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How to reduce VRAM usage? How much VRAM does a scene need?
PS: I didn't think Daz Studio used stuff outside of the viewport...that's strange :(
I know GPU-Z, but I've never thought of that!When you render in Iray all the textures of the scene is loaded on Vram and not only the texture of what is in viewport.
You can read this short guide about Vram and Iray https://www.deviantart.com/linvanoak/journal/Quick-Guide-VRAM-information-in-DAZ-Studio-684230790
I've read it, thank you! :D
I'm currently checking out Scene Optimizer. I'm reducing the maps of all the nodes in the scene by 2, this process is taking around 6/7 minutes, I'll see if I'll notice an improvement in render time!
Okay I'm starting to understand that tool!
For who comes here from Google with my same problem: You better backup everything with the blue utility (n° 1) before staring. The VRAM usage is shown as the last line before the rendering starts. At 4x reduction for things on screen the difference is huge: everything is pretty ugly. I'm doing some tries with the instant optimization on memory (from render settings, I had it on speed), but for now with half the textures reduced (I've restored most of them) I'm able to use my GPU!
1st try: with all the textures restored, except for the backgrounds at 4x, it uses the CPU
2nd try: I've reduced far away stuff by 2, still CPU
3rd try: almost everything 2x, still CPU
4th everything 2x, still CPU
5 everything 4x, VRAM usage 1,45Gb, GPU, but it's pretty ugly
6th try: everything 4x but floor, wall and part of the characters restored: CPU again. Let me at least see if this reduces the render time...
Quote: "I'm currently checking out Scene Optimizer. I'm reducing the maps of all the nodes in the scene by 2, this process is taking around 6/7 minutes..."
I've never had Scene Optimizer take more than a minute or two to reduce all of the maps in a scene. So I'm thinking that my scenes must be less crowded than yours which makes it unsurprising that you run out of VRAM. Does GPU-Z give you an indication of the usage during the render?
Just to note that I load my purchased characters at the time of purchase into an empty scene. Then I morph them, make any other changes (like add geografts), and the run the Optimizer. I then save the character as a Scene Subset so that I can include it in any further scene without worrying about optimisation. Occasionally I do the same with building or room scenes if they are texture-heavy but often they are not.
The scene I'm currently render has three Genesis 8 characters with very detailed hair, accessories and cloths.
Excuse my ignorance, what are geografts?
I use the Scene Subset trick too sometimes, but those three characters alone let me go over my 3Gb of VRAM (but I have to check this out!), so, at this point, since I don't want to lose any quality, I'm just leaving the scene to render for a lot of time :'(
During render, even with that 1,2Gb scene, my usage was nearly 3Gb, and even after closing Daz Studio it was 0,8Gb, while restarting the PC it went down to 0,2, going up gradually as soon as I open Daz Studio.
You might want to check out this product: https://www.daz3d.com/resource-saver-shaders-collection-for-iray Even if you don't want to buy it right now, there's a lot of good info in the promo pictures. They explain a lot about how Iray uses textures/geometry. Some of it sounds kind of technical, but if you want to make the most of what you have, you have to dig into the tech stuff.
Very useful, thanks! :D
I won't buy it right know, because I don't think that even halving the VRAM usage I would be over the 3Gb, because I better save up 60€ to upgrade my RAM from 8Gb to 16Gb and because I'm currently realizing a story, so I wouldn't use the depth of field effect. I've wishlisted it :)
You might want to check out this product: https://www.daz3d.com/resource-saver-shaders-collection-for-iray Even if you don't want to buy it right now, there's a lot of good info in the promo pictures. They explain a lot about how Iray uses textures/geometry. Some of it sounds kind of technical, but if you want to make the most of what you have, you have to dig into the tech stuff.
Thanks for pointing to this product. For my part, I don't usually want to remove maps (as this utility seems to offer) but I do want to reduce them to a manageable size. Removal is an all-or-nothing approach which might not suit everyone. It does mention a mat optimizer but I already have that in the Scene Optimizer discussed above.
Marble,
Have a look at this thread here about the RSSC starting with this post - https://www.daz3d.com/forums/discussion/comment/4089311/#Comment_4089311
What an honour to have here the creator of that product, you seem to know what you're talking about! :D
I'd like to upgrade to a GTX 2060 someday in the future (selling my GTX 1060 should give me back around 160€), but they say that it will have "only" 6Gb of VRAM...at this point maybe I'd be better with an used 1070!
Cartoonized is awesomeI read the whole thread and have a couple questions I didn't see an answer for as I read.
The first being this.... AllieCatBlue stated she used redz tutorial to transfer to G3F...what tutorial is this and where do I find it, also is the transfer talking about morphs or textures?
The second is for Barbult...you mentioned you removed some maps to make the hair look more toon. Any chance you have a brief tutorial or suggestion on what to do so I could try this?
Third is for Divamakeup. Though I haven't tried yet, I did buy the IRRSY (I might be remembering the name wrong) for converting iray to 3Delight and wondered if this would work on your toon skins and/or if you will be including a 3Delight version of the product?
remowe additionsHi,
I use Export to fbx, select Morph, edit morpsh rules -- head, export.All mimic morphs are automatically exported. Always the same set that allows Maya to automatically connect to a once created face rig.
But after adding content, e.g.
https://www.daz3d.com/genesis-2-female-head-morphsAt export additional morphs are exported and rig in the maya do not work. Becouse the list and order of morps change.
I noticed that when adding products, additional morphs are added. It seems to me that there should be an option to export only the base set of morphs. Reset the figure to the base set. You can, as I wrote, uninstall add-ons. And then the morphs also disappear. But it is not comfortable.
I think DAZ should work on integration with other programs. For example, in gen8 is very morphs with a range from -100 to 100. You only have to export automaticaly from 0 to 100. From 0 to -100 needs to be export manually. Uncomfortable.
Translated with www.DeepL.com/Translator
How to reduce VRAM usage? How much VRAM does a scene need?PS: I didn't think Daz Studio used stuff outside of the viewport...that's strange :(
I know GPU-Z, but I've never thought of that!When you render in Iray all the textures of the scene is loaded on Vram and not only the texture of what is in viewport.
You can read this short guide about Vram and Iray https://www.deviantart.com/linvanoak/journal/Quick-Guide-VRAM-information-in-DAZ-Studio-684230790
I've read it, thank you! :D
I'm currently checking out Scene Optimizer. I'm reducing the maps of all the nodes in the scene by 2, this process is taking around 6/7 minutes, I'll see if I'll notice an improvement in render time!
Okay I'm starting to understand that tool!
For who comes here from Google with my same problem: You better backup everything with the blue utility (n° 1) before staring. The VRAM usage is shown as the last line before the rendering starts. At 4x reduction for things on screen the difference is huge: everything is pretty ugly. I'm doing some tries with the instant optimization on memory (from render settings, I had it on speed), but for now with half the textures reduced (I've restored most of them) I'm able to use my GPU!
1st try: with all the textures restored, except for the backgrounds at 4x, it uses the CPU
2nd try: I've reduced far away stuff by 2, still CPU
3rd try: almost everything 2x, still CPU
4th everything 2x, still CPU
5 everything 4x, VRAM usage 1,45Gb, GPU, but it's pretty ugly
6th try: everything 4x but floor, wall and part of the characters restored: CPU again. Let me at least see if this reduces the render time...
Quote: "I'm currently checking out Scene Optimizer. I'm reducing the maps of all the nodes in the scene by 2, this process is taking around 6/7 minutes..."
I've never had Scene Optimizer take more than a minute or two to reduce all of the maps in a scene. So I'm thinking that my scenes must be less crowded than yours which makes it unsurprising that you run out of VRAM. Does GPU-Z give you an indication of the usage during the render?
Just to note that I load my purchased characters at the time of purchase into an empty scene. Then I morph them, make any other changes (like add geografts), and the run the Optimizer. I then save the character as a Scene Subset so that I can include it in any further scene without worrying about optimisation. Occasionally I do the same with building or room scenes if they are texture-heavy but often they are not.
G8M Bending Glitch Help PleaseIt was the Hippo man morph that was popping up. Got rid of that, fixed the issue. Thanks, it looks like I'll have to rid myself of the ManHippo...which I've only used once...how do I uninstall him? The old system used to have an uninstal application...
Oh but first a big thank you to all! And I think I finally found how to post an image directly in my post...12 plus years with Daz and I'm just learning now.
How much Poser content works in DS?I don't think DS can read PMD's (at least not without a plugin), so if a morph is made with PMD, it won't work
DS can read the PMD associated to a saved figure or prop, but effectiveley it can't use PMD injection for new morphs, so morph packs with PMD won'tt work.
How much Poser content works in DS?I don't think DS can read PMD's (at least not without a plugin), so if a morph is made with PMD, it won't work
Performance Issue With Vyria for Arabella 7Check the display mesh resolution of the character in the parameters tab. The figure has an HD morph, so maybe it loads by default with the display subd turned up too high. Unless you really need to see fine details in the viewport, you can turn the display subd level to 1, and the render subd to 3 or 4.
Thank you very much! I suspected it had something to do with Subd but wasn't sure where to tinker with those settings and if I should even mess with them. Yes, the default Subd level for this character was set at 3, which is what was causing the sluggishness in the viewport. I checked some of the other characters and saw that their default is set to 1, so that explains it. Good thing to know, because I was having a hell of a time trying to make a specific character using the G8 Emma base, and while it looks close to achieving the desired look for the face in the viewport, rendering always reveals the dimensions are still off here & there. While it may slow things down, this could be helpful in situations where I'm trying to be acurrate with the facial morphs. I'll have to revisit that project I set aside.
How to I import Marvelous Designer clothes into Daz and fit them?The Transfer Utility works on the mesh as imported, it ignores the translation you applied to fix the offset, so that is most likely the issue. If you reposition the clothing OBJ, hide everything else, export as OBJ, reimport that OBJ (making sure the presets in the options dialogue are the same), and use that as the target for Transfer Utility you should be good.
Killer Shark For Genesis Head Morph.Where I do then purchase the clothing for the (Killer Shark For Genesis)
Killer Shark is an head morph for Genesis. But need the clothing featured in the images.
Anyone can then point me in the right direction??
Newbie question: what are the advantages of buying victoria 8?I know this may seem a stupid question to many of you, but I'm a newbie, and I've not really understood what are the functions of Victoria 8.
If I buy her, do I get the autoretrocompatibility for all G8F characters? I mean, applying from "Smart Content" a pose/expression/piece of clothing for let's say G1/G2F/G3F/V4 etc. will give me no problems anymore?
The backward compatibility comes from GF8 rather than Victoria 8. Clothing for the Genesis characters mostly translates well, as do G3F expressions and poses (if you're willing to fiddle with the arms and legs). Poses and expressions earlier than G3, though, take a few extra products to convert your way through. Vicky 8 doesn't really improve or hinder that. The big advantage of V8 is having a different body shape from the base G8F that almost all clothing for Genesis 8 will conform to without trouble, as nearly every content creator will include a body shape morph for Vicky. Some purchased characters use her as a portion of their body shape as well, and though that can be said of all core characters, Victoria seems to be used more than others.
Scott's World of Junk -- Real Junk at Incredibly Low Prices!Hi Scott.
Nice Martini Girl looks good so far.
Beside of posing if I look close on the reference image there is also some subtile expression on her face like how you call it grim look?
Maybe some inner brows down, raise outer brows, brow compression but very low values there. And her mouth needs some more expression like bottom lip down, mouth corners back, also it looks like she raises her right upper lip a bit while the right corner is pulled back more. And finaly the squinted eyes especaly the bottom eyelids are raised at the inside.
You don't have to use expression presets or the default expression sliders, depending on the figure you are using Genesis 3 or 8 you have more or less options in the Power Pose pane for to manipulate individual face rig bones.
In case you don't know see this thread here How to get the new powerpose view for Victoria 8?
With Genesis 3 you can do similar things by switching to the joint editor tool to select the individual bones and manualy transform the face rig bones with the sliders in the Parameters pane.
[Quote] Not seeing the need for all those dots
As I understand it the face rig includes all these litttle bones with a smale infuence radius defined by the weightmap, so that they can get driven in a specific combination and in relation to eachother by the expression pose controler properties. I haven't palyed much with the genesis 8 facerig yet but I have currently inspected its capabilities. And I think its nice to have the control over every face bone individualy without the need to select them in the joint editor first like with genesis 3. With this you could create a completly new expression or finetune some existing expression, maybe if there is something that dosn't look quiet right with a character morph applied to the head.
I've attached a screenshot of what I did to genesis 8 female after playing with the PowerPose tool for about 5 minutes. You see she is super exited about the face template in PowerPose LOL. Seriously expressions can still get quiet scary if you want to, but all bones have their translation and rotation limits. For example I've also raised Eyelid Lower Inner. Also recently I found that some of the Daz original Face Morphs actualy drive some face bones to shape the head.
BTW I tweked a face bone on one side then I hit Shift+Y to get the pose Symmetry and Alt+Click resets the bone as usual with properties.
Thanks, Syrus!
I've been using facial morphs instead of pose presets, bouncing between actor and morphs and then Head mouth, eyes, lips, etc. It's all manual. I'll check out power pose--I've been kind of wary about using it, but I figure this is an experiment so I might as well do things in a non-destructive way.
One thing that bothers me is the left side hair. There are no morphs to make the hair tighter on that side. Also, there are no morphs to make it much shorter. I have to make do, I guess. It's a G8 Character: Aurorae to start. Lots of morphing to get it like this. The key for using this character were the eyebrows. I've adjusted the face to make it less angular, as well. The characters nose has pretty much been completely redone.
Scott
Creature Creator - a disappointment!OK you can delete the ear morph target in the vertex room but then none of the morphs work but hood sits flat
Pose conversion (genesis 2 to 8)Convert to G3, then to G8
Once converted to G3, fix any issues. It's a straigtforward conversion as a rule from G3 to G8, but better to fix issues before the additional transfer as smaller errors can become compounded.
I like Zev0's tools for conversion.
Just be aware that there are more issues from G2 to G3
How to I import Marvelous Designer clothes into Daz and fit them?So I wanted to play with making some leggings for G3. I used Marvelous Designer to create and fit them using a base G3 avatar imported as .obj. I made the leggings quad meshes and exported as .obj with welds, single object. Next I imported the .obj to Daz, giving this:

Then I used the transfer utility with these settings:

Giving this:

So my question is, what did I do wrong? There's definitely some important step I'm missing here...
Creature Creator - a disappointment!it is a Carrara not seeing autofollow issue that will need fixing in DAZ studio
you need to load the clock on the figure there and dial down the ears and then save that morph as a support asset morph so Carrara will see it
Help identifying a couple of promo characters? (OOT and Blue Rabbit)It's Charlene, maybe with a little tweak in the face morph: https://www.daz3d.com/ry-charlene-hd-for-victoria-8
Creature Creator - a disappointment!Plan B - Do you have X-Morphs for DAZ Studio by any chance ?
With X-Morphs you can create a seperate ear morph from the Demon head, then adjust the parameters to -100%, so when dialed together with the Demon head morph you end up with normal ears.
I will keep X-Morphs as a last resort if all else fails, thanks. I don;'t want to pay unnecessarily for a Daz Studio plugin if I;'m not really using it.
Daz Install Manager (DIM) 1.2.0.6, Now Available!Also, do have User Account Control turned off entirely?
You asked me that already. I told you UAC is off.
And have you tried switching it On then?
Yes! I already told you that as well. lol.
Numerous people have posted, with various questions, to this thread - giving a summary of what has already been covered, rather than simply restating the original topic, would make it easier to avoid recovering previous ground. At the risk of revisting another previous question, have you checked that you can access the DIM folders without needing elevated privileges (try with UAC on so you get an alert if not)?
As far as I am aware nothing absolutely requires DIM - plug-ins and applications haev stand-alone isntallers, content can be installed manually or, in most cases, through Connect.
Also, do have User Account Control turned off entirely?
You asked me that already. I told you UAC is off.
And have you tried switching it On then?
Yes! I already told you that as well. lol.
Numerous people have posted, with various questions, to this thread - giving a summary of what has already been covered, rather than simply restating the original topic, would make it easier to avoid recovering previous ground. At the risk of revisting another previous question, have you checked that you can access the DIM folders without needing elevated privileges (try with UAC on so you get an alert if not)?
As far as I am aware nothing absolutely requires DIM - plug-ins and applications haev stand-alone isntallers, content can be installed manually or, in most cases, through Connect.
I do have access to all of the folders. If i can do everything through Connect then i'll do it that way. Thanks for that info.
Not everything - plug-ins, and anything else that isntalls "as software" can't be Connect installed and, as I noted above, some plug-ins don't have a stand-alone installer (though I'm not sure which). The fourth-generation Daz Figures (Victoria 4 etc.) need their bases and ExP morph expansions in the same folder, not in separate folders per product as Connect does behind the scenes, though a manual install will work for that.
Creature Creator - a disappointment!that said hoods are generally a PITA over hairs too, I usually end up chopping bits off or hiding by creating extra surfaces but yes you need to stop the autofollow on the hood with the ears, if its a full body morph the whole morph needs to be in fact dialled out, I will look when I can, got something rendering at moment.











