PAs... Please hold off on the 8k textures...

124

Comments

  • MalandarMalandar Posts: 776

    I wish I could explain why it works on mine, which is an older machine, and not on something newer with more powerful specs. I am genuinely perplexed. 

    I don't know either, but it bogged my system down to where it would freeze every few seconds even in texture shaded preview

  • AJ2112AJ2112 Posts: 1,417

    I wish I could explain why it works on mine, which is an older machine, and not on something newer with more powerful specs. I am genuinely perplexed. 

    Some products work this way unfortunately.  i was really disappointed, couldn't get it to work.  Enjoy creating with PAZ smiley

  • SevrinSevrin Posts: 6,313

    I wish I could explain why it works on mine, which is an older machine, and not on something newer with more powerful specs. I am genuinely perplexed. 

    Well, at least it doesn't look like those nasty 8k textures were the issue, and that returning the thing won't fix whatever problems exist with those other folks DS installations.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,117

    just adding I have nothing against 8K textures per se

    if needed

    I make them myself and use ones from Texture Haven etc

    but

    it is the highly inefficient unneccesary and excessive use I have seen in some products that irks me

  • kyoto kidkyoto kid Posts: 41,869

    ...+1

  • AJ2112AJ2112 Posts: 1,417
    edited October 2020

    Malander, if you have Scene optimizer, which I purchased this evening, PAZ works.  I did some experimenting.  I reduced all texture maps in half, took Scene optimizer 8 minutes.  Comp memory was at 80%. 

    Then I reduced the 8K ground maps to 2048x2048, comp memory at 71%, still high system memory, but PAZ composition scene works.  

    I added G8, hair, Bronze scale outfit Sys memory 77%

    What I don't understand is, how Stones and structures work with five 8K maps, more gpu memory, but PAZ only has one ground 8K but needs scene optimizer ???  Unbelievable.   

    I'm sure I'll use Scene optimizer with every scene creation, thus far amazing product smiley

    Post edited by AJ2112 on
  • MalandarMalandar Posts: 776
    AJ2112 said:

    Malander, if you have Scene optimizer, which I purchased this evening, PAZ works.  I did some experimenting.  I reduced all texture maps in half, took Scene optimizer 8 minutes.  Comp memory was at 80%. 

    Then I reduced the 8K ground maps to 2048x2048, comp memory at 71%, still high system memory, but PAZ composition scene works.  

    I added G8, hair, Bronze scale outfit Sys memory 77%

    What I don't understand is, how Stones and structures work with five 8K maps, more gpu memory, but PAZ only has one ground 8K but needs scene optimizer ???  Unbelievable.   

    I'm sure I'll use Scene optimizer with every scene creation, thus far amazing product smiley

    Yeah, I have scene optimizer myself, but I just got fed up with PAZ and already requested a return on it so I deleted it. I'll likely use it when I need to downsize some background items that are way off in the distance.

  • AJ2112AJ2112 Posts: 1,417
    edited October 2020

    Hi Malandar, I can certainly relate.  I request refund Oct 3rd, no refund yet.  Reason, I purchased Scene optimizer, which helps but still not satisfied, works but composition scene uses way to much sys memory.  Hope for store credit soon, to purchase another product.  Good luck with refund.          

    Post edited by AJ2112 on
  • GazzalodiGazzalodi Posts: 50
    edited October 2020
    Greebo said:

    I've been there with Poser 10 on 32bit XP machines.
    When I learned to edit Material files - I was all over them.
    But the number of textures that I had to reduce to 50% 25% 12% and remove.
    It took more time than composing and rendering :-)

     

    Thankfully MS put powertoys back in Win10. So image resizer makes it pretty much a click and resize for entire folders once again.  I make a backup of the install's runtime/textures folder then run image resizer with it set to 1024x1024/reduce only.  A folder with 100 textures is done in like 5 seconds before installing.

    Post edited by Gazzalodi on
  • MelissaGTMelissaGT Posts: 2,611
    edited October 2020
    Gordig said:

    I would never even think about returning a product because the textures were too high-res (unless they still looked bad even at high resolution), but I have a lot of products that I consider virtually unusable because the materials are too low-res.

    Ditto. Sometimes swapping in a shader can fix that issue, such as a really crappy ground texture, but if things are textured with actual detail maps and you can't just pop in a tiled shader, and the included textures are extra crappy, then you're pretty much stuck with an extra crappy product. Upscaling and tweaking with sharpening filters etc can only do so much before you're having to actually re-do everything and at that point it delves into "why didn't I just make this myself?"

    Post edited by MelissaGT on
  • I have to agree with the OP. If the PA's want to include 8k textures, there should be a 4k option as well.

    Also, in reference to scene optimizer, it dosent work on everything. I can never seem to get it to work on textures by OOT (OutOfTouch). I may be doing something wrong, but it worsk on everything else that I use it with.

  • nonesuch00nonesuch00 Posts: 18,729
    edited October 2020

    I have to agree with the OP. If the PA's want to include 8k textures, there should be a 4k option as well.

    Also, in reference to scene optimizer, it dosent work on everything. I can never seem to get it to work on textures by OOT (OutOfTouch). I may be doing something wrong, but it worsk on everything else that I use it with.

    Repeated reductions of material by 50% as the customer initiates with the needed cleaup and/or auxilary texture resulting downsteps saving location presets after the reduction and render are finished should be build into DAZ Studio itself really. It's sort of fundamental to DAZ 3D's business model that the customers should be able to render their scenes created with DAZ Studio with the recommended PC specs on the DAZ Studio home page.  I wouldn't complain about that: it's a bit surprising it's not already integrated into DAZ Studio. Still doesn't end the need for video cards with 32GB of video RAM and more.

    Post edited by nonesuch00 on
  • Phoenix1966Phoenix1966 Posts: 1,843

    Going through the texture files, there are only 4 out of 640 that are 8K (the ones for the ground texture). I would hazard a guess and say the 8K textures are not the issue here. I'm wondering, since my soon-to-be 4-year-old laptop can handle it just fine is because of the difference in the video cards. At least two RTX users are having problems that render the set unusable. So perhaps those higher end cards are getting bogged down in overall calculations that my older GTX card can't compute.

  • 3Ddreamer3Ddreamer Posts: 1,341

    I hadn't loaded this yet and thought I'd better after reading this. My laptop is a few years old and has a GTX 980M with 4Gb. Just loaded 00-PAZ Basic Composition Scene.duf. Everything is loading and rendering on my GPU. Am I testing the wrong file? That is rendering on 4.12 Beta (the last one not the newly released one) and the latest Nvidia driver.

  • Phoenix1966Phoenix1966 Posts: 1,843

    @3Dreamer, That should be the right file. This seems to further support the idea that GTX cards have no issue with the set but RTX ones do.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,117

    interesting 

    so it might not actually be the texture sizes in that set but other factors that are affected by hardware surprise

    this is why troubleshooting on forums is a good thing, my computer might actually cope fine with it so I won't add it to products I won't buy devil

     

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,117

    because of that I will mention the products by an artist I generally avoid as they are beyond my hardware capabilities unless scene Optimizer is used as so many 8K textures 

    https://www.daz3d.com/fg-pirate-cabin

    https://www.daz3d.com/fg-place-of-power

    someone else who owns them can confirm if it is the textures or something else maybe

  • TaozTaoz Posts: 10,264
    edited October 2020
    Gordig said:

    I would never even think about returning a product because the textures were too high-res (unless they still looked bad even at high resolution), but I have a lot of products that I consider virtually unusable because the materials are too low-res.

    Yes, you can always decrease the quality if it's "too good", if necessary, but you can't improve it if it's bad. 

    Post edited by Taoz on
  • MalandarMalandar Posts: 776

    because of that I will mention the products by an artist I generally avoid as they are beyond my hardware capabilities unless scene Optimizer is used as so many 8K textures 

    https://www.daz3d.com/fg-pirate-cabin

    https://www.daz3d.com/fg-place-of-power

    someone else who owns them can confirm if it is the textures or something else maybe

    There are 8k textures in the pirate cabin? the largest ones mentioned on the  product page are 5k... which is a weird size...

     

  • Phoenix1966Phoenix1966 Posts: 1,843
    edited October 2020
    AJ2112 said:

    What I don't understand is, how Stones and structures work with five 8K maps, more gpu memory, but PAZ only has one ground 8K but needs scene optimizer ??? 

    That product has 53 maps in total vs. 640 with PAZ. Since at least two GTX users have no issue with it, but two RTX users do, maybe your cards are getting bogged down in overall calculations that our older cards simply can't make?

    this is why troubleshooting on forums is a good thing

    Yeah, we're definitely a larger pool than an average PA would have access to for product testing.

    Post edited by Phoenix1966 on
  • WendyLuvsCatzWendyLuvsCatz Posts: 40,117
    Malandar said:

    because of that I will mention the products by an artist I generally avoid as they are beyond my hardware capabilities unless scene Optimizer is used as so many 8K textures 

    https://www.daz3d.com/fg-pirate-cabin

    https://www.daz3d.com/fg-place-of-power

    someone else who owns them can confirm if it is the textures or something else maybe

    There are 8k textures in the pirate cabin? the largest ones mentioned on the  product page are 5k... which is a weird size...

     

    mmm I see the product page doesn't mention them, maybe I was mistaken 

    other products by Fugazi definitely have them in abundance 

    that one might then be a heavy load for other reasons too

    It is also exceedingly highpoly

  • nonesuch00nonesuch00 Posts: 18,729
    edited October 2020

    Back when I make a render of the Human Torch and the Submariner (Human Torch #7) I made the Human Torch's flames by many layers of opaque 'Liquid Pack' models I'd applied a water shader to and then edited to look somewhat like layers of flame. Now that wouldn't seem like it would cause a lot of problems but it did and as the iRay render got further and further on, eventually I'd run out of RAM (I CPU render most times) everytime as the renderer was doing something internally to render those fake flames that required more memory.

    So maybe it's a problem like that. Some things maybe are better off as particle emissions in a renderer, failing that, then a few properly placed billboards. Maybe DAZ Studio will get particle emissions in the future.  

    Post edited by nonesuch00 on
  • AJ2112AJ2112 Posts: 1,417
    AJ2112 said:

    What I don't understand is, how Stones and structures work with five 8K maps, more gpu memory, but PAZ only has one ground 8K but needs scene optimizer ??? 

    That product has 53 maps in total vs. 640 with PAZ. Since at least two GTX users have no issue with it, but two RTX users do, maybe your cards are getting bogged down in overall calculations that our older cards simply can't make?

    this is why troubleshooting on forums is a good thing

    Yeah, we're definitely a larger pool than an average PA would have access to for product testing.

    Hi Phoenix1966, I'm using GTX 1080 FTW, tbh I have no idea the problem other then to many textures maps 640 total.  Individual props work, not the entire scene composition.  I no longer have the PAZ product or I would do more testing with single props. 

    Without knowing, until scene optimizer I have a few characters and props with 8K texture maps, but they all work fine.

    Wendyluvscatz states she has issues with two products, both have lot's of maps, 322 and 377, one product has 8K maps.  

    Stones and structures only has 53.  So, possible not map size issue here, but to many maps and polygon count smiley 

  • AJ2112AJ2112 Posts: 1,417
    Malandar said:

    because of that I will mention the products by an artist I generally avoid as they are beyond my hardware capabilities unless scene Optimizer is used as so many 8K textures 

    https://www.daz3d.com/fg-pirate-cabin

    https://www.daz3d.com/fg-place-of-power

    someone else who owns them can confirm if it is the textures or something else maybe

    There are 8k textures in the pirate cabin? the largest ones mentioned on the  product page are 5k... which is a weird size...

     

    mmm I see the product page doesn't mention them, maybe I was mistaken 

    other products by Fugazi definitely have them in abundance 

    that one might then be a heavy load for other reasons too

    It is also exceedingly highpoly

    Wendy, I checked product page, believe the issue is to many maps/polygon, Pirate cabin has 377 and PoP has 322 with 8K maps, I have Stones and structures 53 maps with 8K, but works. 

  • AJ2112AJ2112 Posts: 1,417

    Also, in reference to scene optimizer, it dosent work on everything. I can never seem to get it to work on textures by OOT (OutOfTouch). I may be doing something wrong, but it worsk on everything else that I use it with.

    Here's a case works for some, not for others.  OOT products work fine with Scene optimizer for me.  Hope you get issue resolved.   

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,117
    AJ2112 said:
    Malandar said:

    because of that I will mention the products by an artist I generally avoid as they are beyond my hardware capabilities unless scene Optimizer is used as so many 8K textures 

    https://www.daz3d.com/fg-pirate-cabin

    https://www.daz3d.com/fg-place-of-power

    someone else who owns them can confirm if it is the textures or something else maybe

    There are 8k textures in the pirate cabin? the largest ones mentioned on the  product page are 5k... which is a weird size...

     

    mmm I see the product page doesn't mention them, maybe I was mistaken 

    other products by Fugazi definitely have them in abundance 

    that one might then be a heavy load for other reasons too

    It is also exceedingly highpoly

    Wendy, I checked product page, believe the issue is to many maps/polygon, Pirate cabin has 377 and PoP has 322 with 8K maps, I have Stones and structures 53 maps with 8K, but works. 

    yeah just overkill all around

  • Seven193Seven193 Posts: 1,144
    edited October 2020

    Yes, please hold off on the 8k textures, and please hold off on PNG files too.  I have a very strong dislike for PNG files, as they can take up a lot of unnecessary hard drive space. I think some programs like Substance Painter exports PNG files by default, so it's easy to get lazy and use PNG files for everything.

    Post edited by Seven193 on
  • algovincianalgovincian Posts: 2,664
    Dave230 said:

    Yes, please hold off on the 8k textures, and please hold off on PNG files too.  I have a very strong dislike for PNG files, as they can take up a lot of unnecessary hard drive space. I think some programs like Substance Painter exports PNG files by default, so it's easy to get lazy and use PNG files for everything.

    I disagree on the PNG files. Storage space is cheap and I would much rather avoid the compression when stored on disk - especially when higher res is being used to create lower res (by either the maker or user). Compression on top of compression - yuck. And then even more compression in VRAM . . .

    As far as 8K goes, I would rather have them as opposed to not. I find it useful when artists like @Strangefate take the time to include presets already for different resolutions in a set, but I often use Scene Optimizer to create new mat presets and find it invaluable. 

    Still having the higher res textures (whatever that res may be) is necessary for objects in the extreme foreground, such as the floor in this example:

    My vote is please continue providing high res maps.

    - Greg

  • Faeryl WomynFaeryl Womyn Posts: 3,739
    edited October 2020

    I have absolutely no interest in 8K textures, since the vast majority of monitors and tv's out there dont' support it. Thanks to covid, theaters are dying and closing en masse. The future of movies is tv's only as people have no choice but to watch at home. The video's below are tech people explaining why you don't need 8K...unless you have a 100" tv that fills up your wall and you sit 5 feet from it...I  pity your eyes if you do.

    So basically I can use a model with 8K textures but it won't make any difference from the 4K for the montor, the tv or the tables most people use today. If I want to see a render someone did using those 8k textures, I would need a very large monitor and then zoom in to a section of the image in order to see the difference....why would I do that instead of  looking at the image as a whole. Don't know about the rest of you, but I'm not in the habit of admiring sections of an image.

    Post edited by Faeryl Womyn on
  • MelissaGTMelissaGT Posts: 2,611
    edited October 2020

    I have absolutely no interest in 8K textures, since the vast majority of monitors and tv's out there dont' support it. Thanks to covid, theaters are dying and closing en masse. The future of movies is tv's only as people have no choice but to watch at home. The video's below are tech people explaining why you don't need 8K...unless you have a 100" tv that fills up your wall and you sit 5 feet from it...I  pity your eyes if you do.

    So basically I can use a model with 8K textures but it won't make any difference from the 4K for the montor, the tv or the tables most people use today. If I want to see a render someone did using those 8k textures, I would need a very large monitor and then zoom in to a section of the image in order to see the difference....why would I do that instead of  looking at the image as a whole. Don't know about the rest of you, but I'm not in the habit of admiring sections of an image.

    A texture pixel size of 8192 has nothing to do with the monitor size. It has everything to do with how close you can "zoom in" with a camera and still maintain visual fidelity. In general, the smaller the texture size, the further away the camera needs to be so things don't look like mud. Either that or you need to tile the smaller textures so things look crisper up close (which can result in a noticeable pattern repetition). 

    Post edited by MelissaGT on
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