TerraDome3 NOT a rumor anymore! Live in store! Whoot!!!

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  • Havos said:

    You probably already know this, but just in case, do you have instancing optimization set to "memory"? 

    My whole system ran out of memory!  Froze DS and Firefox! I have 32GB RAM , wow!  I will try again with a different sky but I had no water or anything. Clearly this is not going to work for me. Hope the Poser version works better....

     

    Yes. That is the correct setting, right? I just assumed it was, so checked it...

    Unless your scene has a lot of instances, then best to have that set to optimize for speed, not memory.

    Really? Why? My renders are running on CPU only because it's a Mac. I thought memory was checked to conserve memory, like low bucket size works in Poser... My system keeps freezing because of lack of memory (although I have 32 GB RAM.) I thought speed was to make it go faster and memory was to have it render slower but use less memory. Am I wrong? So confused now...

    I have found on my PC system that DS tends to grab everything it can.  I have to change the Affinity settings so that DS doesn't grab all of my CPU processing.  Thanks to @L'Adair for telling me about that handy little feature.  Before that, I had serious problems with DS freezing up my entire computer even though I have 32 GB of memory.  I don't know if MACs have any similar type of process for limiting how much of your resources software can grab, but I'm pretty it would be worth the effort to find out.  I have fewer incidents of freezing when I remember to set the Affinity.  Unfortunately, with Windows 10, I have to set that every time I load up DS and I forget sometimes.  Another thing that helps is clearing the cache and closing out multiple unsaved renders if you do like I do, at times, and stop and start multiple test renders.  I have a bad habit of leaving them open for comparison instead of saving them immediately.  Just closing those out, frees up resources.  If I've been doing that and I'm actually ready for the real render, I'll even close out DS entirely and reload and start with just that fresh render.  It seems to help when even purging the DS cache doesn't seem to get rid of what it doesn't need.

  • Havos said:

    You probably already know this, but just in case, do you have instancing optimization set to "memory"? 

    My whole system ran out of memory!  Froze DS and Firefox! I have 32GB RAM , wow!  I will try again with a different sky but I had no water or anything. Clearly this is not going to work for me. Hope the Poser version works better....

     

    Yes. That is the correct setting, right? I just assumed it was, so checked it...

    Unless your scene has a lot of instances, then best to have that set to optimize for speed, not memory.

    Really? Why? My renders are running on CPU only because it's a Mac. I thought memory was checked to conserve memory, like low bucket size works in Poser... My system keeps freezing because of lack of memory (although I have 32 GB RAM.) I thought speed was to make it go faster and memory was to have it render slower but use less memory. Am I wrong? So confused now...

    I have found on my PC system that DS tends to grab everything it can.  I have to change the Affinity settings so that DS doesn't grab all of my CPU processing.  Thanks to @L'Adair for telling me about that handy little feature.  Before that, I had serious problems with DS freezing up my entire computer even though I have 32 GB of memory.  I don't know if MACs have any similar type of process for limiting how much of your resources software can grab, but I'm pretty it would be worth the effort to find out.  I have fewer incidents of freezing when I remember to set the Affinity.  Unfortunately, with Windows 10, I have to set that every time I load up DS and I forget sometimes.  Another thing that helps is clearing the cache and closing out multiple unsaved renders if you do like I do, at times, and stop and start multiple test renders.  I have a bad habit of leaving them open for comparison instead of saving them immediately.  Just closing those out, frees up resources.  If I've been doing that and I'm actually ready for the real render, I'll even close out DS entirely and reload and start with just that fresh render.  It seems to help when even purging the DS cache doesn't seem to get rid of what it doesn't need.

    I find myself wishing that the scheduler was allowed to run more often during rendering by default. This can be less efficient under certain circumstances (allowing other programs to grab cycles more often, and potentially use memory, etc.), but this can be lessened *if* it's what the user desires by changing the Studio thread's priority (much like setting affinity).

    - Greg

  • WonderlandWonderland Posts: 7,137

    I have to shut down my computer and reset the PRAM every time after I use DS. Even after I close DS, my memory is low and when I try to use On1 filters in Photoshop after, I get pop ups that say I don't have enough RAM (I have 32 GB) which is really annoying...

    But just to clarify-- checking "memory" in render settings rather than "speed" is the way to go on systems rendering with the CPU, right?

  • Oso3DOso3D Posts: 15,088
    I need to experiment with Bryce and Carrara generated terrains and apply td3 shader...
  • I have to shut down my computer and reset the PRAM every time after I use DS. Even after I close DS, my memory is low and when I try to use On1 filters in Photoshop after, I get pop ups that say I don't have enough RAM (I have 32 GB) which is really annoying...

    But just to clarify-- checking "memory" in render settings rather than "speed" is the way to go on systems rendering with the CPU, right?

    I have Speed checked for Optimization and I run CPU only, no nVidia card.

  • RGcincyRGcincy Posts: 2,862
    edited September 2016

    I first got this when it came out, but as I was out of town, I didn't have a chance to play with it much until today. I've found the preset scenes are slow to render and using the atmosphere prop is also slow. Here's what I did to get haze into the scene in case others can use it as well.

    For this example, I loaded the Azone and Bzone props. I then used SinTenero's Randomizer on each until I got something I liked. I used Badlands 008 texture on the Azone, Distant 007 on the Bzone and StratoCumulus for the sky. I used my own camera and moved it to a gully that was off to the side. Added the horse and rider. Iray render with GPU took 5 min 30 secs. Would represent a very clear day as the distant mountains are as sharp as those up close. But because they are equally sharp, there is less sense of distance than I'd like.

    I next added the atmosphere prop and 002 Summer Haze material. Render time really took a hit: 7% in 15 min, 16% in 32 min, maxed out at 5000 samples around 60 min (so probably about 30% complete). The summer haze is less than I wanted, but I didn't want to tie up my computer with another slow render using a different texture. The haze was also affecting the foreground more than I'd like.

    So instead of the atmosphere prop, I used AoA's depth camera to make a depth mask (rendered in 3DL in just 6 secs). I turned off the limits on the depth camera and used 25 meters for start and 400 meters for end which covered the range I needed and left the foreground unaffected by the haze. I then used a GIMP quickmask to postwork the image using the instructions here (Photoshop instructions in first comment, GIMP in fifth). More manual work for me but faster overall time and I had more control over how to add the fog. I think I'll stick with postwork instead of rendering the atmosphere.

    Tdome horse wo atmo.jpg
    800 x 600 - 436K
    Tdome 001 horse w atmo.jpg
    800 x 600 - 433K
    Tdome 001 horse depth map 1.jpg
    800 x 600 - 82K
    Tdome horse w atmo by mask.jpg
    800 x 600 - 520K
    Post edited by RGcincy on
  • Nice, RGcincy!  I love that you gave instructions on what you did.  I might have to give that a try.  So far, I've only rendered a preset.  For my next render, I intend to get creative with the Randomizer, but I haven't gotten back into it yet.  Nice idea about the atmosphere.  I have that camera, but I've never figured out what you were supposed to do with it once you got the the depth mask.  If you are ever in the mood to do a tutorial on using the AoA cameras, hop over to my Lab thread and teach us!

  • Oso3DOso3D Posts: 15,088
    edited September 2016
    Why didn't you use Iray depth canvas?
    Post edited by Oso3D on
  • RGcincyRGcincy Posts: 2,862
    Why didn't you use Iray depth canvas?

    Didn't know about it. I had the AoA camera so it took no time to set it up and I use both Iray and 3DL, so it wasn't a big deal to me to do a 3DL render. Does the Iray depth canvas allow you to set cut-off points?

  • Oso3DOso3D Posts: 15,088
    No, but it's 32 bit so you can easily tweak the depth effect with Levels or Curve in Photoshop (or whatever)
  • RGcincyRGcincy Posts: 2,862
    edited September 2016

    I gave it a try and both depth and distance canvasses come out all white.Searching online, it seems others have had the same issue.  Is there a trick? 

    I did do an emission canvas which highlighted the sky, which is good to know. I loaded it as a layer in GIMP, selected the black region, expanded the selection by 1 pixel (to get rid of a black line along the sky's edge), then adjusted the opacity of the layer before merging down. This let let me vary the sky independently from the haze map I used before.

    Tdome horse w atmo emission by mask.jpg
    800 x 600 - 540K
    Tdome 001 horse emission map.jpg
    800 x 600 - 35K
    Post edited by RGcincy on
  • thd777thd777 Posts: 945
    edited September 2016
    RGcincy said:

    I gave it a try and both depth and distance canvasses come out all white.Searching online, it seems others have had the same issue.  Is there a trick? 

    The Canvas' are 32bit images. You need to run them through an image processing program (I use Photoshop CC) and use HDR toning to see it properly. Otherwise it will look white.

    Ciao

    TD

    Edit ot add: Here is a quick example of a processed depth map.

    canv test 2-Canvas1 depth-Depth.jpg
    1178 x 893 - 54K
    Post edited by thd777 on
  • RGcincyRGcincy Posts: 2,862
    thd777 said:

    The Canvas' are 32bit images. You need to run them through an image processing program (I use Photoshop CC) and use HDR toning to see it properly. Otherwise it will look white.

    Ciao

    TD

    Thanks! The version of GIMP I have doesn't have HDR toning - the next version in beta does.

  • Oso3DOso3D Posts: 15,088

    I thought I was having trouble using the TD3 shaders on another object until I realized the UV map of the other object (something I generated in Bryce, I think) was simply terrible; switching to using an Iray Decal solved that problem fast.

     

  • RGcincyRGcincy Posts: 2,862

    Nice, RGcincy!  I love that you gave instructions on what you did.  I might have to give that a try.  So far, I've only rendered a preset.  For my next render, I intend to get creative with the Randomizer, but I haven't gotten back into it yet.  Nice idea about the atmosphere.  I have that camera, but I've never figured out what you were supposed to do with it once you got the the depth mask.  If you are ever in the mood to do a tutorial on using the AoA cameras, hop over to my Lab thread and teach us!

    Thanks KnittingMommy! I'll keep your offer in mind.

  • Oso3DOso3D Posts: 15,088

    Ok, here you go. The terrain was generated in Bryce, tweaked a bit, then given an Iray decal and a fresh coat of TD3 desert shader. Also TD3 HDRI sky.

    (The water is also TD3 water, though I used my Green Sea shader.)

     

    TD3 Lava eroded island2.png
    1748 x 1080 - 3M
  • cosmo71cosmo71 Posts: 3,609

    a 3Delight version would be a good thing

  • Oso3DOso3D Posts: 15,088

    And here's the TD3 shaders applied to that free morphing cavern.

    (Double size, 13 mb, here: http://willbear.deviantart.com/art/TD3-caverns-633640308 )

     

    TD3 cavernssm.png
    1748 x 1080 - 4M
  • HavosHavos Posts: 5,595
    Havos said:

    You probably already know this, but just in case, do you have instancing optimization set to "memory"? 

    My whole system ran out of memory!  Froze DS and Firefox! I have 32GB RAM , wow!  I will try again with a different sky but I had no water or anything. Clearly this is not going to work for me. Hope the Poser version works better....

     

    Yes. That is the correct setting, right? I just assumed it was, so checked it...

    Unless your scene has a lot of instances, then best to have that set to optimize for speed, not memory.

    Really? Why? My renders are running on CPU only because it's a Mac. I thought memory was checked to conserve memory, like low bucket size works in Poser... My system keeps freezing because of lack of memory (although I have 32 GB RAM.) I thought speed was to make it go faster and memory was to have it render slower but use less memory. Am I wrong? So confused now...

    Unless I am mistaken the memory setting means that iRay does not put multiple copies of the mesh into the GPU memory for instances, and instead the renderer has to work harder to keep track of where the geometry is, thus the speed drops. My point was that if your scene has no instances at all, then having the optimize for memory setting does no good at all, and you are better off optimizing for speed. Am I wrong here?

  • Oso3DOso3D Posts: 15,088

    Havos: That was my understanding...

     

  • I didn't mean to confuse you, Wonderland. Havos is right, of course. I've been using TD3 with Ultrascatter, where the instancing optimization setting is actually relevant. blush 

    Havos said:
    Havos said:

    You probably already know this, but just in case, do you have instancing optimization set to "memory"? 

    My whole system ran out of memory!  Froze DS and Firefox! I have 32GB RAM , wow!  I will try again with a different sky but I had no water or anything. Clearly this is not going to work for me. Hope the Poser version works better....

     

    Yes. That is the correct setting, right? I just assumed it was, so checked it...

    Unless your scene has a lot of instances, then best to have that set to optimize for speed, not memory.

    Really? Why? My renders are running on CPU only because it's a Mac. I thought memory was checked to conserve memory, like low bucket size works in Poser... My system keeps freezing because of lack of memory (although I have 32 GB RAM.) I thought speed was to make it go faster and memory was to have it render slower but use less memory. Am I wrong? So confused now...

    Unless I am mistaken the memory setting means that iRay does not put multiple copies of the mesh into the GPU memory for instances, and instead the renderer has to work harder to keep track of where the geometry is, thus the speed drops. My point was that if your scene has no instances at all, then having the optimize for memory setting does no good at all, and you are better off optimizing for speed. Am I wrong here?

     

  • Oso3DOso3D Posts: 15,088

    Oh yeah. I've forgotten to change the setting a few times with Ultrascatter and watched my machine lurch to a halt.

     

  • dracorndracorn Posts: 2,363
    edited September 2016

    I use 3DL and have been looking at this product.

    I have to say, timmins.william... you ROCK!  Thanks for all your experimentation.  You have helped me make the decision to buy TerraDome... but eee gad!  There is so much to choose from, I don't know what to buy.

    What do you recommend so I don't unnecessarily drain my bank account.

     

    Post edited by dracorn on
  • HaslorHaslor Posts: 408

     

    Again, the thing is? Iray's displacement is TERRIBLE. Just... ugh. This gives 3DL an ability to have really detailed, real-looking textures far easier.

    I mean, yeah, Iray's lighting has a subtle realism 3DL has to work hard to match. Buuuut... this is one area where 3DL has a leg up.

    Increasingly, I think once I wrap up my current Iray shader thing I'm going to do 3DL stuff next. Normals/altitude/patterns shouldn't be that hard to do.

     

    Also using 3DL you can use procedural gemoetry shaders like AoA's Grass and Rock Shaders.

     

  • Oso3DOso3D Posts: 15,088
    edited September 2016

    Haslor: Yeah, I definitely like using grass and rock shaders. Also some of Stonemason's grunge can be useful at times.

    dracorn: I honestly don't know, I snatched most of it up fast. ;)

    My priority list:

    Base TerraDome3 (duh)

    Pro-morphs vol 1 (these landscapes have broad applicability, mixed in with others)

    The Wounded Land (pretty broadly useful, fairly closely tied with pro-morphs)

    Terrashades vol 1 (more shaders is more goodness to play with... but if you have 3DL shaders you're going to be using a lot more, this might be low priority)

     

    The 'it depends' list:

    Monumental : Weird big landforms. This REALLY depends on what you want to do -- a 'slumbering giant' or giant faces in the landscape may be really up your alley, or lie unused forever.

    Road n rails: Again, this could either be completely vital to your purposes or pointless. I grabbed it up, but I have yet to do much with it. Then again, the parts are handy for other things.

    Pro-HDR Skies: Depends on your need for HDR skies. I haven't bothered to get this... yet.

     

    Post edited by Oso3D on
  • Oso3DOso3D Posts: 15,088

    For 3DL folks, some stuff to consider mixing with TD3:

    http://www.daz3d.com/grass-shader-for-daz-studio

    https://www.daz3d.com/daz-studio-4-natural-ground-shaders (I don't own this, but it looks useful! there are a lot of 'ground shader' options, though tiling may be a problem)

    https://www.daz3d.com/grassy-grounds-megapack (actually modeled grass)

    https://www.daz3d.com/tiler-shader-for-daz-studio

     

    https://www.daz3d.com/ground-litter-series-pebbles-vol-1

  • Oso3DOso3D Posts: 15,088
    edited September 2016

    The biggest problem I've run into with 3DL is that with generally simpler shaders, the tiling is more noticeable. Then again, that's a problem with any large scale application of shaders.

    It might motivate me enough to start tinkering with elevation and normal-based 3DL shaders. Hrm.

    (Ultrascatter can also help by putting stuff in the environment to break up patterns)

    Post edited by Oso3D on
  • Oso3DOso3D Posts: 15,088
    edited September 2016

    Ooo. Getting good, fast results using Shades of Life, without obvious tiling.

    This render took 1 minute, 17 seconds.

    Bam.

    (1 AoA distant light, 1 AoA ambient light, Ocean Wide skydome)

    I think it was one of http://www.daz3d.com/shades-of-life-nature shader presets (may have been one of the other Shades of Life, I have three)

    TD3DL test Shades of Life.png
    1747 x 1080 - 3M
    Post edited by Oso3D on
  • Oso3DOso3D Posts: 15,088

    I hope this isn't stealing Traveler and Colm's thunder, but I have a free shader that should help with adapting TD3 to 3DL:

    http://www.daz3d.com/forums/discussion/106626/will-timmins-procedural-shaders#latest

     

  • Geeze guys, I take a week off and you go all 3DL on me, LOL

    No thunder stealing at all! We support any direction you all want to take TerraDome into!

    I am really loving the heck out of these renders, tips, 3DL magick!

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