Render times G8/8.1
RJGirl
Posts: 93
in The Commons
Why does the render time on a female (HD or not with no extra makeup) take up to 2/3 times longer than males? I find this consistently...even when there is nothing other than lighting (same light set). Not complaining, (well maybe a little lol) but I am curious.

Comments
Hair or clothing? Broadly the same number of maps used?
Not sure without knowing what exactly you are rendering, but I've found what amps up times most is hair. Is it possible you're using more resource-heavy hairs on the females than the males?
Just a basic figure, top, bottoms, shoes, hair...I would say pretty much same amount of maps used...
just wondered if anyone else has noticed this also
Different hairs can lead to very different render time. Same for clothes or other add-ons.
Chances are it's mostly the hair. It's all the transmaps that need more calculations than just plain old geometry.
I recently rendered a female, and her short bob hair took 3 times longer than anything I used for the males.
Another thing to consider with hairs: some hairs are very resource heavy, like OutOfTouch or ChevyBabe hairs. Those can contribute to overloading your GPUs vram unless you have a high-end card and make the render dump to CPU, which is orders of magnitude slower.
I only learned this recently (thank you Richard!), but in the Task Manager > Performance tab in windows, you can change the charts for GPU to show CUDA (or compute_0 if no CUDA appears). That chart will tell you if Daz is actually using your GPU or not.
Thanks all! I kinda figured it was probably hair...and I am a sucker for OOTs lol
..and those are very resource intensive in my experience
dforce hairs are the worst for eating resources. Whilst the VRAM usage is not that different from other high quality hairs, the RAM growth when rendering can be quite eye watering. I have seen some hairs add 20GB or more to the memory needed.
my wild mass guessing for this is that, while the maps can e copied over to the vram one at a time, the geometry has to be copied to it as one whole chunk - so the whole thing has to sit in the RAM at once
whatever it is there's definitely some sort of bottleneck.
on the other hand I find once it starts up strand hair tends to need fewer iterations to clear up (my guess here would be because it isn't doing calculations for 20 layers of transparency maps)
the most recent version of Iray has added a more optimized strand primitive, which I don't think has been added to DS yet. I just hope that will help
to the original topic I too love oot hairs... and I also love shrinking their textures
Tell me about it, I have a few of Chevybabes dforce hair products buying them because they looked so good.. But I don't even attempt to use them because after trying to render with them, they really do bring my computer to a screeching halt..
I did find a setting that allowed me to speed up rendering but it made the hair look terrible..
j cade said:
my wild mass guessing for this is that, while the maps can e copied over to the vram one at a time, the geometry has to be copied to it as one whole chunk - so the whole thing has to sit in the RAM at once
whatever it is there's definitely some sort of bottleneck.
on the other hand I find once it starts up strand hair tends to need fewer iterations to clear up (my guess here would be because it isn't doing calculations for 20 layers of transparency maps)
the most recent version of Iray has added a more optimized strand primitive, which I don't think has been added to DS yet. I just hope that will help
to the original topic I too love oot hairs... and I also love shrinking their textures..
With the iRay update I hope so, because as it is now I avoid using those dforce hair products because they are so resource intensive.. I have a lot of oot's hair products and shrinking the textures a lot..
Intersting...by how much if I may inquire lol?
Thats the irony of Chevybabe hairs. They're basically unusable for me, so I've stopped buying them. Maybe after I find a 3090 card I'll start getting them again.