Rendering problems
halfhalf
Posts: 11
Hi,
I have some issues with the rendering of some scenes. When I use some models, like Murphy HD, my renderings leave many blank pixels. I joined a jpeg file to show you the result.
I've tried to modify the render settings, but it didn't change anything (probably I didn't modify the right settings...)
My graphics card is a Gigabyte GTX 1060 and my CPU a Intel i5-9600K LGA1151 3.7 Ghz/9M.
If someone could help me to improve my renders, it would be much appreciated.
Murphy.jpg
700 x 910 - 193K
Comments
How long did you let it render?
and how is the scene lit, and is it in an enclosed space like a room?
I let it render till the end, it lasted maybe 1 hour and a half...
If it lasted two hours that would be the initial maximum time. What was the convergence ratio at the end (check the log file, Help>Troubleshooting>View Log File)?
I've tried another render for the same result. The rendering was a little shorter than I thought : 1 h 5 min. The end of the log file is :
2019-02-07 01:01:04.997 Iray VERBOSE - module:category(IRAY:RENDER): 1.0 IRAY rend progr: 95.02% of image converged
2019-02-07 01:01:05.044 Iray INFO - module:category(IRAY:RENDER): 1.0 IRAY rend info : Received update to 01605 iterations after 3795.633s.
2019-02-07 01:01:05.044 Iray INFO - module:category(IRAY:RENDER): 1.0 IRAY rend info : Convergence threshold reached.
Then the lighting is bad or some other issue is resulting in the render to come out so bad. What lighting are you using?
On this particular exemple, I used the lights by default. As I am a beginner in Daz3D, I'm not used to change and organize the lighting yet :)
If it may help, there are some warning infos appearing at multiple times in the log file :
2019-02-06 23:57:18.800 WARNING: general\dzmorphdeltas.cpp(342): Invalid vert count specified in DzMorphDeltas::setTargetVertexCount()
2019-02-06 23:57:48.400 WARNING: cloud\dzcloudtasknotifier.cpp(178): peer performed orderly shutdown errno=0
2019-02-06 23:57:49.321 WARNING: dzneuraymgr.cpp(307): Iray WARNING - module:category(MATCNV:RENDER): 1.0 MATCNV rend warn : At 'DS_Neko Hair Genesis 8 Female__Side2_aea_220.volume.absorption_coefficient': unsupported function call: 'operator/(color,float)'
I really don't understand how the attached image could be 95% converged, even allowing for the background pixels.
The error messages are mostly not relevant - the only one that might matter is the last, though since it seems to be an issue with handling the hair sahder I don't think it would account for the skin being that noisy.
Yes, it seems the skin of Murphy is the problem here. I get sometimes a few blank pixels with models like Amira or Andrea, but not so much...
Did you change her skin materials? If not, she comes with a legacy skin preset to fix some rendering issues. Give that one a try.
Another thing to try out would be to turn draw dome on in the environment rendersettings.
I had this issue sometimes with nail materials, changing their sss settings from chromatic to mono in the surfaces pane did help.
Thank you very much Punky : I followed your advice, and it worked !
Thanks all of you for your time !
Hi, I am using Daz 4.10 pro. I recently just could not open the render setting pane. Anyone could help? Thanks.
You could try reloading your layout (Window>Workspace>Select Layout) or, if you don't want to lose the rest of the layout, you could see if it's been dragged off-screen: Window>Off Screen Pane(Tabs) Groups... will bring any panes that have been dragged off-screen back to the centre.
thank you. I tried both way, but I still could not open the render setting pane. I tried to re-install the program, but still the same. I could see the tiny tag, and the render and the render editor work, only the setting window does not pop up.
oh, it works! it only appear in somewhere. Oh, thank you very much. You save me!
I have this Daz app on my daughter's HP 690-0024 "gaming system". She was no longer able to render anything after the latest upgrade. For about $1000 I thought it was a good deal for her. Alas after research I discovered that the current release of Daz pretty much requires a Dforce card with a minimum of 4MB. I bought that. Yet, her system only had 8 MB of RAM. Again I purchased a GTX 1670 (?)... with 4MB, but with CUDA cores (Nvidea proprietary) ...still no dice. I then shelled out about $160 for 32 MB Crucial Ram. Problem resolved. My kid's is almost like mine. Her creativity thrives.