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Daz 3D Forums > 3rd Party Software > Blender Discussion

Has anyone tried Nvidia Omniverse to render Iray from Blender?

JamesJames Posts: 1,144
October 2024 edited October 2024 in Blender Discussion

I asked chatgpt, it said I can render Iray from Blender in Nvidia Omniverse.

Nvidia Omniverse AFAIK it's like a platform to connect things  without needing to do export-import.
So edit in blender, pops up directly on Omniverse.

I'm wondering has anyone tried it?
Could you share some experience, before I dive into their tutorials.
 

Post edited by Richard Haseltine on October 2024

Comments

  • crosswindcrosswind Posts: 9,538
    October 2024

    Technically, DS to Blender to Omniverse can be a doable workflow because 1) Iray (MDL) materials can be easily exported with Daz assets to Blender by using DTB or Diffeomorphic; 2) Blender has USD exporter.

    I've not tried it yet... the reason is simple : both DS and Omnivers use Iray render engine, I can make good renders with DS, so sending the scene thru the above time-consuming workflow will be anyhow a "detour" ~~ IMO.

  • JamesJames Posts: 1,144
    October 2024 edited October 2024

    Well, if I could have GPUs like yours
    I won't need omniverse either :D :D :D :D

    I'm racing with time, but under financial constraint.
     

    Post edited by James on October 2024
  • Richard HaseltineRichard Haseltine Posts: 107,872
    October 2024

    Moved to Blender Discussions

  • crosswindcrosswind Posts: 9,538
    October 2024

    James said:

    Well, if I could have GPUs like yours
    I won't need omniverse either :D :D :D :D

    I'm racing with time, but under financial constraint.
     

    In fact, I was really willing to try Omniverse, just had no chance.

    And I think Omnimver should work more or less in the same way as DS does in terms of rendering with Nvidia cards, so I doubt if there's any big difference in terms of rendering performance...

  • JamesJames Posts: 1,144
    October 2024 edited October 2024

    My problem is not only at rendering time.
    But also posing mulitple times in a complex scene. Which I find very slow and high time cost.
    That's why I'm considering to be able to do it on blender for time saver.
    Of course if I just do it for a one time scene, it is as you said, not worth so much.
    But if I had to do it multiple times, than it could be a game changer for me.

    Nnvidia omniverse says it can skip the hasle of doing export-import part and collobarate with different softwares. It can do real time update.

    Post edited by James on October 2024
  • PadonePadone Posts: 3,995
    October 2024

    Omniverse works with the USD exporter which is limited as for material conversion, it basically works fine enough only with the principled shader with direct texture inputs. So you have to select the FBX compatible option when importing with diffeomorphic, which can't possibly convert fine iray materials. Or you can bake the materials in blender to fit the principled shader but this takes time.

    https://docs.blender.org/manual/en/latest/files/import_export/usd.html

    Anyway, if materials are not important to you and you want to use blender for posing, then you can pose in blender and save a pose preset for daz studio.

    daz runtime > export > save pose preset

    https://bitbucket.org/Diffeomorphic/import_daz/wiki/Posing/Save Pose Preset

  • JamesJames Posts: 1,144
    October 2024 edited October 2024

    Materials are important to me.
    And I don't tend to go back and forth blender DAZ. I am thinking working the posing in Blender complete with the environment and materials from DAZ, and render it in Omniverse.
    Make the next pose, render it, and so on.
    That's my general idea.

    Post edited by James on October 2024
  • PadonePadone Posts: 3,995
    October 2024

    If materials are important and you want to pose in blender, then it is better for you to import materials as BSDF which are much more faithful to iray than principled, then render with cycles. This is the easiest workflow you can have in blender.

    Anyway, if anything you do is pose and render, honestly I don't see why you can't do that in daz studio that's what daz studio is good for. While blender is much better for animation and effects, or to customize the assets as desired if one needs to.

  • JamesJames Posts: 1,144
    October 2024 edited October 2024

    I need to render a lot.
    If it were only a simple scene with one or two people, no problem.
    But if get to like many objects environment, working with 4 characters + people on the background, clothings, shoes, etc.
    Everything becomes very slow. From opening the scene, moving the limbs, dForce simulation, it added time cost. Not counted for mistakes, especially in simulation.
    If in simple scene I could let say render 10x per day.
    In complex scene I could only 1 or 2 render.
    And that's very bad. A month work can become two months with unsatisfying result. 


     

    Post edited by James on October 2024
  • PadonePadone Posts: 3,995
    October 2024

    Everything becomes very slow where, in daz studio or in blender with cycles ? I suppose the key here is using the scene optimizer in daz studio or simplify in blender, otherwise you can't possibly handle complex scenes, no matter the rig you get.

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