is why it is recommended to pose the figures before adjusting the dirt if you wish to do so."

    The PDF manual also says it is not compatible with animations using animated figures.

    I don't know if you can bake the dirt on the figure since it uses a shell.

     

     

    This is why I should re-read product manuals after a lengthy Daz hiatus before rendering out an animated scene!! Still, it was only a light minimalistic test for the actual scene so confirming the shader not suitable for animation at that point was better than if I'd gone gung ho and noticed after hours of rendering an expected final cut before finding out!!

    Yes, for an animation, it can only be used on props or any static element (roads, buildings, props in general). For single render images, it can be used anywhere.

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