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Using Daz Studio as a cpu stability benchmark - Within 2-3 minutes.
Which version of DS are you using?
I can't find half the setting you're talking about for filament draw options.
Using Daz Studio as a cpu stability benchmark - Within 2-3 minutes.Can Daz Studio be used as a system stability benchmark? Now I know this question's answer as a fact. I would like to share my findings with Daz Community for the interested people.
I'm trying to get a stable system for my 13900ks for a while. Changing parameters there-there, retry, good or bad.
After many months of try-failure, I noticed something interesting:
System boots - ok
Memtest86 - ok
Cpu-z bench - ok
prime95 bench AND torture test (with 1,2,8,24 tested cores, in order) - ok
latest cinebench - ok
Cyberpunk benchmark - ok
This benchmark ok, That benchmark ok...
Daz Studio iray rendering performance benchmark is also OK
But a another magic in Daz studio - *CRASH*
Wow, but how? What kind of combination is the absolute kicker than even of the most taxing benchmarks? Here is the deal:
Pre-requirement scene (The *stress* scene):
- Switch to a multiple viewport view. 2 is enough.
- Toss in 2-3 HD characters from your library and dress them.
- Put on a hair on them, preferably one that has smoothing on by default and something very detailed / taxing.
- Make sure the viewport subd of each character is at least 3. Also, make sure the clothings have smoothing ON (parameters of this doesn't matter, just have it on)
- Load an hdr sky.
- Create 2 cameras, one looks characters from front-side (i.e: 75 degrees), to be able to see them all, the other camera looks to the characters from a side view.
- Create -> "New Filament Draw Options Node..." and then modify its settings as such:
Change everything that was set to low or medium to "ultra" or "high" first, whichever is the max (except SSAO Upsampling - set to medium). Then; Generate texture mipmaps - off, anti-aliasing MSAA - 16, ISO Scale - 0.33, Shadow type - dpcf, Shadow map size - 4096, Shadow Cascades - 4, Bloom Strength - 0.5, Bloom Resolution - 4096, Bloom levels - 12, Blend Mode - Interpolate, Bloom Quality - High
- Save the scene and exit.
The benchmark:
After your new cpu settings (or current one if you want to give it a go), with a freshly booted OS:
- Launch Daz Studio. Load the *stress* scene.
- Switch to filament drawstyle in all of the views. Switch to Camera 1 in one view, Camera 2 in the other.
- Switch to translate tool (not activepose).
- Hold a random limb (hand/feet) from a random character and start moving in big circles slowly. Do this for 15-30seconds.
- BOOM if not stable.
Once the pre-requirement scene is ready, this is the fastest and most "taxing" benchmark I've ever found. Nothing else I had / tried came close.
October, 2024 - Daz 3D New User Challenge - Atmosphere, Ghosts and Special EffectsThere are many products in the DAZ store which can be of help. You are not required to purchase any of these products to create your images. They are simply being listed for your convenience and/or inspiration. The promo images are also excellent examples of atmosphere using props and/or lights. Below is just a small sample.
DAZ Studio - Iray
Fast Fog Iray 2: Electric Fogaloo -
IG Iray Dawn to Dusk 2 Atmospheric Lighting
FSL Rigged and Morphing Atmosphere Props and Shaders
Cinematic Light FX plus Atmosphere
Epic Props: Godrays & Volumetric Light for Iray
SY Fast Fog and Atmosphere Iray
DAZ Studio - 3Delight
Above the Fog for Iray and 3Delight
Expanded Godrays - Celestial Bodies
Heavy Rain for 3Delight and Iray
Daz Studio - Filament
Poser
Bryce
Some other items that may be of help in this Challenge:
The Golden rules of rendering can be found:
Bryce http://www.daz3d.com/golden-rules-composition-helpers-for-bryce
DAZ Studio http://www.sharecg.com/v/67783/browse/21/DAZ-Studio/Golden-Rules-Camera-Prop-v1.5
Also, DS has a built in thirds golden rule.
Here are various links to other things that may help you in this month's challenge. Credit is given to Szark for this wonderful thread.
Tutorials by Szark https://www.daz3d.com/forums/discussion/2765/time-for-sharing-what-i-have-no-idea/p1Omni Surface Shader TestI actually understood it as a way to use Nvidia Omniverse shaders in DAZ studio
just like a Filament brick has also been added to make it possible to create shaders for that render engine
but
sadly none of it is very user friendly for people not well versed in building stuff in Shadermixer like me

I have looked but it's all out of my league, I feel as though Shadermixer could do with a lot more documentation like other node systems have such as the ones used in Unreal Engine or Blender where you can at least get some suggestions of how to link those bricks up to create a shader
Easy Environments: Winter Bridge (Daz Studio) [Commercial]Richard Haseltine said:
Which Drawstyle are you using? Iray will create all settings nodes, Filament as I recall at least some, other modes will not by themselves create the nodes.
Hello Richard,
Sorry, I didn't see your message before posting mine.
It's the same situation as the one we spoke about a year ago (here) but thank to Flipmode's answer, I now know that in both situations, it's a bug in Daz Studio 4.21.0.5 which is solved by using a more recent version.
Easy Environments: Winter Bridge (Daz Studio) [Commercial]Which Drawstyle are you using? Iray will create all settings nodes, Filament as I recall at least some, other modes will not by themselves create the nodes.
PW Mansion crashing out DAZ studio with less than half loadTBH, I don't know... I never use Filament drawstyle but just the error message you posted indicates to it. Probably the issue results from the shader conversion with Filament ~~
Eden Character for Genesis 9Hiya, I expect to have to mess with the teeth anyway. My issue with it is the lots of "materials not found" warning, but then it seems to load okay, though I haven't checked all the stuff like the eyes normal. (manual install, but if it was wrong it just wouldn't work) I'm quite aware of the basic skin since I only use Filament at this point, so it seemed odd not to see any of the texture lines under the eyes in the promo pix. However I can see a little in the above render. I'll probably erase them in GIMP.
/ peaceFilament project has been abandoned?cain-x said:
DAZ's implementation of Filament is incomplete - you'll likely need to wait until the next major release is out, there has been work done as shown in the changelog. I am one of those users who is hoping that Filament becomes more useful for renders/animations.
I found an alternative with Cinema 4d, the viewport is similar to filaments but without the opacity bug. You just have to activate the opengl options in preferences for it to work correctly and the lights must be in spotlight.
Filament project has been abandoned?cain-x said:
DAZ's implementation of Filament is incomplete - you'll likely need to wait until the next major release is out, there has been work done as shown in the changelog. I am one of those users who is hoping that Filament becomes more useful for renders/animations.
I found an alternative with Cinema 4d, the viewport is similar to filaments but without the opacity bug. You just have to activate the opengl options in preferences for it to work correctly and the lights must be in spotlight.
Released : "Wet And Tanned Skins For Genesis 9" (Commercial)@3DmentiaNull : I just tested to confirm what I thought : in FILAMENT you have no impact of the tan/tan lines settings in the viewport. This is really an "Iray made for and optimized for" product.
Released : "Wet And Tanned Skins For Genesis 9" (Commercial)
Thanks for your transparency! (pardon the pun) actually I'm still considering getting it for the transparencies/bump/normals, cause it might be useful in my limited expectations. Since Filament has some use of the Iray shader, I finally tried out "Wet Body Iray" for G3F by SimonWM, and not even taking the time to read the instructions just started experimenting with loading those bump or opacity maps on a geo shell and playing with the opacity, metalicity, dual lobe, glossiness, etc., it was pretty useful IMO. Nothing like a long render, of course. I switched to Iray viewport, to see how nice it might be, and it looked like there weren't any shells applied!
(I'm clueless with Iray) Question : would your gamma adjustment be visable in Filament viewport , as in making a skin more pale? (if you have a chance to test) Thanks for responding! /
/ peaceStuck with Incomplete Render in IrayThe only things I can think of is for you to look to see if the render is using the correct viewport - for example, I often use the "Aux Viewport" using a different camera view/position to the main viewport when working on a scene. However, if that "Aux Viewport" was used last and I hit render it will render using that view instead. This could be more confusing if you use one of the multi-view options in the view port with each view using a different view angle on the scene. Depending on your window theme there should be a coloured "highlight" border around your currently selected view and that is what will be used for the render. Perhaps click once in the view that you want to render from to double-check that you will render from the place you expect.
It could be that the thing you posted in supposed to be there - although that would be odd since it looks like a close-up of a map or something inside a woodern frame stuck to an off-white wall which does not seem to match up with the scene you are expected. However, if it is the case then you should check the parameters (Display section) of the objects in your scene that are missing and see if you have "Visible in render" turned off.
The flip-side of this is you could have accidentally added a random wall to your scene, right in front of the camera and accidentally set that to be not visible in the viewport and maybe not selectable in the viewport. In fact, if would be a good idea to view the front of your camera in the scene and make sure there is nothing intersecting with the lens - don't use iray or filament to check this as you want something that more of a raw view. If there is something there - even if you think it shouldn't block the camera try removing/hiding it and change back to the camera view to try a new render.
A note to Daz hair developers...it definitely depends on the hair
some strandbased hairs are fine but there are a lot that are way too resource intensive for my use
I do animations though, I tend to use it more for short hair myself without simulating it and thus saving myself from grief, it's actually good for Filament renders with line tesselation and PR visibility enabled because geometry hair has cutout opacity that Filament doesn't render well
to be honest that is probably the only time I use it
Released : "Wet And Tanned Skins For Genesis 9" (Commercial)Consder it as an iray product only. You would probably be very disappointed using it with filament. My computer is not available right now to check it but my intuition is that most of the shader mixer features allowing the wet or tan looks are iray only, not filament. Edit : concerning animations using the shader only features in iray (not the shells for wet) has either no or positive effects on ender speed (using iray)Released : "Wet And Tanned Skins For Genesis 9" (Commercial)Hi there, I only use Filament drawstyle at this point. Questions : how much of this product creates visable results in the Filament viewport and what doesn't? And how much would that probably slow down an animated figure in realtime? Thanks
/ peaceDaz Studio 4.23(.0.x) - Highlights4.22.1.202 (September 6, 2024)
- Filament Draw Options node
- ...
- Tonemapper Options node
- ...
- Metadata (Install Manager / Daz Connect)
- ...
- Panes
- Smart Content pane
- ...
- Content Library pane
- ...
- Render Settings Pane
- ...
- Simulation Settings pane
- ...
- Draw Settings pane
- ...
- Scene pane
- ...
- Parameters pane
- ...
- Posing pane
- ...
- Shaping pane
- ...
- Surfaces pane
- ...
- Lights pane
- ...
- Cameras pane
- ...
- Shader Mixer pane
- ...
- Smart Content pane
- Tools
- Weight Map Brush
- ...
- Geometry Editor
- ...
- Weight Map Brush
- Save Filter dialogs
- ...
- Create New Property dialog
- ...
- Logging
- ...
- ...
- Scripting API
- Made additions in various areas; see the Change Log for more detail
- Fixed bugs and/or made improvements in various areas; see the Change Log for details
DAZ Scripting: a strange experiment!RevokedRevenant said:
Greetings,
This time it's a weird one

For the visual style i want to achieve i'm perfectly happy with the iRay Preview only. I basically never render, just save the iRay Preview drawings and then do some little postwork in Photoshop.
Now i'd love to try some animations with the same style, but as @crosswind once said to me in the forum that's not possible, either you render an animation in iRay, Filament or OpenGL.
Since i'm stubborn (and i do programming work for a living) i've been thinking to create a script that does this:
- select the first frame of an animation (currently in the timeline, of course)
- load iRay Preview for, lets say, 10 seconds
- save the current viewport drawing
- select the next animation frame
- keep going until the last frame
Now, for the question: since i don't have a lot of free time i'd like to know in advance if that's feasible with the DAZ scripting system/language, before i start studying it. Or, if is not, if there is a better way to achieve this goal (that doesn't include doing each step manually
)a big Thank You in advance
Ha ~~ I even don't remember if I ever told that to you... So what was the context to which I ever reverted to your thread / question ? ...and with which way that I said it's not possible... with Daz Script ?
DAZ Scripting: a strange experiment!Short answer: Yes! (I use this often)
---Basic method: Output an Image Sequence, then use e.g. VirtualDub to stitch into a movie----------------
var OutPutPath = '/MyFiles/';
var FileNamePrefix = 'MyMovie_';
var MSecsPerFrame = 3000; // Depending on Scene, Renderer (Iray/OpenGL/Filament/etc.), and GPU speed
var Viewport = MainWindow.getViewportMgr().getActiveViewport().get3DViewport();
// For each Frame # Fnum:
Scene.setFrame( Fnum );
sleep( MSecsPerFrame );
// Save Image:
var NumStr = Fnum.toString(); // You may want to '0'-pad this
var FileSpec = OutputPath + FileNamePrefix + NumStr + '.png';// Note: With Iray this outputs the Viewport contents,
// which may be different from the Viewport Camera dimensions, etc.
// Using File > Save last draw... can give different output.
Viewport.captureImage().save( FileSpec );---End--------------------------------------------------
There are some other threads about this:
DAZ Scripting: a strange experiment!Greetings,
This time it's a weird one

For the visual style i want to achieve i'm perfectly happy with the iRay Preview only. I basically never render, just save the iRay Preview drawings and then do some little postwork in Photoshop.
Now i'd love to try some animations with the same style, but as @crosswind once said to me in the forum that's not possible, either you render an animation in iRay, Filament or OpenGL.
Since i'm stubborn (and i do programming work for a living) i've been thinking to create a script that does this:
- select the first frame of an animation (currently in the timeline, of course)
- load iRay Preview for, lets say, 10 seconds
- save the current viewport drawing
- select the next animation frame
- keep going until the last frame
Now, for the question: since i don't have a lot of free time i'd like to know in advance if that's feasible with the DAZ scripting system/language, before i start studying it. Or, if is not, if there is a better way to achieve this goal (that doesn't include doing each step manually
)a big Thank You in advance









