DAZ Studio Pro BETA [Project Iradium] - RELEASE CANDIDATE 3 - version 4.8.0.53! **UPDATED**

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Comments

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Experiencing the same the window flickering even the rendering one I guess have to wait for better build


    Kyoto Kid said:

    As to the flickering of the application window borders when performing various operations, was told that it is not a known issue but possibly could be due to a corrupt install. The only thing reinstalling means installing the new update as ver. 0.44 is no longer available (still a bit hesitant due to troubles others have mentioned).

  • kyoto kidkyoto kid Posts: 40,569
    edited December 1969

    ...so it's still happening with ver 0.51 then?

  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    Kyoto Kid said:
    ...OK received a reply to my support ticket.

    Seems first off (as I feared) the GPU being older is one of the issues. I mentioned have the latest general driver update (the newer one is specific to the latest release of GTA and some found it created conflicts). Cannot afford a new GPU right now and would rather wait until Nvidia releases the updated Maxwell architecture 970/980 (8 GB instead of 4)

    One suggestion did help with the sluggishness and all the freezes. That was to clear the Daz3D cache and temp files in C:/Roaming. Did so and even the large scene I've been working on loaded much quicker without all the multiple "Not Responding" messages (haven't tried rendering yet) . Would be nice if there were utility scripts for this.so it could be done from inside the application.

    As to the flickering of the application window borders when performing various operations, was told that it is not a known issue but possibly could be due to a corrupt install. The only thing reinstalling means installing the new update as ver. 0.44 is no longer available (still a bit hesitant due to troubles others have mentioned).

    ETA:

    Still getting "High Disk Usage - Daz Studio" warnings when opening folders & such. Amended ticket to reflect this. Never saw this warning before the 0.09 update and it has been occurring with more frequency in ver 0.44. Kind of unnerving.

    My team hasn't been passed this ticket yet, so I don't have all the details, but for the flickering, given what I remember about your video cards, you might try changing the video optimization in Preferences and see if that is better.
  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    MEC4D said:
    It is not just me, my friend experienced the same today, the GPU dropping down to zero after rendering frame 2
    I had just genesis female without textures on it using just volume water shader on the cornea, checked the manager DS showing 4 GB RAM usage with just one base without textures I have 16 GB of ram but only 2GB Vram
    Also I see often in all builds that after some time the genesis drop to base geometry, not just me
    if it just me I don't bother lol

    btw I don't know where to submit the bugs I experience as I never used betas before

    MEC4D said:
    I have trouble when rendering animation in the last build, the first render take all advantage of GPU then the second render frame switch to CPU , I tried so many times, then went manually rendering frame by frame without issues ... looks like just the first frame engage GPU , manually, frame render in 1 min 500 samples, when render animation it took 1.5 hour for 1 frame, something is not right , if someone could add this to the bug tracker I would be thankful, I did not had issues in the last build
    Hey Mec4D,
    It would be better if you entered your own bug. Could I please get you to do so?

    The reason for this is I have a bunch of questions on it, and will likely need an example scene. :)

    I spent the morning rendering a 60 frame animation and the video card participated in all 60 frames. I am not saying that you aren't seeing what you are stating, just that I haven't managed to guess the right choices and options to replicate it. :) (And no I did not use my machine with the K6000 and the K2200. LOL)

    And that 2GB of Video Ram is why the card is dropping out. The reason we recommend 4GB is because 2GB is running close with a simple environment, a single human figure, clothes and hair. Rendering an animation adds some overhead, because it is an animation. :) I ran my tests on a GTX 860M wth 4GB of Ram (which is equivalent to the $100 GT 740 with 4GB of Ram.) It ran through all 60 frames of an animation and the video card rendered every frame.
  • kyoto kidkyoto kid Posts: 40,569
    edited December 1969

    Kyoto Kid said:
    ...OK received a reply to my support ticket.

    Seems first off (as I feared) the GPU being older is one of the issues. I mentioned have the latest general driver update (the newer one is specific to the latest release of GTA and some found it created conflicts). Cannot afford a new GPU right now and would rather wait until Nvidia releases the updated Maxwell architecture 970/980 (8 GB instead of 4)

    One suggestion did help with the sluggishness and all the freezes. That was to clear the Daz3D cache and temp files in C:/Roaming. Did so and even the large scene I've been working on loaded much quicker without all the multiple "Not Responding" messages (haven't tried rendering yet) . Would be nice if there were utility scripts for this.so it could be done from inside the application.

    As to the flickering of the application window borders when performing various operations, was told that it is not a known issue but possibly could be due to a corrupt install. The only thing reinstalling means installing the new update as ver. 0.44 is no longer available (still a bit hesitant due to troubles others have mentioned).

    ETA:

    Still getting "High Disk Usage - Daz Studio" warnings when opening folders & such. Amended ticket to reflect this. Never saw this warning before the 0.09 update and it has been occurring with more frequency in ver 0.44. Kind of unnerving.

    My team hasn't been passed this ticket yet, so I don't have all the details, but for the flickering, given what I remember about your video cards, you might try changing the video optimization in Preferences and see if that is better.
    ...thanks, that did it Was set to "none", set it to "better".
  • MacSaversMacSavers Posts: 324
    edited December 1969

    The new RC version crashed on me tonight. All I had was G2F in the scene and tried to render her in 3Delight after applying the G2F Re-interject texture. Here's the report that my Mac gave me:

    Process: DAZStudio [49741]
    Path: /Applications/DAZ 3D/*/DAZStudio.app/Contents/MacOS/DAZStudio
    Identifier: com.DAZ.DAZStudio
    Version: 4.8.0.51 (4.8.0.51)
    Code Type: X86-64 (Native)
    Parent Process: ??? [1]
    Responsible: DAZStudio [49741]
    User ID: 501

    Date/Time: 2015-05-12 21:31:09.973 -0500
    OS Version: Mac OS X 10.10.3 (14D136)
    Report Version: 11
    Anonymous UUID: 496E877B-AD4D-C4ED-B101-EFCD599EAE6C

    Sleep/Wake UUID: 9ADE0BBF-3F26-4E7D-8E9A-7ACC4CA9FBDF

    Time Awake Since Boot: 1900000 seconds
    Time Since Wake: 27000 seconds

    Crashed Thread: 0 Dispatch queue: com.apple.main-thread

    Exception Type: EXC_BAD_ACCESS (SIGSEGV)
    Exception Codes: KERN_INVALID_ADDRESS at 0x0000000932ced540

    VM Regions Near 0x932ced540:
    VM_ALLOCATE 0000000200000000-0000000900000000 [ 28.0G] ---/rwx SM=NUL
    -->
    __TEXT 0000123400000000-00001234004a5000 [ 4756K] r-x/rwx SM=COW /System/Library/Extensions/AppleIntelHD4000GraphicsGLDriver.bundle/Contents/MacOS/AppleIntelHD4000GraphicsGLDriver

    Application Specific Information:
    Performing @selector(qtDispatcherToQAction:) from sender NSMenuItem 0x6180004b2840

    Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
    0 libdz3delightdll.dylib 0x000000011a9d739f DlByteCodeToAMD64Translator::BuildCode(DlAMD64CodeBuilder&, unsigned int, unsigned int, unsigned int) + 863
    1 libdz3delightdll.dylib 0x000000011a9d526e DlByteCodeToAMD64Translator::TranslateSequence(unsigned int, unsigned int, unsigned int, std::vector > const&, unsigned int, unsigned int, std::basic_string, std::allocator >&, unsigned int&, unsigned int&) + 750
    2 libdz3delightdll.dylib 0x000000011a9fdca8 DlEvalIntShader::InitMacros(DlEvalIntShader::CommonInfo&, std::basic_string, std::allocator >&, std::vector >&, std::string const&, std::vector > const&, std::vector > const&, std::vector > const&, std::vector > const&) + 4200
    3 libdz3delightdll.dylib 0x000000011a9f715a DlEvalIntShader::InitMacros() + 2154
    4 libdz3delightdll.dylib 0x000000011a9f4940 DlEvalIntShader::DlEvalIntShader(char const*, __sFILE*, DlShaderLoadingContext*, long) + 2864
    5 libdz3delightdll.dylib 0x000000011a8e36da DlShader::Connect(DlSearchPath const*, DlShaderLoadingContext*) + 218
    6 libdz3delightdll.dylib 0x000000011a8e23a6 DlShader::FinishBuild(DlSpaceRegistry*, DlAttributeSet const*, DlSearchPath const*, DlTokenRegistry*, DlMTStringStore*, DlShaderLoadingContext*, DlShaderSupport*, unsigned int, char const**, void**) + 134
    7 libdz3delightdll.dylib 0x000000011a8e225d DlShader::DlShader(char const*, char const*, DlShaderInterface::DlType, DlFrame3D const*, DlSpaceRegistry*, DlAttributeSet const*, DlSearchPath const*, DlTokenRegistry*, DlMTStringStore*, DlShaderLoadingContext*, DlShaderSupport*, unsigned int, char const**, void**, bool) + 333
    8 libdz3delightdll.dylib 0x000000011a8ebaae DlSurface::DlSurface(char const*, char const*, DlFrame3D const*, DlSpaceRegistry*, DlAttributeSet const*, DlSearchPath const*, DlTokenRegistry*, DlMTStringStore*, DlShaderLoadingContext*, DlShaderSupport*, int, char const**, void**) + 126
    9 libdz3delightdll.dylib 0x000000011a8fdb7a DlRenderManInterface::BuildShader(DlShaderInterface::DlType, bool, char const*, char const*, int, char const**, void**) + 1642
    10 libdz3delightdll.dylib 0x000000011a93a3f3 RiSurfaceV + 547
    11 libdz3delightdll.dylib 0x000000011a7f20c3 Dz3DelightDll::DiSurfaceV(char const*, int, char const* const*, void**) + 245
    12 libdzcore.dylib 0x00000001003e7e28 DzBrickSet::writeShaderToRib(DzCoShaderInfo*, DzBrickSet::ShaderType, QString const&) const + 1152
    13 libdzcore.dylib 0x00000001003ef7e1 DzBrickSet::setShader(DzCoShaderInfo*, DzRenderSettings const&, bool) const + 1005
    14 libdzcore.dylib 0x00000001003d35c7 DzBrickMaterial::setShader(DzRenderSettings const&) const + 117
    15 libdzcore.dylib 0x00000001008a413e DzMaterial::setRender(DzRenderSettings const&) const + 2344
    16 libdzcore.dylib 0x00000001006a9698 DzFacetShape::setupSubDMaterials(DzRenderSettings const&, DzTArray >&, DzTArray >&, bool&, bool&) const + 560
    17 libdzcore.dylib 0x00000001006aeabc DzFacetShape::render(DzRenderSettings const&, DzGeometry const*, DzNode const*) const + 5516
    18 libdzcore.dylib 0x000000010094030d DzObject::render(DzRenderSettings const&, DzNode const*) const + 307
    19 libdzcore.dylib 0x0000000100c753f3 DzSkeleton::render(DzRenderSettings const&) const + 319
    20 libdzdelightrenderer.dylib 0x000000011a77b89a DzDelightRenderer::renderNodes(QListIterator&, DzRenderSettings const&, DzProgress*) + 886
    21 libdzdelightrenderer.dylib 0x000000011a787398 DzDelightRenderer::renderFrame(DzRenderHandler*, DzCamera*, QListIterator&, QListIterator&, DzRenderOptions const&) + 896
    22 libdzdelightrenderer.dylib 0x000000011a787b01 DzDelightRenderer::doRender(DzRenderHandler*, DzCamera*, QListIterator&, QListIterator&, DzRenderOptions const&) + 1227
    23 libdzdelightrenderer.dylib 0x000000011a787e90 DzDelightRenderer::render(DzRenderHandler*, DzCamera*, DzRenderOptions const&) + 104
    24 libdzcore.dylib 0x0000000100ac8703 DzRenderMgr::doRender(DzRenderOptions*) + 6003
    25 libdzcore.dylib 0x00000001001f69b1 DzAction::qt_static_metacall(QObject*, QMetaObject::Call, int, void**) + 219
    26 QtCore 0x0000000104302381 QMetaObject::activate(QObject*, QMetaObject const*, int, void**) + 2001
    27 QtGui 0x0000000104591fa2 QAction::activate(QAction::ActionEvent) + 194
    28 QtGui 0x0000000104548ac5 -[QCocoaMenuLoader qtDispatcherToQAction:] + 69
    29 libsystem_trace.dylib 0x00007fff950b2cd7 _os_activity_initiate + 75
    30 com.apple.AppKit 0x00007fff93826fb1 -[NSApplication sendAction:to:from:] + 452
    31 com.apple.AppKit 0x00007fff93826d4e -[NSMenuItem _corePerformAction] + 382
    32 com.apple.AppKit 0x00007fff93826a7c -[NSCarbonMenuImpl performActionWithHighlightingForItemAtIndex:] + 114
    33 libsystem_trace.dylib 0x00007fff950b2cd7 _os_activity_initiate + 75
    34 com.apple.AppKit 0x00007fff938259ad -[NSMenu performKeyEquivalent:] + 359
    35 com.apple.AppKit 0x00007fff93824b6f -[NSApplication _handleKeyEquivalent:] + 920
    36 com.apple.AppKit 0x00007fff9372f93a -[NSApplication sendEvent:] + 4080
    37 QtGui 0x00000001045495f0 -[QNSApplication sendEvent:] + 80
    38 com.apple.AppKit 0x00007fff93658c68 -[NSApplication run] + 711
    39 QtGui 0x0000000104551f0f QEventDispatcherMac::processEvents(QFlags) + 775
    40 QtCore 0x00000001042e9db8 QEventLoop::exec(QFlags) + 394
    41 QtCore 0x00000001042ed183 QCoreApplication::exec() + 175
    42 libdzcore.dylib 0x00000001002419ec DzApp::doExec() + 100
    43 libdzcore.dylib 0x000000010024d363 DzApp::run(DzApp::GraphicsMode) + 355
    44 com.DAZ.DAZStudio 0x00000001000015f6 main + 496
    45 com.DAZ.DAZStudio 0x00000001000013e4 start + 52

    Thread 1:: Dispatch queue: com.apple.libdispatch-manager
    0 libsystem_kernel.dylib 0x00007fff9a943232 kevent64 + 10
    1 libdispatch.dylib 0x00007fff9adfea6a _dispatch_mgr_thread + 52

    Thread 2:
    0 libsystem_kernel.dylib 0x00007fff9a93d4de mach_msg_trap + 10
    1 libsystem_kernel.dylib 0x00007fff9a93c64f mach_msg + 55
    2 com.apple.CoreFoundation 0x00007fff92f86eb4 __CFRunLoopServiceMachPort + 212
    3 com.apple.CoreFoundation 0x00007fff92f8637b __CFRunLoopRun + 1371
    4 com.apple.CoreFoundation 0x00007fff92f85bd8 CFRunLoopRunSpecific + 296
    5 com.apple.AppKit 0x00007fff9372b66b _NSEventThread + 137
    6 libsystem_pthread.dylib 0x00007fff8dfe3268 _pthread_body + 131
    7 libsystem_pthread.dylib 0x00007fff8dfe31e5 _pthread_start + 176
    8 libsystem_pthread.dylib 0x00007fff8dfe141d thread_start + 13

    Thread 3:: QProcessManager
    0 libsystem_kernel.dylib 0x00007fff9a9423fa __select + 10
    1 QtCore 0x00000001041f6daa QThreadPrivate::start(void*) + 496
    2 libsystem_pthread.dylib 0x00007fff8dfe3268 _pthread_body + 131
    3 libsystem_pthread.dylib 0x00007fff8dfe31e5 _pthread_start + 176
    4 libsystem_pthread.dylib 0x00007fff8dfe141d thread_start + 13

    Thread 4:: com.apple.CFSocket.private
    0 libsystem_kernel.dylib 0x00007fff9a9423fa __select + 10
    1 libsystem_pthread.dylib 0x00007fff8dfe3268 _pthread_body + 131
    2 libsystem_pthread.dylib 0x00007fff8dfe31e5 _pthread_start + 176
    3 libsystem_pthread.dylib 0x00007fff8dfe141d thread_start + 13

    Thread 5:
    0 libsystem_kernel.dylib 0x00007fff9a942136 __psynch_cvwait + 10
    1 libneuray.so 0x0000000122aacf3b 0x120f2e000 + 28831547
    2 libneuray.so 0x0000000122acf781 0x120f2e000 + 28972929
    3 libsystem_pthread.dylib 0x00007fff8dfe3268 _pthread_body + 131
    4 libsystem_pthread.dylib 0x00007fff8dfe31e5 _pthread_start + 176
    5 libsystem_pthread.dylib 0x00007fff8dfe141d thread_start + 13

    Thread 6:
    0 libsystem_kernel.dylib 0x00007fff9a942136 __psynch_cvwait + 10
    1 libneuray.so 0x0000000122aacf3b 0x120f2e000 + 28831547
    2 libneuray.so 0x0000000122acf781 0x120f2e000 + 28972929
    3 libsystem_pthread.dylib 0x00007fff8dfe3268 _pthread_body + 131
    4 libsystem_pthread.dylib 0x00007fff8dfe31e5 _pthread_start + 176
    5 libsystem_pthread.dylib 0x00007fff8dfe141d thread_start + 13

    Thread 7:
    0 libsystem_kernel.dylib 0x00007fff9a942136 __psynch_cvwait + 10
    1 libneuray.so 0x0000000122aacf3b 0x120f2e000 + 28831547
    2 libneuray.so 0x0000000122acf781 0x120f2e000 + 28972929
    3 libsystem_pthread.dylib 0x00007fff8dfe3268 _pthread_body + 131
    4 libsystem_pthread.dylib 0x00007fff8dfe31e5 _pthread_start + 176
    5 libsystem_pthread.dylib 0x00007fff8dfe141d thread_start + 13

    Thread 8:
    0 libsystem_kernel.dylib 0x00007fff9a942136 __psynch_cvwait + 10
    1 libneuray.so 0x0000000122aacf3b 0x120f2e000 + 28831547
    2 libneuray.so 0x0000000122acf781 0x120f2e000 + 28972929
    3 libsystem_pthread.dylib 0x00007fff8dfe3268 _pthread_body + 131
    4 libsystem_pthread.dylib 0x00007fff8dfe31e5 _pthread_start + 176
    5 libsystem_pthread.dylib 0x00007fff8dfe141d thread_start + 13

    Thread 9:
    0 libsystem_kernel.dylib 0x00007fff9a942136 __psynch_cvwait + 10
    1 libneuray.so 0x0000000122aacf3b 0x120f2e000 + 28831547
    2 libneuray.so 0x0000000122acf781 0x120f2e000 + 28972929
    3 libsystem_pthread.dylib 0x00007fff8dfe3268 _pthread_body + 131
    4 libsystem_pthread.dylib 0x00007fff8dfe31e5 _pthread_start + 176
    5 libsystem_pthread.dylib 0x00007fff8dfe141d thread_start + 13

    Thread 10:
    0 libsystem_kernel.dylib 0x00007fff9a942136 __psynch_cvwait + 10
    1 libneuray.so 0x0000000122aacf3b 0x120f2e000 + 28831547
    2 libneuray.so 0x0000000122acf781 0x120f2e000 + 28972929
    3 libsystem_pthread.dylib 0x00007fff8dfe3268 _pthread_body + 131
    4 libsystem_pthread.dylib 0x00007fff8dfe31e5 _pthread_start + 176
    5 libsystem_pthread.dylib 0x00007fff8dfe141d thread_start + 13

    Thread 11:
    0 libsystem_kernel.dylib 0x00007fff9a942136 __psynch_cvwait + 10
    1 libneuray.so 0x0000000122aacf3b 0x120f2e000 + 28831547
    2 libneuray.so 0x0000000122acf781 0x120f2e000 + 28972929
    3 libsystem_pthread.dylib 0x00007fff8dfe3268 _pthread_body + 131
    4 libsystem_pthread.dylib 0x00007fff8dfe31e5 _pthread_start + 176
    5 libsystem_pthread.dylib 0x00007fff8dfe141d thread_start + 13

    Thread 12:
    0 libsystem_kernel.dylib 0x00007fff9a942136 __psynch_cvwait + 10
    1 libneuray.so 0x0000000122aacf3b 0x120f2e000 + 28831547
    2 libneuray.so 0x0000000122acf781 0x120f2e000 + 28972929
    3 libsystem_pthread.dylib 0x00007fff8dfe3268 _pthread_body + 131
    4 libsystem_pthread.dylib 0x00007fff8dfe31e5 _pthread_start + 176
    5 libsystem_pthread.dylib 0x00007fff8dfe141d thread_start + 13

    Thread 13:
    0 libsystem_kernel.dylib 0x00007fff9a9435c2 poll + 10
    1 libneuray.so 0x00000001228cff4c 0x120f2e000 + 26877772
    2 libneuray.so 0x0000000122acf781 0x120f2e000 + 28972929
    3 libsystem_pthread.dylib 0x00007fff8dfe3268 _pthread_body + 131
    4 libsystem_pthread.dylib 0x00007fff8dfe31e5 _pthread_start + 176
    5 libsystem_pthread.dylib 0x00007fff8dfe141d thread_start + 13

    Thread 14:
    0 libsystem_kernel.dylib 0x00007fff9a9435c2 poll + 10
    1 libneuray.so 0x0000000122acf781 0x120f2e000 + 28972929
    2 libsystem_pthread.dylib 0x00007fff8dfe3268 _pthread_body + 131
    3 libsystem_pthread.dylib 0x00007fff8dfe31e5 _pthread_start + 176
    4 libsystem_pthread.dylib 0x00007fff8dfe141d thread_start + 13

    Thread 15:
    0 libsystem_kernel.dylib 0x00007fff9a9435c2 poll + 10
    1 libneuray.so 0x0000000122acf781 0x120f2e000 + 28972929
    2 libsystem_pthread.dylib 0x00007fff8dfe3268 _pthread_body + 131
    3 libsystem_pthread.dylib 0x00007fff8dfe31e5 _pthread_start + 176
    4 libsystem_pthread.dylib 0x00007fff8dfe141d thread_start + 13

    Thread 16:
    0 libsystem_kernel.dylib 0x00007fff9a93d4de mach_msg_trap + 10
    1 libsystem_kernel.dylib 0x00007fff9a93c64f mach_msg + 55
    2 libcuda_310.41.25_mercury.dylib 0x0000000123fdb5c9 cuosEventWait + 185
    3 libcuda_310.41.25_mercury.dylib 0x0000000123f2b33d intHandlerMain + 205
    4 libcuda_310.41.25_mercury.dylib 0x0000000123fdc439 cuosPosixThreadStartFunc(void*) + 41
    5 libsystem_pthread.dylib 0x00007fff8dfe3268 _pthread_body + 131
    6 libsystem_pthread.dylib 0x00007fff8dfe31e5 _pthread_start + 176
    7 libsystem_pthread.dylib 0x00007fff8dfe141d thread_start + 13

    Thread 17:
    0 libsystem_kernel.dylib 0x00007fff9a942136 __psynch_cvwait + 10
    1 libirt.so 0x000000012a401eeb 0x12a3b9000 + 298731
    2 libirt.so 0x000000012a50fe4a 0x12a3b9000 + 1404490
    3 libsystem_pthread.dylib 0x00007fff8dfe3268 _pthread_body + 131
    4 libsystem_pthread.dylib 0x00007fff8dfe31e5 _pthread_start + 176
    5 libsystem_pthread.dylib 0x00007fff8dfe141d thread_start + 13

    Thread 18:
    0 libsystem_kernel.dylib 0x00007fff9a9435c2 poll + 10
    1 libneuray.so 0x0000000122acf781 0x120f2e000 + 28972929
    2 libsystem_pthread.dylib 0x00007fff8dfe3268 _pthread_body + 131
    3 libsystem_pthread.dylib 0x00007fff8dfe31e5 _pthread_start + 176
    4 libsystem_pthread.dylib 0x00007fff8dfe141d thread_start + 13

    Thread 19:: QThread
    0 libsystem_kernel.dylib 0x00007fff9a9423fa __select + 10
    1 QtCore 0x000000010431aa24 QEventDispatcherUNIXPrivate::doSelect(QFlags, timeval*) + 828
    2 QtCore 0x000000010431ae00 QEventDispatcherUNIX::processEvents(QFlags) + 228
    3 QtCore 0x00000001042e9db8 QEventLoop::exec(QFlags) + 394
    4 QtCore 0x00000001041f4076 QThread::exec() + 216
    5 QtCore 0x00000001041f6daa QThreadPrivate::start(void*) + 496
    6 libsystem_pthread.dylib 0x00007fff8dfe3268 _pthread_body + 131
    7 libsystem_pthread.dylib 0x00007fff8dfe31e5 _pthread_start + 176
    8 libsystem_pthread.dylib 0x00007fff8dfe141d thread_start + 13

    Thread 20:
    0 libsystem_kernel.dylib 0x00007fff9a94294a __workq_kernreturn + 10
    1 libsystem_pthread.dylib 0x00007fff8dfe140d start_wqthread + 13

    Thread 21:
    0 libsystem_kernel.dylib 0x00007fff9a94294a __workq_kernreturn + 10
    1 libsystem_pthread.dylib 0x00007fff8dfe140d start_wqthread + 13

    Thread 22:
    0 libsystem_kernel.dylib 0x00007fff9a94294a __workq_kernreturn + 10
    1 libsystem_pthread.dylib 0x00007fff8dfe140d start_wqthread + 13

    Thread 23:

    Thread 0 crashed with X86 Thread State (64-bit):
    rax: 0x00000000ffffffe4 rbx: 0x0000000000000001 rcx: 0x0000000132ced620 rdx: 0x0000000000000002
    rdi: 0x000000010907d080 rsi: 0x000000000000001c rbp: 0x00007fff5fbfb330 rsp: 0x00007fff5fbfb2c0
    r8: 0x00000000ffffffff r9: 0x00007fff5fbfb280 r10: 0x00007fff5fbfb278 r11: 0xffffffffff678951
    r12: 0x00007fff5fbfb370 r13: 0x0000000000000014 r14: 0x0000610002a05c40 r15: 0x000061000487a900
    rip: 0x000000011a9d739f rfl: 0x0000000000010297 cr2: 0x0000000932ced540

    Logical CPU: 4
    Error Code: 0x00000004
    Trap Number: 14


    Binary Images:
    0x100000000 - 0x100001fff +com.DAZ.DAZStudio (4.8.0.51 - 4.8.0.51) /Applications/DAZ 3D/*/DAZStudio.app/Contents/MacOS/DAZStudio
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  • BeeMKayBeeMKay Posts: 6,987
    edited December 1969

    Have you filed a bug report for this?
    While DAZ Spooky shows up in this thread on occasion, it's best to use a trackable channel to get the programmers to look at the error.

  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    lee_lhs said:
    Have you filed a bug report for this?
    While DAZ Spooky shows up in this thread on occasion, it's best to use a trackable channel to get the programmers to look at the error.

    Yes please. :)

    As people file bug reports please include a list of your hardware, steps to reproduce what you ran into, crash logs, if relevant a scene file for a scene that does this, a list of items in the scene and anything else to get us to the point where we see what you are seeing.

    Unfortunately, if we can't get to the point where we can see what you are seeing, we can't find where things are broken so they can be fixed.

    Thanks

  • jpb06tjpb06t Posts: 272
    edited December 1969

    Just downloaded the RC (fantastic).

    A question: in Blender I can configure separately Cycles maximum number of passes for preview and for render; this way I have Blender to stop working fast when just previewing the scene. In Studio it appears to me that there are only settings for render and when I put the view in Iray mode it too is going to run with the same limits. Is it true or I can configure the preview to stop faster (in my perception with 20 passes you have a pretty good idea of the final result).

  • ChuckdozerChuckdozer Posts: 453
    edited December 1969

    In the Render Settings tab there are "Progressive Rendering" settings. You can configure the Min. and Max. Samples. Max Time, etc. I've found that you can leave the settings as they are and adjust only the Rendering Quality slider. At the default setting of 1.00 it will render the settings as shown. If you reduce it to .25 or .50, it will stop rendering at 25% or 50% of those values. For a longer render you only have to increase the Render Quality. Set it to 1.50 and it will render to 1 1/2 times the quality of the default settings. Set it to 2.00 and it will render to double the default settings. Hope this helps!

  • ChuckdozerChuckdozer Posts: 453
    edited December 1969

    I'm curious if anyone else has had trouble with the Minotaur 6 with version 4.8.0.51 or earlier? I'm illustrating an outfit for him that includes "boots" which fit to the Minotaur's legs. Whenever I load up the Minotaur 6, if I select the legs first and fit the boots first, then select the Minotaur and fit the rest of the clothing to him... when I then move the Minotaur away from Zero location, his geografts all stay stuck at Zero position. NOW.... if the Minotaur is loaded and clothing fit first to him, selecting the legs last and fitting the boots to them... then me moves around the scene just fine... but only as long as the scene is open. I save the scene, close it, then re-open it later only to find that no matter where I've placed the Minotaur in the scene, all of this geografts are stuck back at Zero location again! What the? Is this just me, or can someone else duplicate this behavior using a similar outfit that has boots that fit to the Minotaur's legs? I need to know if it's something that's only in the outfit I'm using that's causing the problem ;)

  • jpb06tjpb06t Posts: 272
    edited December 1969

    In the Render Settings tab there are "Progressive Rendering" settings. You can configure the Min. and Max. Samples. Max Time, etc. I've found that you can leave the settings as they are and adjust only the Rendering Quality slider. At the default setting of 1.00 it will render the settings as shown. If you reduce it to .25 or .50, it will stop rendering at 25% or 50% of those values. For a longer render you only have to increase the Render Quality. Set it to 1.50 and it will render to 1 1/2 times the quality of the default settings. Set it to 2.00 and it will render to double the default settings. Hope this helps!

    Thank you for the fast response but so you are telling me that the viewport preview and the actual render unfortunately share the same settings, right?

  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    latego said:
    Just downloaded the RC (fantastic).

    A question: in Blender I can configure separately Cycles maximum number of passes for preview and for render; this way I have Blender to stop working fast when just previewing the scene. In Studio it appears to me that there are only settings for render and when I put the view in Iray mode it too is going to run with the same limits. Is it true or I can configure the preview to stop faster (in my perception with 20 passes you have a pretty good idea of the final result).

    The theory behind preview in Iray is slightly different. You aren't ever hitting render. :)

    Preview in Iray is in the viewport and will resolve until it is done or you interrupt it by doing something that forces it to restart. There are settings in the DrawStyles pane that will allow you to adjust responsiveness to your hardware and how you want to use it.

  • ChuckdozerChuckdozer Posts: 453
    edited December 1969

    latego said:
    In the Render Settings tab there are "Progressive Rendering" settings. You can configure the Min. and Max. Samples. Max Time, etc. I've found that you can leave the settings as they are and adjust only the Rendering Quality slider. At the default setting of 1.00 it will render the settings as shown. If you reduce it to .25 or .50, it will stop rendering at 25% or 50% of those values. For a longer render you only have to increase the Render Quality. Set it to 1.50 and it will render to 1 1/2 times the quality of the default settings. Set it to 2.00 and it will render to double the default settings. Hope this helps!

    Thank you for the fast response but so you are telling me that the viewport preview and the actual render unfortunately share the same settings, right?
    I missed the part where you said different settings for preview and final render :) I know that you can specify different settings for Photoreal and Interactive modes and you can switch between them. Beyond that I'd have to ask someone else ;)

  • ChuckdozerChuckdozer Posts: 453
    edited December 1969

    latego said:
    Just downloaded the RC (fantastic).

    A question: in Blender I can configure separately Cycles maximum number of passes for preview and for render; this way I have Blender to stop working fast when just previewing the scene. In Studio it appears to me that there are only settings for render and when I put the view in Iray mode it too is going to run with the same limits. Is it true or I can configure the preview to stop faster (in my perception with 20 passes you have a pretty good idea of the final result).

    The theory behind preview in Iray is slightly different. You aren't ever hitting render. :)

    Preview in Iray is in the viewport and will resolve until it is done or you interrupt it by doing something that forces it to restart. There are settings in the DrawStyles pane that will allow you to adjust responsiveness to your hardware and how you want to use it.
    Thanks Spooky!

  • ChuckdozerChuckdozer Posts: 453
    edited December 1969

    I'm curious if anyone else has had trouble with the Minotaur 6 with version 4.8.0.51 or earlier? I'm illustrating an outfit for him that includes "boots" which fit to the Minotaur's legs. Whenever I load up the Minotaur 6, if I select the legs first and fit the boots first, then select the Minotaur and fit the rest of the clothing to him... when I then move the Minotaur away from Zero location, his geografts all stay stuck at Zero position. NOW.... if the Minotaur is loaded and clothing fit first to him, selecting the legs last and fitting the boots to them... then me moves around the scene just fine... but only as long as the scene is open. I save the scene, close it, then re-open it later only to find that no matter where I've placed the Minotaur in the scene, all of this geografts are stuck back at Zero location again! What the? Is this just me, or can someone else duplicate this behavior using a similar outfit that has boots that fit to the Minotaur's legs? I need to know if it's something that's only in the outfit I'm using that's causing the problem ;)

    Okay. Someone else was able to duplicate my problem. Found a bug... sorry 'bout that!
  • jpb06tjpb06t Posts: 272
    edited May 2015

    Preview in Iray is in the viewport and will resolve until it is done or you interrupt it by doing something that forces it to restart. There are settings in the DrawStyles pane that will allow you to adjust responsiveness to your hardware and how you want to use it.

    And therefore is deeply different from Cycles.

    In Cycles I can configure the maximum number of steps separately for the preview and the render. When I set the 3D view in Rendered mode, Cycles runs for up to my configured number of steps and then stops, ready to restart if I change anything in the 3D view or I move the viewpoint. E.g., if I set 10 preview steps, 200 render steps, the 3D rendered mode does up to ten steps and then the program idles while the render goes for the whole 200 steps.

    From what I see, Iray previews goes on and on and on (likely up to the conditions configured for the render process), even if switch to another application for extended periods of time. It is a bit worrying to see the CPU pegged to 100% even if Studio is minimized and I do something else. Well, unless there is a way to limit the number of preview render steps I will use this mode sparingly (different from what I do with Blender).

    Post edited by jpb06t on
  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited May 2015

    latego said:
    latego said:
    Preview in Iray is in the viewport and will resolve until it is done or you interrupt it by doing something that forces it to restart. There are settings in the DrawStyles pane that will allow you to adjust responsiveness to your hardware and how you want to use it.

    And therefore is deeply different from Cycles.

    In Cycles I can configure the maximum number of steps separately for the preview and the render. When I set the 3D view in Rendered mode, Cycles runs for up to my configured number of steps and then stops, ready to restart if I change andything in the 3D view or I move the viewpoint. E.g., if I set 10 preview steps, 200 render steps, the 3D rendered mode does up to ten steps and then the program idles while the render goes for the whole 200 steps.

    From what I see, Iray previews goes on and on and on (likely up to the conditions configured for the render process), even if switch to another application for extended periods of time. It is a bit worrying to see the CPU pegged to 100% even if Studio is minimized and I do something else. Well, unless there is a way to limit the number of preview render steps I will use this mode sparingly (different from what I do with Blender).

    They go only until you do something else. If you want to see more resolution, you wait. If you only want to see 10 iterations you move on to your next step at ten iterations. If you want it to stop, switch to texture shaded.

    It only uses the hardware you assign to it. So if you have it assigned to a TitanX your CPU won't be pegged at all.

    Post edited by DAZ_Spooky on
  • jpb06tjpb06t Posts: 272
    edited December 1969

    They go only until you do something else. If you want to see more resolution, you wait. If you only want to see 10 iterations you move on to your next step at ten iterations. If you want it to stop, switch to texture shaded.

    It only uses the hardware you assign to it. So if you have it assigned to a TitanX your CPU won't be pegged at all.

    I don't have a TitanX :-).

    I tried to lower the maximum render steps and I reproduced the behaviour I have in Blender (10 step and then the CPU twiddles its thumbs). Together with the info that DAZ_Vince posted in another thread I can state that the rendered preview is fully usable also on quite old boxes without shiny video cards. Thanks a lot.

  • kyoto kidkyoto kid Posts: 40,569
    edited May 2015

    ..arrrgh I hate this rubbish!

    Just finished over an hour and a half of painstakingly setting skin and eye materials, switched back to the main camera,and applied the base Iray shader to one small item only to be thrown into an endless "Not Responding" loop. Little to no activity on the HDD, which means nothing is being written to disk, so basically just like Hexagon, the programme simply froze.

    Over ninety minutes of meticulous work gone as I'll have to kill the process in Task Manager and start all over again. There has to be a memory leak somewhere that is causing this to occur as I'm not even rendering yet the memory is pegged at 9.3 GB.and CPU usage is 100%

    ETA

    Make that more like over two hours as all the morphing I did (which I saved afterwards) were not preserved either.

    Post edited by kyoto kid on
  • KaribouKaribou Posts: 1,325
    edited December 1969

    latego said:
    From what I see, Iray previews goes on and on and on (likely up to the conditions configured for the render process), even if switch to another application for extended periods of time. It is a bit worrying to see the CPU pegged to 100% even if Studio is minimized and I do something else. Well, unless there is a way to limit the number of preview render steps I will use this mode sparingly (different from what I do with Blender).

    Quick note... this doesn't really pertain to the preview render concern, but if you're using an older video card and your CPU is heavily involved in the render, you can better distribute CPU usage between tasks (if you're on Windows) by starting DS as a lower priority process. This means the CPU pays attention to things you're doing in other programs while it renders in DS. Your CPU might still peg out, but it won't slow your ability to do other things while rendering. (This is also useful when using 3Delight.)

    I don't think this will affect GPU resource allocation in any way.

    If you're interested, just change the shortcut properties and make the Target something like this, substituting your file paths:
    C:\Windows\System32\cmd.exe /C START "DAZStudio.exe" /belownormal "C:\Program Files\DAZ 3D\DAZStudio4\DAZStudio.exe"
    or
    C:\Windows\System32\cmd.exe /C START "DAZStudio.exe" /belownormal "C:\Program Files\DAZ 3D\DAZStudio4 Public Build\DAZStudio.exe"

  • SpyroRueSpyroRue Posts: 5,020
    edited December 1969

    Kyoto Kid said:
    ..arrrgh I hate this rubbish!

    Just finished over an hour and a half of painstakingly setting skin and eye materials, switched back to the main camera,and applied the base Iray shader to one small item only to be thrown into an endless "Not Responding" loop. Little to no activity on the HDD, which means nothing is being written to disk, so basically just like Hexagon, the programme simply froze.

    Over ninety minutes of meticulous work gone as I'll have to kill the process in Task Manager and start all over again. There has to be a memory leak somewhere that is causing this to occur as I'm not even rendering yet the memory is pegged at 9.3 GB.and CPU usage is 100%

    ETA

    Make that more like over two hours as all the morphing I did (which I saved afterwards) were not preserved either.

    KK, you should report this... I had had this problem an awful lot with RC 1 and I found it happened mostly when I had conforming clothing with smoothing an collisions. When it went unresponsive it was when I applied a shader, namely "Iray Uber". I had reported it but because no one else had the problem, and I couldn't replicate it on queue theres little for the Devs to do about it. If you can explain what you did and at what point it went unresponsive, it may shed light on the bug once and for all :)

  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    latego said:
    They go only until you do something else. If you want to see more resolution, you wait. If you only want to see 10 iterations you move on to your next step at ten iterations. If you want it to stop, switch to texture shaded.

    It only uses the hardware you assign to it. So if you have it assigned to a TitanX your CPU won't be pegged at all.

    I don't have a TitanX :-).

    I tried to lower the maximum render steps and I reproduced the behaviour I have in Blender (10 step and then the CPU twiddles its thumbs). Together with the info that DAZ_Vince posted in another thread I can state that the rendered preview is fully usable also on quite old boxes without shiny video cards. Thanks a lot.I don't have a Titan X either. LOL. The key being if the scene fits on the video card then the preview won't be on the CPU unless you tell it to be.

    The TitanX is currently one of a few video cards with 12GB of RAM, which is the most you can, currently, have on an NVIDIA Video card. The K6000, K40, K80 and M6000 are the others. To be fair though the K40 and K80 are not technically Video cards, and the K80 is two K40 cards on one slot (each with 12GB).

  • 3dOutlaw3dOutlaw Posts: 2,470
    edited December 1969

    Is the release (or does the release) supporting MDL shader imports? I see MDL shaders in there, being called out by DUF's I suppose? What if there are new MDL shaders, since it is an open format, and you want to add these? Such as: https://forum.nvidia-arc.com/showthread.php?13355-Material-Definition-Language-examples-for-automotive

  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited May 2015

    3doutlaw said:
    Is the release (or does the release) supporting MDL shader imports? I see MDL shaders in there, being called out by DUF's I suppose? What if there are new MDL shaders, since it is an open format, and you want to add these? Such as: https://forum.nvidia-arc.com/showthread.php?13355-Material-Definition-Language-examples-for-automotive

    Starting two public beta builds ago.
    http://www.daz3d.com/forums/discussion/54058/P405/#798024

    Edited to fix link.

    Post edited by DAZ_Spooky on
  • jpb06tjpb06t Posts: 272
    edited December 1969

    There is a brick for custom MDL. I presume that you place your MDL file somewhere, configure Studio to find it and place the name of shader in the brick (at least this is what transpires from looking at bundled examples).

    Tiny tutorial?

  • 3dOutlaw3dOutlaw Posts: 2,470
    edited December 1969

    Thanks Daz_Spooky, looks like it was 024 instead of 240

    http://www.daz3d.com/forums/discussion/54058/P405/#798024

    Its a tiny tutorial! :)

  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    3doutlaw said:
    Thanks Daz_Spooky, looks like it was 024 instead of 240

    http://www.daz3d.com/forums/discussion/54058/P405/#798024

    Its a tiny tutorial! :)

    Sorry about that.

    Thanks

  • DAZ_cjonesDAZ_cjones Posts: 637
    edited May 2015

    3doutlaw said:
    Thanks Daz_Spooky, looks like it was 024 instead of 240

    http://www.daz3d.com/forums/discussion/54058/P405/#798024

    Its a tiny tutorial! :)

    That will still works, but it's easier now. You can just drag and drop an mdl into shader mixer and it will set up the custom brick for you with the first material in the mdl selected.

    In either case, you do need to make sure the mdl is in a mapped mdl directory. There are a couple mdl paths that are always mapped, "[STUDIO INSTALL]/shaders/iray" for instance, but you may wish to map a new one for mdl's acquired from other sources. Additional mdl paths can be set in Shader Mixer menu under "Edit>MDL Directory Manager...". This action is also available in the Shader Mixer option menu.

    Post edited by DAZ_cjones on
  • RenpatsuRenpatsu Posts: 828
    edited May 2015

    Overall I really like the Iradium version. There are still some things that could be ironed out, but in general the RCs have been good builds really.

    Things that could work better:

    * "Auto" headlamp feature

    I don't think I will ever get used to it in this form as it does not appear to respect all light forms (e.g. it appears to ignore Iray environment lighting?). So in the end I am currently turning it "Off" when I render and then have to explicitly turn it "On" again when I want to re-arrange the scene as the "Preview" is pitch black otherwise. Ideally the headlamp should respect all light forms and also depend on in which mode the actual render/respective preview is run as (OpenGL/3Delight/Iray).

    * Iray environment positioning

    I sooo love UE2 for having this little ball showing an approximation of from where the light is coming from. Something similar in Iray would be great there, perhaps similar to the "Sun" control that can be added to the scene or some rudimentary OpenGL preview if possible. As I have to use CPU rendering in Iray it is really tiresome to figure out the environment settings so that the environment looks decent. This would also ensure that the environment orientation change is saved within a scene file without having to save the render settings with the scene file - which I never do nor want to do.

    Post edited by Renpatsu on
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