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if you are using connect you cannot alter maps in the cloud folder
you have to create a new folder somewhere else
and the whole use smaller maps for vram is not that effective as you may think
there was a comparison already somewhere in the forums
i think mec4d did it
Actually... I just tested that. You can alter the Texture files in the cloud folder. Admittedly, I made a copy of the two files I tested, rather than changing the originals, but those copies are in their respective Daz Connect cloud folders.
Kendall is one of the programmers... I'm pretty sure he knows what the plugin can do.
Of course I haven't forgotten you. Just that Iray came along right around the time I started getting involved, and well... I'm lazy! I'm taking the easy way out for now.
Will the mis-information about Connect never cease to spill forth?
No.
All I said was about is REDUCE the resolution of all maps beside Normal, Bump , Displacement and Opacity as they need to be in higher resolution , also Bump, Specular and Opacity maps saved as grayscale will reduce the size as they are float maps and not color . If you render full figures in HD format images you not need more than 2000x2000 for color maps and that will cut the vram usage in half already , load faster in general , I wish we have an option for texture resolution the way HD environment have under Interactive mode in iray in place of the compression
...it's too bad we can't do it in the Surfaces tab.
LAMH uses several techniques when writing out our LAMH FiberHair. We get better definition and smaller sizes than either of the other two listed. Our lead will increase dramatically very soon when LAMH will not need to export external files at all, OBJ format or otherwise. And that's only one advancement, there are several more advancements that are in the pipeline to make LAMH FiberHair even more efficient.
Kendall
Oh, boy. That's good to hear.
I wish , there may be a way for the DS programers to do that as they did with the HDR enviorment map under Internactive mode , just slider with resolution and store the files in temporery folder or at last more options under texture compresion so you can decide how low you want to go and not just medium and high as how much is high here , not enough to save a lot of vram
maybe one day we can use RAM for that, iray is still young who knows what the future brings
That are good news Kendall, I guess I will have to switch soon to LAMH ;) the reason I did not yet as I can do the same in other programs as I don't render anymore with 3DL, so thanks for the good news !
LAMH has supported OBJ since the beginning in Dec of 2012. LAMH FiberHair feature was released not long after that. So one could say that LAMH supported Iray before Iray was in DS. LAMH FiberHair has always been able to be directly attached to the model in the DS viewport without exporting to external files, unlike our competition.
Kendall
I know that , I just wanted to have better control over the exported geometey as I can do in Zbrush , from 1 flat poly to how many faces and segments I want and easy redone without living DS from begining to the end of the process . So looking forward to see new features and the progress
I see. A feature like you describe was once in a test version. It was deemed "not useful" because flat hairs were too easy to have disappear upon camera movement. Testing showed that no one ever played with it. Also, the methods we use are so good that little or nothing is gained by those kinds of tricks.
Kendall
They are but not for scalp hair however great for other things , with a little twist by the root all will show up on all angles , you can use it for vegetation or for trees and there is a lot of other handy usages with one side poly fibers like leaves etc.. but for that all you need the proper control of the fibers geometry .
LAMH has better ways of handling vegetation. We also have an extensive instancing mechanism, controllable with maps even, that has existed since day one.
Kendall
That is very cool I did not know that since I never used it before , one more reply Kendall with cool feature and I am going to the store hehe but when the new uograded version show up I will for sure
when i try to save an altered texture with a new name next to the old file in the cloud folder a message comes up that i am not allowed to do that
maybe becouse you have not the right as Administrator to do so , I have no problem
..4,9 or 4.8?
OMG the first thing in my "back to Daz Studio" to do list is optimize til kingdom come. The amount of redundant 4K maps is just...world record breaking!
Even the mind-boggling number of pointless mat zones are like, WHY?
The fiddlier the fussier the more fun??
LOL
I have no idea if surface zones adds to performance load for either iRay or 3delight but I consolidate anyway.
Even if I had 64G VRAM and a pure Octane user, I would still trim all for tidiness and mental clarity lol.
All the performance saving could then be spent on creating a more lively environment in which the actors/ animals do far more fun exciting things than just pouting around for fear of wrecking the stiff, perfectly posed spaghetti hair
Very cool feature indeed. Couple with object instancing. Exactly the two reasons why I bought LAMH in spite of having ZBrush fibermesh obj option.
If LAMH v2 could detect/ translate any incoming instances (from ZBrush or popular standard tools) it would be amazing. Then I could still array/ nano it in ZBrush back and forth to DS.
That said, dynamic LAMH hair drawn in iRay interactive viewport (and of cos 3delight Aux) = top


I have no trouble saving an altered texture from Photoshop in the Connect Library textures folder of a product, but when I try to load that texture on the figure Studio complains with the attached message.
This is with the current 4.9 and I think all versions of 4.9 I have tried. I created a folder for all modified textures at the root of My DAZ Connect Library, but a more sensible approach, I guess, would be to create a texture folder for that product in the runtime of a non-Connect library structure. Fiddly and annoying though.
Whatever the reason for this, it's probably not wise to store things there as you could easily lose custom textures or modified assets if they are kept in the product's Connect runtime—say if you uninstalled the product (and uninstalling Connect products is much easier to do so could be done by mistake).
Not surprising when you consider the target market for Daz studio
is those who create ONE single image at a time and have little to no concern about scene optimization
And we animators are truly on our own.
Have a look at the newest feature list and tell me how many times you even find the term "animation"
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/new_features/start
Thankfully I render my Daz Content in a Pro application with proper Cameras,compositing tags ,Inclusive&Exclusive Light/object relationships and scene management tools.
which is good for me because that seems to be Daz's unspoken preference for animators
"buy our content.. but use some other program for animation creation & rendering"
Look at the choices they have made regarding Genesis3.
She imports perfectly .......into Iclone
and after a one time manual bone mapping and saving
his /her custom characterization profile from reallusion 3D Exchange, G3 like any other third party rig , is a joy to animate....in Iclone pro.
Just be prepared to render G3's animation in Iclone or some Iclone connected engine, because if you export any of that motion back to Daz studio you get unusable rubbish.
Again thankfully I have G2 and a Massive hoard of content for that figure.
Just as a note....ALL images internally in Iray are stored (and compressed, if applicable) as 32-bit RGBA raw images. This means there isn't any savings for float maps, as they will be converted to full RGBA at load.
They are faster to index and process and compress/decompress that way, but do consume more memory.
So ALWAYS resize the images if you do NOT require that high of a resolution.
Well I thought they when updating Cararra to work with Genesis 3.
As far as this iRay goes I like very much how it causes the characters skin to react properly to lighting changes but the rendered iRay skins invariable look much tanner then they are intended to when rendered, even for characters that are supposed to be tan, unless it's a very, very tan character, that's tan enough to hide this iRay darkening effect.
I will soon try iFlake, clearly that is a character that is both untanned and has iRay shaders, and see how those textures render in iRay.
Do you have some link to info about that ? I would like to check since when I used 32-Bit maps as textures for some early testing the vram memory was huge and eventually DS crashed on me, other way it shouod make no difference I guess so I would like to learn about it , I know that it process the maps per pixel as all GPU render engines do but converting float maps into color maps and back to float maps by the shaders is kinda chaotic process
Are you sure about this? I seem to remember contrary info from the nVidia Beta/Developer forums.
Kendall
I just checked , GPU vram jump on when using different images at the same resolution , I set compression off under render setting , and it does exactly as I though . I am also member of the Nvidia Developer program
and never saw any info about iray doing it other than per pixel but not converting float maps into color as it would make no sense as the MDL use float maps and color maps for processing
anyway here my test I just did of the vram usage with different maps