Daz Studio BETA - version 4.23.0.4! (*UPDATED*)

Daz SoftwareDaz Software Posts: 36
edited October 15 in Daz Studio Discussion

Daz 3D is pleased to announce Daz Studio BETA - version 4.23.0.4!

 


Highlights:

 

 


Frequently Asked Questions:

 

 


Previous Public Build (Beta) Threads:

 

  • ...
    • 4.23.0.4 (October 10, 2024)
    • 4.23.0.3 (October 9, 2024)
    • 4.23.0.1 (October 7, 2024)
    • 4.22.1.228 (October 4, 2024)
    • 4.22.1.224 (September 27, 2024)
    • 4.22.1.221 (September 23, 2024)
    • 4.22.1.202 (September 6, 2024)
    • 4.22.1.161 (June 26, 2024)
    • 4.22.1.154 (June 17, 2024)
    • 4.22.1.150 (June 4, 2024)
    • 4.22.1.136 (May 3, 2024)
    • 4.22.1.123 (April 12, 2024)
    • 4.22.1.110 (March 26, 2024)
    • 4.22.1.99 (March 6, 2024)
    • 4.22.1.88 (February 21, 2024)
    • 4.22.1.74 (February 2, 2024)
    • 4.22.1.58 (January 16, 2024)
    • 4.22.1.54 (January 10, 2024)
    • 4.22.1.41 (December 22, 2023)

 

  • 4.22.0.16 (February 27, 2024)
    • 4.22.0.15 (December 18, 2023)
    • 4.22.0.14 (December 16, 2023)
    • 4.22.0.12 (December 13, 2023)
    • 4.22.0.10 (December 11, 2023)
    • 4.22.0.9 (December 6, 2023)
    • 4.22.0.7 (December 1, 2023)
    • 4.22.0.1 (October 31, 2023)
    • 4.21.1.108 (October 25, 2023)
    • 4.21.1.104 (October 20, 2023)
    • 4.21.1.80 (August 11, 2023)
    • 4.21.1.48 (April 24, 2023)
    • 4.21.1.45 (March 27, 2023)
    • 4.21.1.41 (February 17, 2023)
    • 4.21.1.29 (January 20, 2023)
    • 4.21.1.26 (December 22, 2022)
    • 4.21.1.13 (November 4, 2022)

 


General Release Threads:

 

  • ...
  • 4.23.0.1 (October 7, 2024)
  • 4.22.0.16 (February 27, 2024)
    • 4.22.0.15 (December 18, 2023)
  • 4.21.0.5 (October 12, 2022)
  • 4.20.0.17 (April 29, 2022)
    • 4.20.0.2 (February 18, 2022)
  • 4.16.0.3 (November 22, 2021)
    • 4.15.0.30 (September 2, 2021)
    • 4.15.0.2 (January 7, 2021)
  • 4.14.0.10 (December 2, 2020)
    • 4.14.0.8 (November 10, 2020)
Post edited by rbtwhiz on
«13456718

Comments

  • Can't wait to test those spotlight.

  • How do I download DS 4.22.1x?  I do not see it in DIM.  I am running DIM 1.4.1.69, the latest.

  • fixmypcmikefixmypcmike Posts: 19,583

    nakamuram002 said:

    How do I download DS 4.22.1x?  I do not see it in DIM.  I am running DIM 1.4.1.69, the latest.

    The Public Beta was just updated to 4.22.1.41.

  • NorthOf45NorthOf45 Posts: 5,470

    Almost didn't see it, the thread is not "stickied"

  • barbultbarbult Posts: 24,224

    So far so good.

  • Is there any way to NOT have the new 'New Scene' dialogue box appear every time I want to create a new scene? It is no use to me at all. I want to revert to the old way.

  • jbowlerjbowler Posts: 794

    jack_thornton said:

    Is there any way to NOT have the new 'New Scene' dialogue box appear every time I want to create a new scene? It is no use to me at all. I want to revert to the old way.

    Use the dialog just once to create a suitable new scene.  You can add extra things to the scene; for example you could add a canvas, change the progressive render options even create Iray or PBR environment modes.  Just avoid putting objects (other than the environment nodes) in there.  Save this file to a convenient location and give it a name you will recognize, e.g. "NEW SCENE.DUF", or just "default.duf".

    Now in DAZ do <F2>, the "Preferences" dialog will appear.  Go to the "Scenes" tab and change the "New" action at the top to load the file you just created:

    image

    This step is ESSENTIAL even though it doesn't work; "New..." still brings up the dialog, albeit with your newly created default scene in there.

    NOW; never press "NEW"!!!   Go to the "Recent Files..."  (File/Open Recent) and pick the entry for the file you just created,  Immediately "save" the file to a new name (or you will end up accidentally overwriting it).  Unless you use DAZ instances the file should always either be the first or second entry in Open Recent.

    Alternatively: use a script and put a button linking to it somewhere easy to find on the command bar.  Unfortunately I don't know enough about scripting to provide detailed instructions; I just use the above approach.

     

    Screenshot 2023-12-23 104631.png
    38K
  • jbowlerjbowler Posts: 794

    This change is annoying:

    1.0   IRAY   rend info : Received update to 07157 iterations after 1:09:50.660.

    Well, ok, the previous version with the appended "s" was not perfect but at least it was in seconds; all I had to do was strip off the trailing "s".  I guess it's ok in Excel but it's a Royal PITA in awk scripts (which are easier in the first place because the convergence % is on a different line - awk is much better at handling multi-line data than Excel.)  ":" is also iinvalid in a Windows path name and I frequently save renders with "% iterations time" as a suffix to the file name  That no longer works because the save as... dialog strips out the ":" characters leaving a number which is just plain difficut to break apart or read.  The format also changes at the first minute, though at least there is now a space before the "s".

  • johndoe_36eb90b0johndoe_36eb90b0 Posts: 235
    edited December 2023

    @jbowler What exactly are you trying to do?

    Post edited by johndoe_36eb90b0 on
  • jbowlerjbowler Posts: 794

    johndoe_36eb90b0 said:

    @jbowled What exactly are you trying to do?

    Understand DS performance.

  • I did some tests with the latest beta and when using Advanced Iray Node property IGLF (Iray Ghost Light Factor) to control visibility of ghost light reflection in surfaces such as glass (glass - solid - clear) or metal (silver - polished), setting IGLF to 2 is enough to hide the ghost light reflection from such surfaces.

    However, any surface that has:

    • Glossy Layered Weight == 1.0 && Glossy Roughness != 0.0
    • Top Coat Weight == 1.0 && Top Coat Roughness != 0.0
    • Dual Lobe Specular Weight == 1.0
    • Metalic Flakes Weight == 1.0 && Metalic Flakes Roughness != 0.0

    Still reflects the ghost light as if the Iray Ghost Light Factor does not attenuate them at the same rate as it attenuates reflections in surfaces with Metalicity == 1.0.

    @Richard Can you please ask whether this is an expected behavior? To me it looks like not all possible reflection paths were considered when IGLF was added.

  • New "New Scene" dialog performance is horrible on my ultra high-end workstation:

    2023-12-25 17:00:13.631 [VERBOSE] :: Requesting current notification data...<br /> 2023-12-25 17:00:29.249 [VERBOSE] :: Requesting default notification data...<br /> 2023-12-25 17:00:29.943 [VERBOSE] :: Requesting current notification resources...<br /> 2023-12-25 17:00:30.612 [VERBOSE] :: Requesting default notification resources...<br /> 2023-12-25 17:00:30.829 [VERBOSE] :: Finished retrieving current notification resources<br /> 2023-12-25 17:00:30.829 [VERBOSE] :: Received current notification data<br /> 2023-12-25 17:00:31.483 [VERBOSE] :: Finished retrieving default notification resources<br /> 2023-12-25 17:00:31.483 [VERBOSE] :: Received default notification data

    This is from the log -- from the moment I clicked New... in the menu to the moment I got the dialog to show -- 18 seconds!

    For 18 seconds Daz Studio just sat there not providing any feedback that I have even selected a menu option before showing that dreadful upsell dialog!

    Daz Studio and the OS are on a Samsung 990 Pro 2TB M.2 SSD, Xeon w5-2455X CPU, 64 GB DDR5 RAM, RTX 4090.

    And before anyone asks, I have 500/250 Mbps fiber-optic Internet link and no, I have absolutely no problems with my internet access, download bandwidth, or latency.

  • I seem to have gone back to the infinite wait time on all character loads and it is so clunky

  • Also, found whenever Studio runs it takes up 100 per cent of graphics card memory even when there is no figure in the scene. perhaps why the infinite load times?

     

  • ragamuffin57 said:

    I seem to have gone back to the infinite wait time on all character loads and it is so clunky

    Presumably not literally (how would you verify) so what do you mean?

  • Sorry, Richard. I was a bit vague.  On my own, I fired up Daz and in previous versions, it lagged occasionally but the loading times were not to bad compared to what they have been   but in this beta, it seems to have gone back to the times everyone complained  about the load times of Genesis 8 and 8.1 

  • 4.22.0.15 2023-12-25 22:39:53.002 [INFO] :: Finished asset load (open): 1m 6.38s - /People/Genesis 8 Female/Genesis 8.1 Basic Female.duf
    4.22.1.41 2023-12-25 22:34:33.088 [INFO] :: Finished asset load (open): 2m 39.712s - /People/Genesis 8 Female/Genesis 8.1 Basic Female.duf

    Yes, it does seem to be slower loading.

  • crosswindcrosswind Posts: 6,847

    johndoe_36eb90b0 said:

    I did some tests with the latest beta and when using Advanced Iray Node property IGLF (Iray Ghost Light Factor) to control visibility of ghost light reflection in surfaces such as glass (glass - solid - clear) or metal (silver - polished), setting IGLF to 2 is enough to hide the ghost light reflection from such surfaces.

    However, any surface that has:

    • Glossy Layered Weight == 1.0 && Glossy Roughness != 0.0
    • Top Coat Weight == 1.0 && Top Coat Roughness != 0.0
    • Dual Lobe Specular Weight == 1.0
    • Metalic Flakes Weight == 1.0 && Metalic Flakes Roughness != 0.0

    Still reflects the ghost light as if the Iray Ghost Light Factor does not attenuate them at the same rate as it attenuates reflections in surfaces with Metalicity == 1.0.

    @Richard Can you please ask whether this is an expected behavior? To me it looks like not all possible reflection paths were considered when IGLF was added.

    For secondary irays, IGLF only supports full specular reflection, i.e Metalicity must be 1.0, as Metalicity overrides all other layers with weight. When Metalicity <1.0, volume of emissive geometry as well as emission color will be reflected on the receiver surfaces to different extent, no matter how big the value is set in IGLF ~~

  • crosswindcrosswind Posts: 6,847

    johndoe_36eb90b0 said:

    New "New Scene" dialog performance is horrible on my ultra high-end workstation:

    2023-12-25 17:00:13.631 [VERBOSE] :: Requesting current notification data...
    2023-12-25 17:00:29.249 [VERBOSE] :: Requesting default notification data...
    2023-12-25 17:00:29.943 [VERBOSE] :: Requesting current notification resources...
    2023-12-25 17:00:30.612 [VERBOSE] :: Requesting default notification resources...
    2023-12-25 17:00:30.829 [VERBOSE] :: Finished retrieving current notification resources
    2023-12-25 17:00:30.829 [VERBOSE] :: Received current notification data
    2023-12-25 17:00:31.483 [VERBOSE] :: Finished retrieving default notification resources
    2023-12-25 17:00:31.483 [VERBOSE] :: Received default notification data

    This is from the log -- from the moment I clicked New... in the menu to the moment I got the dialog to show -- 18 seconds!

    For 18 seconds Daz Studio just sat there not providing any feedback that I have even selected a menu option before showing that dreadful upsell dialog!

    Daz Studio and the OS are on a Samsung 990 Pro 2TB M.2 SSD, Xeon w5-2455X CPU, 64 GB DDR5 RAM, RTX 4090.

    And before anyone asks, I have 500/250 Mbps fiber-optic Internet link and no, I have absolutely no problems with my internet access, download bandwidth, or latency.

    Same issue on my side, occasionally... It's not that long like 18 seconds, more or less 7-10 seconds, but really annoying. No matter how I optimized internet connection, +VPN, blocked DS in firewall, the issue is still there.

    Then I totally give up this new featurre but only use my workaround of "legacy new" instead.

    Hope Daz will improve that some day ~~~ 

  • almahiedraalmahiedra Posts: 1,351

     

    From log, marked in red. What does it mean?

    • Initial support for additional NVIDIA Iray canvases

      • Material Tag

      • Irradiance

      • Object ID

      • Texture Coordinate (UVWs)

      • BSDF Weight (Albedo)

      • Convergence Heat Map

      • Toon

      • World Position

  • crosswind said:

    For secondary irays, IGLF only supports full specular reflection, i.e Metalicity must be 1.0, as Metalicity overrides all other layers with weight. When Metalicity <1.0, volume of emissive geometry as well as emission color will be reflected on the receiver surfaces to different extent, no matter how big the value is set in IGLF ~~

    That's not exactly true.

    First, it works also with Metalicity == 0.0 && Glossy Layered Weight == 1.0 && Glossy Roughness == 0.0 (i.e. glass).

    Second, if you crank IGLF above ~8.0 it will attenuate the remaining reflection types which I listed.

    However, doing so will also drastically reduce the diffuse light contribution from the ghost light, practically making it useless.

    I am of the opinion that IGLF value should affect all types of reflections (glossy, metalic flakes, top coat, dual lobe specular) with the same attenuation strength as it does metalicity.

  • crosswindcrosswind Posts: 6,847
    edited December 2023

    johndoe_36eb90b0 said:

    crosswind said:

    For secondary irays, IGLF only supports full specular reflection, i.e Metalicity must be 1.0, as Metalicity overrides all other layers with weight. When Metalicity <1.0, volume of emissive geometry as well as emission color will be reflected on the receiver surfaces to different extent, no matter how big the value is set in IGLF ~~

    That's not exactly true.

    First, it works also with Metalicity == 0.0 && Glossy Layered Weight == 1.0 && Glossy Roughness == 0.0 (i.e. glass).

    Second, if you crank IGLF above ~8.0 it will attenuate the remaining reflection types which I listed.

    However, doing so will also drastically reduce the diffuse light contribution from the ghost light, practically making it useless.

    I am of the opinion that IGLF value should affect all types of reflections (glossy, metalic flakes, top coat, dual lobe specular) with the same attenuation strength as it does metalicity.

    One point needs to be corrected ~ no geometry, but emission color is still reflected. So for other receivers with different layers rather than 100% Metalicity, it is not a pure and crystal clear "ghost light" even if IGLF "partially works...", as below example.

    As per such a typical case as well as the experiments done by others, current version ghost light is still not perfect for both emissive geometry and spotlight... And if the ghost light is place on a surface with non specular reflection, that "emissive shadow" is still there, as before...

    SNAG-2023-12-27-0095.png
    2017 x 1397 - 3M
    SNAG-2023-12-27-0096.png
    2014 x 1398 - 3M
    SNAG-2023-12-27-0097.png
    2024 x 1315 - 3M
    SNAG-2023-12-27-0099.png
    2017 x 1392 - 3M
    SNAG-2023-12-27-0103.png
    2022 x 1397 - 4M
    Post edited by crosswind on
  • GiGi_7 said:

     

    From log, marked in red. What does it mean?

    • Initial support for additional NVIDIA Iray canvases

      • Material Tag

      • Irradiance

      • Object ID

      • Texture Coordinate (UVWs)

      • BSDF Weight (Albedo)

      • Convergence Heat Map

      • Toon

      • World Position

    These are Canvasses that Iray now supports but that have not previously been available. Work is being done to add them to the available options in DS, but it isn't yet ssomething that can be played with.

  • @crosswind Check the attached screenshots, especially the face closeup. I used a single ghost light and the Environment Mode is set to Scene Only.

    What I was trying to explain is that other types of reflections (such as those visible in eyes and lips in the examples below) aren't attenuated like metalicity reflections -- they need IGLF value increased dramatically which dulls the light in the whole scene making the ghost lights unusable in their current implementation.

    So what I am saying is that in my opinion all kinds of relections should be attenuated equally when you set IGLF to 2.0 for the ghost lights to be really useful.

    01-Primary-Rays-Off.PNG
    1920 x 1033 - 586K
    02-Primary-Rays-Off-IGLF-2.0.PNG
    1920 x 1033 - 570K
    03-Primary-Rays-Off-IGLF-2.0-Closeup.PNG
    1920 x 1033 - 790K
    04-Primary-Rays-Off-IGLF-12.0-Closeup.PNG
    1920 x 1033 - 767K
  • crosswindcrosswind Posts: 6,847
    edited December 2023

    johndoe_36eb90b0 said:

    @crosswind Check the attached screenshots, especially the face closeup. I used a single ghost light and the Environment Mode is set to Scene Only.

    What I was trying to explain is that other types of reflections (such as those visible in eyes and lips in the examples below) aren't attenuated like metalicity reflections -- they need IGLF value increased dramatically which dulls the light in the whole scene making the ghost lights unusable in their current implementation.

    So what I am saying is that in my opinion all kinds of relections should be attenuated equally when you set IGLF to 2.0 for the ghost lights to be really useful.

    Got it ~ I also tend to your point after having done some experiments recently. But Metalicity layer is pretty unique which forms the base of pure specular reflection in Iray... while other layers are different in terms of effect.

    I wonder if the above-mentioned could be realized with the latest Nvidia SDK. Let's keep eyes on it...

    Post edited by crosswind on
  • gramgram Posts: 17
    edited January 1

    Anyone else have issue with the latest beta that it sometimes misses actions from Undo list? Like deleting an item, etc.

    Seems to be fully random, havent found any pattern for it.

    Other than that, the iray update seems to have made things somewhat snappier at least on my 4090, no real benchmarks done, though.

    Post edited by gram on
  • crosswindcrosswind Posts: 6,847
    edited January 1

    gram said:

    Anyone else have issue with the latest beta that it sometimes misses actions from Undo list? Like deleting an item, etc.

    Seems to be fully random, havent found any pattern for it.

    Other than that, the iray update seems to have made things somewhat snappier at least on my 4090, no real benchmarks done, though.

    Yup... a couple of times, after deleting sth., after tweaking properties in Surfaces tab... etc. though I could not reproduce the issues after restarting DS. Will have more test.

    BTW, similar issues happened in older versions as well...

    Post edited by crosswind on
  • gramgram Posts: 17

    crosswind said:

    BTW, similar issues happened in older versions as well...

    I think you might be right, it just didnt happen often. Now its happening often enough to be annoying :-)

  • battfieldbattfield Posts: 75

    Since the latest version, the Iray preview has been freezing repeatedly, making it difficult to operate.
    This means that the Iray preview is of no use to us.

    GPU RTX3070

    CPU amd ryzen 7 5700x

    Driver ver546.33

  • Saxa -- SDSaxa -- SD Posts: 872

    battfield said:

    Since the latest version, the Iray preview has been freezing repeatedly, making it difficult to operate.
    This means that the Iray preview is of no use to us.

    GPU RTX3070

    CPU amd ryzen 7 5700x

    Driver ver546.33

    Had similar problems with 546.29.  Reinstalled 546.17 and issue is pretty much non-existent.

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