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There is a thread about this in the Daz3D forums: https://www.daz3d.com/forums/discussion/132951/tutorial-iray-server-render-farm-batch-rendering-for-daz-studio
It's 2 years old but the pane in DS 4.10 still looks the same, so perhaps it still works that way? Keep in mind that minimum license costs (2 PCs / 1 year) are as much as a new GTX 1080...
@Fisherman_B
I knew the GTX 1080 Ti is a beast, but I did not expect such a subordinated effect of the i9. Of course this is completely different when comparing to systems without a powerful Nvidia GPU and a i7 or older CPU.
I have always had much bigger gains with upgrading my GPU compared to my CPU gains, so I knew that was the case even if I hadn't really thought of it in that way before. But now your test numbers are making me think.....do I want to sell my soul for 2 GTX 1080 ti's.....or hold out for the RTX 2020 Ti's. The ray tracing aspect of those cards perked my intrest but atm they cost as much as GTX 1080 ti's and have lot less memory. Oh decisions decisions lol!
Seriously though, thank you for the numbers. You were right, they show rathr clearing the gains to be had with another GPU!
~ Novbre
I really haven't found good documentation on Instances. I think the Memory vs. Speed thing has to do with whether multiple copies of the geometry and textures are loaded into the graphics card (faster?) or just one copy (less memory used?), but this is just a guess. I only know from word of mouth in the forum, that it can be a critical factor in a scene with lots of instances. If you only have a few instances, you can often get by with leaving it on Speed.
The way SubD Displacement Level in Surfaces works has changed over time, because I'm told that an error in Iray was later corrected. My current understanding is that if you specify a level of SubD displacement in the Surfaces pane, that level of mesh subdivision will be applied to the entire model, not just the surface you changed. I do not understand why it can be specified on a surface by surface basis, if it applies to the whole model. Maybe Richard can clarify that. But anyway, every time you increase subD by a value of 1, you multiply the amount of geometry in that model by 4 (sub D divides one quad face into 4 faces). By the time you've increased subD from 0 to 3, you have increased the geometry by a factor of 64 (4*4*4=64).
Here is a cautionary tale based on my experience and full of my opinions: For example, if some vendor decides they are going to apply a displacement map to the lips of G8F, and their Materials preset sets SubDivision Level in the Lip surface to 3, they have done the equivalent of changing your whole G8F to High Resolution with Render SubD Level of 3. This happens even if you have set that G8F Mesh Resolution to Base, thinking that G8F in the background doesn't need subD. By simply applying that vendor's skin material to your G8F, you have increased the geometry load of that G8F by a factor of 64 - We are talking about going from 10s of thousands to millions of polygons. So, just changing materials on a model can drastically change the geometry load on the render, too. And the really sad thing in all this is that many of the detailed displacement maps added by vendors are ineffective. Iray cannot reasonably resolve that level of displacement detail. Look at some of the detailed displacement maps added to some Iray hair shader products. Ridiculous in my opinion. And here is another gotcha: if you increase the SubD Displacement Level high enough to try to get reasonable displacement detail, Iray may decide that value would create too much geometry, and silently use a lower value than what you have entered. The only way you will know that that happened (other than seeing that it made no change in the appearance of your render) is by looking in the Daz Studio log file. Displacement in Iray simply is not designed to not work the same way as displacement in 3Delight. Trying to make it do so is a futile waste of resources, in my opinion. This is not to say the Displacement is useless in Iray; it is not. But you must temper your expectations and be aware of the consequences of your setting choices.
There's also this thread that has an exceptional amount of information on GPUs and the effects on rendering, with a benchmark scene.
https://www.daz3d.com/forums/discussion/53771/iray-starter-scene-post-your-benchmarks/p1
It's interesting to see the results of the newest cards and they talk a lot about the mechanics of pooling VRAM and optimizing render speeds (from the hardware side)
As it's the last day of the month I will make this my final entry
In Her Sights
Thanks!!!
Edited to include attachment.
It's December now. so this challenge is closed. Thanks for participating. I hope you got a lot out of it.
Boo hoo, I kept forgetting I was taking part. Maybe in December, I'll be more focused... Maybe.
Obviously not an entry at this point, but here's how it ended up. I went with brighter light in the end.
That's awesome Tigeranne! Now (at least for me) the FIRST thing I notice is that pose. Then it's pulled to the spots of colour in the flowers, then around to take in all that gorgeous green. The DoF is pretty awesome too! The lighting added a lot of white highlights to the figurine too, which helped ease all the green the was reflected back into the scene in your previous versions. Great job, it's a beautiful scene!
~ Novbre
Challenges come and go, making something beautiful is forever. That really pops with the new lighting.Well done.
I think that would be an impressive piece reproduced in the real world. Perhaps 3D printed.
Yes, the new lighting sure helped show off your materials. Thanks for posting your final version.
Aww, thank you, guys! I learned a lot about shaders from this.
November 2018
Showcased Participants for the November Materials Challenge
Realistically Speaking
For this Showcase we looked at the artist who we felt best changed materials in such a way that it added realism to the image and made it feel very grounded..
For those reasons we have selected Fisherman_B to showcase
Everything Must Go
For this Showcase we took a look at who we felt changed materials in their scene in such a way that it gave things a new look and feel
The New User we felt best showed that this month was dtrscbrutal
Born This Way
For this Showcase we took a look at who we felt changed materials in a way that seemed like it was always that way to begin with and natural in look and feel
The New User we felt best showcased those things this month was Novbre
And we also wanted to spotlight TigerAnne as well. While you didn't get your final in quite on time, you did a wonderful job and we were impressed with all the work you put into it.
Thank you so much! Congratulations to the fellow showcased.
Thanks for my part as well and congrats to everyone, we all won by learning and getting inspired.
Congratulations to all the winners! Fisherman_B is right, the prize is what we learn during these challenges! Let's really step it up in 2019!