Frequent crashes
I am working on a scene and Daz Studio crashes every 10 minutes or so.
The RAM is nowhere nere used to it's maximum.
It is not a very complex scene. I use some props, Cheriocrates, BWC sky (deleted the lights), a few characters and around 12 lights of various types.
For some reason Daz Studio crashes very often. I normally don't have this kind of problem.
The computer is almost brand new and I have the latest drivers for the graphics card installed.
I have no clue how to fix this or why the problem occurs.
Anyone who has an idea?
EDIT: Yes, I have restarted the computer. Numerous times.
Post edited by reserv888 on
Comments
I might have a clue now...
The characters have a lot of smoothing on the clothes (Morphing Business Suit). When I change anything that requires a new smoothing iteration, I have not always let the computer finsish the smotthing process before I make other changes.
Can that cause the crashes?
...or not...
This time it crashed in the middle of a render.
What are your system specs, operating system, and amount of RAM, and is it the 32 bit or 64 bit version?
That could certainly cause crashes.
@JImmyC
Thanks for your reply.
I would be very surprised it it was a hardware issue, but here are the specs:
Windows 7 (64)
Daz Studio 4.6 (64)
Intel I7 4930K, 3,4 GHz
16GB RAM
I don't think it is hardware either, you have the same specs as I have (more or less)
If you are using excessive amounts of smoothing, that could certainly cause it, particularly if you don't let the smoothing iterations finish before trying to do something else. I seldom use smoothing at all. Why are you using so much smoothing, is it to fix poke through problems? If so, there are better ways which are less processor intensive.
@JimmyC
Yes, it's to correct poke through problems.
I don't believe I use excessive amounts of smoothing. I just use what's needed to fix the poke throughs, but I'd be happy to hear better ways to fix that.
There are several ways to fix poke-through, a very common problem in both DS and Poser.
The easiest way, is usually to hide the body part (assuming that it is all covered by the clothing). Use the Scene pane for this.
There is also 'Poke Away' which provides morphs sliders in the Parameters pane which reduces the size of body parts. I see it is a little more expensive that it was, but still cheap I think : http://www.daz3d.com/poke-away
Have you tried any of these?
@♀JimmyC
I hide body parts, but I haven't used Poke-away. Seems good. Got to get it. A pity it isn't for Genesis 2.
While we are on the subject of poke throughs; what do you do when clothing collides with both the figure and other clothing items?
(Apart from Poke-away and hiding)?
Clothing is usually not designed to go on top of other clothing, unless it is designed that way of course, like a jacket on top of a waistcoat for example, then there is usually a morph in the Parameters pane to accommodate that.
If the items are no meant to go together, Hexagon would come in handy, send it to Hex, adjust it, send it back and create a morph for yourself.
Another tip...if you are putting a jacket over a shirt. Make shirt the collision item for the jacket...
@JimmyC
Thank you for the link. I will get both of them.
I often kit bash, so no, they aren't ment to be used togeher usually.
I have Hexagon but haven't dared to use it yet. Guess I should start learning it.
@mjc1016
Thanks for your reply.
The problem is when I have for instance, a top, jeans and a jacket. If the top doesn't cover the arms then the jacket collides with Genesis, the top and the jeans.
I agree we do need multi collide for many items. But often I load a body suit over my Figure and make it invisible in render. I then collide over items to it and under items to the figure.
EDIT: the Supersuit is great for it, you can enlarge areas of it for poke through fixes as well, that lowers the need for collisions most times.
There's also the often overlooked push modifier...sort of an 'inverse' smoothing. It pushes the item away from the collision object. It defaults to a value of 1 when applied...that translates into 1 cm in DS...which is way too much. Go for much lower values...0.01or so...