Scene Optimizer [Commercial]

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  • V3DigitimesV3Digitimes Posts: 3,421

    algovincian said:

    DAZ Studio 2025 / update status
    The current status of all V3Digitimes products regarding DAZ Studio 2025 / 6 compatibility is publicly tracked here:
    https://www.daz3d.com/forums/discussion/728061/v3digitimes-daz-studio-2025-6-compatibility-status/p1

    Thank you for providing this info @V3Digitimes - it's much appreciated. 

    I realize that you can't speak for Daz or for other PAs, but maybe you could chime in as one PA about one major thing that I'm curious about:

    Do you think there will be different versions of the same Daz asset for different versions of DS? (one that works in 4.24 and another that works in the new version of DS whatever it ends up being called)

    Ideally, there would be separate files will different filenames available for DL in our accounts. (as opposed to having to DL older versions and archive/manage/keep track of them ourselves before updates are released)

    Are Daz and PAs thinking about this at all?

    Thanks for any info you might be able to provide and Happy New Year!

    - Greg

    Hi Greg,

    Good questions... and you’re right, I can only speak for myself, not for DAZ or other PAs.

    From my side, my current goal has been to make my products bi-compatible whenever technically possible, meaning offering a new build or an updated version that ensures a single product works both in DAZ Studio 4.x (including 4.24) and in DAZ Studio 2025 / 6. Many parts of the scripts rely on conditional checks such as if(isDS2025) in order to fulfill specific requirements.

    In practice, this has been achievable for most of my scripts, but sometimes at a significant cost. In some cases, this required major internal changes, and for a few specific script families, almost complete rewrites.

    For example, anything related to shader transfer to geografts had to be fully rewritten internally. From a user perspective, these scripts no longer behave exactly the same as before, but they do work properly and achieve the same results, with an entirely different internal logic to support both architectures. Because of that, I do plan to keep for these specific "transfer tools" older versions available for users who explicitly want to stay on DAZ Studio 4 after an update, rather than forcing a single path, but this applies to those specific geograft-related scripts that required a full rewrite.

    Where things become more complex is UI and menu installation.

    Menu and toolbar installation has changed significantly in DAZ Studio 2025. I already had to do a first major refactor there. The current solution works "not so badly", but it has limitations:

    • only one menu-install operation per session,

    • a practical limit on how many scripts can be installed this way. (this one is super annoying)

    This is a case where the limitation is not fully solvable by scripting alone, and where I’m deliberately waiting to see how the DAZ Studio 2025 alpha evolves before locking anything final. The worst‑case scenario would be having to rely on a manual menu creation for DS6 users - important : who can now mass‑create custom actions, making this a 3 clicks operation, and where DS4 is not impacted - and a toolbar creation for everyone. But today I don’t want to hard-freeze a workaround that DAZ may render obsolete or unnecessary a few builds later.

    As for your broader question : whether DAZ and PAs are considering separate downloadable versions per DAZ Studio version... I don’t have visibility on that.

    That said, if a product is truly bi-compatible, maintaining two separate downloadable versions generally wouldn’t make much sense, except in the case of paid updates or new builds. In that situation, separate packages are justified. Otherwise, for free updates, as it was the case for my Texture Booster, Ultimate Iray Skin Manager, and Ultimate PBRSkin Manager, the goal is precisely to provide a single package that works seamlessly across both DAZ Studio 4.x and DAZ Studio 2025, avoiding redundant downloads and unnecessary confusion.

    So in short, for my case of figure:

    • bi-compatibility is possible and already implemented in many cases,

    • sometimes it requires deep internal changes,

    • in a few areas (notably UI integration), things are still evolving and partially constrained by the alpha state,

    • and some decisions simply can’t be finalized until DAZ Studio 2025 stabilizes.

    Hope this helps clarify how things look from one PA’s perspective, and happy new year to you as well !

     

  • algovincianalgovincian Posts: 2,687

    V3Digitimes said:

    algovincian said:

    DAZ Studio 2025 / update status
    The current status of all V3Digitimes products regarding DAZ Studio 2025 / 6 compatibility is publicly tracked here:
    https://www.daz3d.com/forums/discussion/728061/v3digitimes-daz-studio-2025-6-compatibility-status/p1

    Thank you for providing this info @V3Digitimes - it's much appreciated. 

    I realize that you can't speak for Daz or for other PAs, but maybe you could chime in as one PA about one major thing that I'm curious about:

    Do you think there will be different versions of the same Daz asset for different versions of DS? (one that works in 4.24 and another that works in the new version of DS whatever it ends up being called)

    Ideally, there would be separate files will different filenames available for DL in our accounts. (as opposed to having to DL older versions and archive/manage/keep track of them ourselves before updates are released)

    Are Daz and PAs thinking about this at all?

    Thanks for any info you might be able to provide and Happy New Year!

    - Greg

    Hi Greg,

    Good questions... and you’re right, I can only speak for myself, not for DAZ or other PAs.

    From my side, my current goal has been to make my products bi-compatible whenever technically possible, meaning offering a new build or an updated version that ensures a single product works both in DAZ Studio 4.x (including 4.24) and in DAZ Studio 2025 / 6. Many parts of the scripts rely on conditional checks such as if(isDS2025) in order to fulfill specific requirements.

    In practice, this has been achievable for most of my scripts, but sometimes at a significant cost. In some cases, this required major internal changes, and for a few specific script families, almost complete rewrites.

    For example, anything related to shader transfer to geografts had to be fully rewritten internally. From a user perspective, these scripts no longer behave exactly the same as before, but they do work properly and achieve the same results, with an entirely different internal logic to support both architectures. Because of that, I do plan to keep for these specific "transfer tools" older versions available for users who explicitly want to stay on DAZ Studio 4 after an update, rather than forcing a single path, but this applies to those specific geograft-related scripts that required a full rewrite.

    Where things become more complex is UI and menu installation.

    Menu and toolbar installation has changed significantly in DAZ Studio 2025. I already had to do a first major refactor there. The current solution works "not so badly", but it has limitations:

    • only one menu-install operation per session,

    • a practical limit on how many scripts can be installed this way. (this one is super annoying)

    This is a case where the limitation is not fully solvable by scripting alone, and where I’m deliberately waiting to see how the DAZ Studio 2025 alpha evolves before locking anything final. The worst‑case scenario would be having to rely on a manual menu creation for DS6 users - important : who can now mass‑create custom actions, making this a 3 clicks operation, and where DS4 is not impacted - and a toolbar creation for everyone. But today I don’t want to hard-freeze a workaround that DAZ may render obsolete or unnecessary a few builds later.

    As for your broader question : whether DAZ and PAs are considering separate downloadable versions per DAZ Studio version... I don’t have visibility on that.

    That said, if a product is truly bi-compatible, maintaining two separate downloadable versions generally wouldn’t make much sense, except in the case of paid updates or new builds. In that situation, separate packages are justified. Otherwise, for free updates, as it was the case for my Texture Booster, Ultimate Iray Skin Manager, and Ultimate PBRSkin Manager, the goal is precisely to provide a single package that works seamlessly across both DAZ Studio 4.x and DAZ Studio 2025, avoiding redundant downloads and unnecessary confusion.

    So in short, for my case of figure:

    • bi-compatibility is possible and already implemented in many cases,

    • sometimes it requires deep internal changes,

    • in a few areas (notably UI integration), things are still evolving and partially constrained by the alpha state,

    • and some decisions simply can’t be finalized until DAZ Studio 2025 stabilizes.

    Hope this helps clarify how things look from one PA’s perspective, and happy new year to you as well !

    Thank you very much for taking the time to share such a detailed response. I really appreciate it, and I'm sure others appreciate hearing your thoughts as well. Cheers!

    - Greg

  • Ron KnightsRon Knights Posts: 2,612

    V3Digitimes, I've had some time to think.

    I apologize for the hasty message I wrote earlier.

    I've decided to cancel my request for a refund. Let's just say you helped remind me of your dedication, and the fact that you care for your customers.

    We've already discussed the DM.

    Once I start using Scene Optimizer I will be sure to sing your praises.

  • V3DigitimesV3Digitimes Posts: 3,421

    algovincian said:

    V3Digitimes said:

    algovincian said:

    DAZ Studio 2025 / update status
    The current status of all V3Digitimes products regarding DAZ Studio 2025 / 6 compatibility is publicly tracked here:
    https://www.daz3d.com/forums/discussion/728061/v3digitimes-daz-studio-2025-6-compatibility-status/p1

    Thank you for providing this info @V3Digitimes - it's much appreciated. 

    I realize that you can't speak for Daz or for other PAs, but maybe you could chime in as one PA about one major thing that I'm curious about:

    Do you think there will be different versions of the same Daz asset for different versions of DS? (one that works in 4.24 and another that works in the new version of DS whatever it ends up being called)

    Ideally, there would be separate files will different filenames available for DL in our accounts. (as opposed to having to DL older versions and archive/manage/keep track of them ourselves before updates are released)

    Are Daz and PAs thinking about this at all?

    Thanks for any info you might be able to provide and Happy New Year!

    - Greg

    Hi Greg,

    Good questions... and you’re right, I can only speak for myself, not for DAZ or other PAs.

    From my side, my current goal has been to make my products bi-compatible whenever technically possible, meaning offering a new build or an updated version that ensures a single product works both in DAZ Studio 4.x (including 4.24) and in DAZ Studio 2025 / 6. Many parts of the scripts rely on conditional checks such as if(isDS2025) in order to fulfill specific requirements.

    In practice, this has been achievable for most of my scripts, but sometimes at a significant cost. In some cases, this required major internal changes, and for a few specific script families, almost complete rewrites.

    For example, anything related to shader transfer to geografts had to be fully rewritten internally. From a user perspective, these scripts no longer behave exactly the same as before, but they do work properly and achieve the same results, with an entirely different internal logic to support both architectures. Because of that, I do plan to keep for these specific "transfer tools" older versions available for users who explicitly want to stay on DAZ Studio 4 after an update, rather than forcing a single path, but this applies to those specific geograft-related scripts that required a full rewrite.

    Where things become more complex is UI and menu installation.

    Menu and toolbar installation has changed significantly in DAZ Studio 2025. I already had to do a first major refactor there. The current solution works "not so badly", but it has limitations:

    • only one menu-install operation per session,

    • a practical limit on how many scripts can be installed this way. (this one is super annoying)

    This is a case where the limitation is not fully solvable by scripting alone, and where I’m deliberately waiting to see how the DAZ Studio 2025 alpha evolves before locking anything final. The worst‑case scenario would be having to rely on a manual menu creation for DS6 users - important : who can now mass‑create custom actions, making this a 3 clicks operation, and where DS4 is not impacted - and a toolbar creation for everyone. But today I don’t want to hard-freeze a workaround that DAZ may render obsolete or unnecessary a few builds later.

    As for your broader question : whether DAZ and PAs are considering separate downloadable versions per DAZ Studio version... I don’t have visibility on that.

    That said, if a product is truly bi-compatible, maintaining two separate downloadable versions generally wouldn’t make much sense, except in the case of paid updates or new builds. In that situation, separate packages are justified. Otherwise, for free updates, as it was the case for my Texture Booster, Ultimate Iray Skin Manager, and Ultimate PBRSkin Manager, the goal is precisely to provide a single package that works seamlessly across both DAZ Studio 4.x and DAZ Studio 2025, avoiding redundant downloads and unnecessary confusion.

    So in short, for my case of figure:

    • bi-compatibility is possible and already implemented in many cases,

    • sometimes it requires deep internal changes,

    • in a few areas (notably UI integration), things are still evolving and partially constrained by the alpha state,

    • and some decisions simply can’t be finalized until DAZ Studio 2025 stabilizes.

    Hope this helps clarify how things look from one PA’s perspective, and happy new year to you as well !

    Thank you very much for taking the time to share such a detailed response. I really appreciate it, and I'm sure others appreciate hearing your thoughts as well. Cheers!

    - Greg

    You’re welcome. I’m glad it was useful, and happy to share how updates actually evolve behind the scenes. 

  • V3DigitimesV3Digitimes Posts: 3,421

    Ron Knights said:

    V3Digitimes, I've had some time to think.

    I apologize for the hasty message I wrote earlier.

    I've decided to cancel my request for a refund. Let's just say you helped remind me of your dedication, and the fact that you care for your customers.

    We've already discussed the DM.

    Once I start using Scene Optimizer I will be sure to sing your praises.

    Thank you for your message and for following up. I really appreciate it.

    I completely understand your initial reaction. This transition period is not easy to read from the outside. I’ve been deep in it for months now, and for each product I don’t always feel it makes sense to report every intermediate step publicly, especially before private beta testers have gone through an update, or before an update can even be submitted to DAZ (which is currently not possible while DS2025 remains in alpha, except in very specific cases).

    To give users some visibility, I try to keep a dedicated compatibility-status thread updated. The goal is to provide a clear, global view of where the catalog stands, without going into all the underlying technical states (which would honestly be overwhelming and not very useful for most users).

    I also understand the trust issue. Today, people are constantly exposed to very reassuring corporate language, which paradoxically makes it harder to know where to place confidence. That’s why I tend to speak plainly about what is easy to update, what is complex but manageable, and what is currently blocked by limitations of the DS2025 alpha itself.

    In that sense, this discussion was actually useful: it helped make visible that some parts of the transition are straightforward (just time-consuming), others are more complex but solvable, and a few are still stuck between imperfect workarounds and “no real solution yet”, pending how the alpha evolves.

    And no need to sing my praises once you start using Scene Optimizer ;) even if it does warm the heart, honestly. What matters much more to me is solid, real-world feedback, and when relevant, public feedback as well. That’s what allows me to fix remaining issues, plan future improvements when possible, and communicate honestly about the direction of the product. I much prefer sharing known limitations than pretending a product is perfect.

    Thanks again for your kind words, and I’ll get back to you early next week.

     

  • Ron KnightsRon Knights Posts: 2,612

    One rhing that really struck a cord. You said you worked around 5 months on this product with no compensation.

    I believe DAZ gets 50% of a sale price. And these sales also have to take a big chunk out of your income.

    Yeah you deserve my support. And I know others feel the same.

     

  • V3DigitimesV3Digitimes Posts: 3,421

    Ron Knights said:

    One rhing that really struck a cord. You said you worked around 5 months on this product with no compensation.

    I believe DAZ gets 50% of a sale price. And these sales also have to take a big chunk out of your income.

    Yeah you deserve my support. And I know others feel the same.

     

    Thanks for your message!!! I really appreciate it.

    Just to clarify one point: it’s not that this single product took me more than 5 months by itself.
    What took that amount of time was the global update of my entire script catalog for DS6 compatibility, dozens of products, some of them containing hundreds of scripts.

    That said, Scene Optimizer did take a significant amount of time on its own, because I also added new features instead of just doing a minimal compatibility pass.

    Regarding paid updates: because these months were spent updating existing products instead of releasing new ones, I still don’t have full visibility yet on what could or could not reasonably become paid updates across the catalog. I’ll try to be as honest and fair as possible with users, without completely betraying my own sustainability as a PA.

    And yes, thank you for your support and your kind words. They genuinely do help, more than you might think.

     

  • vrba79vrba79 Posts: 1,548
    For those who suddenly find themselves having to use Iray on less than ideal hardware: You need to get this.
  • Ron KnightsRon Knights Posts: 2,612

    Help! I finally decided to try using Scene Optimizer, but can't find how to do it.

    I checked under the Product list.. no luck. I tried clicking the Scripts menu at top of the screen.. got absolutely no response.

    I skimmed through the product docs.. it seems to talk about the script, rather than how to use it.

  • jjoynerjjoyner Posts: 803
    edited March 21

    Ron Knights said:

    Help! I finally decided to try using Scene Optimizer, but can't find how to do it.

    I checked under the Product list.. no luck. I tried clicking the Scripts menu at top of the screen.. got absolutely no response.

    I skimmed through the product docs.. it seems to talk about the script, rather than how to use it.

    The PDF User Guide is rather extensive but what helped me to get a better feel for using Scene Optimizer was Jay Versluis’ video tutorial on You Tube:

     

    Post edited by jjoyner on
  • V3DigitimesV3Digitimes Posts: 3,421

    Thanks for mentioning the video, it can indeed help users get a first visual overview.

    For anyone having trouble simply finding Scene Optimizer, here is where it should be:

    Where to find it

    If it was installed with Smart Content, or if Smart Content is available and enabled:

    • make sure “Filter by Context” is unchecked
    • in the Products pane, go to All Products and type “opt” in the filter field
    • you can also find it in the Utilities category of the Smart Content Product pane

    If it was installed with DIM and Smart Content is not available:

    • look under
      your installation folder / Scripts / V3Digitimes Scene Optimizer

    About the version

    The current store version is limited to DAZ Studio 4.24.
    For DAZ Studio 4.6, use the version I sent you.

    About what the script actually does

    Scenes usually become slow to work with or slow to render because of three main things:

    1. mesh weight (object count and mesh density)
    2. texture weight
    3. shaders and lights

    Scene Optimizer helps reduce system load by acting only on the objects or figures you choose to process, meaning only the checked items are affected.

    It can:

    • remove useless maps (Tab 1)
    • remove SSS (Tab 1)
    • lower texture map resolutions (Tab 1)
    • hide useless elements (Tab 1)
    • adjust figure resolution levels (Tab 2)
    • adjust instance mode (Tab 3)

    The basic idea behind the script is simple: content creators are generally expected to build products as though everything might be rendered in close-up and at full quality. As a result, many scenes are much heavier than they actually need to be for a given shot.

    Scene Optimizer lets you lighten everything that is far away, off screen, or otherwise not worth keeping at full resolution.

    For scenes that already fit into the VRAM, render time improvements are often around 15–20%.
    For scenes that were too large and forced fallback out of VRAM, the gain can be much bigger, sometimes 10x or more, as soon as the scene fits again.

  • Ron KnightsRon Knights Posts: 2,612

    OK, thanks. I'll get back to that later.

    I'm in the middle of a heightened stage of confusion right now.

    Call it the "Birthday Blues."

  • jjoynerjjoyner Posts: 803

    Ron,

    Once located, it may help to create a Custom Action for the Screen Optimizer script and then add the custom action to your Scripts or Favorites menu and/or as an item in the toolbar.  I’ve done both.  Also, if you save the PDF user guide to a location that is easy for you to find, then you can open it without having to open Daz Studio to read through it; I have mine in a Daz Studio folder on my desktop where I keep copies of product tutorials, user guides, product YouTube videos, etc.

    Scene Optimizer.jpg
    1200 x 653 - 106K
  • garrett_3dgarrett_3d Posts: 442

    Is there any way to have the script run by default when you open DS4? It would save me a load of time when I'm doing larger scenes, which I do a lot of, as I'm having to run the script with every scene.

  • barbultbarbult Posts: 27,010
    You can create a startup script telling DS what operations to run when it opens. crosswind has posted some instructions somewhere here in the forum.
  • garrett_3dgarrett_3d Posts: 442

    So it can be done, great. Any idea what script I would need? My only code experience is with Visual Studio.

  • crosswindcrosswind Posts: 9,821

    garrett_3d said:

    So it can be done, great. Any idea what script I would need? My only code experience is with Visual Studio.

    I'm not sure what script that you want to run at the DS startup ? Scripts from Scene Optimizer ? 

  • garrett_3dgarrett_3d Posts: 442

    Yes. If I can default it to run on every scene, it'll save me a huge amount of time.

  • crosswindcrosswind Posts: 9,821
    edited June 7

    garrett_3d said:

    Yes. If I can default it to run on every scene, it'll save me a huge amount of time.

    Well, technically you can just add this code line to the Initialization.dsa that I showed in the above example: 

    Scene.loadScene("E:/DAZ3D Library/Scripts/V3Digitimes Scene Optimizer/V3DSO 02 Scene Optimizer.dse", Scene.OpenNew);

     (find the path of V3DSO 02 Scene Optimizer.dse where you installed Scene Optimizer in your Daz Libary...)

    Then place Initialization.dsa into On Load > Post Open under Preferences > Scene tab... (or directly add V3DSO 02 Scene Optimizer.dse there ... ).

    However, the scripts of Scene Optimizer need the interaction / command from the users. The script can be run each time after a Scene is loaded, but you still need to operate it with your settings, i.e. the process of such optimization cannot be automated...

    Post edited by crosswind on
  • garrett_3dgarrett_3d Posts: 442

    Thanks. smiley

  • V3DigitimesV3Digitimes Posts: 3,421

    Hi everyone,

    Thanks barbult and crosswind for jumping in while I was away!

    Just to clarify the intended use: yes, Scene Optimizer can technically be launched automatically after a scene is opened, using Daz Studio’s startup / post-open script options as crosswind described.

    However, this will only launch the Scene Optimizer interface. It will not automatically optimize the scene without user input.

    Scene Optimizer was designed as a user-controlled optimization tool. The user chooses what should be optimized and how (maps removal, maps reduction, SSS off...) and how strongly (1/2, 1/4, 1/8) it should be optimized, depending on the scene, the camera distance, the elements that need to stay detailed, and the final render needs. Because of that, it does not include a universal “default automatic optimization” mode intended to process every scene unattended.

    So a practical workflow would be either to add Scene Optimizer to the Post Open action if you want it to appear automatically after loading a scene, or to create a toolbar button / custom action / shortcut so it is only one click away when needed.

    Best,
    Virginie

  • barbultbarbult Posts: 27,010

    Scene Optimizer can also be pretty slow analyzing a large complicated scene, before you can do anything with it (at least on my computer, which is pretty old). I personally wouldn't want Scene Optimizer to load every time I open a scene file. What if I just want to go back to a saved scene to tweak a pose? I don't want to sit and wait for Scene Optimizer to analyze the whole scene. I think V3Digitimes' suggestion of making a toolbar button for it is an excellent option. Open it with one click when you need it.

  • garrett_3dgarrett_3d Posts: 442

    That could do what I need nicely. I have no idea how to create a toolbar button though, I am a bit of a dinosaur.

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