3D-Daz Daz3d Art - Show Us Your DazSkill

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G27111

Active Member
Feb 21, 2021
730
1,356
idk what has happened to my render times, one literally timed out because it took too long. it was going for 1hr 30 min and did 50% at 1080p.. i didnt even realise there was a time limit so i upped it. Does enviroment really change it that much? the ones i did yesterday can be found here and had loads of light and was pretty clear space and this one is in a bar which i put more light in and did depth of field with camera, i lined her up in the depth of field too. going to leave it overnight and see if it works this time.

wish i could get a new pc im still using my 1080 that i got like 5 years ago lol
 

Impious Monk

Active Member
Game Developer
Oct 14, 2021
689
3,535
idk what has happened to my render times, one literally timed out because it took too long. it was going for 1hr 30 min and did 50% at 1080p.. i didnt even realise there was a time limit so i upped it. Does enviroment really change it that much? the ones i did yesterday can be found here and had loads of light and was pretty clear space and this one is in a bar which i put more light in and did depth of field with camera, i lined her up in the depth of field too. going to leave it overnight and see if it works this time.

wish i could get a new pc im still using my 1080 that i got like 5 years ago lol
You're probably overtaxing your graphics card and it's falling back on the CPU. You can change that in your render settings. But the root problem is with your scene. You've got to look at how big and complex your scene is and take out unnecessary things. When I first started with Daz I didn't realize that objects which are not in the render screen but still present in the screen will go towards your VRAM limit. If you hide everything that's in the scene but not in the viewport you'll alleviate a lot of the burden on your GPU. If that still doesn't work, you'll need to find a way to optimize the scene for rendering. There are a number of ways to do that, depending on your scene, but one tool that can help is Scene Optimizer:



Otherwise, if you use Google to search something like, "reduce VRAM in Daz" you should find a lot of helpful threads.

Be sure to check your log under troubleshooting. That will confirm whether you're falling back on your CPU.
 

G27111

Active Member
Feb 21, 2021
730
1,356
You're probably overtaxing your graphics card and it's falling back on the CPU. You can change that in your render settings. But the root problem is with your scene. You've got to look at how big and complex your scene is and take out unnecessary things. When I first started with Daz I didn't realize that objects which are not in the render screen but still present in the screen will go towards your VRAM limit. If you hide everything that's in the scene but not in the viewport you'll alleviate a lot of the burden on your GPU. If that still doesn't work, you'll need to find a way to optimize the scene for rendering. There are a number of ways to do that, depending on your scene, but one tool that can help is Scene Optimizer:



Otherwise, if you use Google to search something like, "reduce VRAM in Daz" you should find a lot of helpful threads.

Be sure to check your log under troubleshooting. That will confirm whether you're falling back on your CPU.
thanks man, appreciate the feedback and ill look into it all in the morning. it will probably make sense for me to pick smaller sets or try delete stuff around, i thought it was only the stuff in view that mattered so thats a rookie mistake lol
 

rayminator

Engaged Member
Respected User
Sep 26, 2018
3,133
3,207
thanks man, appreciate the feedback and ill look into it all in the morning. it will probably make sense for me to pick smaller sets or try delete stuff around, i thought it was only the stuff in view that mattered so thats a rookie mistake lol
another thing is how many light that you are using video card have a limit with lighting as well mostly for spotlights,pointlight,distantlight but mash light that you create I don't know about them

to check how much your gpu can handle open preference/interface/hardware details

Untitled-6.png
 

Night Hacker

Forum Fanatic
Jul 3, 2021
4,809
23,246
another thing is how many light that you are using video card have a limit with lighting as well mostly for spotlights,pointlight,distantlight but mash light that you create I don't know about them

to check how much your gpu can handle open preference/interface/hardware details

View attachment 1709811
I have a GTX1050TI and my features are identical to that, so his probably are as well.
 
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m4dsk1llz

Engaged Member
Feb 13, 2019
2,694
18,285
You can't go by that hardware details screen, it hasn't been accurate ever since I can remember. With a RTX3090 I get the same Maximum Number of Lights, Number of Texture Units and Maximum Texture Size and I have actually seen a YT video where a guy with a RTX3090 loaded 14 HD characters in a scene before it failed. No way you could do that with a RTX2060 or a GTX1050Ti.

You will just need to experiment a bit with what you load, and maybe use a package like which will reduce the load on the GPU.
 
Feb 11, 2022
123
2,654
another thing is how many light that you are using video card have a limit with lighting as well mostly for spotlights,pointlight,distantlight but mash light that you create I don't know about them

to check how much your gpu can handle open preference/interface/hardware details

View attachment 1709811
That does not work how you think. Maximum Number of Lights indicated there means you can only see 8 active light in the interactive viewport via OpenGL rendering (texture shaded etc.) but you can have virtually unlimited number of lights in an iRay render as far as I know. You can test this out by creating an empty scene with a ground plane, zero environment strength with draw dome : on draw ground : off and putting more than 8 spot/point lights above the ground plane side by side. You'll see no matter how many you bring into the scene, they will all work.

If that was not the case, we wouldn't be able to render a scene with 100's of candles or basically, any of our renders because we built an intricate light rig with tons of emissive lights. We used to build them with spotlights/pointlights and such but decided to fully convert to mesh lighting because it is a lot less taxing compared to studio lights yet we can confirm, you can have a lot more than 8 in a scene whether its studio or mesh lights.

-Raven
 

uncleomf

Active Member
Jul 3, 2021
732
13,194
You can't go by that hardware details screen, it hasn't been accurate ever since I can remember. With a RTX3090 I get the same Maximum Number of Lights, Number of Texture Units and Maximum Texture Size and I have actually seen a YT video where a guy with a RTX3090 loaded 14 HD characters in a scene before it failed. No way you could do that with a RTX2060 or a GTX1050Ti.

You will just need to experiment a bit with what you load, and maybe use a package like which will reduce the load on the GPU.
Scene optimizer is indeed powerful. With RTX3080ti, 1080ti and 3970x, It takes an hour to render a scene with 6HD characters. After scene optimizer, it takes 5 minutes to render 3000iterations.
 

Zavijava_

Active Member
Oct 19, 2020
578
10,701
Can confirm, Scene Optimizer is a godsend when trying to cram a scene with multiple waifus onto my 1070. (Especially when you get assets with 4K textures on a single pencil that isn't even in frame...)

---

Some random character studies from today while trying to brainstorm my way around writer's block!

Ashley and her mom (Does she pass as her mom? Might need another aging morph), who's let herself go a bit lately...

Natasha.png_intel.png

She cleans up nicely! (have writer's block with a certain character? Outline A WHOLE 'NOTHER CHARACTER'S STORY ARC!

Natasha2.png_intel.png

Triplets? Or one MILF with the ability to clone herself? ;)

Maries.png_intel.png
 
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5.00 star(s) 13 Votes