Daz Studio Pro BETA - version 4.20.0.17! (*UPDATED*)

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Comments

  • cgidesigncgidesign Posts: 435

    Thanks!

    You wrote in another post that the base MDL directories in shader mixer are of more high priority than the default ones in program files\Daz3d\... . I understand it in a way that if there is a core_definitions.mdl in the user defined MDL directory (set in shader mixer) it will be used instead of the default core_definitions.mdl in program files\DAZ3d\ .... Right?

  • OmnifluxOmniflux Posts: 363

    @cgidesign

    I have not found this documented anywhere, but my testing shows that is how it works in 4.16.0.3 and nothing in the changelog leads me to believe it has changed in 4.16.1.31.

  • cgidesigncgidesign Posts: 435

    Thanks, I will check it with the beta.

  • kyoto kidkyoto kid Posts: 40,617
    edited January 2022

    ...the last really beta I worked with which I xonsdered "rock" stable was 4.12.0.47. which is why I kept it working with it so long (particularly as the earlier versions of 4.15 were rather buggy).  It was even more stable than the General 4.14 release

    The only time I had it crash was when I was working on an extremely heavy a scene that exceeded system memory.

    I since backed up to a relatively stable beta version of 4.11 as the updated version of Iray in 4.12 was optimised for the new RTX cards (20x series) and I have an older GPU.  Nvidia did a "fix" so that older cards functioned more like the RTX series but it was at the cost of VRAM.  This means having to make a decision to dump the 4.11 beta for the 4.16 one which means effectively tuning my Titan-X into a 1070Ti VRAM wise.

    Post edited by kyoto kid on
  • ImagoImago Posts: 4,915

    kyoto kid said:

    ...the last really beta I worked with which I xonsdered "rock" stable was 4.12.0.47. which is why I kept it working with it so long (particularly as the earlier versions of 4.15 were rather buggy).  It was even more stable than the General 4.14 release

    The only time I had it crash was when I was working on an extremely heavy a scene that exceeded system memory.

    I since backed up to a relatively stable beta version of 4.11 as the updated version of Iray in 4.12 was optimised for the new RTX cards (20x series) and I have an older GPU.  Nvidia did a "fix" so that older cards functioned more like the RTX series but it was at the cost of VRAM.  This means having to make a decision to dump the 4.11 beta for the 4.16 one which means effectively tuning my Titan-X into a 1070Ti VRAM wise.

    Exactly like me, stuck forever on 4.12. No fixes for animation tools in this release once again.

    Undo stack is pure evil, registering perspective and ignoring slider changes.

  • kyoto kidkyoto kid Posts: 40,617

    IceCrMn said:

    Be sure to check the new GPU driver requirements.

    https://www.daz3d.com/forums/discussion/529616/daz-studio-pro-4-16-1-was-4-15-1-nvidia-iray#latest

    ...currently running 472.59.  

  • Hello, I have a problem and I think it is not difficult for programmers to adjust this.

    I render everything on a render server, and sometimes the hair appears flying above the character, or the clothing is a little off.

    I found that this happens because the server starts rendering before the hair and clothing adjust to the body, or while they are still doing so, the autfit.

    Analyzing the log, I believe that Daz considers a scene fully loaded when it finishes loading the geometries, and forgets about the autofit, which occurs after this process of loading the geometries.

    Look at the log below:

    1. 2022-01-11 15:06:31.401 Prepare asset load (open): /D:/Toalha/1.duf
    2. 2022-01-11 15:06:31.401 Locking viewport redraw...
    3. 2022-01-11 15:06:31.401 Viewport redraw locked.
    4. 2022-01-11 15:06:31.472 Native format content directories: 2
    5. 2022-01-11 15:06:31.472 Poser format content directories: 2
    6. 2022-01-11 15:06:31.472 Other import format content directories: 0
    7. 2022-01-11 15:06:31.473 Begin asset load (open): /D:/Toalha/1.duf
    8. 2022-01-11 15:06:37.608 *** Scene Cleared ***
    9. 2022-01-11 15:06:50.512 Creating node geometry...
    10. 2022-01-11 15:06:50.643 Creating UV sets...
    11. 2022-01-11 15:06:50.643 Creating materials...
    12. 2022-01-11 15:06:50.893 Resolving legacy figures...
    13. 2022-01-11 15:06:50.893 Preparing modifiers...
    14. 2022-01-11 15:06:50.925 Creating modifiers...
    15. 2022-01-11 15:06:51.225 Creating property aliases...
    16. 2022-01-11 15:06:51.273 Creating sum stage formulas...
    17. 2022-01-11 15:06:54.070 Creating multiply stage formulas...
    18. 2022-01-11 15:06:54.097 Applying animations...
    19. 2022-01-11 15:06:54.097 Processing scene data...
    20. 2022-01-11 15:06:54.213 Finalizing modifiers...
    21. 2022-01-11 15:06:54.214 Finalizing channels...
    22. 2022-01-11 15:06:54.214 Finalizing materials...
    23. 2022-01-11 15:06:54.214 Sorting property groups...
    24. 2022-01-11 15:06:54.219 Setting up follow targets...
    25. 2022-01-11 15:06:54.219 Start following: Alyssa << Romina Brows
    26. 2022-01-11 15:06:54.219 Following started: Alyssa << Romina Brows
    27. 2022-01-11 15:06:54.219 Connect base morphs: Alyssa << Romina Brows
    28. 2022-01-11 15:06:54.379 Creating morph projection map: Alyssa << Romina Brows
    29. 2022-01-11 15:06:54.385 Base morphs connected: Alyssa << Romina Brows
    30. 2022-01-11 15:06:54.506 Creating morph projection map: Alyssa << Romina Brows
    31. 2022-01-11 15:06:54.507 Start following: Alyssa << Genesis 8 Female Eyelashes
    32. 2022-01-11 15:06:54.508 Following started: Alyssa << Genesis 8 Female Eyelashes
    33. 2022-01-11 15:06:54.508 Connect base morphs: Alyssa << Genesis 8 Female Eyelashes
    34. 2022-01-11 15:06:54.510 Creating morph projection map: Alyssa << Genesis 8 Female Eyelashes
    35. 2022-01-11 15:06:54.517 Base morphs connected: Alyssa << Genesis 8 Female Eyelashes
    36. 2022-01-11 15:06:54.518 Creating morph projection map: Alyssa << Genesis 8 Female Eyelashes
    37. 2022-01-11 15:06:54.522 Start following: Alyssa << Orphelia_Hair
    38. 2022-01-11 15:06:54.523 Following started: Alyssa << Orphelia_Hair
    39. 2022-01-11 15:06:54.523 Connect base morphs: Alyssa << Orphelia_Hair
    40. 2022-01-11 15:06:55.221 Creating morph projection map: Alyssa << Orphelia_Hair
    41. 2022-01-11 15:06:55.225 Base morphs connected: Alyssa << Orphelia_Hair
    42. 2022-01-11 15:06:55.233 Creating morph projection map: Alyssa << Orphelia_Hair
    43. 2022-01-11 15:06:55.243 Finalizing scene data...
    44. 2022-01-11 15:06:55.258 Finished asset load (open): 0m 23.785s - /D:/Toalha/1.duf
    45. 2022-01-11 15:06:56.148 Unlocking viewport redraw...
    46. 2022-01-11 15:06:56.149 Viewport redraw unlocked.
    47. 2022-01-11 15:06:58.518 Processing morph projection queue: Alyssa << Romina Brows
    48. 2022-01-11 15:07:00.205 Morph projection queue processed: Alyssa << Romina Brows
    49. 2022-01-11 15:07:00.205 Processing morph projection queue: Alyssa << Genesis 8 Female Eyelashes
    50. 2022-01-11 15:07:00.209 Morph projection queue processed: Alyssa << Genesis 8 Female Eyelashes
    51. 2022-01-11 15:07:32.622 Processing morph projection queue: Alyssa << Orphelia_Hair
    52. 2022-01-11 15:07:35.623 Morph projection queue processed: Alyssa << Orphelia_Hair

     

    On line 2 the daz gave a "Locking viewport"
    On line 46 the daz releases "Viewport redraw unlocked"

    But the morph projections only start after that like lines 47, 49 and 51

    That is, Daz is still "adjusting the scene" but has already given the server a ready scene flag. This is an ugly BUG.

  • PerttiAPerttiA Posts: 9,559

    kyoto kid said:

    IceCrMn said:

    Be sure to check the new GPU driver requirements.

    https://www.daz3d.com/forums/discussion/529616/daz-studio-pro-4-16-1-was-4-15-1-nvidia-iray#latest

    ...currently running 472.59.  

    471.41 is still the minimum for GPU rendering.

  • kyoto kidkyoto kid Posts: 40,617

    ...I always go a step or two above the minimum

  • barbultbarbult Posts: 23,222

    I have installed 4.16.1.34 Public Beta. Some shaders that work fine in 4.16.0.3, render incorrectly in 4.16.1.34 Public Beta. For example, some of the custom shaders used in UltraScenery render all black. I have tried both NVIDIA 511.17 Studio Driver and NVIDIA 497.29 Game Ready driver. I have rebooted my computer between driver changes.The only MDL base path I have mapped in Shader Mixer is C:\ProgramData\NVIDIA Corporation\mdl.

  • OmnifluxOmniflux Posts: 363

    @barbult

    That MDL path is for the NVIDIA MDL Exchange. Have you tried removing it to see if it resolves the issue?

    Alternatively, have you tried updating the MDL Exchange to the latest version? (The download link is near the bottom of the page)

     

  • barbultbarbult Posts: 23,222

    Omniflux said:

    @barbult

    That MDL path is for the NVIDIA MDL Exchange. Have you tried removing it to see if it resolves the issue?

    Alternatively, have you tried updating the MDL Exchange to the latest version? (The download link is near the bottom of the page)

     

    Thank you. No, I haven't tried either thing. I really don't understand the whole  MDL directory thing very well. I used to have 1.4 and 1.7 mapped and I deleted them. I did not realize the remaining directory was related to them. I'll delete that, too and try again.

  • barbultbarbult Posts: 23,222

    barbult said:

    Omniflux said:

    @barbult

    That MDL path is for the NVIDIA MDL Exchange. Have you tried removing it to see if it resolves the issue?

    Alternatively, have you tried updating the MDL Exchange to the latest version? (The download link is near the bottom of the page)

     

    Thank you. No, I haven't tried either thing. I really don't understand the whole  MDL directory thing very well. I used to have 1.4 and 1.7 mapped and I deleted them. I did not realize the remaining directory was related to them. I'll delete that, too and try again.

    @Omniflux I deleted that MDL exchange path and restarted DS beta. It looks like that solved a lot of my problems! I still see one shader in my scene that is wrong, so I'll do a little more investigation of that. Thank you for such valuable and quick help!

  • jbowlerjbowler Posts: 745

    barbult said:

    I have installed 4.16.1.34 Public Beta. Some shaders that work fine in 4.16.0.3, render incorrectly in 4.16.1.34 Public Beta. For example, some of the custom shaders used in UltraScenery render all black. I have tried both NVIDIA 511.17 Studio Driver and NVIDIA 497.29 Game Ready driver. I have rebooted my computer between driver changes.The only MDL base path I have mapped in Shader Mixer is C:\ProgramData\NVIDIA Corporation\mdl

    On my Win11 system I only just (today) started seeing 511 for the Studio driver, and my update (GEForce Experience) is to 511.09; like @kyoto%20kid I'm on 472.12.  Despite this I don't see any problems, though I haven't been doing much rendering lately.  I notice NVidia say that 511.09 was available on January 4, but I certainly didn't see it then (and I have done a complete reboot many times since).  I guess I'l try to download it, but it seems quite likely that this is all an NVidia problem - I suspect they don't care much about the Studio driver because the people who use it are in production environments and don't upgrade anything until they are absolutely forced to.

  • Dolce SaitoDolce Saito Posts: 148
    edited January 2022

    "Error preparing objects to simulate" everywhere :)

    Is this something known? On nearly everything?

    Nv driver is the latest.

    At the end of the log (immediately after collision offsets):

    2022-01-26 11:13:34.452 [INFO] :: Shortest spring had length: 0.0221572
    2022-01-26 11:13:35.850 [WARNING] :: ..\..\..\src\dzdynamicsengine.cpp(3293): ERROR: clFinish (-36)
    2022-01-26 11:13:36.049 [INFO] :: Total Simulation Time: 4.71 seconds
    2022-01-26 11:14:16.141 [WARNING] :: ..\..\..\src\dzdynamicsengine.cpp(2489): ERROR: clEnqueueMapBuffer (-36)
    2022-01-26 11:14:16.148 [INFO] :: Total Simulation Time: 0.82 seconds

     

    Post edited by Dolce Saito on
  • jbowlerjbowler Posts: 745

    Dolce Saito said:

    "Error preparing objects to simulate" everywhere :)

    2022-01-26 11:13:35.850 [WARNING] :: ..\..\..\src\dzdynamicsengine.cpp(3293): ERROR: clFinish (-36)
    2022-01-26 11:14:16.141 [WARNING] :: ..\..\..\src\dzdynamicsengine.cpp(2489): ERROR: clEnqueueMapBuffer (-36)

    No problem with Studio 472.12 in either 4.16.1.30 or 4.16.1.34.
    No problem with Studio 511.09 (the latest driver, as of a few seconds ago) with 4.16.1.34
    No error messages like that with 4.16.1.34 (either driver.)

    The simulation time with the latest driver seemed similar to that with 472.12.  I don't notice any black hair issues either.

  • Dolce SaitoDolce Saito Posts: 148
    edited January 2022

    I switched to studio drivers (with a clean install) but still same error.

    dzdynamicsengine.cpp(3293): ERROR: clFinish (-36)

    dzdynamicsengine.cpp(2489): ERROR: clEnqueueMapBuffer (-36)

    Something got broken along with the 500 series for me. I have two video cards (a titan v and a 3090) and there hasn't been a single glitch before 500 series.

     

    Post edited by Dolce Saito on
  • V3DigitimesV3Digitimes Posts: 3,060

    I have tons of crashes when I am in the shader mixer, furhtermore some brick networks, even simple, don't have the same result in comparision with the "normal" build (same scene with same shader mixer network, drastically different results on metallicity behavior). Does anyone has the same problem, playing in the shader mixer? It particurarly happens when I work with metallicity and modified base colors (multiplied by other mapped values for instance).

  • jbowlerjbowler Posts: 745

    Dolce Saito said:

    I switched to studio drivers (with a clean install) but still same error.

    dzdynamicsengine.cpp(3293): ERROR: clFinish (-36)

    dzdynamicsengine.cpp(2489): ERROR: clEnqueueMapBuffer (-36)

    Something got broken along with the 500 series for me. I have two video cards (a titan v and a 3090) and there hasn't been a single glitch before 500 series.

    Sounds like it is time for a request ticket...  I'm using a TitanXP.  You could try using the CPU for the simulation, though in my experience it has to be a really simple case.

  • V3Digitimes said:

    I have tons of crashes when I am in the shader mixer, furhtermore some brick networks, even simple, don't have the same result in comparision with the "normal" build (same scene with same shader mixer network, drastically different results on metallicity behavior). Does anyone has the same problem, playing in the shader mixer? It particurarly happens when I work with metallicity and modified base colors (multiplied by other mapped values for instance).

    That is quite a vague description.  Definitive and detailed examples are better to investigate.

  • V3DigitimesV3Digitimes Posts: 3,060
    edited January 2022

    You're right, it was late and I was angry (both prevent my brain from working properly). I join here the images. In the images you have 2 spheres mapped only in base color and metallicity (black and white stripes for metallicity, color rainbow for base color). The background sphere is always Iray Uber Base and nothing else, whereas the foreground sphere is always having the same shader mixer shader (scene is saved in 4.16.0.3 and reloaded in 4.16.1.34, but this is the same if I reapply the shader mixer shader directly in 4.16.1.34). You see that the metallic parts become (and always become, I tested on other base shaders) mirror grey.

    So I had a deeper look in the shader mixer (I reversed progressively the brick network to see when the problem appears), and the "metallic" behaviour fails (I mean as shown in the image) as soon as various operations (not all but a lot of them) are made on the base color between the base color map (coming from user parameters) and the base color input of the PBR metallicity base main brick of the shader. I (rapidly) tried to clamp the "tweaked" base color before it enters the PBR Metallicity base main brick, but the clamp brick refused to connect. So I decided to "normalise", the normalise prevents the problem to appear if I remember well (not 100% sure, then it was super late), but also makes it impossible to change the base color properly (since at the end, it is always normalized). So the metal look probleme clearly has a link with 'at which' level the base color enters the PBR Metallicity Base brick, or what happened to it before it enters... (but I found no way to clamp it, since the clamp brick really refuses to be connected)... Anyway, clamp or not, there is an obvious difference between 4.16.0.3 and 4.16.1.34.

    The crashes of Daz Studio seem to be pretty random when I tweaked the shader in the shader mixer: sometimes it could be in the mixer, sometimes just after I applied the shader, sometimes when I changed a value in the surfaces editor.... But I never could replicate a specific crash, so I have no way to replicate anything. I made a video of a crash when only I changed the base color color from grey to white, I can share, but I'm not sure it's intresting because it cannot be replicated. A random crash...

    (edited for a more clear english)

    Build 4 16 0 3.png
    762 x 565 - 198K
    Build 4 16 1 34.png
    762 x 565 - 214K
    Post edited by V3Digitimes on
  • V3Digitimes said:

    You're right, it was late and I was angry (both prevent my brain from working properly). I join here the images. In the images you have 2 spheres mapped only in base color and metallicity (black and white stripes for metallicity, color rainbow for base color). The background sphere is always Iray Uber Base and nothing else, whereas the foreground sphere is always having the same shader mixer shader (scene is saved in 4.16.0.3 and reloaded in 4.16.1.34, but this is the same if I reapply the shader mixer shader directly in 4.16.1.34). You see that the metallic parts become (and always become, I tested on other base shaders) mirror grey.

    So I had a deeper look in the shader mixer (I reversed progressively the brick network to see when the problem appears), and the "metallic" behaviour fails (I mean as shown in the image) as soon as various operations (not all but a lot of them) are made on the base color between the base color map (coming from user parameters) and the base color input of the PBR metallicity base main brick of the shader. I (rapidly) tried to clamp the "tweaked" base color before it enters the PBR Metallicity base main brick, but the clamp brick refused to connect. So I decided to "normalise", the normalise prevents the problem to appear if I remember well (not 100% sure, then it was super late), but also makes it impossible to change the base color properly (since at the end, it is always normalized). So the metal look probleme clearly has a link with 'at which' level the base color enters the PBR Metallicity Base brick, or what happened to it before it enters... (but I found no way to clamp it, since the clamp brick really refuses to be connected)... Anyway, clamp or not, there is an obvious difference between 4.16.0.3 and 4.16.1.34.

    The crashes of Daz Studio seem to be pretty random when I tweaked the shader in the shader mixer: sometimes it could be in the mixer, sometimes just after I applied the shader, sometimes when I changed a value in the surfaces editor.... But I never could replicate a specific crash, so I have no way to replicate anything. I made a video of a crash when only I changed the base color color from grey to white, I can share, but I'm not sure it's intresting because it cannot be replicated. A random crash...

    (edited for a more clear english)

    Do not make a French woman angry laugh

    Thank you for the explanation and examples.

  • V3DigitimesV3Digitimes Posts: 3,060

    You're welcome, feel free to contact me if you need more information !

  • HeckbarthHeckbarth Posts: 61
    edited January 2022

    Hi all,

    is anyone experiencing the weird texture behavior I have in the beta? See the pictures of a vanilla Victoria 8.1 in a render and in NVidia preview.

    It seems the different "texture areas" (if that's the correct term) get arbitrarily colored.

    Tested w/ latest 4 and 5 studio drivers, same result. So with gen 8 models. Caches deleted.

    Does not appear in 4.16.03 (GA).

    Any idea what to do here?

     

     

    Best wishes,

     

    H.

    Post edited by Heckbarth on
  • V3DigitimesV3Digitimes Posts: 3,060
    edited January 2022

    I don't know if it can help you I also had weird issues of maps from other properties were so visible that one could think they were the base color maps. It looked a bit like what you show here even if it is not exactly the same. I had one or that two arms and the head surface rendered "with the top coat map" or fully white. Things got better when I used invert normal off on all surfaces (I think I also turned top coat off, but not sure). Not sure it will help, but turned normal off saved my work on that day.

    Post edited by V3Digitimes on
  • Heckbarth said:

    Hi all,

    is anyone experiencing the weird texture behavior I have in the beta? See the pictures of a vanilla Victoria 8.1 in a render and in NVidia preview.

    It seems the different "texture areas" (if that's the correct term) get arbitrarily colored.

    Tested w/ latest 4 and 5 studio drivers, same result. So with gen 8 models. Caches deleted.

    Does not appear in 4.16.03 (GA).

    Any idea what to do here?

     

     

    Best wishes,

     

    H.

    Please see Acceptable Ways of Handling Nudity  for guides on image posting

    It certainly looks as if the wrong maps are being used - a lot of them are maps from a different UDIM tile, though it does also look as if a (wrong) normal map is being used for the base colour in at least one of the images. I have seen others reporting similar issues, though it doesn't seem to be universal and has happened occasionally in the past

  • DekeSladeDekeSlade Posts: 127
    edited January 2022

    Not sure what I was thinking when I decided to bring an important project into Beta but running out of time on an image I'm making for a charity event. But I did, so, here I am.

    If I try to bring it back from beta into 4.12 version it crashes. I’m not sure what it is it didn’t like from the beta version it doesn’t like but it clearly doesn’t like something.

    The reason I can’t do what I need to do in beta is I’m using a chimp from AM. It seems the only way fur is visible is with the Catalyzer version. Beta, at least for me, will crash when I try to bring in a Catalyzer version into the scene. I can make a scene with him alone in beta, but a no-go into the actual scene I need him in. I’ve tried saving him as a scene subset but beta crashes if I try to merge him in.

    SO, any suggestions on how I might do one or the either. Get a beta to open in 4.12 OR get Catalyzer to work in Beta? Would actually prefer the former than the later as I’ve yet to set up my toolbar and certain preferences in beta but any solution will be most welcome.

     

    Post edited by DekeSlade on
  • kyoto kidkyoto kid Posts: 40,617
    edited January 2022

    jbowler said:

    barbult said:

    I have installed 4.16.1.34 Public Beta. Some shaders that work fine in 4.16.0.3, render incorrectly in 4.16.1.34 Public Beta. For example, some of the custom shaders used in UltraScenery render all black. I have tried both NVIDIA 511.17 Studio Driver and NVIDIA 497.29 Game Ready driver. I have rebooted my computer between driver changes.The only MDL base path I have mapped in Shader Mixer is C:\ProgramData\NVIDIA Corporation\mdl

    On my Win11 system I only just (today) started seeing 511 for the Studio driver, and my update (GEForce Experience) is to 511.09; like @kyoto%20kid I'm on 472.12.  Despite this I don't see any problems, though I haven't been doing much rendering lately.  I notice NVidia say that 511.09 was available on January 4, but I certainly didn't see it then (and I have done a complete reboot many times since).  I guess I'l try to download it, but it seems quite likely that this is all an NVidia problem - I suspect they don't care much about the Studio driver because the people who use it are in production environments and don't upgrade anything until they are absolutely forced to.

    ...that's sort of me in a way.  Still on W7 here until save up enough to make the upgrade needed for W11 (right now a little over 800$ - and that doesn't include the cost of W11 Pro [Retail version] which makes the grand total just over 1,000$).

    Currently sticking with 4.15.0.30. I read the procedure for installing the downloaded  MDL files above, sort of maybe understand it, but just don't want to mess things up.  

    Post edited by kyoto kid on
  • takezo_3001takezo_3001 Posts: 1,948

    Great thing about this Beta, my Genesis characters load much, much faster, I mean a full 4-5 minutes faster, the bad news is that Daz broke some scripts for my favorite plugins, specifically Zev0's X-Transfer!

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