Useful Feature: "Save & Render"

Hi everyone :D

In my workflow, I often save a scene, and immediately after I hit render.

Since saving can take some time, I usually do something else in the meanwhile, and so Daz sits idle for some seconds/minutes every time, before I remember to render the scene.

Wouldn't it be cool if there was a function that let you automatically "Save & Render" (first, it saves the scene, then it automatically renders it).

 

PS: I already have and use the batch render and ManFriday's one, it's just that most of the time I prefer to render something right away.

Comments

  • GalaxyGalaxy Posts: 562

    Automatic scene save feature will create slowdown and temporary hang (not responding) problem. Looks like manual save is better option because some scenes even never require to save at all. 

  • How about a "save and render" option on the menu so you can decide whether to use it or not?  Actually you could probably acheive the same thing with a script...

  • Richard HaseltineRichard Haseltine Posts: 108,488
    edited November 2019

    This could be scripted, and Rob has even provided links to get you started:

    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/actions/action_find_classname/start
    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/actions/action_trigger/start

    Once you have a script you can then make it a custom action, right-click on its fiel in the Content Library pane, to have it in the Scripts menu and then use Window>Workspace>Customise to add it to another menu or tool bar.

    Post edited by Richard Haseltine on
  • CypherFOXCypherFOX Posts: 3,401

    Greetings,

    Fun fact!  You can save AFTER you start the render...  It will actually save, while the render is going on.  So I do the opposite.  I start the render going, then hit Cmd-S to save, and it's all good...

    --  Morgan

     

  • LenioTGLenioTG Posts: 2,118

    How about a "save and render" option on the menu so you can decide whether to use it or not?  Actually you could probably acheive the same thing with a script...

    Yes, @Galaxy , that's what I was proposing :)

    This could be scripted, and Rob has even provided links to get you started:

    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/actions/action_find_classname/start
    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/actions/action_trigger/start

    Once you have a script you can then make it a custom action, right-click on its fiel in the Content Library pane, to have it in the Scripts menu and then use Window>Workspace>Customise to add it to another menu or tool bar.

    Thank you, Richard, but I really don't have this knowledge!

    CypherFOX said:

    Greetings,

    Fun fact!  You can save AFTER you start the render...  It will actually save, while the render is going on.  So I do the opposite.  I start the render going, then hit Cmd-S to save, and it's all good...

    --  Morgan

    Uhm... If I hit CTRL+S while it's rendering, nothing seems to happen.
    I don't want to save after the render has ended, because it's during that period that crashes are more frequent

  • HavosHavos Posts: 5,597

    You might want to investigate why your scenes are taking such a long time to save, it should only take seconds to save even a complex scene, unless you have a really slow machine.

    Look how big your files are when saved. If they are huge (ie multiple megabytes even when compressed) then you probably have a lot of geometry being saved in the scene file, which can happen with simulated dForce clothing, or clothing fit using autofit. These are better saved as assets, and then reloaded into your scene, as then the save file will be smaller, and will save a lot quicker.

  • LenioTGLenioTG Posts: 2,118
    Havos said:

    You might want to investigate why your scenes are taking such a long time to save, it should only take seconds to save even a complex scene, unless you have a really slow machine.

    Look how big your files are when saved. If they are huge (ie multiple megabytes even when compressed) then you probably have a lot of geometry being saved in the scene file, which can happen with simulated dForce clothing, or clothing fit using autofit. These are better saved as assets, and then reloaded into your scene, as then the save file will be smaller, and will save a lot quicker.

    This is interesting, because these particular scenes are very big (over 100Mb).

    I've not simulated anything dForce, and I don't recall using autofit. It's not related to the environment as well, but it's on the clothes of one of two characters.

    I think my PC is pretty fast (Ryzen 5 3600, 32Gb RAM 3200Mhz, RTX 2060, SSD 970 Evo).

    What do you mean with saving as an asset?

  • HavosHavos Posts: 5,597
    edited November 2019
    LenioTG said:
    Havos said:

    You might want to investigate why your scenes are taking such a long time to save, it should only take seconds to save even a complex scene, unless you have a really slow machine.

    Look how big your files are when saved. If they are huge (ie multiple megabytes even when compressed) then you probably have a lot of geometry being saved in the scene file, which can happen with simulated dForce clothing, or clothing fit using autofit. These are better saved as assets, and then reloaded into your scene, as then the save file will be smaller, and will save a lot quicker.

    This is interesting, because these particular scenes are very big (over 100Mb).

    I've not simulated anything dForce, and I don't recall using autofit. It's not related to the environment as well, but it's on the clothes of one of two characters.

    I think my PC is pretty fast (Ryzen 5 3600, 32Gb RAM 3200Mhz, RTX 2060, SSD 970 Evo).

    What do you mean with saving as an asset?

    100MB is very big for a saved scene file, so it is highly likely you have some geometry saved in there as well. Why is hard to say, as it could be a number of reasons. For example if you have used the geometry editor to hide some polygons, then the entire geometry of that item will be saved in the scene file.

    What you should do is save any items eg clothing, that might be causing the issue as its own asset, To do this select the item, and then 

    File->Save As->Support Asset->Figure/Prop Assets

    This will ask you where you want to store the duf file that will hold the selected item definition. After this, delete the item, then navigate to the saved duf file in your Content Library and double click on that to reload the item you deleted. It should look and work the same as before. 

    Now save your scene. If the size reduces significantly, you have found the culprit, otherwise it is likely another scene item causing the problems.

    Edit: Another thing that can also bloat a file is if you have added any primitives with a high level of definition. If so, save these as I have described above, delete them, and then readd them.

    Post edited by Havos on
  • LenioTGLenioTG Posts: 2,118
    Havos said:
    LenioTG said:
    Havos said:

    You might want to investigate why your scenes are taking such a long time to save, it should only take seconds to save even a complex scene, unless you have a really slow machine.

    Look how big your files are when saved. If they are huge (ie multiple megabytes even when compressed) then you probably have a lot of geometry being saved in the scene file, which can happen with simulated dForce clothing, or clothing fit using autofit. These are better saved as assets, and then reloaded into your scene, as then the save file will be smaller, and will save a lot quicker.

    This is interesting, because these particular scenes are very big (over 100Mb).

    I've not simulated anything dForce, and I don't recall using autofit. It's not related to the environment as well, but it's on the clothes of one of two characters.

    I think my PC is pretty fast (Ryzen 5 3600, 32Gb RAM 3200Mhz, RTX 2060, SSD 970 Evo).

    What do you mean with saving as an asset?

    100MB is very big for a saved scene file, so it is highly likely you have some geometry saved in there as well. Why is hard to say, as it could be a number of reasons. For example if you have used the geometry editor to hide some polygons, then the entire geometry of that item will be saved in the scene file.

    What you should do is save any items eg clothing, that might be causing the issue as its own asset, To do this select the item, and then 

    File->Save As->Support Asset->Figure/Prop Assets

    This will ask you where you want to store the duf file that will hold the selected item definition. After this, delete the item, then navigate to the saved duf file in your Content Library and double click on that to reload the item you deleted. It should look and work the same as before. 

    Now save your scene. If the size reduces significantly, you have found the culprit, otherwise it is likely another scene item causing the problems.

    Edit: Another thing that can also bloat a file is if you have added any primitives with a high level of definition. If so, save these as I have described above, delete them, and then readd them.

    I haven't hidden any geometry, and I haven't created high-poly primitives, but I didn't know about this!

    I'll try to "Save As", thank you :D

  • kyoto kidkyoto kid Posts: 41,951
    Galaxy said:

    Automatic scene save feature will create slowdown and temporary hang (not responding) problem. Looks like manual save is better option because some scenes even never require to save at all. 

    ..indeed,I deal with enough "not responding" messages the way it is. I do like the idea of a combined Save+Render however.  I usually do so manually just before rendering.

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