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Daz to Blender Bridge - Meet the Team
I used the Daz2Blender Bridge to import a commercial character of the Genesis 8 Male into Blender3D version 3.2 (nVidia Omniverse flavour).
I get these distorted hands when the file is transferred.
I know that if the problem occured inside Daz Studio, the fix is to Adjust Rigging To Shape inside DS.
However, the problem exists inside Blender3D, not DS. Inside DS, the morph character is fine.
Is there a setting inside Blender3D that I can use to fix the distorted hands ? Please advise me, thanks.
(Am using latest version of the DazToBelnder bridge with DS Pro 4.2
Diffeomorphic DAZ Importer version 1.6.0 releasedPadone said:
You have to make all bones posable before converting to mhx or rigify. I agree the error message could be better.
In general to import daz poses and animations the daz rig or the simple-ik rig are better. While mhx and rigify are better for original animation in blender but can't handle all the daz morphs as the body morphs for example.
Ah now it works without making it to a Rigify rig, so I guess that was the problem.
I have another quick question, do you think it would be possible to add an import fuction in Diffeo for Audio2Face (https://www.nvidia.com/en-us/omniverse/apps/audio2face/)? Audio2Face looks really interesting, I also found a solution to get it into Blender, but having that in Diffeo directly would be so awesome
This is the Audio2Face -> Blender tutorial I foundUmbra Outfit for Genesis 8 & 8.1 Females [Commercial]cridgit said:
Herschel
You may not have noticed but someting appears to have gone awry with the micropressure presets in the update (incorrect packaging + metadata). There are three sets of micropressure presets:
- A set in Umbra/Presets/Genesis 8 which the tip says to apply to the figure. This set is included in the product metadata and is correctly tagged to Genesis 8 (this is the only set without errors).
- A set in Umbra/Presets which the tip says to apply to the figure. This set is also included in the product metadata but appears to be incorrectly tagged to BOTH Genesis 8.1 Female and Umbra Outfit.
- A set in Umbra/Presets/Genesis 8.1 which the tip says to apply to the figure. This set is in DJL format but not included in the product metadata. These links simply point to set #2.
It is impossible to figure out from this mess how to use the presets. Can you please confirm if your presets are intended to be used on the Genesis 8 / Genesis 8.1 figures only, or are there presets also intended to be used on the outfit itself? In that case which are for Genesis 8.1 and which are for the outfit?
EDIT: On Genesis 8.1 the material presets don't work, giving an "operation failed" error on load, see log:
2022-07-03 07:36:15.707 Begin asset load (merge): /People/Genesis 8 Female/Clothing/Herschel Hoffmeyer/Umbra/Materials/01 Bra Top/Umbra Bra 02A Lace Sheer Black.duf
2022-07-03 07:36:15.738 Determining missing assets...
2022-07-03 07:36:15.807 Invalid hierarchy for selected node(s) and "preset_hierarchical_material" type; no root(s) found.
2022-07-03 07:36:15.807 Error loading asset: E:/DAZ3D/My Library/people/genesis 8 female/clothing/herschel hoffmeyer/umbra/materials/01 bra top/umbra bra 02a lace sheer black.duf
2022-07-03 07:36:15.807 Operation failedEDIT: In the parameters tab there are duplicate sliders for the figure; one with a G8 suffix and one without. Which to use on which figure?
Very annoying that the update boinked this otherwise excellent product.
Published Artists don't mess with the meta data so I would submit a ticket as that is out of my hands and not something that I can fix. However, te update should not have messed with many of the things you mentioned as the update I submitted only alters the morphs of the Genesis figure (removing the teeth problem) and not the items.
As far as which micropressure morphs to use, the ones that end with G8F are the corrected ones and were the only ones that needed fixing.
So, what does it take...?That's what I'm saying. He is in his category, as determined by the metadata. Metadata says "<Category VALUE="/Default/Figures/People"/>". Metadata sets the category, it is not provided or determined by any other PA supplied info. Yes, he is a male figure based on G8M, but metadata does not care. Metadata is added by DAZ after the fact. If they get it wrong, we all suffer for it.
Umbra Outfit for Genesis 8 & 8.1 Females [Commercial]Herschel
You may not have noticed but someting appears to have gone awry with the micropressure presets in the update (incorrect packaging + metadata). There are three sets of micropressure presets:
- A set in Umbra/Presets/Genesis 8 which the tip says to apply to the figure. This set is included in the product metadata and is correctly tagged to Genesis 8 (this is the only set without errors).
- A set in Umbra/Presets which the tip says to apply to the figure. This set is also included in the product metadata but appears to be incorrectly tagged to BOTH Genesis 8.1 Female and Umbra Outfit.
- A set in Umbra/Presets/Genesis 8.1 which the tip says to apply to the figure. This set is in DJL format but not included in the product metadata. These links simply point to set #2.
It is impossible to figure out from this mess how to use the presets. Can you please confirm if your presets are intended to be used on the Genesis 8 / Genesis 8.1 figures only, or are there presets also intended to be used on the outfit itself? In that case which are for Genesis 8.1 and which are for the outfit?
EDIT: On Genesis 8.1 the material presets don't work, giving an "operation failed" error on load, see log:
2022-07-03 07:36:15.707 Begin asset load (merge): /People/Genesis 8 Female/Clothing/Herschel Hoffmeyer/Umbra/Materials/01 Bra Top/Umbra Bra 02A Lace Sheer Black.duf
2022-07-03 07:36:15.738 Determining missing assets...
2022-07-03 07:36:15.807 Invalid hierarchy for selected node(s) and "preset_hierarchical_material" type; no root(s) found.
2022-07-03 07:36:15.807 Error loading asset: E:/DAZ3D/My Library/people/genesis 8 female/clothing/herschel hoffmeyer/umbra/materials/01 bra top/umbra bra 02a lace sheer black.duf
2022-07-03 07:36:15.807 Operation failedEDIT: In the parameters tab there are duplicate sliders for the figure; one with a G8 suffix and one without. Which to use on which figure?
Very annoying that the update boinked this otherwise excellent product.
Diffeomorphic DAZ Importer version 1.6.0 releasedHey I'm using the latest version from bitbucket (updated today).
Just wanted to try out a hd mesh.But it seems that the hd mesh has an incorrect UV map and is lacking any vertex groups, shape keys and drivers.
The base mesh is fine.
Is this intended?Imported via easy import.
The Figure is 8.1 and has the offical male gens.
Exporting displacement maps to Studio :sigh: How?duckbomb said:
I know this isn't what you are asking for, so maybe it isn't helpful, but I'll share anyway just in case. I have read over and over where people say that displacement maps are a decent replacement for HD morphs, and I just can't agree. I don't know what you are trying to render, but I personally render extremely high-resolution images for a very particular use case, and I absolutely need the quality that simple definition can provide. I've never been able to export displacement maps that meet my expectations, and I've stopped trying.
My "solution" is to simply subdivide the product within DAZ studio, export it out, import it back, export AGAIN, and then use that to create an HD morph. For something like that vase it would probably work just fine. For something like rigged characters it's a little less efficient.
IF you try to use SubD in DAZ and the whole thing falls apart, then I usually change the subdivision settings to "loop" or whatever it is that doesn't actually smooth it out. THen, when I do the HD modeling in ZBrush I simply smooth out the edges as well quickly to give it a more natural look. Doing it this way at least keeps the UVs intact so you don't have to re map it.
I know... not the answer to your question, but it's no fun banging your head against a wall so I at least figured I'd share my own opinion on the whole thing. I'm sure somebody can get high-res displacement to work well, and if that guy put out a tutorial I'd snap it up in a hurry lol.
You can't create an HD morph if the base geometry of the object changes - that is a limitation of the Morph Loader Pro that PA's do not have (they actually can create and import legit HD morphs).
Exporting displacement maps to Studio :sigh: How?I know this isn't what you are asking for, so maybe it isn't helpful, but I'll share anyway just in case. I have read over and over where people say that displacement maps are a decent replacement for HD morphs, and I just can't agree. I don't know what you are trying to render, but I personally render extremely high-resolution images for a very particular use case, and I absolutely need the quality that simple definition can provide. I've never been able to export displacement maps that meet my expectations, and I've stopped trying.
My "solution" is to simply subdivide the product within DAZ studio, export it out, import it back, export AGAIN, and then use that to create an HD morph. For something like that vase it would probably work just fine. For something like rigged characters it's a little less efficient.
IF you try to use SubD in DAZ and the whole thing falls apart, then I usually change the subdivision settings to "loop" or whatever it is that doesn't actually smooth it out. THen, when I do the HD modeling in ZBrush I simply smooth out the edges as well quickly to give it a more natural look. Doing it this way at least keeps the UVs intact so you don't have to re map it.
I know... not the answer to your question, but it's no fun banging your head against a wall so I at least figured I'd share my own opinion on the whole thing. I'm sure somebody can get high-res displacement to work well, and if that guy put out a tutorial I'd snap it up in a hurry lol.
OT a little -- NEW FREE program over at Pilgwaymarble said:
Hermit Crab said:
Hi all
Having bought the full, latest version of 3d Coat, I can honestly say that it is the one 3d program that I am most pleased to own because it can do so much so well.
My skills with it are another matter. I've just reached the stage where I can do enough to make me want to learn more and I discover how to do more things each time I use it. As with any non-trivial software, perseverance works wonders and leads to 'eureka' moments.
Therefore I would encourage anyone and everyone to try their hand at digital sculpting with this fantastic release.
I love that I now have a version limited to the sculpting side of the software. My computer is very low-spec and it is nice to run a light version for what I mainly use it for. I've found that I can save the scene from this version and it loads up into the full software as though it had been created there.
I have a Creality Ender Pro 3d printer and have been using 3d Coat to prepare figures for printing (for purely private use). Believe it or not, getting a printed figure isn't too important to me: I get enjoyment from making one-off sculpted figures which can be rendered as turntables.
I mentioned my-low spec computer (i5 GTX 750 ti). I must add that the few plays I've had with the free print version caused the computer to hang at the 'export to stl' phase. So I don't know what would become of a Poser/DAZ/Reallusion figure at that stage for other people. With the full software, it has been no problem for me because there has been no restriction causing downsizing of the sculpted model at that point.
To Marble: The difference between mesh sculpting and voxel sculpting shouldn't deter you from having a go. (the following is meant to be helpful, not condescending):
Imagine an eggshell made up of polygons. That is your polygon mesh (wireframe). Morphing or sculpting a wireframe mesh moves the polygons around and can cause drastic stretching.
These days many sculpting programs add polygons to such a mesh as it is being sculpted to prevent this stretching. Such dynamic tessellation keeps the model smooth.
A voxel body is like a hard-boiled egg with its shell removed. It looks like the eggshell mesh but if you slice it you will see it is solid all the way through. Sculpting with voxels is like using virtual clay which can be dug into, stretched etc. If you make a hole in the surface of a polygon mesh you will see it is hollow inside but a voxel object will be solid underneath the hole. You could sculpt undercuts in the latter.
Hi and thank you. I hope I am mature enough to know the difference between helpful and condescending. :)
Your egg analogy really helps visualise the difference but I am still uncertain about how that voxel model is exported. We are all used to working with egg shells and to exporting them to other 3D applications but what happens when you want to make a prop using voxel modelling and import it into DAZ Studio which, I assume, wouldn't know a voxel from a Vauxhall?
Hi there, and I hope you are awake enough to also realize that I have a following of several VERY intelligent people who have sadly, rather severe health conditions and so yeah, I repeat myself for them. So now,
in 3DPrint you fashion the treasure. Then hit Enter on the Keyboard or Apply in that little toolbox panel. Then, you export it as .stl or .wrl file. These are used for 3D printing.
To make a file that D/S can import, we need to use another program or utility to make the .stl file into an .obj. That can be done AFAIK using Blender, 3DCoat and/or some other modeling program. While in a modeler you may wish to slap on a uvmap.
Diffeomorphic DAZ Importer version 1.6.0 releasedYou have to make all bones posable before converting to mhx or rigify. I agree the error message could be better.
In general to import daz poses and animations the daz rig or the simple-ik rig are better. While mhx and rigify are better for original animation in blender but can't handle all the daz morphs as the body morphs for example.
OT a little -- NEW FREE program over at PilgwayHermit Crab said:
Hi all
Having bought the full, latest version of 3d Coat, I can honestly say that it is the one 3d program that I am most pleased to own because it can do so much so well.
My skills with it are another matter. I've just reached the stage where I can do enough to make me want to learn more and I discover how to do more things each time I use it. As with any non-trivial software, perseverance works wonders and leads to 'eureka' moments.
Therefore I would encourage anyone and everyone to try their hand at digital sculpting with this fantastic release.
I love that I now have a version limited to the sculpting side of the software. My computer is very low-spec and it is nice to run a light version for what I mainly use it for. I've found that I can save the scene from this version and it loads up into the full software as though it had been created there.
I have a Creality Ender Pro 3d printer and have been using 3d Coat to prepare figures for printing (for purely private use). Believe it or not, getting a printed figure isn't too important to me: I get enjoyment from making one-off sculpted figures which can be rendered as turntables.
I mentioned my-low spec computer (i5 GTX 750 ti). I must add that the few plays I've had with the free print version caused the computer to hang at the 'export to stl' phase. So I don't know what would become of a Poser/DAZ/Reallusion figure at that stage for other people. With the full software, it has been no problem for me because there has been no restriction causing downsizing of the sculpted model at that point.
To Marble: The difference between mesh sculpting and voxel sculpting shouldn't deter you from having a go. (the following is meant to be helpful, not condescending):
Imagine an eggshell made up of polygons. That is your polygon mesh (wireframe). Morphing or sculpting a wireframe mesh moves the polygons around and can cause drastic stretching.
These days many sculpting programs add polygons to such a mesh as it is being sculpted to prevent this stretching. Such dynamic tessellation keeps the model smooth.
A voxel body is like a hard-boiled egg with its shell removed. It looks like the eggshell mesh but if you slice it you will see it is solid all the way through. Sculpting with voxels is like using virtual clay which can be dug into, stretched etc. If you make a hole in the surface of a polygon mesh you will see it is hollow inside but a voxel object will be solid underneath the hole. You could sculpt undercuts in the latter.
Hi and thank you. I hope I am mature enough to know the difference between helpful and condescending. :)
Your egg analogy really helps visualise the difference but I am still uncertain about how that voxel model is exported. We are all used to working with egg shells and to exporting them to other 3D applications but what happens when you want to make a prop using voxel modelling and import it into DAZ Studio which, I assume, wouldn't know a voxel from a Vauxhall?
Blender OBJ export - Please helpjuvesatriani said:
Do you ever try using this tool to bring object from Blender to DAZ ?
I mostly using Diffeo to import into blender then after doing some editing I send back using this tool .
In DAZ i`m Exporting (out) the new object as OBJ with DAZ Studio preset scale size , tnen import back as morph using Loader morph pro
Yeah it tedious but at least foe me I dont have to deal with scale problem and numbers
My memory is getting worse as I get older so I can't remember things I have read about in months past but I have clearly read that thread about the @millighost add-on because when I clicked on the link I went to page three of the thread. I just don't remember reading it. I think I may have decided that it is not what I am looking for because it seems to work in one direction only - Blender to DAZ Studio. I am hoping for an equivalent to GoZ which allows to export and import quickly without having to manually export and save OBJ files with all the complex settings exactly right. I know that @DaremoK3 was writing such a script which looked promising but it seems to have been shelved.
Strange issue with DAZActually, took much shorter to to crash. This is the session, again using the assets which have become a benchmark. It's several thousnd characters too long just to post it all, and can't be attached as a file, so here is the part pertinent to the actual render:
2022-07-01 19:55:45.941 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating geometry.
2022-07-01 19:55:45.942 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating motion transforms.
2022-07-01 19:55:45.943 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Importing scene graph.
2022-07-01 19:55:45.943 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Importing geometry for motion time 0
2022-07-01 20:04:48.297 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Geometry import (1 triangle object with 1 G triangles, 0 fiber objects with 0 fibers (0 segments), 1 triangle instance yielding 1 G triangles, 0 fiber instances yielding 0 segments) took 542.334 s
2022-07-01 20:04:48.313 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating section objects.
2022-07-01 20:04:48.338 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating materials.
2022-07-01 20:05:12.732 Iray [INFO] - MATCNV:RENDER :: 1.0 MATCNV rend info : Material instance 'DS_UltraScene Terrain__Default_278_2' uses MDL JIT compilation.
2022-07-01 20:05:12.760 Iray [INFO] - MATCNV:RENDER :: 1.0 MATCNV rend info : Material instance 'DS_USC Tree 08__Leaf_3b7_62666' uses MDL JIT compilation.
2022-07-01 20:05:12.763 Iray [INFO] - MATCNV:RENDER :: 1.0 MATCNV rend info : Material instance 'DS_USC Tree 08__Trunk_3c2_62679' uses MDL JIT compilation.
2022-07-01 20:05:12.767 Iray [INFO] - MATCNV:RENDER :: 1.0 MATCNV rend info : Material instance 'DS_USC Fallen Leaves 11__Material_1_609_63368' uses MDL JIT compilation.
2022-07-01 20:05:12.798 Iray [INFO] - MATCNV:RENDER :: 1.0 MATCNV rend info : found 41 textures, 8 lambdas (8 unique)
2022-07-01 20:05:12.851 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating volumes.
2022-07-01 20:05:12.853 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating environment.
2022-07-01 20:05:12.858 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating lens.
2022-07-01 20:05:12.858 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating lights.
2022-07-01 20:05:12.858 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating object flags.
2022-07-01 20:05:13.119 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating backplate.
2022-07-01 20:05:13.121 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating caustic portals.
2022-07-01 20:05:13.121 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating decals.
2022-07-01 20:05:13.180 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Using iray core convergence estimate.
2022-07-01 20:05:13.187 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Allocating 1-layer frame buffer
2022-07-01 20:05:13.224 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Using batch scheduling, caustic sampler enabled
2022-07-01 20:05:13.225 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Initializing local rendering.
2022-07-01 20:05:13.280 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : CPU: using 15 cores for rendering
2022-07-01 20:05:13.286 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Using OptiX version 7.3.0
2022-07-01 20:05:13.618 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Initializing OptiX for CUDA device 0
2022-07-01 20:05:14.877 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Rendering with 2 device(s):
2022-07-01 20:05:14.877 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 3060)
2022-07-01 20:05:14.877 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : CPU
2022-07-01 20:05:14.878 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Rendering...
2022-07-01 20:05:14.882 Iray [INFO] - IRAY:RENDER :: 1.14 IRAY rend progr: CPU: Processing scene...
2022-07-01 20:05:14.882 Iray [INFO] - IRAY:RENDER :: 1.4 IRAY rend progr: CUDA device 0 (NVIDIA GeForce RTX 3060): Processing scene...
2022-07-01 20:05:15.011 Iray [INFO] - IRAY:RENDER :: 1.5 IRAY rend info : Using Embree 3.13.2
2022-07-01 20:05:15.012 Iray [INFO] - IRAY:RENDER :: 1.5 IRAY rend info : Initializing Embree
2022-07-01 20:05:46.793 [WARNING] :: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(367): Iray [ERROR] - IRAY:RENDER :: 1.6 IRAY rend error: Unable to allocate 11.725 GiB from 972.578 MiB of available device memory
2022-07-01 20:06:07.044 [WARNING] :: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(367): Iray [ERROR] - IRAY:RENDER :: 1.4 IRAY rend error: CUDA device 0 (NVIDIA GeForce RTX 3060): Scene setup failed
Diffeomorphic DAZ Importer version 1.6.0 releasedPadone said:
Sorry I was busy testing the new hair features and forgot about this thank you for reminding me. I tested your file and it works fine here, I see no difference with daz studio. Below it's frame 120 as example but the animation seems the same to me. What's the frame number that doesn't match for you ?
steps:
- import g8f, merge rigs, make all bones posable
- import action with default settings
edit. p.s. No iphone here so I don't know of livelink or facecap. As for poserecorder you need to start the video with a relaxed face as reference for the tracker. That your example doesn't so you get weird poses. Also stay in front of the camera and don't move the head for the tracker to work fine.
Thanks a lot for your reply.
That is interesting, I imported the model, made a Rigify rig, added extra face bones and imported the standard morphs (all except the body). When I hit Make All Bones Posable I get an error, see attached screenshot.
Is the Rigify rig maybe the problem?Diffeomorphic DAZ Importer version 1.6.0 releasedSorry I was busy testing the new hair features and forgot about this thank you for reminding me. I tested your file and it works fine here, I see no difference with daz studio. Below it's frame 120 as example but the animation seems the same to me. What's the frame number that doesn't match for you ?
steps:
- import g8f, merge rigs, make all bones posable
- import action with default settings
edit. p.s. No iphone here so I don't know of livelink or facecap. As for poserecorder you need to start the video with a relaxed face as reference for the tracker. That your example doesn't so you get weird poses. Also stay in front of the camera and don't move the head for the tracker to work fine.
All of sudden, not enough VramI have often used the poduct Glowing Beach by Polish, a gorgeous scene in its own rights. Until recently, I could load up to three figures on it, 8.1 male and/or female with hair, anatomical parts and swimming attire and run it in sun-sky render settings without any sort of additional tweaking. Now, it looks like whenever I try to load one of these figures in that scene, even after removing all the candles, the boat and the tent with table settings etc, iRay just gives me the double finger. When the render is kicked in, here is what comes up in the log:
--------------
2022-07-01 15:44:29.900 Iray (Scene Update) : Updating LPE labels
2022-07-01 15:44:29.901 Iray (Scene Update) : Updating geometry
2022-07-01 15:44:29.901 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating geometry.
2022-07-01 15:44:29.902 Iray (Scene Update) : Retrieving geometry
2022-07-01 15:44:29.902 Iray (Scene Update) : Updating motion transform data
2022-07-01 15:44:29.902 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating motion transforms.
2022-07-01 15:44:29.902 Iray (Scene Update) : Updating section objects
2022-07-01 15:44:29.902 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Importing scene graph.
2022-07-01 15:44:35.049 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Auto instancing compression ratio 1.15 (Full instancing compression ratio 1.15)
2022-07-01 15:44:35.050 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Importing geometry for motion time 0
2022-07-01 15:44:37.119 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Geometry import (3 triangle objects with 59 M triangles, 0 fiber objects with 0 fibers (0 segments), 3 triangle instances yielding 59 M triangles, 0 fiber instances yielding 0 segments) took 2.069 s
2022-07-01 15:44:37.119 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating section objects.
2022-07-01 15:44:37.119 Iray (Scene Update) : Updating materials
2022-07-01 15:44:37.119 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating materials.
2022-07-01 15:44:37.730 Iray [INFO] - MATCNV:RENDER :: 1.0 MATCNV rend info : found 539 textures, 0 lambdas (0 unique)
2022-07-01 15:44:37.740 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Emitter geometry import (15 light sources with 46269 triangles, 1 instance) took 0.002 s
2022-07-01 15:44:37.740 Iray (Scene Update) : Updating volumes
2022-07-01 15:44:37.740 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating volumes.
2022-07-01 15:44:37.740 Iray (Scene Update) : Updating environment
2022-07-01 15:44:37.741 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating environment.
2022-07-01 15:44:37.741 Iray (Scene Update) : Updating lens data
2022-07-01 15:44:37.741 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating lens.
2022-07-01 15:44:37.741 Iray (Scene Update) : Updating lights
2022-07-01 15:44:37.742 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating lights.
2022-07-01 15:44:37.742 Iray (Scene Update) : Updating instance topology
2022-07-01 15:44:37.742 Iray (Scene Update) : Updating flags
2022-07-01 15:44:37.742 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating object flags.
2022-07-01 15:44:37.743 Iray (Scene Update) : Updating backplate
2022-07-01 15:44:37.743 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating backplate.
2022-07-01 15:44:37.743 Iray (Scene Update) : Updating portals
2022-07-01 15:44:37.744 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating caustic portals.
2022-07-01 15:44:37.744 Iray (Scene Update) : Updating decals
2022-07-01 15:44:37.744 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating decals.
2022-07-01 15:44:37.753 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Using iray core convergence estimate.
2022-07-01 15:44:37.753 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Allocating 1-layer frame buffer
2022-07-01 15:44:37.762 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Using batch scheduling, caustic sampler disabled
2022-07-01 15:44:37.762 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Initializing local rendering.
2022-07-01 15:44:37.768 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Using OptiX version 7.3.0
2022-07-01 15:44:37.770 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Initializing OptiX for CUDA device 0
2022-07-01 15:44:38.167 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Rendering with 1 device(s):
2022-07-01 15:44:38.167 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 3060)
2022-07-01 15:44:38.168 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Rendering...
2022-07-01 15:44:38.168 Iray [INFO] - IRAY:RENDER :: 1.17 IRAY rend progr: CUDA device 0 (NVIDIA GeForce RTX 3060): Processing scene...
2022-07-01 15:44:38.168 Iray (Scene Access) : Retrieving geometry
2022-07-01 15:44:38.168 Iray (Scene Access) : Retrieving device geometry
2022-07-01 15:44:39.034 Iray (Scene Access) : Retrieving volumes
2022-07-01 15:44:39.034 Iray (Scene Access) : Retrieving textures
2022-07-01 15:44:50.074 Iray (Scene Access) : Retrieving device textures
2022-07-01 15:44:51.399 Iray (Scene Access) : Retrieving flags
2022-07-01 15:44:51.399 Iray (Scene Access) : Retrieving device flags
2022-07-01 15:44:51.399 Iray (Scene Access) : Retrieving lights
2022-07-01 15:44:51.399 Iray [INFO] - IRAY:RENDER :: 1.5 IRAY rend info : Importing lights for motion time 0
2022-07-01 15:44:51.400 Iray [INFO] - IRAY:RENDER :: 1.5 IRAY rend info : Initializing light hierarchy.
2022-07-01 15:44:51.650 Iray [INFO] - IRAY:RENDER :: 1.5 IRAY rend info : Light hierarchy initialization took 0.249 s
2022-07-01 15:44:51.652 Iray (Scene Access) : Retrieving device lights
2022-07-01 15:44:51.652 Iray (Scene Access) : Retrieving section objects
2022-07-01 15:44:51.652 Iray (Scene Access) : Retrieving device section objects
2022-07-01 15:44:51.652 Iray (Scene Access) : Retrieving materials
2022-07-01 15:44:51.656 Iray (Scene Access) : Compiling custom code
2022-07-01 15:44:51.656 Iray (Scene Access) : Retrieving environment
2022-07-01 15:44:51.656 Iray (Scene Access) : Retrieving device environment
2022-07-01 15:44:51.656 Iray (Scene Access) : Retrieving backplate
2022-07-01 15:44:51.656 Iray (Scene Access) : Retrieving device backplate
2022-07-01 15:44:51.656 Iray (Scene Access) : Retrieving portals
2022-07-01 15:44:51.656 Iray (Scene Access) : Retrieving decals
2022-07-01 15:44:51.657 Iray (Scene Access) : Retrieving device decals
2022-07-01 15:44:51.657 Iray (Scene Access) : Retrieving motion transform data
2022-07-01 15:44:51.657 Iray (Scene Access) : Retrieving device motion transform data
2022-07-01 15:44:51.657 Iray (Scene Access) : Retrieving lens data
2022-07-01 15:44:51.657 Iray (Scene Access) : Retrieving device lens data
2022-07-01 15:44:51.670 Iray [INFO] - IRAY:RENDER :: 1.17 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 3060): Scene processed in 13.502s
2022-07-01 15:44:51.670 [WARNING] :: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(369): Iray [ERROR] - IRAY:RENDER :: 1.17 IRAY rend error: CUDA device 0 (NVIDIA GeForce RTX 3060): Not enough memory for kernel launches (0.000 B (244.617 MiB) required, 0.000 B available). Cannot allocate framebuffer.
2022-07-01 15:44:51.670 [WARNING] :: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(369): Iray [ERROR] - IRAY:RENDER :: 1.17 IRAY rend error: CUDA device 0 (NVIDIA GeForce RTX 3060): Failed to setup device frame buffer
2022-07-01 15:44:51.670 [WARNING] :: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(369): Iray [ERROR] - IRAY:RENDER :: 1.17 IRAY rend error: CUDA device 0 (NVIDIA GeForce RTX 3060): Device failed while rendering
2022-07-01 15:44:51.670 [WARNING] :: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(369): Iray [WARNING] - IRAY:RENDER :: 1.17 IRAY rend warn : CUDA device 0 (NVIDIA GeForce RTX 3060) ran out of memory and is temporarily unavailable for rendering.
2022-07-01 15:44:51.738 [WARNING] :: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(369): Iray [WARNING] - IRAY:RENDER :: 1.17 IRAY rend warn : All available GPUs failed.
2022-07-01 15:44:51.738 [WARNING] :: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(369): Iray [ERROR] - IRAY:RENDER :: 1.17 IRAY rend error: Fallback to CPU not allowed.
2022-07-01 15:44:51.738 [WARNING] :: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(369): Iray [ERROR] - IRAY:RENDER :: 1.17 IRAY rend error: All workers failed: aborting render
2022-07-01 15:44:51.738 [WARNING] :: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(369): Iray [ERROR] - IRAY:RENDER :: 1.17 IRAY rend error: CUDA device 0 (NVIDIA GeForce RTX 3060): [Guidance sync] Failed slave device (remaining 0, done 0).
2022-07-01 15:44:51.740 [ERROR] Iray :: Internal rendering error.
2022-07-01 15:44:51.970 [INFO] :: Saved image: L:\TEMP\render\r.png
2022-07-01 15:44:51.995 [INFO] :: Finished Rendering
2022-07-01 15:44:52.040 [INFO] :: Total Rendering Time: 2 minutes 35.44 seconds
2022-07-01 15:44:57.258 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Device statistics:
2022-07-01 15:44:57.258 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 3060): 0 iterations, 13.903s init, 0.070s render
---------------
I tried updating my nvidia driver. I tried updating to the latest beta. I restart Daz with every attempt. I clicked the "default settings" button in the render settings, trying to go back to what used to work. It still doesn't work. The only way I found to get the scene to work was to reduce its textures with scene optimizer but I didn't use to need that. And the characters I am trying to load there are the same I used to load in that same scene, countless times. What should I do? All advice welcome O_o
(Hardware wise: I am running a RTX 3060 on a Ryzen 3700X, with 64 G's of RAM. My OS is W11 Pro.)
Blender OBJ export - Please helpDo you ever try using this tool to bring object from Blender to DAZ ?
I mostly using Diffeo to import into blender then after doing some editing I send back using this tool .
In DAZ i`m Exporting (out) the new object as OBJ with DAZ Studio preset scale size , tnen import back as morph using Loader morph pro
Yeah it tedious but at least foe me I dont have to deal with scale problem and numbers
Diffeomorphic dforce Soft Curls Base not renderingYou can use the easy import if you want. To make hair you have to select the scalp then the hair see the docs. You may also like to have a look at bitbucket since Thomas is working on this.
https://diffeomorphic.blogspot.com/p/hair-section-version-16.html
Hope This is an Easy Question About Content InstallationI was chicken about resetting the database, but I re-imported the metadata, and that seems to have "installed" nearly everything. I'm going back to install the small handful of content items that didn't take when I did it, but it looks like this was the ideal solution. Thanks, guys.
Hope This is an Easy Question About Content InstallationThat sounds very familiar. I'm a-gonna try it!
Just to be clear, though... I do this in the Content DB Maintenance, yes? And do I do it in that order? Reset database first and then re-import the metadata?










