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Gosh!
1. The figure is one I have been using having changed the shape and size using the normal adjustments in parameters and actor and the like - I think I am right calling it a morph. So that was there first.
2. The close-up of the shell only shows it is a problem there (see image). I have used the 'V3DPD Apply Dirty Shell' button in the Shader Presets folder. I notice (unnoticed earlier) that the problem affects the eyebrows as well.
3. I use 4.8
4. Don't touch Connect - refuse to have anything to do with DRM
5. Not sure I understand how to do this. I have reset the ndividual bits (eg lip peak, lip upper curves, etc) but there was no difference in the area unshaded.
Sorry to cause problems, but this is a key character for me and I want this apparently very good shader method to work.
Does your character's skin surface use displacement?
Barbult said 'Does your character's skin surface use displacement?'
I don't know what 'displacement' is! I did compare with a possibly earlier version and that one worked okay - but I'm not completely sure they are related.
Good question. MJW, at this stage of the load, you see the shell with no shader applied on the image you showed. So it is a very good indication to know it comes from the shell.
I've opened my 4.8 and tested on a special mouth morph rapidely made on Zbrush. I had no problem at all. So either there is something unknown about your specific morphs that we have to discover in order to solve your issue, or, and this is as Barbult the feeling I have, there might be a displacement map on the face and lips surfaces of your original figure. This would be easy to solve.
To check if you have displacement maps, select the figure "Face" surface of your figure and, in the surfaces / editor tab, in the "enter text to filter by" top window, hit "disp" (see image). The fact that this happens on the eyebrows is a clue for displacement. In the image I show what can happen with displacement if you don't copy it to the shell.
OK. Displacement are maps which "move" the underlying mesh (but from the render point of view). People use them to have more details than they could have with standard resolution meshes.
In order to check if you have a displacement :
1. select the "surface selection tool" (ALT+Shift + M) located top of the menus and select your figure face by clicking on it with this tool,
1.b. an other way to have it is to select the figure in the scene tab, then in the surfaces tab, in the editor sub-tab, select the "Face" figure.
2. Then you have to have a look at the displacement parameter. For this hit "disp" in the "enter text to filter by" as you see in the second image I posted previous post. Here you will see the displacement parameters, and you'll see if there is a map.
Let me know if you manage to see this or not.
Thanks folks,
I think I see how to do it - the displacement thing is what is causing the problem (not that I have a clue what it is or why I used it). I can get rid of the problem by either zeroing the displacement in the surfaces or matching it in the surfaces for the shell - but I don't know why! What effect does removing the displacement have on my figure? It presumably serves a function, but if it is not essential and the shape does not change, I can simply go for the zero option.
Thanks for the patience...... I may not be able to respond tonight as I am about to sign off the computer I sue for this work.
BW
Malcolm
By the way, it only works if I set the image map the same (ie use the same skin map for the shell as for the skin tone) otherwise I cannot set the displacement base.
Oh, and clicking on the V3DPD Transfer Original Figure Maps tab gives me options but they do not respond when I click on them (assuming they should).
Displacement is a way to move the mesh of the object, kind of like an HD morph. It can be used effectively with the 3Delight render engine to do things like put wrinkles on a character's skin, make tread on vehicle tires, give texture to bark on a tree, etc. Displacement doesn't work very well in Iray, because it doesn't work the same way it does in 3Delight. I recommend zeroing it out. If you have a fantastic computer with a fantastic NVIDIA graphics card with 6-12 GB of GPU memory, you can try to get some use out of displacement in Iray by increasing the displacement subD setting in the Surfaces pane. Other than that, displacement just causes trouble in Iray, in my opinion.
Yes, in Iray you have to "really" subdivide the mesh in order to see displacement. This is a bit sad, since it is very memory consuming... And this time the SubD level which would be necessary is so high that you can even not use displacement without killing the computer. Getting rid off displacement when possible is a good choice.
Yeah. I keep trying to do procedural displacement and it's just so... terrible in Iray. Have to crank it up a lot to get results that mostly look like a bump map. Heh.
I'd love to do procedural Normals, but those are ... I have no clue how to do those.
Same on my side, well procedural displacement could be ok for 3Delight but for Iray... Yet actually I made grass this way but... weird grass...
I agree bump is the best way with perlin noises. For normal, not sure this is possible with the way perlin works and normal work. I have an idea what I could try to "fake" procedural normal, but honnestly the result is probably not worth the effort. Too "uncontrollable" at the end.
Is anyone running this in the beta of Studio? I just bought it recently and trying to take it out for a drive and its locking up Studio, crashing my Titan....something is not right.
Seems to work just fine in the release version though....too bad I don't use that one.
Uh Oh! I just tried it in 4.9.3.71 and it crashed when I tried to render. I get errors like this in the log file:
2016-08-21 18:02:30.654 WARNING: dzneuraymgr.cpp(261): Iray ERROR - module:category(IRAY:RENDER): 1.9 IRAY rend error: CUDA device 0 (GeForce GTX 980 Ti): unknown error (while launching CUDA renderer in core_renderer_wf.cpp:801)
2016-08-21 18:02:30.654 WARNING: dzneuraymgr.cpp(261): Iray ERROR - module:category(IRAY:RENDER): 1.9 IRAY rend error: CUDA device 0 (GeForce GTX 980 Ti): Failed to launch renderer
2016-08-21 18:02:30.654 WARNING: dzneuraymgr.cpp(261): Iray ERROR - module:category(IRAY:RENDER): 1.4 IRAY rend error: CUDA device 0 (GeForce GTX 980 Ti): Device failed while rendering
2016-08-21 18:02:30.654 WARNING: dzneuraymgr.cpp(261): Iray WARNING - module:category(IRAY:RENDER): 1.4 IRAY rend warn : All available GPUs failed.
2016-08-21 18:02:30.654 Iray INFO - module:category(IRAY:RENDER): 1.4 IRAY rend info : Falling back to CPU rendering.
2016-08-21 18:02:30.654 WARNING: dzneuraymgr.cpp(261): Iray ERROR - module:category(IRAY:RENDER): 1.4 IRAY rend error: CUDA device 0 (GeForce GTX 980 Ti): unknown error (while initializing memory buffer)
2016-08-21 18:02:30.654 WARNING: dzneuraymgr.cpp(261): Iray ERROR - module:category(IRAY:RENDER): 1.4 IRAY rend error: All workers failed: aborting render
2016-08-21 18:02:30.654 WARNING: dzneuraymgr.cpp(261): Iray ERROR - module:category(IRAY:RENDER): 1.4 IRAY rend error: CUDA device 0 (GeForce GTX 980 Ti): unknown error (while de-allocating memory)
I'm using Nvidia display driver 372.54, which is up to date.
Yup, same errors.
I sure hope this doesn't go the way of the AoA Advanced Lights that were broken by a DS update and never fixed. Have you submitted a bug report yet? I just submitted one on this problem, but corroborating evidence from you would probably help, especially since you were the one to discover the problem! Since it works fine in the released version 4.9.2.70 with the same display driver, it must be a problem in the Daz Studio beta, perhaps with the updated Iray version.
Hi!
I know both of you are so good and heavy users of Daz Studio that there must be an issue somewhere. So I ran on my test computer and installed 4.9.3.71.
It is a laptop with windows 10 and a Nvidia GeForce GTX 980M video card. I tried to add a sphere with a touch of dirt for Iray shell and it worked. I did the same with Genesis 3 male. I have the preview and the render. So the issue must be more complex than just the 4.9.3.71 update. It may also be linked to the video card? to windows? or both? or the render settings? and of course the updates!!! ROFL not a lot of things to investigate ;)
I am going to contact people to see if they have an idea what is happening and how to solve this. Anyway I have good hope there will be a solution. By luck this is based on a shader mixer shader, and it can eventually be updated if needed.
I was using Windows 10 and GTX 980ti with Nvidia display driver 372.54. My simple scene was a cube. My GPU was checked and CPU and Optix Prime were not checked in Render Settings. Do you perhaps have a different display driver version?
It seems that in the new version, the GPU does not manage to render the shader. And uses only the CPU. I had a look at the old Daz Studio versions, it was not the case. I'm gonna investigate why the GPU cannot be used any more. Well you can still render CPU only, or use older Daz Studio version, because CPU only is deadly slow.
I am active on the subject so that this is solved later on. It may be linked to the use of procedural stuff.
Thanks, appreciate that you have confirmed and are looking into it
JUST CHECKED with another procedural material I know, which are the procedural fabrics of MEC 4D. The same way as for this, only the CPU can be activated for rendering, whatever you checked as options (I mean if you checked GPU only nothing will render, if you check everything, only CPU will render anyway).
So this is a global update issue regarding procedural shaders.
Right now I happen to be rendering an image that uses one of the Mec4D procedural fabric shaders from Volume 2. It is rendering fine with GPU, so there must be something more going on. Perhaps it is some combination of things that causes the problem.
I tried to render with procedural 008 fabric on a cube and nothing else in the scene. And the GPU does not start... Grrr.. hard to understand. It works only CPU.
I tried to reproduce this scenerio, but it worked fine for me. The log shows:
2016-08-22 13:21:23.583 Iray INFO - module:category(IRAY:RENDER): 1.0 IRAY rend info : Rendering with 1 device(s):
2016-08-22 13:21:23.583 Iray INFO - module:category(IRAY:RENDER): 1.0 IRAY rend info : CUDA device 0 (GeForce GTX 980 Ti)
2016-08-22 13:21:23.584 Iray INFO - module:category(IRAY:RENDER): 1.0 IRAY rend info : Rendering...
2016-08-22 13:21:23.589 Iray INFO - module:category(IRAY:RENDER): 1.4 IRAY rend info : Initializing light hierarchy.
2016-08-22 13:21:23.735 Iray INFO - module:category(IRAY:RENDER): 1.3 IRAY rend info : CUDA device 0 (GeForce GTX 980 Ti): Scene processed in 0.154s
2016-08-22 13:21:23.735 Iray INFO - module:category(IRAY:RENDER): 1.3 IRAY rend info : CUDA device 0 (GeForce GTX 980 Ti): Allocated 68.6648 MiB for frame buffer
2016-08-22 13:21:23.813 Iray INFO - module:category(IRAY:RENDER): 1.3 IRAY rend info : CUDA device 0 (GeForce GTX 980 Ti): Allocated 848 MiB of work space (1024k active samples in 0.070s)
2016-08-22 13:21:23.813 Iray INFO - module:category(IRAY:RENDER): 1.3 IRAY rend info : CUDA device 0 (GeForce GTX 980 Ti): Used for display, optimizing for interactive usage (performance could be sacrificed)
2016-08-22 13:21:23.936 Iray INFO - module:category(IRAY:RENDER): 1.0 IRAY rend info : Received update to 00001 iterations after 0.365s.
2016-08-22 13:21:24.114 Iray INFO - module:category(IRAY:RENDER): 1.0 IRAY rend info : Received update to 00002 iterations after 0.544s.
2016-08-22 13:21:24.283 Iray INFO - module:category(IRAY:RENDER): 1.0 IRAY rend info : Received update to 00003 iterations after 0.711s.
2016-08-22 13:21:24.452 Iray INFO - module:category(IRAY:RENDER): 1.0 IRAY rend info : Received update to 00004 iterations after 0.877s.
2016-08-22 13:21:24.615 Iray INFO - module:category(IRAY:RENDER): 1.0 IRAY rend info : Received update to 00005 iterations after 1.041s.
GPU-Z shows GPU being used. Render is fast. Everything seems normal here.
i can run a few more tests tonight, see if I can isolate something. I did make a post in the beta thread about this. Maybe someone there will turn something up.
Thank you a lot Barbult and evilded77. On my side I'm stuck... lost.... and sad ... For my shader I can render it only in CPU mode whatever the computer I use, and for MEC4D shader, I can or cannot render it GPU depending on the computer I use. I wonder if I have one computer were GPU seems always off.
I don't really see what I can do. I don't want to buy a new video board until the Nividia "Pascal" cards are supported by Iray. I hope there will be a solution soon. I could update the shader but the reason why GPU does not accept it is unknown, so I wait to see if the next update of the beta will "autosolve" it.
Hi, i have some problems with this product
1st: i do not see an apply-button on the script-menue. How can i apply without such an option?
2nd - and this is the really problem: when i use the shaders on a geometry-shell and i activate Iray, then my screen is becoming black.
The computer is still on, but i have to reboot. I think this is too much for my graphic card.
In the moments when i activate iray after adding the shader, daz "hangs". After this the screen is becomming black.
I have never had this problem before.
I am not able to use this shader without getting this problem.
See my hardware-details in the attachment.
What can i do?
glad i saw all this before purchasing. while i have a huge video project that could use this to the full, i dont want to get it until all the issues are fixed. let me know when here is an update and i will consider it again. still hopng for a dirt for iray presence :)
Just a suspicion - try rendering a cube instead of a sphere; is there a possibility there is an issue with edges? I'll take a look when get home.