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The product works fine on Studio 4.9.2.70 w/ a GTX980TI. Windows 7
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.
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.
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.
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.
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.
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.
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.
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.
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)?
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.
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 :)
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.
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?
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."
Try increasing the Mesh Offset distance on the Geometry Shell in the Parameters pane. By default it is very small. Try 0.010.
Hey barbult - that did the trick. Thanks much!
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.
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.