3Delight - The slowest rendering engine.

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  • IceDragonArtIceDragonArt Posts: 12,748
    mjc1016 said:

    I have found that which one renders faster is comptetely dependent on what I am doing. Some scenes go very fast in 3Delight and take much longer in Iray (I frequently do both just to see which i like better for any given scene).  Sometimes they take hours in 3Delight and 5 minutes or less in Iray.  This is true on both my 5 year old laptop and on my new pc.

    You really want some fun?

    Throw the standalone 3DL into the mix...some things that take forever in Studio to render, will in the standalone, just fly.

    Strange stuff indeed lol!  But hey, at least we are all staving off dementia etc due to trying to figure this stuff out!

  • Kendall SearsKendall Sears Posts: 2,995
    mjc1016 said:

    I have found that which one renders faster is comptetely dependent on what I am doing. Some scenes go very fast in 3Delight and take much longer in Iray (I frequently do both just to see which i like better for any given scene).  Sometimes they take hours in 3Delight and 5 minutes or less in Iray.  This is true on both my 5 year old laptop and on my new pc.

    You really want some fun?

    Throw the standalone 3DL into the mix...some things that take forever in Studio to render, will in the standalone, just fly.

    3DL in studio is loaded from a DLL call and will be constrained by any communications and/or memory sharing between DS and the render process.  The Standalone is unencumbered.

    Kendall

  • mjc1016mjc1016 Posts: 15,001

    Yeah, and that can be a big performance hit.  For most things dumping to RIB and rendering in the standalone is like hitting the nitrous oxide...

  • fixmypcmikefixmypcmike Posts: 19,685
    mjc1016 said:

    Yeah, and that can be a big performance hit.  For most things dumping to RIB and rendering in the standalone is like hitting the nitrous oxide...

    You mean you're not sure what's going on but everything seems to be moving very fast?

    (As opposed to when I stupidly decided to find out if I could counteract nitrous oxide with sheer willpower.  Yes, I could.  Ouch.)

  • mjc1016mjc1016 Posts: 15,001

    More like this

  • Xzibit said:

    I will say this though. Regardless of the speed, I still love 3Delight and think it's undervalued... I mean, not everything has to be photoreal to be enjoyable, and in many cases, it looks better as 3Delight... When I say better I don't mean realistic, I mean better. I had to point that out because a lot of people don't seem to grasp the diffrence between quality and realism and struggle to decern the two. Realism is exactly as it sounds, and quality, is about making your art visualy appealing to the eyes. When it comes to overall quality control, 3Delight spanks iray 3 ways to sunday...

    I suspect that some of the things that can be done in Iray could be done in 3Delight too, but the way to do them isn't as easily accessed as what Iray allows now. Also, Iray can help with believable scenes, rather than realism, at least in my opinion, since as far as I know Dragons and Elves don't really exist. wink

  • wowiewowie Posts: 2,029
    edited May 2016
    mjc1016 said:

    None...because none are 'scaled back'...they just are not accessed by the default shaders in Studio.  To 'access' the 'missing' feature you need to use shaders with the functions you want and/or scripted rendering.

    Basically there is NO DIFFERNCE in 3DL in Studio and the standalone...(network rendering is disabled in Studio and it's hard to import shaders into Studio)...most are UI/shader differences.

    Well, I beg to differ. laugh

    The standalone can do everything you can throw at it (physical sun/sky, proper GI, physically plausible shaders). None of those can be done (easily) with DAZ Studio's 3delight. Not the fault of 3delight though, it's purely the piss poor DAZ Studio's implementation.

    3DL in studio is loaded from a DLL call and will be constrained by any communications and/or memory sharing between DS and the render process.  The Standalone is unencumbered.

    Kendall


    Plus DAZ Studio does not properly pass parameters to the renderer to allow ray caching. Makes rendering anything with indirect lighting and bounce lights 5 to 20 times slower.

    Post edited by wowie on
  • greymouser69greymouser69 Posts: 501
    edited May 2016

    Ok so use studio to render to rib then do the real render with the standalone or get Batch Render for DS and let it do all the work.  You can always manually tweak the rib file if you want.

    Post edited by greymouser69 on
  • Kendall SearsKendall Sears Posts: 2,995
    wowie said:
    mjc1016 said:

    None...because none are 'scaled back'...they just are not accessed by the default shaders in Studio.  To 'access' the 'missing' feature you need to use shaders with the functions you want and/or scripted rendering.

    Basically there is NO DIFFERNCE in 3DL in Studio and the standalone...(network rendering is disabled in Studio and it's hard to import shaders into Studio)...most are UI/shader differences.

    Well, I beg to differ. laugh

    The standalone can do everything you can throw at it (physical sun/sky, proper GI, physically plausible shaders). None of those can be done (easily) with DAZ Studio's 3delight. Not the fault of 3delight though, it's purely the piss poor DAZ Studio's implementation.

    3DL in studio is loaded from a DLL call and will be constrained by any communications and/or memory sharing between DS and the render process.  The Standalone is unencumbered.

    Kendall


    Plus DAZ Studio does not properly pass parameters to the renderer to allow ray caching. Makes rendering anything with indirect lighting and bounce lights 5 to 20 times slower.

    Whether DS supports specific features is different from "scaled back".  I cannot answer the question on whether the DLL provided with DS has all of the features of the standalone as I have not seen the contract.  However, in the past we've been told by DAZ staff that the 3DL included in DS is not 'limited'.  The context of those previous statements were fairly specific but the implications were that the DLL provided with DS was the same as that provided with Maya or the other supported software.

    If you get down to it, *everything* that 3DL does is supported in DS via the RSL editor pane.  As one who has pushed the DS 3DL implementation more than most, I can say that there are pieces that can be accessed that are not available in the current DS GUI and IMO are not likely to be now that Iray is the default renderer.  But that is just my opinion.

    Kendall

  • mjc1016mjc1016 Posts: 15,001
     

    If you get down to it, *everything* that 3DL does is supported in DS via the RSL editor pane.  As one who has pushed the DS 3DL implementation more than most, I can say that there are pieces that can be accessed that are not available in the current DS GUI and IMO are not likely to be now that Iray is the default renderer.  But that is just my opinion.

    Kendall

    As far as I can tell, that's the case, except it isn't EASY....doable, but definitely Advanced User Only type stuff.  The more limited parts are really ShaderBuilder, ShaderMixer and the RSL editor (as far as everything needs to be done by hand with it, including all the support scripts). 

  • Oso3DOso3D Posts: 15,085

    Yeah, I keep getting excited by cool looking bricks and then wah wah waaaah. Doesn't work.

     

  • Kendall SearsKendall Sears Posts: 2,995
    edited May 2016
    mjc1016 said:
     

    If you get down to it, *everything* that 3DL does is supported in DS via the RSL editor pane.  As one who has pushed the DS 3DL implementation more than most, I can say that there are pieces that can be accessed that are not available in the current DS GUI and IMO are not likely to be now that Iray is the default renderer.  But that is just my opinion.

    Kendall

    As far as I can tell, that's the case, except it isn't EASY....doable, but definitely Advanced User Only type stuff.  The more limited parts are really ShaderBuilder, ShaderMixer and the RSL editor (as far as everything needs to be done by hand with it, including all the support scripts). 

    It's the same in Maya, C4D, and other bigger packages.  All of those "easy" features were created by advanced users playing with things like the RSL Editor, then their stuff getting bought by Autodesk, Maxon, etc.  LAMH wasn't/isn't easy.  Neither is dynamics, nor any of the other things I'm playing with creating.  Some of these things will end up in DS as plugins for general use, other things I may just keep for myself since they're likely too complex to turn into single dialog click-click-boom plugins.  I had to create a whole new method to add "hair" to Iray that doesn't kill machines.  Wanna see machines cry for mercy?  Create individual strand hairs on several thousand figures and try to render the scene in a PBR.  Just doing *one* in zbrush and trying to render in Iray, vray, and even octane will make machines beg for mercy.

    In the end, the functionality is there.  Too many folks have forgotten that 3D isn't easy, some argue that it isn't supposed to be.

    Kendall

    Post edited by Kendall Sears on
  • wowiewowie Posts: 2,029
      I had to create a whole new method to add "hair" to Iray that doesn't kill machines.  Wanna see machines cry for mercy?  Create individual strand hairs on several thousand figures and try to render the scene in a PBR.  Just doing *one* in zbrush and trying to render in Iray, vray, and even octane will make machines beg for mercy.

    In the end, the functionality is there.  Too many folks have forgotten that 3D isn't easy, some argue that it isn't supposed to be.

    Kendall

    Maya hair is generally supported by all Maya renderers. Never had a problem with it. I forget if that's true with Shave/Haircut and Ornatrix. I know Shave and Haircut is supported by 3delight, Renderman, Arnold and Vray. Ornatrix if i remember correctly is only supported in Renderman, vray, Arnold, Redshift. The one for Max have support for more renderers - Arion, Octane, etc. Not really using Maya at the moment though. Way too much fun working with Houdini.

  • Kendall SearsKendall Sears Posts: 2,995
    wowie said:
      I had to create a whole new method to add "hair" to Iray that doesn't kill machines.  Wanna see machines cry for mercy?  Create individual strand hairs on several thousand figures and try to render the scene in a PBR.  Just doing *one* in zbrush and trying to render in Iray, vray, and even octane will make machines beg for mercy.

    In the end, the functionality is there.  Too many folks have forgotten that 3D isn't easy, some argue that it isn't supposed to be.

    Kendall

    Maya hair is generally supported by all Maya renderers. Never had a problem with it. I forget if that's true with Shave/Haircut and Ornatrix. I know Shave and Haircut is supported by 3delight, Renderman, Arnold and Vray. Ornatrix if i remember correctly is only supported in Renderman, vray, Arnold, Redshift. The one for Max have support for more renderers - Arion, Octane, etc. Not really using Maya at the moment though. Way too much fun working with Houdini.

    It is indeed, are you paying Maya prices for DS plugins?  Iray has no built in hair facility, the others that you mention do (and some of those also have LAMH support in the wings, Octane support has been in for some time but getting the OcDS plugin developer to cooperate is a challenge).  But the thread is about 3DL vs Iray.  3DL features are available, as with Autodesk's offerings it will take 3rd parties to develop the "easy access" part.

    Kendall

  • wowiewowie Posts: 2,029
    edited May 2016

    It is indeed, are you paying Maya prices for DS plugins?  Iray has no built in hair facility, the others that you mention do (and some of those also have LAMH support in the wings, Octane support has been in for some time but getting the OcDS plugin developer to cooperate is a challenge).  But the thread is about 3DL vs Iray.  3DL features are available, as with Autodesk's offerings it will take 3rd parties to develop the "easy access" part.

    Kendall

    Nah, I ditched Maya. Took the trial and student version to play with it. Mostly to see what 3delight can actually do. And it does a WHOLE lot more than what's 'exposed' with DAZ Studio. Plus, Autodesk suck. In my part of the world, they're always pushing 3dsmax. Hell, I think the first and foremost reason they went and bought Solid Angle was to have Arnold for 3dsmax a reality. laugh

    Been shopping around for a new main app - C4D, Modo even Blender at some point. But Houdini seems the perfect fit for me. Plus it has support for 3delight (along with other renderers). Hair growing/grooming in Houdini is just so simple with the bundled tools that you don't need a plugin or addon (I forgot to add Yeti in my previous post). Renders, really, really fast with Mantra, Renderman and 3delight.

    Post edited by wowie on
  • TheKDTheKD Posts: 2,711
    wowie said:

    It is indeed, are you paying Maya prices for DS plugins?  Iray has no built in hair facility, the others that you mention do (and some of those also have LAMH support in the wings, Octane support has been in for some time but getting the OcDS plugin developer to cooperate is a challenge).  But the thread is about 3DL vs Iray.  3DL features are available, as with Autodesk's offerings it will take 3rd parties to develop the "easy access" part.

    Kendall

    Nah, I ditched Maya. Took the trial and student version to play with it. Mostly to see what 3delight can actually do. And it does a WHOLE lot more than what's 'exposed' with DAZ Studio. Plus, Autodesk suck. In my part of the world, they're always pushing 3dsmax. Hell, I think the first and foremost reason they went and bought Solid Angle was to have Arnold for 3dsmax a reality. laugh

    Been shopping around for a new main app - C4D, Modo even Blender at some point. But Houdini seems the perfect fit for me. Plus it has support for 3delight (along with other renderers). Hair growing/grooming in Houdini is just so simple with the bundled tools that you don't need a plugin or addon (I forgot to add Yeti in my previous post). Renders, really, really fast with Mantra, Renderman and 3delight.

    Yeah man, mantra is badass. I was rendering everything in mantra before Iray came along. Was disgusting fast, and I was rendering at absurd sized like 8k and bigger. Only reason I switched to Iray to start was the skin looks amazing out of the box. I always struggled getting skin looking decent in mantra, and I was doing only that for months. Couldn't get it right. Everything else, aven volumetrics, fluids, rendered fast as hell compared to every other engine I tried before that. Complex simulations took forever though, I only have a i5 PCU lol.

  • wowiewowie Posts: 2,029
    TheKD said:

    Yeah man, mantra is badass. I was rendering everything in mantra before Iray came along. Was disgusting fast, and I was rendering at absurd sized like 8k and bigger. Only reason I switched to Iray to start was the skin looks amazing out of the box. I always struggled getting skin looking decent in mantra, and I was doing only that for months. Couldn't get it right. Everything else, aven volumetrics, fluids, rendered fast as hell compared to every other engine I tried before that. Complex simulations took forever though, I only have a i5 PCU lol.

    Turn on OpenCL in the solver. The fluid and gas solvers all have OpenCL acceleration. I noticed something around 2 to 5x faster sim times (depending on your particle separation settings) between a i7 4770K and a Radeon 260. Didn't work with the Intel GPU integrated on the 4770 though.

    As for skin, I've gotten pretty good results with both the Mantra surface shader and the Principled shader. Actually I prefer the Mantra surface shader though, since it has a similar structure to omnifreaker's UberSurface2 shader. On that note, it is a shame that most 3delight shaders available now in DAZ Studio are still using precomputed SSS. Raytraced SSS in 3delight for Maya material is so fast, it is actually faster than the precompute one. Makes setting up materials so easy since you can change SSS settings on the fly with IPR. Just one of many stuff you couldn't do in DS Studio easily, along with specular GGX and a working Oren Nayar diffuse (both defaults in the new 3delight for Maya materials).

  • I've been struggling with render times lately. It feels like over the last few months all my renders have been taking MUCH longer than before. Using 3Delight, looking through this tread and getting some ideas.

    A big question (as I am still a newer user that struggles with the tehnical aspects): What is SSS? You all seem to be saying reomoving it speeds things up, how would I go about doing that?

  • Oso3DOso3D Posts: 15,085

    SubSurfaceScattering.

    It's what makes, say, gummy worms look like gummy worms rather than ice. (very very very very roughly speaking)

    It looks really cool, it's insanely render-intensive.

    First step, IMO, is avoid using AoA SSS shaders. Just... they are slow. Very slow. Try to use UberSurface/UberSurface2 or Daz studio shader whenever possible.

    Second, there will be Subsurface On/Off. Set it to, er, off.

     

     

  • SubSurfaceScattering.

    It's what makes, say, gummy worms look like gummy worms rather than ice. (very very very very roughly speaking)

    It looks really cool, it's insanely render-intensive.

    First step, IMO, is avoid using AoA SSS shaders. Just... they are slow. Very slow. Try to use UberSurface/UberSurface2 or Daz studio shader whenever possible.

    Second, there will be Subsurface On/Off. Set it to, er, off.

     

     

    Okay, first question: what is "AoA" mean?

    Second: how do you tell a shader has SSS? Where in Daz do I look for that. I've got posing and camera angles and getting the figures all dressed pretty good but I still struggle with the technical stuff like this.

    Third:Where would the Subsurface on/off be? On lighting? On each figure/prop/clothing?

  • 3delinquent3delinquent Posts: 355

    SSS is subsurface scattering. As suggested above, it makes gummy worms look like gummy worms. You'll find a lot of human skin has SSS. The on/off switch is in the surfaces pane. Not sure which menu in there it's under but not hard to find.

    AoA is AgeofArmour. If you haven't come across AoA Advanced Lights for Daz Studio I recommend you check them out (store here at daz). They made a difference for me straight away. They come with a manual which I would advise you to read even if you don't have the lights. There's some technical stuff in there that might teach you some handy stuff about how lights work in 3delight. AoA also has a Subsurface Shader. Sorry I can't give more info. Too much of a newbie myself.

     

  • Oso3DOso3D Posts: 15,085

    Each object has shaders applied to it, which are found under Surfaces tab to the lower right (I think in most set ups).

    An object often has multiple surfaces/materials. So, human figures have a Face zone, neck, torso, etc. Different shaders or shader settings can be set per surface. On a human that would probably look weird, but if you have, say, a table where the legs and the main surface are different surfaces, you could easily make a wooden table with painted or metal legs.

    One of the cool things is that you have a variety of shaders and shader presets (if you are on the surfaces, if you look just above you will see a 'Presets' category, which will list many of these).

    This way you can, say, rapidly apply metal or wood or whatever shader presets you have to new stuff. This can be handy if you are unhappy with the materials you have, or if the object you have doesn't even have shaders set.

     

  • MattymanxMattymanx Posts: 6,996

    For those who have not, I highly recommend using Progressive rendering as a part of your work flow.  Its extremely handy for test renders to quickly show you what your going to get without wasting all the time in non progressive rendering just to see.

  • TotteTotte Posts: 14,689

    3Delight is as fast as you want it to be. The more quality you want, the slower it is. 

    Just try to render using UE2 in GI (Global Illumination mode). The results are great, so is the render time.... ;-)

  • Oso3DOso3D Posts: 15,085

    Yeah, when people complained about Iray speeds, I was looking at doing stuff with atmosphere cameras and bounce and regular daz lights and going ... weeeell, not really!

     

  • 3delinquent3delinquent Posts: 355

    Hey Totte. If you don't mind my asking, what/where is global illumination mode?

  • ParrisParris Posts: 392
    edited December 2017

    I have used 3Delight, iray, and reality for some time now. I've come to the conclusion that 3Delight is the slowest render engine out there. This isnt true if you use the very botton of the line basic settings, but add any sort of quality to 3delight and you go from a 4 minute render, to a 10 hour long render. Add SSS and Uber surface, with uber lighting with enough samples and shading rate to clear all the noise, and your looking at at least 8 hours, for a moderate sized image. Where as iray, and reality, you can get the same image, with higher quailty, in half the time... It's amazing that what was once was the fast engine, is now one of the slowest. I've waited a few time, upwards to 2 and a half hours just for the SSS to calculate in a scene, before it was willing to even render... I love 3Delight, for its diversty, but I can't stand how long it take to make anything with and sort of quality. I hope they update 3delight one of these times, to be more competitive... though... I doubt that will ever happen now that iray is the primary render engine for Daz. Those are my thoughts on 3delight.

    To the OP, man do I feel your pain. Been there a lot (a lot lot)!

    You know, generally I read posts like this with great interest, but rarely post myself unless I feel I have something to add (and this thread being particularly hard to add to, when so many insightful things have already been said). Sadly, I am once again coming in when the discussion has long since died down. But since I'm bring totally new information and good news, maybe it will still be of use to someone.

    The thing is, our notions about 3delight inside Daz Studio and speed when rendering with Image Based Light are about to be flipped on it's head. True, when all the bells and whistles are present, it will slow down renders for 3delight and most, if not all render engines to some degree. More computations take more time. But historically, probably the biggest hit occurs with transmapped hair and IBL. The general conclusion I believe has been that this was a limitation for 3delight, but perhaps it never was. This year I got the opportunity to work with the 3delight team on this issue, and the remedy reveals that it was not about the 3delight render engine itself, but rather about a conflict between the Image Based Light shaders and the surface shaders we commonly use. This fact was a complete unknown, so nobody's fault. And the very good news is that render speed increases are significant.

    For myself, the high quality IBL renders I do now at wallpaper size (24 inch screen) usually complete in under 10 minutes. It's important to recognize here that IBL is a fast form of Global Illumination, so plays a significant role in achieving realism. Just as important: Turn gamma correction on and set Gamma to 2.2. Iray does this by default for good reason.

     

    Post edited by Parris on
  • Oso3DOso3D Posts: 15,085

    When are those fixes due to be implemented?

  • algovincianalgovincian Posts: 2,664
    Oso3D said:

    When are those fixes due to be implemented?

    And, will they be adopted formally as the new "DAZ default 3DL" shader?

    - Greg

  • scorpioscorpio Posts: 8,533
    Oso3D said:

    When are those fixes due to be implemented?

    And, will they be adopted formally as the new "DAZ default 3DL" shader?

    - Greg

    And is it only the default shader what about Uber surface 2 layered shader AoA shaders etc.

    I'm going to presume that its any transmapped item leaves etc were another problem trees always slowed down 3dl renders then add hair and you could be waiting forever.

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