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It's VERY consistent if many times I load a big scene under 4.23, it crashes brutally.
It just seems to happen more often if the scene contains something altered with Mesh Grabber, it crashes even if there's nothing changed with the plugin.
The only way to avoid the crash is to save the scene I'm working on, close DAZ Studio and load the next scene... And this is impossible to do when rendering multiple animated scenes with the Batch Renderer.
I reverted back to 4.21 and the crashes completely disappeared.
For me Daz Studio suddenly stopped working, the taskbar icon was blank. In the DIM, both postgresql and daz studio prompt to update, but apparently fail to with the -1 bytes note afterwards; a refresh just prompts to install again.
^Like WandW, I'm not using any 3rd party antivirus, and I've never modified these directories or their folder permissions. I've deleted them and reinstalled, no luck.
This has happened several times in the past too, I was never able to resolve it, and I've eventually given up and reinstalled windows each time.
This is a recurring problem since before Covid, smells like registry corruption. I've been using new (less than a year old) SSDs the last few times this has happened, so I don't think it's my hardware.
Is the C:\Program Files\DAZ 3D\DAZStudio4 directory and files still there?
Same question. There should have been an option in Preferences to disable this New Scene behavior. This didn't exist in previous versions, so they should have added an option to get rid of it.
Hi everyone,
Just a quick question. I am having an odd issue with I-ray, and I wonder if I am doing something wrong. I made this new shoe in Blender, and the PBR textures render fine in EEVEE, in Cycles and also in DS Filament, but renders jagged in I-Ray (see example below). I first thought it could be caused by subdivision, but the same happens without it. I have also tried with and without the bump map or without converting to SubDiv, and it makes no difference. The shoe is not rigged yet, just a prop by now. I don't want to rig it before I resolve this. :)
I would appreciate any hints. ^___^
Thanks,
--=Ken
It may well be a geometry issue - check for things like overlapping polygons or doubled-up edges in that area.
Texture compression maybe?
First of all, thank you guys for the feedback! ^___^
The geometry is clean. If it weren't, it should show n Cycles as well. Cycles is *very* picky with geometry issues. It can't be texture compression because they are raw uncompressed PNGs, no compression (yet). In addition, texture compression artifacts would show in all other rendering engines as well.
I have noticed the color bleed only seems to happen with RED, which is very odd. Maybe it's my impression, but the other colors don't seem affected. If you look closely on the I-ray render, the texture glitches only seem to happen when red was used in the texture. Other rendering engines are not affected by this, so it appears I-Ray doesn't like red? I know that sounds silly, but I am running out of creative ideas for why this happens only in I-ray. ;p
is DAZ adding emission?
>> is DAZ adding emission?
Hi Wendy! Nice to see you here. ^__^
Nope, no emission map used. For the record, this happens even with just the diffuse map and nothing else.
In the attached image, I show the wireframe and the I-ray render just to show the artifacts around the red areas are not even in the geometry - they are just in the texture, so it's not even related to the geometry. Then I thought - it must be the bump map, but it happens with or without it. Then I thought - it must be the subdivision, but it happens without it.
Whatever this is, it only happens in I-ray, which is why I am asking in this thread. I am using DS 4.24. It shows perfectly clean in OpenGL previews in both Blender (EEVEE) and DS Filament. It also shows fine in Cycles renders in both Blender and Poser. It only shows blotched in DS4 if rendered in I-Ray. Very odd.
I only thought because importing obj, the shader applied is not always the base iray uber and any ambient ends up as emission
often applying the base iray uber shader setting everything to default and manually loading maps is needed because it does weird stuff like adding lots of reflection, not enough roughness etc
Poser shaders fare the worst, they glisten from specular in D|S
Good idea. Ok, I have deleted the object from scene, loaded a fresh OBj, applied a base uber shader just to be sure, and then loaded the PBR textures from scratch. Still get the render artifacts. Again, they don't show in Blender Cycles or Poser Superfly renders - only in DS I-ray for some reason.
sorry, no idea then
does it happen with other objects? it might just be how iray renders
This is a classic example of Iray texture compression, as Leana mentioned. Go to your Render Settings pane. Select the Optimization tab. Double or quadruple the values of Texture Compression Medium Threshold and Texture Compression High Threshold. (Default values are often too low for cases where one bright color is directly next to another bright color.) If your first increase of the values is not enough. Increase them again. I am confident that the problem will go away.
>> This is a classic example of Iray texture compression
OMG,you are absolutely right - that was it!
When Leana mentioned texture compression, I thought she meant I had overcompressed the images - or maybe she did mean that, I don't know. When I said I was using uncompressed PNG, she didn't reply, so I understood that's what she meant.
This makes total sense because I already noticed only RED was being affected, where that's a color that suffers the most from compression. Doubling texture compression resolution was enough to stop it.
Now that I know what causes this, another question comes to mind: do customers KNOW about these I-ray texture compression parameters? In other words - if they buy my product and it shows with what appears to be compromised textures in their own renders, would they assume my product is defective? I think that is a fair question. :)
You can add that to the store page.
>> You can add that to the store page.
Fair enough, and I think that answers my question. I will add that detail to the product documentation file AND to the store page as well.
You guys were very helpful. Thanks!
I'm so happy that worked for you! I think a lot of users are unaware of the impact of these settings and always just leave them at default values (which work OK most of the time). Daz is always adding and improving Daz Studio capabilities, but there is seldom any user oriented documentation or training provided for users to know about the additions. The "change log" is often referenced when users complain about the lack of documentation, but the change log is too technical for casual users to understand, IMO. It is technical documentation for the software developers, not tutorials for users. The texture compression settings have been there in some form for years, but as you experienced yourself, people are not aware of what they are for or how they can impact the render results and GPU usage ( higher threshold values can require more GPU memory but resolve the color bleed).
I meant Iray texture compression too, but I should have been more specific. Blame it on late posting before going to sleep (I live in Europe).
I was definitely unaware of this setting. I could see something was obliteraring my textures, but didn't suspect I-ray was doing it because all other rendering engines I have used so far didn't do this. And if I didn't know it, I am pretty sure my customers won't know either, which can become a liability when it can compromise renders.Adding this to the documentation should help with that - assuming people would read it. :)
Hehe no worries - I am thankful for the help I've got. I really didn't suspect I-ray could do this, but now everything makes sense. :)
That's the first thing I do when starting a new scene, turning the compression off.
You probably have a recent high end card with lots of memory. My 3080 is two generations old and has only 10 GB. I don't think I could get by with turning compression off for scenes of any decent complexity, because my card is often maxed out with texture compression at default and using Scene Optimizer. So, there is that...