Daz Studio Nvidia Iray Interactive & Photoreal Animation Tests

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  • Ivy said:

    here is my animation test Joe

    An island girl catches a crab   ( iRAY Animation )  #Gallery Post
    This is just a test. I created 8 scenes testing Iray Iteration settings for animation in daz studio. this was done using a EVGA 980ti SC .The first scene I started with 35 iterations took 2 hours for a 150 key-frames . Last scene was 3500 Iterations . took 2 1/2 hours for the same amount of keyframes . . instead of making a stupid girl walking across a blank screen I threw all the test scenes together an came up with this silly animation.
    Created with DAZ STUDIO iRAY

    WOW that looks great.  The water came out amazing, is it "iREAL Animated Ocean Water System"?  Love the skin, the lighting, the animation, everything.  

    It's interesting that 35 iterations took 2 hours for a 150 key-frames and only took a half hour more at 3500 Iterations.  I have found that incresing the iterations takes significantly longer at 1920x1080@ 30fps with my NVIDIA GeForce 970 card.  Any tips on how to achieve these results?

  • IvyIvy Posts: 7,165
    Ivy said:

    here is my animation test Joe

    An island girl catches a crab   ( iRAY Animation )  #Gallery Post
    This is just a test. I created 8 scenes testing Iray Iteration settings for animation in daz studio. this was done using a EVGA 980ti SC .The first scene I started with 35 iterations took 2 hours for a 150 key-frames . Last scene was 3500 Iterations . took 2 1/2 hours for the same amount of keyframes . . instead of making a stupid girl walking across a blank screen I threw all the test scenes together an came up with this silly animation.
    Created with DAZ STUDIO iRAY

    WOW that looks great.  The water came out amazing, is it "iREAL Animated Ocean Water System"?  Love the skin, the lighting, the animation, everything.  

    It's interesting that 35 iterations took 2 hours for a 150 key-frames and only took a half hour more at 3500 Iterations.  I have found that incresing the iterations takes significantly longer at 1920x1080@ 30fps with my NVIDIA GeForce 970 card.  Any tips on how to achieve these results?

     

    Hi Joe . yea I used the "iREAL Animated Ocean Water System"  the skin was girl6 I just used the uber skin convertor and then I played around with the glossy roughness until i got the shiny wet look I wanted.

     

    I too found it interesting that it took almost as long at 35 interations than it did at 3500 interations . But you can clearly see the results were much better in the ending scene  over the begining one i used 35 inteations on.

     I am rendering with 2 980ti Superclock 8 gigs EVGA cards.   like you I did this as a test to see where i could go with iRAy for animation.  the skin was the trick part.  the lighting was native iray defual noon time settings. the background was assorted  Cyclorma background textures converted to Iray. the hair was pretty 3d wet hair for v4 converted to iray using outoftouch hair iray conversion. other than that I pretty much was following what you were doing.moving the iterations slider around. and playing with the tone map settings

  • The noise in water at the beginning 00:05-00:10 is a bit annoying, but after that the water looks nice, but way to many lens flares.

     

  • IvyIvy Posts: 7,165
    edited March 2017

    The noise in water at the beginning 00:05-00:10 is a bit annoying, but after that the water looks nice, but way to many lens flares.

     

    In the description I stated it was a iRAY iteration test animation made up of 8 scenes.   the first scene was very low iteration set at 35 which I agree was very pixilated  and i wen up from there  .scene 4 which was 22 seconds long and was set at 150 iterations  and the last scene #8 was 3500 iterations .. the more I push the setting up the more clear it became.  .. I thought the lens flare was awesome. I was using Epic Props: Dynamic Lens Flare & Starburst for Iray  right in studio for the animation  & iREAL Animated Ocean Water System.. so there was a lot for iRay to iterate...lol Anyway sorry you didn't like it.

    Post edited by Ivy on
  • JoepingletonJoepingleton Posts: 746
    edited March 2017
    Ivy said:
    Ivy said:

    here is my animation test Joe

    An island girl catches a crab   ( iRAY Animation )  #Gallery Post
    This is just a test. I created 8 scenes testing Iray Iteration settings for animation in daz studio. this was done using a EVGA 980ti SC .The first scene I started with 35 iterations took 2 hours for a 150 key-frames . Last scene was 3500 Iterations . took 2 1/2 hours for the same amount of keyframes . . instead of making a stupid girl walking across a blank screen I threw all the test scenes together an came up with this silly animation.
    Created with DAZ STUDIO iRAY

    WOW that looks great.  The water came out amazing, is it "iREAL Animated Ocean Water System"?  Love the skin, the lighting, the animation, everything.  

    It's interesting that 35 iterations took 2 hours for a 150 key-frames and only took a half hour more at 3500 Iterations.  I have found that incresing the iterations takes significantly longer at 1920x1080@ 30fps with my NVIDIA GeForce 970 card.  Any tips on how to achieve these results?

     

    Hi Joe . yea I used the "iREAL Animated Ocean Water System"  the skin was girl6 I just used the uber skin convertor and then I played around with the glossy roughness until i got the shiny wet look I wanted.

     

    I too found it interesting that it took almost as long at 35 interations than it did at 3500 interations . But you can clearly see the results were much better in the ending scene  over the begining one i used 35 inteations on.

     I am rendering with 2 980ti Superclock 8 gigs EVGA cards.   like you I did this as a test to see where i could go with iRAy for animation.  the skin was the trick part.  the lighting was native iray defual noon time settings. the background was assorted  Cyclorma background textures converted to Iray. the hair was pretty 3d wet hair for v4 converted to iray using outoftouch hair iray conversion. other than that I pretty much was following what you were doing.moving the iterations slider around. and playing with the tone map settings

    Thanks for the great response.  It's exactly why I started this thread to explore the pros and cons of using Iray via DAZ Studio in animation. I appreciate that you tried to make it interesting by actually building a scene  rather than the rudimentary experiments I have been trying.  It is very enlightening to see everyone's experiences. The difference is speed is very informative.  The lens flares are cool, especially since it is native to the render. ;)

    Post edited by Joepingleton on
  • IvyIvy Posts: 7,165
    edited March 2017

    Thank you ..lol  I'm glad you did start this thread Joe. I have been working with Iray for a while.  but found it cumbersome & very time consuming for rendering animation like you have .   and I have always believed the best way for all of us animators to get Iray to work for us is we are going to have to work together and share our findings and help one another  to improve the information on animating Iray on the timeline. I used 3dl for years and have a good grasp of it. but what I use for render settings for 3delight will not even come close to the same settings I will need for Iray.. So that is going to take a lot of trail and errors and test rendering until we can find that sweet spot like we have in 3dl.    that is why its good to have  this thread to share this info on.  I really wish Daz would bring back the animation forums again..

    besides who says test renders have to be boring..lol

    Post edited by Ivy on
  • JoepingletonJoepingleton Posts: 746
    edited April 2017

    This is my first experiment with animating "Look at my Hair" fur in DAZ Studio using Iray.  I was able to animate the hair by converting the "Look at my Hair" fur for the Gambian Sun Squirrel to an obj and then used the DAZ Studio's Transfer  Utility to make that object a conforming figure for "Rodents by AM: Squirrels of Eastern Hemisphere".  I created a very rough run cycle to see if the fur worked on a moving figure. Now that I know the method works, I can refine the run cycle ;)

    It is rendered at 1920x1080 @ 30fps using 50 iterations with Iray in "Photoreal" mode and averaged 20 sec per frame to render.

    Post edited by Joepingleton on
  • JoepingletonJoepingleton Posts: 746
    edited April 2017

    This is another quick experiment with animating "Look at my Hair" fur in DAZ Studio using Iray.  I was able to animate the hair by converting the "Look at my Hair" fur for White Tiger for DAZ Big Cat 2 to an obj and then used the DAZ Studio's Transfer  Utility to make that object a conforming figure.  I applied an old rough walk cycle to see if the fur worked on a moving figure. I also added a rider and some armor to to see how the layering was effected. 

    I discovered that I need to use the basic unmorphed version on the figure to get the hair to attach correctly. After the hair was a conforming object I could apply the morphs and posing to the figure.

    It is rendered at 1920x1080 @ 30fps using 50 iterations with Iray in "Photoreal" mode and averaged 20 sec per frame to render.

    Post edited by Joepingleton on
  • JoepingletonJoepingleton Posts: 746
    edited April 2017

    This is another quick experiment with animating "Look at my Hair" fur in DAZ Studio using Iray.  I was able to animate the hair by converting the "Look at my Hair" hair for Rawart's "Sasquatch" to an obj and then used the DAZ Studio's Transfer  Utility to make that object a conforming figure.  I used an old  Genesis walk cycle aniblock to see if the fur worked on a moving figure. I also tried a Boxing aniblock to explore how it worked on a more complex animation. 

    It is rendered at 1920x1080 @ 30fps using 50 iterations with Iray in "Photoreal" mode and averaged 20 sec per frame to render.

    Post edited by Joepingleton on


  • This is another quick experiment with animating "Look at my Hair" fur in DAZ Studio using Iray.  I was able to animate the hair by converting the "Look at my Hair" hair for DAZ Millennium Cat to an obj and then used the DAZ Studio's Transfer  Utility to make that object a conforming figure. I used the DAZ Millennium Cat Long hair Look at my Hair preset  [ http://www.furrythings.com/presets-animals/ ]

    DAZ Millennium Cat is not weightmapped, it uses parametric rigging.  I needed to convert the figure to weightmapping to use Transfer utility with it.  I also had to make sure the cat's pose is zeroed when I exported the hair OBJ.

    I used an walk cycle aniblock to see if the fur worked on a moving figure. I also tried a string of aniblocks (forward to sit, lick, stand to forward) to explore how it worked on a more complex animation. 

    It is rendered at 1920x1080 @ 30fps using 50 iterations with Iray in "Photoreal" mode and averaged 20 sec per frame to render.

  • I had to try a short hair version

  • JoepingletonJoepingleton Posts: 746
    edited April 2017

    This is a quick experiment with Don Albert's "Walking, Trotting, Cantering, Galloping, and Jumping Actions Bundle". I converted the walking poses into an aniblock and applied it to "DAZ Horse 2". Then I added a rider and armor and parented them to the horse. I used the Animate 2 Constraints to follow the saddle. I also used null objects to try to keep the figure erect in the saddle. Then I rendered the animation cycle from the side, 3/4 view, front and back.

    It is rendered at 1920x1080 @ 30fps using 50 iterations with Iray in "Photoreal" mode and averaged 20 sec per frame to render.

    Anybody have a good method or any tips for attaching the hands to the bridle?

    Post edited by Joepingleton on
  • JoepingletonJoepingleton Posts: 746
    edited April 2017

    This is another quick experiment with Don Albert's "Walking, Trotting, Cantering, Galloping, and Jumping Actions Bundle".  I converted the cantering poses into an aniblock and applied it to "DAZ Horse 2". Then I added a rider and parented him to the horse.  This time instead of using the Animate 2 Constraints to follow the bridle, I used null objects as targets for the limbs to point at the bridle and stirrups. Then I rendered the animation cycle from the side, 3/4 view, front and back.

    It is rendered at 1920x1080 @ 30fps using 50 iterations with Iray in "Photoreal" mode and averaged 20 sec per frame to render.

    Post edited by Joepingleton on
  • FirePro9FirePro9 Posts: 456

    Thanks for putting up this thread, interesting to see the excellent results received with such few iRay iteration for each frame.

    In regards to the aging tests you did, do you have to keyframe each age morph or can the age morphs be tweened between very young and very old without setting each age keyframe? 

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,208

    so I tried a horse video in iray too blush

  • th3Digit said:

    so I tried a horse video in iray too blush

    Very cool, Did you run into the problem of how to get the rider to hold the reins too?  Any idea or tips on how to accomplish this?

  • FirePro9 said:

    Thanks for putting up this thread, interesting to see the excellent results received with such few iRay iteration for each frame.

    In regards to the aging tests you did, do you have to keyframe each age morph or can the age morphs be tweened between very young and very old without setting each age keyframe? 

    Thank you,

    I wanted a place where we could make mistakes and sucesses and collectively learn from them. 

    I simply created a keyframe for the with the child morphs preset on the first frame and the old presets onthe last frame. The animation is the default tweened results between the two keyframes.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,208

    well I really only posed him a few ways holding the reins and used puppeteer between them but yes in DAZ studio its an issue not having any tracking ability unlike Carrara, iClone or Poser.

    Its one of the things I find most irksome.

    Casual has some scripts I believe that may help otherwise the only thing I can think of is to maybe substitute the reins with some of the Optitex objects like the bag showing only the straps http://www.optitex-dynamiccloth.com/FreebieDownload03.php  looping it around the horse's neck

    not tried it mind you just guessing

  • JoepingletonJoepingleton Posts: 746
    edited December 2017

    This is another quick experiment to see how quickly DAZ Studio and IRAY 2016.3 renders animation. This time I tried 20 Iray iterations and it took 15 sec per frame to render @ 1920x1080 30 fps. I also wanted to discover how GoFigure's "aniMate Martial Arts Combos" worked with a Genesis 2 male figure.

    Post edited by Joepingleton on
  • This is another quick experiment to see how quickly DAZ Studio and IRAY 2016.3 renders animation. This time I tried 50 Iray iterations and it took 25 sec per frame to render @ 1920x1080 30 fps. I had to increase the iterations to compensate for the full outfit and hair on the Genesis 3 Female character.  I also wanted to discover how the "Animation Conversion Genesis 2 to Genesis 3" script worked with GoFigure's "aniMate Martial Arts Combos".

  • PadonePadone Posts: 3,688
    edited December 2017

    This time I wanted to see the difference between how Element 3D Renders a scene versus Iray in DAZ Studio

    I think this method is the way to go for many reasons

    I agree. If you look for photoreal fast animations then realtime PBR is the way to go. Unfortunately DAZ doesn't seem interested in implementing iray realtime in DAZ Studio. The next version of Blender will have the EEVEE viewport so you may like to give a look at it. Also iClone 7 may work better than DAZ Studio for animations, and it has realtime PBR and tools for importing DAZ assets.

     

    EDIT. As for me I mainly use DS as a content generator for Blender since I find DS too much limited for animation and fx. It's not hard to fit DS assets via fbx and obj import.

    Post edited by Padone on
  • JamesJABJamesJAB Posts: 1,760

    Here's my first go at a mostly successful animation render.
    Render and dForce device = Nvidia Geforce GTX 1080 ti

    This is created from the new "aniMate Belly Dancing for Victoria 8" set, with some little modifications  (using graphMate and keyMate) to fix the arms intersecting with the body for the dForce sim.
    The animation is cut a little short because I missed a spot where her knees came together and piched the cloth causing an explosion in the dForce sim.

    ​**************************************************************************************************
    2017-12-23 23:23:15.637 Total Simulation Time: 7 minutes 0.16 seconds
    (723 Frames @ 24fps)
    **************************************************************************************************

    2017-12-24 06:32:12.344 Total Rendering Time: 6 hours 48 minutes 59.5 seconds​
    (Render covergence target = 20%, Resolution = 1280x960, Frames = 723)
    (34 seconds average render time pre frame)
    ​**************************************************************************************************

    image

  • JamesJAB said:

    Here's my first go at a mostly successful animation render.
    Render and dForce device = Nvidia Geforce GTX 1080 ti

    This is created from the new "aniMate Belly Dancing for Victoria 8" set, with some little modifications  (using graphMate and keyMate) to fix the arms intersecting with the body for the dForce sim.
    The animation is cut a little short because I missed a spot where her knees came together and piched the cloth causing an explosion in the dForce sim.

    ​**************************************************************************************************
    2017-12-23 23:23:15.637 Total Simulation Time: 7 minutes 0.16 seconds
    (723 Frames @ 24fps)
    **************************************************************************************************

    2017-12-24 06:32:12.344 Total Rendering Time: 6 hours 48 minutes 59.5 seconds​
    (Render covergence target = 20%, Resolution = 1280x960, Frames = 723)
    (34 seconds average render time pre frame)
    ​**************************************************************************************************

    image

    Fantastic results, love the dynamics of her dress

  • Playing with the "echo" filter in After Effects on an animation rendered from Daz Studio using one of the aniblocks from GoFigure's "aniMate Martial Arts Combos". This time I tried 20 Iray iterations and it took 7 sec per frame to render @ 1920x1080 30 fps.

  • JoepingletonJoepingleton Posts: 746
    edited December 2017

    Playing some more with the "echo" filter in After Effects on an animation rendered from Daz Studio using one of the aniblocks from GoFigure's "aniMate Martial Arts Combos". This time I tried 50 Iray iterations and it took 15 sec per frame to render @ 1920x1080 30 fps.

    Post edited by Joepingleton on
  • IvyIvy Posts: 7,165

    Another iray animation to add to the pile

    This animation is completely created and rendered in daz studio,It took 3rd place in the renderosity anime animation contest.

  • WOW Ivy, that is great animation.  Love the clouds and city details.

    This is another quick experiment to see how quickly DAZ Studio and IRAY 2016.3 renders animation.  I wanted to examine if I could use "Iray Ghost Light Kit 2" to get away with using less iterations on a complex model (Stonemason's "Urban Future 5"). This experiment uses 5 Iray iterations and took 30 sec per frame to render @ 3840 x 2160 30 fps.  I imported the PNG sequence into After Effects and reduced the size by half to 1920 x 1080 and then played everything back in forward and reverse motion.

  • This is another experiment to see how fast DAZ Studio and Iray can render animation. I wanted to examine how 5 Iray iterations worked on a complex scene using the "sunlight only" environment settings. I also wanted to play with the "Animation Four Wheeler Template" and "Car Chase aniblocks for Animation Four Wheeler Template". This experiment uses the "Chase 2" aniblocks and 3 camera presets on the "Car Ranger" model in Stonemason's "Urban Sprawl 3" .

    This experiment uses 5 Iray iterations and averaged 30 seconds per frame to render at 3840 x 2160 at 15 fps. I imported the PNG sequences into After Effects and reduced the size by half to 1920 x 1080 and doubled the FPS to 30 fps.

  • This is a quick edit of my last experiment using the  "Animation Four Wheeler Template" and "Car Chase aniblocks for Animation Four Wheeler Template". This uses the "Chase 2" aniblocks and 3 camera presets on the "Car Ranger" model in Stonemason's "Urban Sprawl 3" .  I wanted to see what the different camera angles looked like edited together with some sound.

  • RuphussRuphuss Posts: 2,631

    nice Joe

    good there are no people in it

    photoreal or interactive ?

    how about motion blur ?

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