Home Page › Forums › General Chat › Do we really need a RTX3090 for Linday's hair?
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yngvarr.
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December 16, 2021 at 2:39 PM #1758379
I know that Linday's hair is a very heavy product for hardware. But I did not expect that it would not fit in 11 GB of my 1080ti. In addition to hair, there are quite a few in the scene: genesis 8, clothes, horns (from Torrent 8.1, which have a fairly high level of subdivision) and wings. That is all. This problem made me think about the RTX3090 for the first time.
Simplifying the hair Resolution level to the base and increasing texture compression in the render settings allows me to place the scene in the memory of the video card. But add something to the scene and the render falls on the processor again.
Maybe I missed something? Do we really need a RTX3090 to work with Linday's hair?
dForce Classic Blowout Hair for Genesis 8 and 8.1 FemalesDecember 16, 2021 at 8:04 PM #1758486More than a few dforce hair eating too mutch ram.
December 16, 2021 at 8:06 PM #1758489December 16, 2021 at 9:38 PM #1758514December 16, 2021 at 9:45 PM #1758520TBH at least for single frame renders, older hairs with IRay shaders are a better bet IMO.
I even have quite a few V4 hair styles which still look great.
🙂
December 16, 2021 at 10:11 PM #1758527@eelgoo, I agree, but the older the hair, the fewer morphs they have. Not to mention the dforce. And IMHO Linday’s hairs are the best offer in the Dazstore for today.
December 16, 2021 at 10:15 PM #1758529Animation is a totally different ball game really.
What works for one medium doesn't necessarily for the other.🙂
December 17, 2021 at 9:19 AM #1758662I think the problem with the Blowout hair eating all your VRAM is because it's been made as a series of tubes rather than polylines/fibermesh. The tubes have far more vertexes and collision points than the polylines and I'm guessing that's what taking up all the VRAM and also making simulations run so slowly.
December 17, 2021 at 2:32 PM #1758805@SkippyTheMeh, actually the simulation is quite fast (2-4 min). Classic Blowout Hair has a complex geometry - this is a fact. But why does the scene with three G8f dressed in a bunch of clothes and rather complicated hair (from outoftouch for example) place in the vram, but Linday’s hair does not?
December 17, 2021 at 2:42 PM #1758811It could be texture map sizes but looking at them, they don't appear to be massive. I suppose the shaders could be loading the maps multiple times, once for each 'strand' but that's no different to how normal, card-based hair shaders work.
Stupid question, but are you saving, quiting and reloading between running the sim and starting the render? It could just be a case of Daz and Iray's sh***y memory-management not cleaning up properly after the sim.
December 17, 2021 at 2:53 PM #1758821@SkippyTheMeh, I opened the scene with the saved simulation and then ran the render. I even tried rendering without simulation. The result is the same. I have no idea why this is happening. Looks like a terrible optimization and there may be a memory leak.
December 17, 2021 at 4:27 PM #1758847@cage, I thought about doing this, but I estimated the number of frames and had to give up the Linday’s hair until this technical problem was solved.
December 18, 2021 at 9:47 AM #1759005@Yngvarr, It's the smoothing SubD levels on the hair that's eating your VRAM. It loads with View level SubD at 2 and Render Level at 3 by default. Try setting them both to one; doing so dropped my VRAM usage from 8gb to 4gb with just G8 and the hair loaded.
December 18, 2021 at 10:59 AM #1759045@SkippyTheMeh, thank you for trying to help. Reducing the subdivision to 2 reduced consumption by 0.6 GB in my case. Further reduction of the subdivision has already given only 0.3 GB. The hair began to fit into memory, but still the vram is almost completely clogged. Adding another character to the scene causes a lack of memory again. Still, the hair is too heavy for 11GB of vram. I'll have to refuse.
December 21, 2021 at 5:40 AM #1759936Also Torment horns are freakishly huge poly wise on their default setting. Maybe consider lower the subd to 3 or 4? Im pretty sure they load at subd 6 (approximately 3mil poly for both horns)
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