Adding geoshell causes IRay viewport render infinite loop?
Posting this one on behalf of my father. Tell me what we're doing wrong here.
Version 4.9.4.117. Windows 10. Dual GTX 1080 GPUs.
1. Start with the default empty scene (except for the Default Camera)
2. Add an instance of Victoria 7 into the scene. (Doesn't seem to depend on the particular character, so why not use the default one.)
3. Add the "anatomical elements" to her.
4. Switch your viewport to "NVIDIA Iray"
After giving Daz time to load up the textures, etc., etc., you get a viewport rendered using Iray. All well and good. Here's where it gets weird.
5. Select the anatomical elements in the scene hierarchy, and then Create >> New Geometry Shell. Select the "Parent to Selected Item" option.
Of course, since the geometry has changed, Daz and Iray have to start over again. But they never seem to get done. Looking at the log files, I see essentially the same set of lines over and over again:
2017-10-02 15:26:00.356 Iray INFO - module:category(IRAY:RENDER): 1.0 IRAY rend info : Updating geometry.
2017-10-02 15:26:00.356 Iray VERBOSE - module:category(IRAY:RENDER): 1.35 IRAY rend stat : Materials memory consumption: 78.4141 KiB (GPU)
2017-10-02 15:26:00.382 Iray INFO - module:category(IRAY:RENDER): 1.0 IRAY rend info : Using OptiX Prime ray tracing (3.9.1).
2017-10-02 15:26:00.382 Iray INFO - module:category(IRAY:RENDER): 1.0 IRAY rend info : Importing geometry.
2017-10-02 15:26:00.411 Iray INFO - module:category(IRAY:RENDER): 1.0 IRAY rend info : Geometry import (1 object with 147k triangles, 1 instance yielding 147k triangles) took 0.029666
2017-10-02 15:26:00.421 Iray INFO - module:category(IRAY:RENDER): 1.0 IRAY rend info : Updating materials.
2017-10-02 15:26:00.425 Iray INFO - module:category(MATCNV:RENDER): 1.0 MATCNV rend info : found 106 textures, 0 lambdas (0 unique)
2017-10-02 15:26:00.429 Iray INFO - module:category(IRAY:RENDER): 1.0 IRAY rend info : Emitter geometry import (1 light source with 2 triangles, 1 instance) took 0.00s
2017-10-02 15:26:00.429 Iray INFO - module:category(IRAY:RENDER): 1.0 IRAY rend info : Updating lights.
2017-10-02 15:26:00.433 Iray INFO - module:category(IRAY:RENDER): 1.0 IRAY rend info : Updating object flags.
2017-10-02 15:26:00.433 Iray INFO - module:category(IRAY:RENDER): 1.0 IRAY rend info : Updating caustic portals.
2017-10-02 15:26:00.433 Iray INFO - module:category(IRAY:RENDER): 1.0 IRAY rend info : Updating decals.
2017-10-02 15:26:00.435 Iray INFO - module:category(IRAY:RENDER): 1.0 IRAY rend info : Allocating 1 layer frame buffer
2017-10-02 15:26:00.436 Iray INFO - module:category(IRAY:RENDER): 1.0 IRAY rend info : Using interactive scheduling, architectural sampler unavailable, caustic sampler disabled
2017-10-02 15:26:00.467 Iray INFO - module:category(IRAY:RENDER): 1.0 IRAY rend info : Rendering with 2 device(s):
2017-10-02 15:26:00.467 Iray INFO - module:category(IRAY:RENDER): 1.0 IRAY rend info : CUDA device 1 (GeForce GTX 1080)
2017-10-02 15:26:00.467 Iray INFO - module:category(IRAY:RENDER): 1.0 IRAY rend info : CUDA device 0 (GeForce GTX 1080)
2017-10-02 15:26:00.467 Iray INFO - module:category(IRAY:RENDER): 1.0 IRAY rend info : Rendering...
2017-10-02 15:26:00.484 Iray INFO - module:category(IRAY:RENDER): 1.33 IRAY rend info : Initializing light hierarchy.
2017-10-02 15:26:00.490 Iray INFO - module:category(IRAY:RENDER): 1.33 IRAY rend info : Light hierarchy initialization took 0.00s
2017-10-02 15:26:00.601 Iray INFO - module:category(IRAY:RENDER): 1.40 IRAY rend info : CUDA device 1 (GeForce GTX 1080): Scene processed in 0.134s
2017-10-02 15:26:00.607 Iray INFO - module:category(IRAY:RENDER): 1.31 IRAY rend info : CUDA device 0 (GeForce GTX 1080): Scene processed in 0.140s
2017-10-02 15:26:00.609 Iray INFO - module:category(IRAY:RENDER): 1.35 IRAY rend info : CUDA device 1 (GeForce GTX 1080): Allocated 2.62379 MiB for frame buffer
2017-10-02 15:26:00.618 Iray INFO - module:category(IRAY:RENDER): 1.38 IRAY rend info : CUDA device 0 (GeForce GTX 1080): Allocated 2.62379 MiB for frame buffer
2017-10-02 15:26:00.619 Iray INFO - module:category(IRAY:RENDER): 1.40 IRAY rend info : CUDA device 1 (GeForce GTX 1080): Allocated 1.65625 GiB of work space (2048k active samples in 0.000s)
2017-10-02 15:26:00.619 Iray INFO - module:category(IRAY:RENDER): 1.31 IRAY rend info : CUDA device 0 (GeForce GTX 1080): Allocated 1.65625 GiB of work space (2048k active samples in 0.000s)
2017-10-02 15:26:00.629 Iray INFO - module:category(IRAY:RENDER): 1.31 IRAY rend info : CUDA device 0 (GeForce GTX 1080): Used for display, optimizing for interactive usage (performance could be sacrificed)
2017-10-02 15:26:00.629 Iray INFO - module:category(IRAY:RENDER): 1.40 IRAY rend info : CUDA device 1 (GeForce GTX 1080): Used for display, optimizing for interactive usage (performance could be sacrificed)
2017-10-02 15:26:00.715 Iray INFO - module:category(IRAY:RENDER): 1.0 IRAY rend info : Updating geometry.
Lather, rinse, repeat.
Seems like it sets things up, then decides the geometry has changed, so starts over, but then thinks the geometry has changed, so starts over, ad infinitum. There's some slight variation between the iterations, but it always gets back around to "Updating geometry" and starting over. Doesn't appear to matter whether you start from the NVIDIA Iray mode, or whether you switch out to Texture Shaded and back.
Is there something illegal about parenting a geoshell to the anatomical elements? Or is there something broken with my father's setup?

Comments
I suspect this may be because he is creating a shell on a GeoGraft. The GeoGraft is part of the base, that's what grafting is for, so try creating the shell on V7 and then hiding the uwanted parts.
Yes, I kind of figured that was the issue. But that’s a “doctor, it hurts when I do this / don’t do this” solution. Why does having a geoshell on a graft lock DS up this way?
I don't know, other than thinking it may be an ordering issue
I put a ticket in on this, and after a week got the following reply:
Emmalee
So, basically, it's a "don't do that" without any explanation as to why it fails.
Yes, though it may be that there are cases where applying to a GeoGraft rather than the base does produce desirable results and so it isn't seen as a bug (pure speculation).
I had this issue too, there is a workaround , its a bit annoying but it works.Apply the geoshell to the anatomical element , get everything as you want it,
(I use it for a wetness layer and so I apply a water shader and an opacity map, I also save the geoshell as a figure so it can be applied easyly again.)
Get your scene as you want it then preview in Iray, when the looping starts simply delete the geoshell , wait for the Iray renderer to render the first iliteration then go edit undelete and TADA! Iray will render the preview with the geoshell. Annoyingly you have to delete then undelete the geoshell once the render starts each time you preview in Iray. THIS ISSUE DOESNT ARISE WHEN YOU DO A FINAL IRAY RENDER, ONLY IN THE IRAY PREVIEW
(update: As I said I was using the geoshell as a wetness layer with a water shader applied to it. I just discovered that when I apply a glass shader instead the issue does not arise and the Iray preview works fine, I couldnt tell you why)
I recently installed 4.12 and this specific problem is back!
Had never had this issue before 4.12, used the technique often. It's exactly as the original poster describes, in that it suddenly stops the Iray Preview when you apply a geoshell to a G8M anatom.