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Tagged: Daz Studio 4.16
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sandeep.
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December 1, 2021 at 5:06 PM #1753709
@Corbeau "dozen/hundreds of G8F/M's" I think you gotta try out that yourself I'm affraid. I only use 1 - 3 carachters at a time. But - good point.
December 2, 2021 at 3:26 PM #1753955Ahem...
Actually I was alluding to my DAZ library contents (with for instance 400 G8Fs and 150 G8Ms), it has been proven that the number of morphs (due to having numerous even idle G8s and very poor Daz code and memory use) increases exponentially the loading time for even 1 character in the scene (and I have resorted to various ways to reduce the clutter but....). My maximum number of full characters is limited to 8 in a scene with decent scenery, props and lights, my renders can be somewhat acceptable in 30 minutes (or less), the main problem is loading the characters in the first place (many threads about that elsewhere). Even comparing one loading time between Daz releases would be a valuable piece of information. (For instance in DS 4.12 my G8Fs are loaded in 35-40 seconds after various "slimming" measures, previously it was 60-80 seconds, when I had a pristine Daz a long time ago, it was 2-5 seconds....When you have a complex scene with 7-8 people it becomes a disheartening bottleneck). So my previous question... (and even non pirates have the problem, reported on Daz forums and never answered)...December 2, 2021 at 5:27 PM #1754009@corbeau I see no different between 4.16.0.3 and the 4.12 version loading the characters.
Takes on my rig around 20 sec for one character. But I have only 20 Standard characters. If I have to load 8 characters in one scene, then it takes longer.
Around 3 minutes with light and environment.Before I had about 80 characters and DS was starting very slow.
The more morphs DS has to load, More slowly loading the characters.
So when I need a special character, then I just install that one.
And yes Studio has a very poor code for memory use.December 3, 2021 at 5:12 PM #1754297@lucafeelgood
Thanks for your reply, I needeed this sort of information. I understand you do not not need so many characters but I tend to craft several "actresses/actors" (ready to use in renders) in scene presets, some are very complex, mixing morphs and using converted G3. I tend to err on the safer side here, I only part with morphs I am certain I did not use at some point... I hate when a loading is broken due to lost morphs... It seems at least there is no negative impact in 4.16.03, so I may try it.December 6, 2021 at 1:24 AM #1755081Anonymous
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Is this a new standalone DS or am I supposed to update it's predecessor?
The reason I'm asking is because I did a fresh install using one of your links and got this error.The following files could not be found:
/data/Daz 3D/Built-in Content/Daz Iray PBRSkin/PBRSkin.dsfI'm guessing since I'm using it offline it won't be able to download some of the core components 🙁
December 6, 2021 at 2:38 AM #1755098@billyhill Make sure you installed the default resources for DAZ studio 4.15+. The PBRSkin.dsf should be in that file. Also, if you have the old one in your download folder you may need to delete it and the dsx manually so it will update, I don't think so but... sometimes
December 6, 2021 at 6:26 AM #1755180Does it break shared files through "piracy" protection? Or is it basically the same with minor updates? I don't won't to not be able to use zonegfx downloads anymore.
December 6, 2021 at 6:40 AM #1755183I'm just wondering if it has anything new like the "smart content" feature I should be wary of. Or does installing content work the same?
December 6, 2021 at 7:39 AM #1755199I always manual install, and just browse a properly organised library.
Never have had any issues with smart content, connect or central as I don't use them.
🙂
December 6, 2021 at 8:05 AM #1755209@eelgoo
I always use Daz install manager. All my content is smart content, whether from Daz/Rendo or wherever. I'm too disorganized and/or forgetful the other way. Never use connect/central. Just use offline mode/firewallDecember 6, 2021 at 1:55 PM #1755303Anonymous
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I will try that, thank you!
December 6, 2021 at 2:03 PM #1755304Hey! Don't update for version Daz 4.16. One designer made it and he had problems with dforce. Better to wait a few weeks longer. 🙂 I never update to a new version because from experience I know that there will be problems, little bugs ...
December 6, 2021 at 2:25 PM #1755313Oh... weird. I don't use dForce, so I hadn't even thought about it.
@hamburgler - I don't know about Smart Content enabled stuff, but it doesn't break anything I've downloaded from here.December 7, 2021 at 1:00 PM #1755590So, DForce is working much better for me under 4.16. But, I've learned a secret that helped prior to that. It is really very simple. A lot of time, having the figures move through the pose you want blows up the simulation. If you go into the Simulation Settings and change "Start Bones From Memorized Pose" to "off" the figures stay static - it seems to reduce the simulation time significantly, and you're less likely to get the DForce item exploding. I've had basically 100% success with DForce since I learned about this
Old caveats about Dforce, like remove as many objects as possible, also still help.
December 7, 2021 at 1:07 PM #1755593@chonakz I have a GTX 1080 and an RTX 2080 in my rig - so unfortunately I can't get nvLink and pool memory unless I drop another $1100 for a renewed RTX 2080... but I was always under the impression that DAZ didn't take advantage of nvLink - but will take advantage of multiple cuda cores if you have multiple, non-linked GPUs in your system. My experience is that this is the case. I don't get more memory space - but DAZ dumps the scene into both cards... in my case, scenes are limited to 8GB because both cards are 8GB cards.
But here is a tip for you. Go to EVGA and download their OC SCANNER X. It has a GPU monitoring feature that allows you to select any GPU card in your system and see the GPU temp, the GPU load, the memory load, the MCU load, and the fan speed.
It is a VERY easy way to identify if one card is crashing out during the scene load onto the GPUs and/or falling back to CPU rendering.
Bonus, it works with non-EVGA Nvidia GPU cards.
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