V8 skin rendering problem

XoechZXoechZ Posts: 1,102
edited June 2017 in The Commons

Hello!

No matter which kind of light I use (HDRI or mesh lights), when I use a V7 skin it usually clears up after a short time. So I am able to render a single figure scene in less than a minute with a GTX1070.

But with V8 this is not possible. Even after a couple of minutes the V8 skin is still very noisy and grainy. Why that?

Is there a way to make a V8 skin render as fast as a V7 skin?

First I thought that it is caused by this new double layer glossy thing, but turning this off does not help at all. Any other ideas?

Oh, yes, I have upgraded to the latest version of DAZ Studio and my video card drivers are also up to date.

Post edited by XoechZ on

Comments

  • Richard HaseltineRichard Haseltine Posts: 108,067

    There are a number of changes to the material set up for the new figure, they do produce slower renders.

  • ArtisanSArtisanS Posts: 209
    edited June 2017

    Yeps, and she is also a bit more memory hungry....simple solution, use Gen3 materials on her....they fit like eh skin, and are a bit easier on the render hardware (especially at room T 28.3 degrees Celsius and no airco in sight).

    Greets, Artisan.

    Post edited by ArtisanS on
  • Arnold CArnold C Posts: 740
    edited June 2017
    XoechZ said:

    First I thought that it is caused by this new double layer glossy thing, but turning this off does not help at all. Any other ideas?

    Oh, yes, I have upgraded to the latest version of DAZ Studio and my video card drivers are also up to date.

    "Volume" Group, "Transmission" and "Scattering": method of calculations has been slightly changed, on both a fixed scale of 0.010 is now used. (Looks like DAZ started to adjust the Iray Uber to MDL/Iray's default meter world space scene scale for once, intstead of everytime have to adjust the plugin to Studio's centimeter world space scene scale when Iray gets an update). Also, Scattering now uses different coefficients for the red, green and blue wavelength ranges on the chromatic SSS Mode, which V8 uses by default.

    Victoria 8's absorption coefficients for the green and blue wavelength ranges are a bit high (10 times, compared to measured ones), you could try if the following parameter changes would give you an improvement:

    Transmitted Measurement Distance:  1.00

    Transmitted Color: 0.615847 / 0.283032 / 0.156186


    Scattering Measurement Distance: 0.010

    SSS Color: 0.846200 / 0.695030 /  0.630968

    Post edited by Arnold C on
  • kyoto kidkyoto kid Posts: 41,857

    There are a number of changes to the material set up for the new figure, they do produce slower renders.

    ...OK, one more reason to hold off on G8/V8 as I am still stuck in the CPU slow lane.
  • outrider42outrider42 Posts: 3,679

    For real. We need new hardware for this stuff, and they didn't even use 8k textures or increase the poly count. But she's got a great smile, right?

  • jestmartjestmart Posts: 4,449

    We don't need 8k textures (I would prefer scale uniformity, i.e. the face texture is not the same size as the torso texture but are sized in relation to amount of skin covered) or a higher poly count.

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