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

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  • rbtwhizrbtwhiz Posts: 2,287

    The Public Build of Daz Studio Pro 4.9.3.166 Release Candidate 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.

    Before continuing to discuss any of the issues that you may have encountered with a previous 4.9.3.x build, please be sure that you are using this latest build (4.9.3.166) and that you have verified the issue remains in this build.

    ----

    Use of the newly added "batch" network rendering support should be relatively straightforward. Assuming that you have an Iray Server license, that you have Iray Server installed, and that Iray Server is running and ready to receive jobs...

    From the "Bridge [BETA]" sub-page, you would:

    • Choose "Iray Server" for the Connection
    • Enter the IP address of the machine running Iray Server in the Server field
    • Enter the Port number (if you're not using the default)
    • Uncheck Secure
    • Enter the account credentials you setup in the Iray Server UI
    • Click the "Add to Queue[...]" button
      • Type a job name in the popup if Render Settings > Editor > General > Destination > Image Name is empty
      • Click Ok

    A progress dialog will appear and provide feedback about the queuing process and then close. If there are errors, you'll be prompted with the error. Once the job is queued, the progress dialog disappears and you carry on working. Notifications of finished renders is something you setup in Iray Server; consult the Iray Server documentation.

    -Rob

  • XoechZXoechZ Posts: 1,102
    edited December 2016

    Please fix the Active Pose Tool and pinning with Genesis 3 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    Post edited by XoechZ on
  • At $295.00 per licence, per machine, for only one year, Iray server is a VERY bad deal.!!!. 

    S.K.

  • At $295.00 per licence, per machine, for only one year, Iray server is a VERY bad deal.!!!. 

    S.K.

    That obviously depends on your priorities and resources - people who can afford multiple PCs capable of doing Iray renders probably won't see it as such an obstacle, especially if they are getting paid for their renders.

  • At $295.00 per licence, per machine, for only one year, Iray server is a VERY bad deal.!!!. 

    S.K.

    That obviously depends on your priorities and resources - people who can afford multiple PCs capable of doing Iray renders probably won't see it as such an obstacle, especially if they are getting paid for their renders.

    You are right of course Richard.

     However, I do have multiple pc's (four) all equiped with a pair of highend cards (titans), and I do get paid for my renders.  

    So that would be $1200.00 A YEAR, just to allow me to conduct distributed network rendering. I DO have the resources.., but that doesn't change the fact that its really NOT a great deal.

    It just seems odd that development resources and time would be essentially wasted on this, what may turn out to be very niche feature, as I would posit that a good 90% of the user base would not adopt this feature at its current cost point.

    I shall say no more on the Subject.

    Merry Christmas All.

    S.K.

     

     

  • At $295.00 per licence, per machine, for only one year, Iray server is a VERY bad deal.!!!. 

    S.K.

    That obviously depends on your priorities and resources - people who can afford multiple PCs capable of doing Iray renders probably won't see it as such an obstacle, especially if they are getting paid for their renders.

    You are right of course Richard.

     However, I do have multiple pc's (four) all equiped with a pair of highend cards (titans), and I do get paid for my renders.  

    So that would be $1200.00 A YEAR, just to allow me to conduct distributed network rendering. I DO have the resources.., but that doesn't change the fact that its really NOT a great deal.

    It just seems odd that development resources and time would be essentially wasted on this, what may turn out to be very niche feature, as I would posit that a good 90% of the user base would not adopt this feature at its current cost point.

    I shall say no more on the Subject.

    Merry Christmas All.

    S.K.

    I would add that we don't know what resources this consumed - given that it's a feature of iray it may have required relatively little work on the Daz Studio side. it may also be a license requirement, of course, again we have no idea. It's certainly out of my reach, even if I do get around to buying a new machine this year and keep the old as a potential render node.

  • OstadanOstadan Posts: 1,128

    I may not have rendered this particular item in earlier Beta releases, but I see a big difference between the results from the 4.9 Release version and the current Beta.  These are 3delight renders of http://www.daz3d.com/galactic-force-for-genesis-2-male-s  with identical lighting.  The Beta version's glossiness is not the same (note that the original version has a yellowish reflectiveness that is disappearing in the beta version).  Anyone else seeing effects like this?

    GalacticForce-4.9.png
    618 x 800 - 129K
    GalacticForce-4.9beta.png
    618 x 800 - 135K
  • this beta seems to use my CPU as soon as it is loaded and while its warm here it was getting rather hot over 60C according to Speccy without even loading anything besides genesis

     

  • L'AdairL'Adair Posts: 9,479

    Looking at the change log, I see a lot of fixed issues. Sounds to me like this beta release is more about those fixes than the newly added batch network rendering support. Perhaps we are getting close to a 4.9 release? Not that DAZ is saying, of course. We'll find out the release is ready once it's been released! lol

  • L'Adair said:

    Looking at the change log, I see a lot of fixed issues. Sounds to me like this beta release is more about those fixes than the newly added batch network rendering support. Perhaps we are getting close to a 4.9 release? Not that DAZ is saying, of course. We'll find out the release is ready once it's been released! lol

    Daz is basically just like the Apple of the old days, no transparency at all unless they hold a press conference or release info lol

  • takezo_3001takezo_3001 Posts: 1,997
    L'Adair said:

    Looking at the change log, I see a lot of fixed issues. Sounds to me like this beta release is more about those fixes than the newly added batch network rendering support. Perhaps we are getting close to a 4.9 release? Not that DAZ is saying, of course. We'll find out the release is ready once it's been released! lol

    Daz is basically just like the Apple of the old days, no transparency at all unless they hold a press conference or release info lol

    My guess is that a lot of wrenches thrown in the works can happen a lot, and therefore cannot be predicted with any reliability, and continual announcements that get contradicted due to these unseen events usually sets the community on fire!

    To be honest, it would be the better way for them, as they can focus on resolving the issues rather than damage control as we are a very passionate lot, so I really cannot blame them at this point.

  • jestmartjestmart Posts: 4,449

    @ ostadan, that kind of looks like the difference you would see from having the camera's headlamp off instead of on, check your render settings.

  • nicsttnicstt Posts: 11,715
    barbult said:
    L'Adair said:
    barbult said:
    L'Adair said:

    Is it just me, or is the beta way worse with vram management than the general release? I was attempting to get a simple scene, g3f, a hair, and a paper roll in backround to render and it kept getting kicked to CPU, had no problem rendering on my 960 in the general release.

    Grrrrr! This build's render goes straight to CPU!  The only time it renders to GPU is via the view-port preview mode! Thing is, it doesn't even matter that I don't have CPU checked off for the main renderer or not, defaults to CPU!

    I'm also using 20 gbs out of 32 gb RAM for a sky & Dome lit scene with two G3s with Stone mason's lake scene file...And my CPU is doing the entire rendering!

    WIN 10-64  AMD 8350 32 gbs Gskill RAM, Gigabyte GTX G1 1080

    The 1080 only has 8GB and if you don't have onboard video or another card, some of that is being allocated for system video, like your monitor. If your scene requires more than the available memory on the card, it will go to CPU only.

    When I run into this, I look for objects that don't impact the scene and remove them. If it's a wide shot, I look for objects with hi-rez materials and resize them in Photoshop. If an object is in the background, 20-30 "feet" from the camera, it doesn't need materials that are 4096 x 4096 pixels; 2048 or 1024 should be fine. Once I get the textures for small or distant objects cut down in size, I can usually get my large scenes to render using my 1080.

    To be honest, I should do the same with all my scenes, even if there are less objects I can "optimize"... so my images will render at the best speed possible.
    smiley

    After you resize the texture files in Photoshop, do you have to go into the surface settings and select each image map and browse for your modified version? That seems cumbersome. I'm hoping there is a shortcut I'm not aware of.

    I don't use a shortcut. I suppose you could copy the original textures into a subfolder, then save the smaller images with the original filenames. I think the Ctrl+I command would update the images. Or you could close DS to clear memory, restart DS and open the file.

    I don't use it often myself, but there is also the Texture Atlas.

    Overwriting the maps would make them apply automatically, but they would then be replaced by the next update. A systematic renaming system (either of the files, or keeping the filenames but placing them in a new folder) should make the updating scriptable (or search-and-repalceable using a copy of the original materials presets).

    Or what Richard said...

    I like that even better. Create a sub-directory for your modifed files, and use a script to update the images... not that I have any idea how to write any script...

    I tried Texture Atlas right after Iray came out, when I only had 2GB in my graphicis card. Texture Atlas doesn't handle most of the Iray Uber shader channels. I found it unhelpful for most things. I wrote a help request, but nothing was ever done about it.

    Photoshop and Gimp will both batch convert files.

    I've used em to convert a PA's textures to 4096 (well the various non-diffuse ones) so all were the same size to use with Zev0's brow converted. I store the textures in a custom folder.

  • I just downloaded the most recent beta / RC.

    I can't find a pane for the Content Library?

    Content Library is all I ever use, so it is a bit important!

    Hmm?

    :0/

     

     

  • Click Window - Panes (Tabs) - Content Library?

  • Yep, but Content Library is not listed in the drop down?

  • Did you install it with DS running? Try Uninstalling and reinstall.

  • Perhaps I should add that I am trying to run two beta installations at once for comparison purposes.

    Yes, I can delete one installation, but I would prefer to see a Content Library pane available in the most recent one before I delete tha old one, which has a functional Content Library pane.

    :0/

     

  • Would anyone be able to confirm the presence of the content library pane in the current RC build, please?

    :0/

  • I do, but then I don't have two beta installations (which is really not recommended).

  • I can see why :)

    Perhaps it might appear if I delete the old installation, but I will have to summon up some courage for that.

    It is a big step back for me if it doesn't appear in the RC after I have deleted the earlier beta.

    :0/

  • I do, but then I don't have two beta installations (which is really not recommended).

    Yes, this is generally considered a Very Not Good Idea. The problem is that, while you can run a release version and beta version side by side, that's because they don't install to the same place, or use the same settings files. Two release versions, or two beta versions, will clash over the use of these settings files — any major differences in how the two installations use their settings will cause Weird Stuff™ to happen. This might or might not be limited only to making content saved in one version unloadable in the other.

  • It would appea so. :)

    Whilst I was happy with the earlier beta performance I was intrigued by the most recent RC & wanted to try it.

    Probably best for me to delete the most recent Beta & be patient for another full release under the circumstances.

    Thanks for the replies folks.

    The advice is appreciated.

  • Actually I have another question on a related topic.

    Will it be necessary to re-install all plug ins when upgrading from one release version to a later one?

    :0/

  • Yes, each plug-in must match the same version.

  • Gotcha. Thanks for the info. :)

  • L'AdairL'Adair Posts: 9,479

    Perhaps I should add that I am trying to run two beta installations at once for comparison purposes.

    Yes, I can delete one installation, but I would prefer to see a Content Library pane available in the most recent one before I delete tha old one, which has a functional Content Library pane.

    :0/

    I now keep a backup archive of the previous beta versions, (including all of the Public Build files for that version.) That way, if the current beta has issues, I can uninstall it, and reinstall the previous version.

  • Arnold CArnold C Posts: 740
    L'Adair said:

    I now keep a backup archive of the previous beta versions, (including all of the Public Build files for that version.) That way, if the current beta has issues, I can uninstall it, and reinstall the previous version.

    Since a while I'm more keeping a backup for the General releases (and their Base Content/Essentials). Beta's come and go.

    At least I can roll back to 4.6.3.50. Just in case... :)

  • d.riouxd.rioux Posts: 2
    edited December 2016

    Hi, tried to render a few scenes with the new beta (RC 5) that I had done before with 4.9. In many scene, the color of the skin of G3 charaters becomes red (almost bright red). It is worse when using an horizontal mesh pannel (near the ceiling of the room).

    Post edited by d.rioux on
  • RCR-2631227RCR-2631227 Posts: 212
    edited December 2016
    Hi all, I would to understand why, if I use an cubic primitive for an background, the times of rendering with IRAY are very more long of an render without it! I speak of differences of also 6-7 minutes if i don't use that primitive! It's really strange and also frustrating! My card is an GTX 1070 and the CPU is an i7 4790k.. For example, if I use genesis model with lighting, an primitive plane for the floor and background color, the rendering is really fast, if I try to insert an cubic primitive for an back wall the times are really long!
    Post edited by RCR-2631227 on
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