Daz Studio Pro BETA - version 4.9.3.166! Release Candidate 5 (*UPDATED*)

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Comments

  • HoMartHoMart Posts: 480
    L'Adair said:

    Any idea when the Beta will be updated, I need to make higher res images then the viewport and the waiting is killing me 

    Can you render to the correct dimensions if the scene is one you created and saved with a prior version? If so, why not open your scene in the release version, set your dimensions, and save. Then open the newly saved scene in the Beta and see if you can render the dimensions you need.

    I know it's only a workaround, if it works at all. But this is only a public beta, which pretty much guarantees it will have unresolved issues.

    Hey L'Adair, that workaround .... hmmmm ... worked ;) (why haven´t I thought of that myself ...)

    Took my "problemscene" loaded it in the general release 4.9.2 - set the camera dimensions to the ones I wanted and hit render (just to check if the dimensions are right) - closed the render and saved the scene.

    Opened up Daz Studio Pro BETA - version 4.9.3.117 loded the before saved scene and hit render - the renderwindow showed up with the right dimensions, no more "active viewport" dimensions.

  • I am running the latest beta as I have a GXT1060 card and love the speed of iray, when it doesn't crash.  The problem is that the production the public release version (latest version) of DAZ is also crashing.  Some times I have to hit the wall power switch to clear the crash as it goes down opening Daz files.  Initially it would go for hours happy rendering video files but crashing has become much more frequent.  Now lucky to get five frames without crashing.  While annoying and frustrating, it is the price of iray rendering on my card at the moment; looking forward to the corrected versions that embrace the graphics card drivers.  (No other software packages on my machine cause the crashes, only Daz Studio).

  • mjc1016mjc1016 Posts: 15,001
    Malawolf said:

    Some times I have to hit the wall power switch to clear the crash as it goes down opening Daz files.  Initially it would go for hours happy rendering video files but crashing has become much more frequent.

    That sounds more hardware or OS related than Studio.

    How are you rendering the video?

    What does the log say when it crashes?

  • L'AdairL'Adair Posts: 9,479
    edited November 2016
    HoMart said:
    L'Adair said:

    Any idea when the Beta will be updated, I need to make higher res images then the viewport and the waiting is killing me 

    Can you render to the correct dimensions if the scene is one you created and saved with a prior version? If so, why not open your scene in the release version, set your dimensions, and save. Then open the newly saved scene in the Beta and see if you can render the dimensions you need.

    I know it's only a workaround, if it works at all. But this is only a public beta, which pretty much guarantees it will have unresolved issues.

    Hey L'Adair, that workaround .... hmmmm ... worked ;) (why haven´t I thought of that myself ...)

    It's always easier to see a solution when you're not frustrated by the problem. I can't begin to count the times I've pounded my head against the wall with computer issues, (mostly figuratively, )only to find a solution elsewhere and think, "why didn't I think of that?"

    I suspect we're in good company, you and I.

    Post edited by L'Adair on
  • MalawolfMalawolf Posts: 40
    edited November 2016
    mjc1016 said:
    Malawolf said:

    Some times I have to hit the wall power switch to clear the crash as it goes down opening Daz files.  Initially it would go for hours happy rendering video files but crashing has become much more frequent.

    That sounds more hardware or OS related than Studio.

    How are you rendering the video?

    What does the log say when it crashes?

    no log, just goes down, have to hit the wall switch if it doesn't come back up.  only Daz studio sets it off, not a hardware issue.  also goes down on still render and render series, same as with others in this  thread.  with the public release Daz and the beta using the same drivers, it is not surprising really.  happy to wait for the fixes for the fast iray quality, will start playing with hololens while we wait :).

    Post edited by Malawolf on
  • AprilYSHAprilYSH Posts: 1,514

    Heyas,  I updated to DS 4.9.3.117 recently and now DS crashes in weight painting if the item is in high res subd, which is default for genesis 3. I don't think I had this problem before.

    Steps to reproduce:
    Load Genesis 3
    Select head
    Select weight brush tool
    Select general weights in tool settings tab
    Try to brush somewhere on the head
    DS crashes

    I haven't been keeping up with the Public Build forum thread so not sure if this has been reported by anyone else. Is anyone else getting this?

  • mjc1016mjc1016 Posts: 15,001
    Malawolf said:
    mjc1016 said:
    Malawolf said:

    Some times I have to hit the wall power switch to clear the crash as it goes down opening Daz files.  Initially it would go for hours happy rendering video files but crashing has become much more frequent.

    That sounds more hardware or OS related than Studio.

    How are you rendering the video?

    What does the log say when it crashes?

    no log, just goes down, have to hit the wall switch if it doesn't come back up.  only Daz studio sets it off, not a hardware issue.  also goes down on still render and render series, same as with others in this  thread.  with the public release Daz and the beta using the same drivers, it is not surprising really.  happy to wait for the fixes for the fast iray quality, will start playing with hololens while we wait :).

    I've seen hard drive problems cause that kind of behavior...that's why I asked about the log file.  Nothing in the log is also more likely with a hardware problem.  Most of the others have something in the log when the crash occurs.

  • AprilYSH said:

    Heyas,  I updated to DS 4.9.3.117 recently and now DS crashes in weight painting if the item is in high res subd, which is default for genesis 3. I don't think I had this problem before.

    Steps to reproduce:
    Load Genesis 3
    Select head
    Select weight brush tool
    Select general weights in tool settings tab
    Try to brush somewhere on the head
    DS crashes

    I haven't been keeping up with the Public Build forum thread so not sure if this has been reported by anyone else. Is anyone else getting this?

    I just tried & I get this to - I don't know if it worked in the last BETA as I never tried to do it

     

  • mjc1016 said:
    Malawolf said:

    I've seen hard drive problems cause that kind of behavior...that's why I asked about the log file.  Nothing in the log is also more likely with a hardware problem.  Most of the others have something in the log when the crash occurs.

    Nope, crashed tonight without going completely down.  Its a dll issue that popped up; just created a ticket for DAZ.  If it was a drive issue it would be doing it with all sorts of software and I work with some fairly big 4k videos and some complex music DAW software and the same production drive.  Nope, its related purely to DAZ and Cuda 8 with the nvoglv64.dll file.  I am sure the next release candidate will fix the issue :).

  • AprilYSH said:

    Heyas,  I updated to DS 4.9.3.117 recently and now DS crashes in weight painting if the item is in high res subd, which is default for genesis 3. I don't think I had this problem before.

    Steps to reproduce:
    Load Genesis 3
    Select head
    Select weight brush tool
    Select general weights in tool settings tab
    Try to brush somewhere on the head
    DS crashes

    I haven't been keeping up with the Public Build forum thread so not sure if this has been reported by anyone else. Is anyone else getting this?

    Do report it.

  • nicsttnicstt Posts: 11,715
    edited November 2016

    I'm not seeing any issues with crashing, or any other factores so far; I use Windows 8.0.

    I downgraded to an earlier Beta to check something, and went back to DS 4.9.3.117.

    I thought it was rendering differently: it wasn't. Checking the two different scenes I'd rendered in an earlier Beta, after reinstalling DS 4.9.3.117, they looked exactly the same.

    There is a speed performance increase though. I've now rendered three different scenes it an older and DS 4.9.3.117; DS 4.9.3.117 gives faster performance every time. That is obviously without changing the specs of the computer.

    I'm pointing it out as 10 serires cards are being compared and some of the performance gain is due to drivers not cards.

    I use a 980ti and saw about a 5% improvement with DS 4.9.3.117.

    Post edited by nicstt on
  • AprilYSHAprilYSH Posts: 1,514
    AprilYSH said:

    Heyas,  I updated to DS 4.9.3.117 recently and now DS crashes in weight painting if the item is in high res subd, which is default for genesis 3. I don't think I had this problem before.

    Steps to reproduce:
    Load Genesis 3
    Select head
    Select weight brush tool
    Select general weights in tool settings tab
    Try to brush somewhere on the head
    DS crashes

    I haven't been keeping up with the Public Build forum thread so not sure if this has been reported by anyone else. Is anyone else getting this?

    Do report it.

    Done :) ticket #230266

     

  • Has anyone tried mixing a Maxwell and a Pascal series card in the same system and rendering?

  • alexhcowleyalexhcowley Posts: 2,392

    I'm trying to download via Install manager but I can't find it.  I've ticked public build on the download tab and tried various combinations of Daz studio pro public builld in the search box but nothing pops up.  Any suggestions?

    Cheers,

    Alex.

  • alexhcowleyalexhcowley Posts: 2,392

    I'm trying to download via Install manager but I can't find it.  I've ticked public build on the download tab and tried various combinations of Daz studio pro public builld in the search box but nothing pops up.  Any suggestions?

    Cheers,

    Alex.

    Found it by searching on "Beta".  Problem solved.

  • Ki-JenKi-Jen Posts: 64
    MoNeart said:

    Has anyone tried mixing a Maxwell and a Pascal series card in the same system and rendering?

    I'm using a GTX 1080 and a GTX 980 together and it works great. The 980 gives an additional 40% speedup to the 1080 alone.

  • Workaround to AMD Phenom II and other, older AMD processors crashing when rendering with Iray on 4.9.3.117 and confirmation of the bug

    I found a (somewhat not-great) workaround to the crashing bug and thought I'd share.  The issue stems from the application, in libneuray.dll, issuing an SSSE3 (not a typo) instruction, which causes the application to crash with ILLEGAL_INSTRUCTION upon rendering any sufficiently complex model (Genesis 2/3 both cause this, simple shapes with simple textures do not, always).  Knowing the cause, I went looking for something that could translate the instructions appropriately for the processor and ran into the Intel Software Development Emulator:

    I've provided instructions on how to do this for Windows.  I've tried to make this simple enough for my computer illiterate mom to be able to follow, but it's hard for me to know what will and will not be known by folks reading this stuff, so YMMV (and my apologies for the technically capable folks who breathe this stuff that have to read a 20 step process for something that could have been explained in two steps).

    Using Intel Software Development Emulator to work around the crash

    Getting Intel Software Development Emulator

    1. Visit that page and click the TOP link labeled "DOWNLOAD Intel® SDE for WINDOWS" and accept the license agreement (you may need to have a free Intel Developer account to get to the download link, I'm not sure -- I have one).
    2. Despite having clicked the link to the latest versoin for Windows, you'll be taken to a download page with many versions for both Windows and Linux.  Carefully select the one labeled sde-external-x.xx.x-yyyy-mm-dd-win.tar.bz2 (where the "x"s are the highest version number and yyyy-mm-dd is the most recent date - for reference, I used sde-external-7.49.0-2016-07-07.tar.bz2).
    3. (optional) Make sure you have the Explorer option to always show file extensions, it'll help with the next part.
    4. After downloading the file, you'll need something to extract it.  You can extract a tar.bz2 file with 7-zip, which is free (and open source) and contains no crapware.
    5. Locate the file in your "Downloads" folder, right click it and choose "Extract Here".  You'll now have a file with the same name, but ending in ".tar" rather than ".tar.bz2"
    6. Right-click that file (ending in .tar) the ".tar" file and choose "Extract Here"
    7. You'll now have a folder with the name matching the file you downloaded but without the ".tar.bz2" 

    Running the DAZ Studio under the Software Development Emulator

    To start off, you must be able to log on as an Administrator user, so if you're running this on a locked down PC and do not have an Administrator account password, you're out of luck (UAC is no problem)

    1. Hit Win+R and type "cmd".
    2. (If you have UAC enabled - as in, you get that loud beep with a "Do you want to allow setup.exe to run" when you install things -- skip if you don't) This will bring up a command prompt running as a non-elevated user.  On the task bar, you'll see the "C:\" icon, hold down CTRL+SHIFT and click that icon.  This will open a command prompt in "Administrator" mode (be careful).  Close out the other command window so that you don't accidentally use it -- you must be an administrator to run this.
    3. Type the commands that are in bold lettering:
      • Type cd "%UserProfile%\Downloads" and hit Enter (this assumes you downloaded the file to your "Downloads" file which is a default for most browsers).
      • Be careful to do this exactly as written, type CD "sde- and hit Tab (no end quote, but there is a dash).  This will fill in the name of the directory and if that happens, hit enter
      • Type dir sde* and make sure you see an "sde.exe" file there.  If you do, then you're in the right place.
    4. We'll need to find the full path to the beta Studio 4, so click your start button and find the icon used to launch it.
      • Windows 7: Right-click the icon and choose Properties
      • Windows 10: Right-click the icon and choose More > then, Open file location. This will open a new Explorer window with the "Shortcut" to Daz Studio 4.9 (64-bit) Public Beta highlighted.  Right-click the selected item and choose "Properties"
    5. It will open up to the tab that says "Shortcut" and will have the Target field highlighted in blue.  Hit CTRL+C (this copies that value to the clip board -- if you clicked something else and the highlighted value is no longer highlighted completely, hit "Cancel" and repeat step 4).
    6. Hit "Cancel" to close the properties window (lest we accidentally modified something -- we're not changing the shortcut, though you could change it to launch via the sde.exe file).
    7. Click back on your "C:\" window on the task bar and type sde -- (sde, two dashes, and spaces in before and after the dashes) without hitting Enter.  Right-click the window, choose Edit, and then Paste.  You should have the entire path (with quotes around it) added to the end of your command.  It will look something like: sde -- "C:\Program Files\DAZ 3D\DAZStudio4 Public Build\DAZStudio.exe"
    8. Hit Enter and DAZ Studio will slowly load.

    If you use Cmder or ConEmu (or probably any terminal program other than the default in Windows), you'll need to lauch your cmd window outside of it.  You'll get an error around SetThreadContext, otherwise.  If you made it your default terminal and forced ConEmu to grab all cmd/PowerShell calls, you'll need to undo that for this to work.

     

    This is far from a perfect solution and I mainly did this to further confirm the root cause of the issue, but was pleasantly surprised that on my Phenom II X6, the program is pretty usable for my purposes under sde emulation.  Startup takes 2-3 times longer and if I had to guess, I'd say the app itself runs at about 50% the performance you get without sde involved (it varies).  You're sending every instruction through a piece of software that is analysing it and rewriting those that your processor can't handle (and probably many that your processor can handle -- there are a million knobs for sde that can tweak this and I haven't gone through them, yet, to see if it can be tweaked ... I'd imagine if it was narrowed down to just the SSSE3 instructions -- assuming that's the only kind that are being impropery executed -- it'd be a lot faster).  

    It goes without saying that benchmarking rendering performance this way would be unrepresentative of the performance you can expect.  I'd recommend unchecking the "CPU" boxes in the render settings -- it's going to be painfully slow to involve the CPU under software emulation in this manner.  In my tests, the "preparation" phase was (guesstimate) 20-30% slower than without SDE (but crash-free!), but once the GPU-only rendering took over, everything was quite fast (though I have no previous generation NVidia cards to compare it against -- compared to CPU rendering, it was seconds vs minutes for simple scenes in preview mode with default settings).

  • rbtwhizrbtwhiz Posts: 2,287
    edited November 2016

    The Public Build of Daz Studio Pro 4.9.3.128 BETA is now available via Install Manager.

    Notice that the title of this thread, as well as the contents of the first post has been updated. Be sure to read the first post again as its contents has changed.

    Please note that we are actively working with NVIDIA to pinpoint the cause of, and resolve, the issues that users are encountering on OS X 10.11/10.12 using CUDA 8.0 drivers (required for Iray 2016.2 and above), as well as the issues related to AMD Phenom II and older CPUs. The Iray 2016.3 beta build that is included in Daz Studio 4.9.3.128 has had some work done relating to the JIT issues some users have encountered (more detail in my next post).

    Before continuing to dicuss any of the issues that you may have encountered with a 4.9.3.x build, please be sure that you are using this latest build (4.9.3.128) and that you have verified that the issue remains in this build.

    -Rob

    Post edited by rbtwhiz on
  • rbtwhizrbtwhiz Posts: 2,287

    Has the NVIDIA Iray renderer been updated?

    Yes, it has.

    *Note: The entries below come directly from the NVIDIA Iray 2016.3 release notes. Some entries, such as the mention of Iray Realtime, etc, currently have no bearing on Daz Studio itself but are included for completeness.


    Iray 2016.3, build 278300.573

    This is a beta release of Iray 2016.3. This is meant for early evaluation and integration prototypes. Do not use this for production code. Please see the list of known bugs and restrictions below.

    Please always read the release notes with each release carefully because they will describe interface changes when appropriate.

    Added and Changed Features

    • General
      • The defaults for the upper right corner of the camera window have been changed from (999999, 999999) to (2^32 - 1, 2^32 - 1). This should not change the effective camera window since the values are clipped against the camera resolution. However, arithmetic with the camera window coordinates needs to use the correct types, e.g., mi::Uint32. Using incorrect types, e.g., signed integer types like mi::Sint32, might cause problems.
    • Iray Bridge
      • Available bandwidth is now fairly distributed between multiple Bridge video streams when rendering using more than one bridge render context at the same time. Currently requires that all video streams use h264 video format.
      • The deprecated legacy Iray Bridge API has been removed.
      • Bridge data compression on very fast connections has been disabled since the compression becomes a bottleneck rather than the network speed in this case.
      • The Iray Bridge Render Context option "video_mode" has been deprecated and tied to the "scheduler_mode" option instead. A new scheduler_mode value "synchronous" has also been added to the cloud render contexts. The scheduler mode now dictates the video mode like this
            (scheduler_mode -> video mode):
            "interactive" -> "streaming",
            "synchronous" -> "synchronous" and "batch" -> "batch".
        The other combinations that were possible before don’t make much sense and are no longer supported.
    • Iray Photoreal
      • In addition to the existing "user" mode for "iray_instancing", there is now also support for "auto" mode, which automatically breaks the flattened scene graph geometry up into smaller subsets if an instance in the scene graph changes. Based on recent edits and the memory available, it will also regroup subsets again over time, if necessary. Detailed documentation is not available yet, but will be added with the final release of 2016.3.
      • To guide the new "auto" mode for "iray instancing", Iray Photoreal will now also respect the already available "movable" flag on instances. If this flag is set, the automatic instancing mode will assume that this part of the scene graph will be animated or edited at some point, thus avoiding the initial delay when changing an instance in the scene graph.
      • The ray tracing core on Maxwell and Pascal architectures has been optimized.
      • Classical area light source geometry (rectangle, disc, sphere, and cylinder) now features UV coordinates.
      • Builtin support for simple MDL math expressions like a*b, a\b, a+b, a-b has been added where a and b are floats, avoiding JIT compilation (for color and mixed color/float this was already supported).
      • The amount of MDL JIT compilation has been reduced: if small sub-expressions require JIT compilation this no longer necessarily requires compilation of the full expression.
      • Setting "progressive_rendering_max_samples" to -1 now disables that termination criterion.
    • Iray Interactive
      • For compatibility reasons, the added "auto" mode for "iray_instancing" is now also recognized by Iray Interactive, but will so far behave the same as setting it to "off", which already automatically adapts to scene changes by breaking the flattened scene graph geometry up into smaller subsets.
      • Rendering with multiple render contexts uses now less memory if data can be shared.
      • Builtin support for simple MDL math expressions like a*b, a\b, a+b, a-b has been added where a and b are floats, avoiding JIT compilation (for color and mixed color/float this was already supported).
      • The amount of MDL JIT compilation has been reduced: if small sub-expressions require JIT compilation this no longer necessarily requires compilation of the full expression.
      • Setting "progressive_rendering_max_samples" to -1 now disables that termination criterion.
      • Support for render context option "scheduler_mode = batch" has been added. It adapts the number of iterations rendered before returning an image, thus making best use of the GPU resources. The limitation to 64 iterations in one go has been removed for this mode.
      • Support of camera offset for panoramic cameras has been added.
      • Improved sampling of global illumination for distorted and panoramic cameras has been added.
    • Iray Realtime
      • Support for RGB canvases has been added to the labels output.
      • Support for matte_visible_in_aux_canvas has been added to the ground.
      • Support for the "Sint32" canvas type for object_id output has been added.
      • Iray Realtime is now using static runtime libraries with RiX DLLs.
      • The new option "glsl_place_uniforms_into_ssbo" has been added to the GLSL backend of the MDL compiler and MDL SDK. With this option set, large constant MDL data can be copied into one SSBO object instead of using uniforms, which size might be very limited.
    • Material Definition Language (MDL)
      • MDL archives as specified in Appendix C of the MDL 1.3 specification are now supported. Using MDLmodules is transparent, i.e., it does not matter whether MDL modules (or referenced resources) are located in MDL archives or plain files. The new API component IMdl_archive_api allows to create and to extract MDL archives, as well as to inspect their manifest. The new API example example_archives.cpp demonstrates these possibilities.
      • The method IMdl_factory::create_variants() has been extended such that it now allows the creation of annotations with multiple arguments of type bool, int, float, double, and string..

    Fixed Bugs

    • Iray Photoreal
      • In case a base.mdl procedural's texture_return.mono was used as weight input for df::*layer/df::*mix, the result incorrectly could feature a color tint. This has been fixed. Note that this was a general bug in the mono-mode implementation of builtin procedurals and that there might be small differences for saturated colors now compared to before.
      • If a material's backside uses JIT-compilation and the next material's frontside also uses JITcompilation, this could lead to a wrong function being executed at runtime causing wrong results.
    • Iray Interactive
      • In case a base.mdl procedural's texture_return.mono was used as weight input for df::*layer/df::*mix, the result incorrectly could feature a color tint. This has been fixed. Note that this was a general bug in the mono-mode implementation of builtin procedurals and that there might be small differences for saturated colors now compared to before.
      • If a material's backside uses JIT-compilation and the next material's frontside also uses JITcompilation, this could lead to a wrong function being executed at runtime causing wrong results.
      • In case backplate lens effects were used in conjunction with a finite-size dome, the depth of field calculation was still considering an infinite dome.
      • In rare cases Iray Interactive could crash when running out of GPU memory instead of falling back to CPU rendering.
      • When using a "sphere_with_ground" dome projection in a scene without matte ground plane and containing section planes beneath the ground plane, the ground projection would disappear and be replaced by an infinite projection.
    • Iray Realtime
      • Infinite lights did not cast shadows on the ground plane unless they were explicitly marked as matte. Now matte is forced on infinite lights.
      • A bug has been fixed that could lead to a corrupted uvw transform of material textures in the fast cutout opacity evaluation.
      • Shadow maps were not properly updated when the light sources changed their type. This has been fixed.
      • Wrong values were output for the ground to the "distance" canvas. This has been fixed.
      • Ground shadows were corrupted in the first frame when re-enabling the ground after some navigation.
    • Material Definition Language (MDL)
      • Fixed rare indeterministic crashes in the renderer when a “tag not found” error was reported during JIT compilation.
  • Please tell me you have fixed the Viewport resolution bug and I can now render a custom size and not have it revert back to the active viewport size??

    rbtwhiz said:

    Has the NVIDIA Iray renderer been updated?

    Yes, it has.

    *Note: The entries below come directly from the NVIDIA Iray 2016.3 release notes. Some entries, such as the mention of Iray Realtime, etc, currently have no bearing on Daz Studio itself but are included for completeness.


    Iray 2016.3, build 278300.573

    This is a beta release of Iray 2016.3. This is meant for early evaluation and integration prototypes. Do not use this for production code. Please see the list of known bugs and restrictions below.

    Please always read the release notes with each release carefully because they will describe interface changes when appropriate.

    Added and Changed Features

    • General
      • The defaults for the upper right corner of the camera window have been changed from (999999, 999999) to (2^32 - 1, 2^32 - 1). This should not change the effective camera window since the values are clipped against the camera resolution. However, arithmetic with the camera window coordinates needs to use the correct types, e.g., mi::Uint32. Using incorrect types, e.g., signed integer types like mi::Sint32, might cause problems.
    • Iray Bridge
      • Available bandwidth is now fairly distributed between multiple Bridge video streams when rendering using more than one bridge render context at the same time. Currently requires that all video streams use h264 video format.
      • The deprecated legacy Iray Bridge API has been removed.
      • Bridge data compression on very fast connections has been disabled since the compression becomes a bottleneck rather than the network speed in this case.
      • The Iray Bridge Render Context option "video_mode" has been deprecated and tied to the "scheduler_mode" option instead. A new scheduler_mode value "synchronous" has also been added to the cloud render contexts. The scheduler mode now dictates the video mode like this
            (scheduler_mode -> video mode):
            "interactive" -> "streaming",
            "synchronous" -> "synchronous" and "batch" -> "batch".
        The other combinations that were possible before don’t make much sense and are no longer supported.
    • Iray Photoreal
      • In addition to the existing "user" mode for "iray_instancing", there is now also support for "auto" mode, which automatically breaks the flattened scene graph geometry up into smaller subsets if an instance in the scene graph changes. Based on recent edits and the memory available, it will also regroup subsets again over time, if necessary. Detailed documentation is not available yet, but will be added with the final release of 2016.3.
      • To guide the new "auto" mode for "iray instancing", Iray Photoreal will now also respect the already available "movable" flag on instances. If this flag is set, the automatic instancing mode will assume that this part of the scene graph will be animated or edited at some point, thus avoiding the initial delay when changing an instance in the scene graph.
      • The ray tracing core on Maxwell and Pascal architectures has been optimized.
      • Classical area light source geometry (rectangle, disc, sphere, and cylinder) now features UV coordinates.
      • Builtin support for simple MDL math expressions like a*b, a\b, a+b, a-b has been added where a and b are floats, avoiding JIT compilation (for color and mixed color/float this was already supported).
      • The amount of MDL JIT compilation has been reduced: if small sub-expressions require JIT compilation this no longer necessarily requires compilation of the full expression.
      • Setting "progressive_rendering_max_samples" to -1 now disables that termination criterion.
    • Iray Interactive
      • For compatibility reasons, the added "auto" mode for "iray_instancing" is now also recognized by Iray Interactive, but will so far behave the same as setting it to "off", which already automatically adapts to scene changes by breaking the flattened scene graph geometry up into smaller subsets.
      • Rendering with multiple render contexts uses now less memory if data can be shared.
      • Builtin support for simple MDL math expressions like a*b, a\b, a+b, a-b has been added where a and b are floats, avoiding JIT compilation (for color and mixed color/float this was already supported).
      • The amount of MDL JIT compilation has been reduced: if small sub-expressions require JIT compilation this no longer necessarily requires compilation of the full expression.
      • Setting "progressive_rendering_max_samples" to -1 now disables that termination criterion.
      • Support for render context option "scheduler_mode = batch" has been added. It adapts the number of iterations rendered before returning an image, thus making best use of the GPU resources. The limitation to 64 iterations in one go has been removed for this mode.
      • Support of camera offset for panoramic cameras has been added.
      • Improved sampling of global illumination for distorted and panoramic cameras has been added.
    • Iray Realtime
      • Support for RGB canvases has been added to the labels output.
      • Support for matte_visible_in_aux_canvas has been added to the ground.
      • Support for the "Sint32" canvas type for object_id output has been added.
      • Iray Realtime is now using static runtime libraries with RiX DLLs.
      • The new option "glsl_place_uniforms_into_ssbo" has been added to the GLSL backend of the MDL compiler and MDL SDK. With this option set, large constant MDL data can be copied into one SSBO object instead of using uniforms, which size might be very limited.
    • Material Definition Language (MDL)
      • MDL archives as specified in Appendix C of the MDL 1.3 specification are now supported. Using MDLmodules is transparent, i.e., it does not matter whether MDL modules (or referenced resources) are located in MDL archives or plain files. The new API component IMdl_archive_api allows to create and to extract MDL archives, as well as to inspect their manifest. The new API example example_archives.cpp demonstrates these possibilities.
      • The method IMdl_factory::create_variants() has been extended such that it now allows the creation of annotations with multiple arguments of type bool, int, float, double, and string..

    Fixed Bugs

    • Iray Photoreal
      • In case a base.mdl procedural's texture_return.mono was used as weight input for df::*layer/df::*mix, the result incorrectly could feature a color tint. This has been fixed. Note that this was a general bug in the mono-mode implementation of builtin procedurals and that there might be small differences for saturated colors now compared to before.
      • If a material's backside uses JIT-compilation and the next material's frontside also uses JITcompilation, this could lead to a wrong function being executed at runtime causing wrong results.
    • Iray Interactive
      • In case a base.mdl procedural's texture_return.mono was used as weight input for df::*layer/df::*mix, the result incorrectly could feature a color tint. This has been fixed. Note that this was a general bug in the mono-mode implementation of builtin procedurals and that there might be small differences for saturated colors now compared to before.
      • If a material's backside uses JIT-compilation and the next material's frontside also uses JITcompilation, this could lead to a wrong function being executed at runtime causing wrong results.
      • In case backplate lens effects were used in conjunction with a finite-size dome, the depth of field calculation was still considering an infinite dome.
      • In rare cases Iray Interactive could crash when running out of GPU memory instead of falling back to CPU rendering.
      • When using a "sphere_with_ground" dome projection in a scene without matte ground plane and containing section planes beneath the ground plane, the ground projection would disappear and be replaced by an infinite projection.
    • Iray Realtime
      • Infinite lights did not cast shadows on the ground plane unless they were explicitly marked as matte. Now matte is forced on infinite lights.
      • A bug has been fixed that could lead to a corrupted uvw transform of material textures in the fast cutout opacity evaluation.
      • Shadow maps were not properly updated when the light sources changed their type. This has been fixed.
      • Wrong values were output for the ground to the "distance" canvas. This has been fixed.
      • Ground shadows were corrupted in the first frame when re-enabling the ground after some navigation.
    • Material Definition Language (MDL)
      • Fixed rare indeterministic crashes in the renderer when a “tag not found” error was reported during JIT compilation.

     

  • RAMWolffRAMWolff Posts: 10,231

    Have the controls for turning off or turning down the golden thing that happens when you hover over an object?  I find that very very distracting when I'm working and can not find how to turn that back off.  Please let me know.  Thanks!

  • Please tell me you have fixed the Viewport resolution bug and I can now render a custom size and not have it revert back to the active viewport size??

    Yes, it has been fixed.

  • RAMWolff said:

    Have the controls for turning off or turning down the golden thing that happens when you hover over an object?  I find that very very distracting when I'm working and can not find how to turn that back off.  Please let me know.  Thanks!

    What golden thing?

  • rbtwhizrbtwhiz Posts: 2,287
    edited November 2016

    Please tell me you have fixed the Viewport resolution bug and I can now render a custom size and not have it revert back to the active viewport size??

    The post above the one you quoted states: 

    Notice that the title of this thread, as well as the contents of the first post has been updated. Be sure to read the first post again as its contents has changed.

    Said first post states:

    Highlights:

    4.9.3.128 - Release Candidate 3 (November 4, 2016*UPDATED*

    • ...
    • Render Settings
      • Fixed an issue where changing the General > Dimensions > Dimension Preset (Global) property would not result in a corresponding size/aspect image when rendered; renders would always be the size/aspect of the Active Viewport, despite all other visual indicators suggesting otherwise
    • ...

    -Rob 

    Post edited by rbtwhiz on
  • RAMWolff said:

    Have the controls for turning off or turning down the golden thing that happens when you hover over an object?  I find that very very distracting when I'm working and can not find how to turn that back off.  Please let me know.  Thanks!

    Draw Settings pane, adjust the Node Highlighting options.

    Please tell me you have fixed the Viewport resolution bug and I can now render a custom size and not have it revert back to the active viewport size??

    rbtwhiz said:

    Has the NVIDIA Iray renderer been updated?

    Yes, it has.

    *Note: The entries below come directly from the NVIDIA Iray 2016.3 release notes. Some entries, such as the mention of Iray Realtime, etc, currently have no bearing on Daz Studio itself but are included for completeness.


    Iray 2016.3, build 278300.573

    This is a beta release of Iray 2016.3. This is meant for early evaluation and integration prototypes. Do not use this for production code. Please see the list of known bugs and restrictions below.

    Please always read the release notes with each release carefully because they will describe interface changes when appropriate.

    Added and Changed Features

    • General
      • The defaults for the upper right corner of the camera window have been changed from (999999, 999999) to (2^32 - 1, 2^32 - 1). This should not change the effective camera window since the values are clipped against the camera resolution. However, arithmetic with the camera window coordinates needs to use the correct types, e.g., mi::Uint32. Using incorrect types, e.g., signed integer types like mi::Sint32, might cause problems.
    • Iray Bridge
      • Available bandwidth is now fairly distributed between multiple Bridge video streams when rendering using more than one bridge render context at the same time. Currently requires that all video streams use h264 video format.
      • The deprecated legacy Iray Bridge API has been removed.
      • Bridge data compression on very fast connections has been disabled since the compression becomes a bottleneck rather than the network speed in this case.
      • The Iray Bridge Render Context option "video_mode" has been deprecated and tied to the "scheduler_mode" option instead. A new scheduler_mode value "synchronous" has also been added to the cloud render contexts. The scheduler mode now dictates the video mode like this
            (scheduler_mode -> video mode):
            "interactive" -> "streaming",
            "synchronous" -> "synchronous" and "batch" -> "batch".
        The other combinations that were possible before don’t make much sense and are no longer supported.
    • Iray Photoreal
      • In addition to the existing "user" mode for "iray_instancing", there is now also support for "auto" mode, which automatically breaks the flattened scene graph geometry up into smaller subsets if an instance in the scene graph changes. Based on recent edits and the memory available, it will also regroup subsets again over time, if necessary. Detailed documentation is not available yet, but will be added with the final release of 2016.3.
      • To guide the new "auto" mode for "iray instancing", Iray Photoreal will now also respect the already available "movable" flag on instances. If this flag is set, the automatic instancing mode will assume that this part of the scene graph will be animated or edited at some point, thus avoiding the initial delay when changing an instance in the scene graph.
      • The ray tracing core on Maxwell and Pascal architectures has been optimized.
      • Classical area light source geometry (rectangle, disc, sphere, and cylinder) now features UV coordinates.
      • Builtin support for simple MDL math expressions like a*b, a\b, a+b, a-b has been added where a and b are floats, avoiding JIT compilation (for color and mixed color/float this was already supported).
      • The amount of MDL JIT compilation has been reduced: if small sub-expressions require JIT compilation this no longer necessarily requires compilation of the full expression.
      • Setting "progressive_rendering_max_samples" to -1 now disables that termination criterion.
    • Iray Interactive
      • For compatibility reasons, the added "auto" mode for "iray_instancing" is now also recognized by Iray Interactive, but will so far behave the same as setting it to "off", which already automatically adapts to scene changes by breaking the flattened scene graph geometry up into smaller subsets.
      • Rendering with multiple render contexts uses now less memory if data can be shared.
      • Builtin support for simple MDL math expressions like a*b, a\b, a+b, a-b has been added where a and b are floats, avoiding JIT compilation (for color and mixed color/float this was already supported).
      • The amount of MDL JIT compilation has been reduced: if small sub-expressions require JIT compilation this no longer necessarily requires compilation of the full expression.
      • Setting "progressive_rendering_max_samples" to -1 now disables that termination criterion.
      • Support for render context option "scheduler_mode = batch" has been added. It adapts the number of iterations rendered before returning an image, thus making best use of the GPU resources. The limitation to 64 iterations in one go has been removed for this mode.
      • Support of camera offset for panoramic cameras has been added.
      • Improved sampling of global illumination for distorted and panoramic cameras has been added.
    • Iray Realtime
      • Support for RGB canvases has been added to the labels output.
      • Support for matte_visible_in_aux_canvas has been added to the ground.
      • Support for the "Sint32" canvas type for object_id output has been added.
      • Iray Realtime is now using static runtime libraries with RiX DLLs.
      • The new option "glsl_place_uniforms_into_ssbo" has been added to the GLSL backend of the MDL compiler and MDL SDK. With this option set, large constant MDL data can be copied into one SSBO object instead of using uniforms, which size might be very limited.
    • Material Definition Language (MDL)
      • MDL archives as specified in Appendix C of the MDL 1.3 specification are now supported. Using MDLmodules is transparent, i.e., it does not matter whether MDL modules (or referenced resources) are located in MDL archives or plain files. The new API component IMdl_archive_api allows to create and to extract MDL archives, as well as to inspect their manifest. The new API example example_archives.cpp demonstrates these possibilities.
      • The method IMdl_factory::create_variants() has been extended such that it now allows the creation of annotations with multiple arguments of type bool, int, float, double, and string..

    Fixed Bugs

    • Iray Photoreal
      • In case a base.mdl procedural's texture_return.mono was used as weight input for df::*layer/df::*mix, the result incorrectly could feature a color tint. This has been fixed. Note that this was a general bug in the mono-mode implementation of builtin procedurals and that there might be small differences for saturated colors now compared to before.
      • If a material's backside uses JIT-compilation and the next material's frontside also uses JITcompilation, this could lead to a wrong function being executed at runtime causing wrong results.
    • Iray Interactive
      • In case a base.mdl procedural's texture_return.mono was used as weight input for df::*layer/df::*mix, the result incorrectly could feature a color tint. This has been fixed. Note that this was a general bug in the mono-mode implementation of builtin procedurals and that there might be small differences for saturated colors now compared to before.
      • If a material's backside uses JIT-compilation and the next material's frontside also uses JITcompilation, this could lead to a wrong function being executed at runtime causing wrong results.
      • In case backplate lens effects were used in conjunction with a finite-size dome, the depth of field calculation was still considering an infinite dome.
      • In rare cases Iray Interactive could crash when running out of GPU memory instead of falling back to CPU rendering.
      • When using a "sphere_with_ground" dome projection in a scene without matte ground plane and containing section planes beneath the ground plane, the ground projection would disappear and be replaced by an infinite projection.
    • Iray Realtime
      • Infinite lights did not cast shadows on the ground plane unless they were explicitly marked as matte. Now matte is forced on infinite lights.
      • A bug has been fixed that could lead to a corrupted uvw transform of material textures in the fast cutout opacity evaluation.
      • Shadow maps were not properly updated when the light sources changed their type. This has been fixed.
      • Wrong values were output for the ground to the "distance" canvas. This has been fixed.
      • Ground shadows were corrupted in the first frame when re-enabling the ground after some navigation.
    • Material Definition Language (MDL)
      • Fixed rare indeterministic crashes in the renderer when a “tag not found” error was reported during JIT compilation.

     

    As noted in the revised first post:

    Render Settings

    • Fixed an issue where changing the General > Dimensions > Dimension Preset (Global) property would not result in a corresponding size/aspect image when rendered; renders would always be the size/aspect of the Active Viewport, despite all other visual indicators suggesting otherwise
  • rbtwhizrbtwhiz Posts: 2,287
    edited November 2016
    RAMWolff said:

    Have the controls for turning off or turning down the golden thing that happens when you hover over an object?

    Have the controls (done) what? Changed? No they haven't changed. The builds provided via the various release channels (e.g., General Release, Public Build, Private Build, etc.) still do not share settings between one another.

    -Rob

     

    Post edited by rbtwhiz on
  • RAMWolffRAMWolff Posts: 10,231

    Thanks Richard and Rob.  I'll take a look when my promo render finishes....

  • RAMWolffRAMWolff Posts: 10,231

    Yup, that did the trick.  Thanks boys!

  • OstadanOstadan Posts: 1,128

    Dynamic Cloth seems to have stopped working with this release.  Either I get told that there is no cloth item to drape, or (in the case of the American Flag prop) it drapes for several steps and then stops with an error message.  Anyone else seeing this?

  • mjc1016mjc1016 Posts: 15,001
    Ostadan said:

    Dynamic Cloth seems to have stopped working with this release.  Either I get told that there is no cloth item to drape, or (in the case of the American Flag prop) it drapes for several steps and then stops with an error message.  Anyone else seeing this?

    Are you using the full plugin or the included basic one?

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