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!
Without knowing your render settings, it would be hard to say for sure, but Iray is going to calculate the cube as if it were a 'room'...and that means all the 'bounces' inside the cube will need to now be calculated. With just a floor, you have 'open space' surrounding your scene. This means any light that bounces off of scene elements will 'bounce' out of the scene and won't need to be calculated any longer.
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.
how do you do that since it has to be installed using DIM?
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.
how do you do that since it has to be installed using DIM?
Don't have DIM erase them on install...then copy them out of the DIM download folder.
After that you can use DIM to install basically any version you want by dropping the files back into the download folder and work in offline mode.
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.
how do you do that since it has to be installed using DIM?
Don't have DIM erase them on install...then copy them out of the DIM download folder.
After that you can use DIM to install basically any version you want by dropping the files back into the download folder and work in offline mode.
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).
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.
how do you do that since it has to be installed using DIM?
Don't have DIM erase them on install...then copy them out of the DIM download folder.
After that you can use DIM to install basically any version you want by dropping the files back into the download folder and work in offline mode.
I never thought to look there
I have backups everywhere; these are just a few of the various versions of Daz. These I can use through DIM if I like.
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).
Since that thread was in relation to the upgrade from version 4.8 to 4.9, I was expecting this wouldn't be the case between version 9.2 and 9.3. Are we to expect similiar issues with skin SSS between version 4.9.2 and 4.9.3?
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).
Since that thread was in relation to the upgrade from version 4.8 to 4.9, I was expecting this wouldn't be the case between version 9.2 and 9.3. Are we to expect similiar issues with skin SSS between version 9.2 and 9.3?
Sorry, you are right. I'm not sure what the issue may be then.
Ok had to select decimator that was installed in DIM, uninstall it, then reinstalled it, and that worked.
Did you install Decimator before or after you first installed a D|S beta? Because the beta versions are kept separate from the release versions, if you only have the release version installed, then the plugin wkill only be installed into the release version — if you install the beta later, the plugin won't appear because it was never installed there. What you did is the right thing to do, since DIM can see both the release version and the beta, and will install the plugin to both program folders.
Yea, before some glitches are addressed, I don't think you want this beta as a final release. Unless you enjoy that sort of thing, nothing against self torment, lol. It will be ready, when it is ready.
Hopeful Measure metrics will do more then just read out 0.0000 for everything. And scripts made in 4.9 that do stupid simple things (like turning on/off instances) will be backwards comparable with former versions. Etc.
Oh, it would be nice if they fixed the text fields in the render tab.
And the render time midnight glitch, or at least a translator for it.
Any word on when the release version will be updated?
The last time (several versions back) I ventured an opinion on this I said something like: "Considering the major problems we're all still having, if it's still in beta another month or three, I wouldn't be surprised. If it came out next week, I'd be worried."
Guess what, it came out the next day. I don't do that any more.
Hopeful Measure metrics will do more then just read out 0.0000 for everything. And scripts made in 4.9 that do stupid simple things (like turning on/off instances) will be backwards comparable with former versions. Etc.
Measure Metrics has been working for me in general.
Now I test with about product version, then ds have same problem , just use eye close left, with eyelids L down, then bake transform
(I set path too), it take almost one minute, and I feel this option not work with each frame. of animation, only work about pose on frame zero.
or If I use "bake as translation" on different frame (which made pose by pose controller), it seems bake as translation on frame zero then overwrite it.
I do not know clear detail but usually un-expectable way,, then Not try to use on another frame.. just make pose,, bake translation, on frame zero,
then set key anc copy , paste to another frame.. (though it actually cost many times,, to save each expressions as key on many frame with "node translation only")
I don't suppose iray gets much of a boost with xeon based multi core machines does it if it just has to do cpu rendering does it? Getting one regardless for other render engines that do just curious if iray render times improves at all with multi core setups. thanks.
Iray will use as many cores as you can throw at it (CPU/CUDA...within the memory limits of the card). How much that benefits hasn't been adequately shown, though...most of the runs here have been with GPU enabled.
I don't suppose iray gets much of a boost with xeon based multi core machines does it if it just has to do cpu rendering does it? Getting one regardless for other render engines that do just curious if iray render times improves at all with multi core setups. thanks.
I went from a quad core cpu running windows 7 with 16GB of ram to an eight-core cpu running windows 10 with 32GB of ram. If I recall correctly, my cpu renders were about 5 times faster. I'll look and see if I can find the file with the actual stats.
ETA: Found it. The new computer is "just over 5.6 times faster" in CPU only. Quad core cpu is i7-4770 @ 3.40GHz. Eight-core cpu is i7-6900 3.2GHz. Both computers were running beta 4.9.3.56 at that time.
I'm not seeing anyone complaining about my current issue with the latest beta. For whatever reason, keystrokes aren't working. I can't delete anything from the scene using the Del key. Ctrl+z will not undo an action, nor will Ctrl+Y redo an action, etc. They worked before the update to 4.9.3.166. I went looking for an option to change to make them work again, but I can't find it. Any help there would be appreciated. Assuming it is an option I can set, I am wondering why the update would change that option, and none of the others...
Comments
Without knowing your render settings, it would be hard to say for sure, but Iray is going to calculate the cube as if it were a 'room'...and that means all the 'bounces' inside the cube will need to now be calculated. With just a floor, you have 'open space' surrounding your scene. This means any light that bounces off of scene elements will 'bounce' out of the scene and won't need to be calculated any longer.
how do you do that since it has to be installed using DIM?
Don't have DIM erase them on install...then copy them out of the DIM download folder.
After that you can use DIM to install basically any version you want by dropping the files back into the download folder and work in offline mode.
I never thought to look there![blush blush](http://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/embarrassed_smile.png)
You may need to have a look at http://www.daz3d.com/forums/discussion/69709/daz-studio-4-9-daz-original-figure-skin-material-optimization#latest
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Load HD morphs on morph loader not yet?
No, that remains a tool available only to PAs creating content for the store.
I have backups everywhere; these are just a few of the various versions of Daz. These I can use through DIM if I like.
Since that thread was in relation to the upgrade from version 4.8 to 4.9, I was expecting this wouldn't be the case between version 9.2 and 9.3. Are we to expect similiar issues with skin SSS between version 4.9.2 and 4.9.3?
Sorry, you are right. I'm not sure what the issue may be then.
Where is Decimator?
The whole point of beta is to make sure everything works well together, so decimator should be there as well.
Decimator probably needs to be reinstalled...
In DIM it shows it is installed.
Ok had to select decimator that was installed in DIM, uninstall it, then reinstalled it, and that worked. Thanks
Did you install Decimator before or after you first installed a D|S beta? Because the beta versions are kept separate from the release versions, if you only have the release version installed, then the plugin wkill only be installed into the release version — if you install the beta later, the plugin won't appear because it was never installed there. What you did is the right thing to do, since DIM can see both the release version and the beta, and will install the plugin to both program folders.
Decimator should have a beta version to go with the beta version of DS.
It does.
Hello,
So I've been running the beta version side-by-side with the release version for quite a while now just to have my GX1080 supported.
Any word on when the release version will be updated?
Michael Grant
There's never advanced notice on when an update is being released...
Yea, before some glitches are addressed, I don't think you want this beta as a final release. Unless you enjoy that sort of thing, nothing against self torment, lol. It will be ready, when it is ready.
Hopeful Measure metrics will do more then just read out 0.0000 for everything. And scripts made in 4.9 that do stupid simple things (like turning on/off instances) will be backwards comparable with former versions. Etc.
Oh, it would be nice if they fixed the text fields in the render tab.
And the render time midnight glitch, or at least a translator for it.
Total Rendering Time: 1 days -47.-96 seconds
The last time (several versions back) I ventured an opinion on this I said something like: "Considering the major problems we're all still having, if it's still in beta another month or three, I wouldn't be surprised. If it came out next week, I'd be worried."
Guess what, it came out the next day. I don't do that any more.![](http://www.cosgan.de/images/smilie/konfus/g070.gif)
Current beta version DS reduce time to "bake to transform" about genesis3 figures?
eg,, j I use same pose controller (left hand grasp) for genesis2 and genesis3,
then "bake transforms" to remove pose ontroller values then trun it as finger rotation only,
genesis3 take too many times just bake one pose controller..or sometimes freeze .
it is as if same as old daz studio property editor problem.
genesis2 can bake as few seconds about complex pose which made by some pose controller.
but genesis3 easy freeze, or take too many times, when make many pose and convert them as transforms only.,, this problem is critical for such work.
Do I need to send support ticket, or there is aleady report about Bake transform problem for genesis3 ?
and this version beta actully work well to bake transfrom for genesis3? (if so I may up-date it )
not sure if you fixed, but it realy need to fixit!
in last official version the problem persist,
after some changes in a character and 'NEW' (clear scene) the 'temp' keep several files of character!, JPG textures and many tdl files and shader
the only way to clean the 'temp' is to EXIT the program
I noticed this freeze too in a prior beta (haven't tested it latest). Do you have a ticket open for this?
Measure Metrics has been working for me in general.
@RobotHeadArt
Now I test with about product version, then ds have same problem , just use eye close left, with eyelids L down, then bake transform
(I set path too), it take almost one minute, and I feel this option not work with each frame. of animation, only work about pose on frame zero.
or If I use "bake as translation" on different frame (which made pose by pose controller), it seems bake as translation on frame zero then overwrite it.
I do not know clear detail but usually un-expectable way,, then Not try to use on another frame.. just make pose,, bake translation, on frame zero,
then set key anc copy , paste to another frame.. (though it actually cost many times,, to save each expressions as key on many frame with "node translation only")
I don't suppose iray gets much of a boost with xeon based multi core machines does it if it just has to do cpu rendering does it? Getting one regardless for other render engines that do just curious if iray render times improves at all with multi core setups. thanks.
Iray will use as many cores as you can throw at it (CPU/CUDA...within the memory limits of the card). How much that benefits hasn't been adequately shown, though...most of the runs here have been with GPU enabled.
I went from a quad core cpu running windows 7 with 16GB of ram to an eight-core cpu running windows 10 with 32GB of ram. If I recall correctly, my cpu renders were about 5 times faster. I'll look and see if I can find the file with the actual stats.
ETA: Found it. The new computer is "just over 5.6 times faster" in CPU only. Quad core cpu is i7-4770 @ 3.40GHz. Eight-core cpu is i7-6900 3.2GHz. Both computers were running beta 4.9.3.56 at that time.
I'm not seeing anyone complaining about my current issue with the latest beta. For whatever reason, keystrokes aren't working. I can't delete anything from the scene using the Del key. Ctrl+z will not undo an action, nor will Ctrl+Y redo an action, etc. They worked before the update to 4.9.3.166. I went looking for an option to change to make them work again, but I can't find it. Any help there would be appreciated. Assuming it is an option I can set, I am wondering why the update would change that option, and none of the others...