ZDG random Daz Studio discoveries and questions.

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited January 2018

    That is a very good question for the maintenance crew while a d-force malfunction is being cleaned up, lol.

    Love that look on her face XD

    yeah, I had some fun with that one, lol. Fw Courtney from years past.

    Good point on the recalculating everything for each ray of anything before the rendering actually starts. If SSS forces everything to be calculated multiple times before pre-compute is done, that could explain some of the stupendous compute requirements.

    Everything, including actual SSS. Which is a bit more than glorified gaussian. And even if it were, gaussian isn't exactly a free operation either!

    I do get the impression at just how much AoA is slower than all other surface shaders including snail and glacier, lol, that some stuff must be getting recalculate multiple times at least, that doesn't need to. And yes I know that a simple Gaussian isn't exactly free, yet all the implementations I've seen of it from Adobe to Gimp, it isn't exactly something that makes you wait for bloody ages for it to do its thing. I actually think a Gaussian light blur would be much faster than whatever AoA subsurface is doing, lol.

    Mery Christmas, by the way, Kettu (and others out that way)

    Thank you!!

    Sven Dullah, hope the KB is ok from that, lol.

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  • Sven DullahSven Dullah Posts: 7,621

    That is a very good question for the maintenance crew while a d-force malfunction is being cleaned up, lol.

    Love that look on her face XD

    yeah, I had some fun with that one, lol. Fw Courtney from years past.

    Good point on the recalculating everything for each ray of anything before the rendering actually starts. If SSS forces everything to be calculated multiple times before pre-compute is done, that could explain some of the stupendous compute requirements.

    Everything, including actual SSS. Which is a bit more than glorified gaussian. And even if it were, gaussian isn't exactly a free operation either!

    I do get the impression at just how much AoA is slower than all other surface shaders including snail and glacier, lol, that some stuff must be getting recalculate multiple times at least, that doesn't need to. And yes I know that a simple Gaussian isn't exactly free, yet all the implementations I've seen of it from Adobe to Gimp, it isn't exactly something that makes you wait for bloody ages for it to do its thing. I actually think a Gaussian light blur would be much faster than whatever AoA subsurface is doing, lol.

    Mery Christmas, by the way, Kettu (and others out that way)

    Thank you!!

    Sven Dullah, hope the KB is ok from that, lol.

    It's ok now, took a while to get sorted lol. It's already the 2nd time you've done that to me so I'm getting used to itcool

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited January 2018

    I was mindlessly watching YT vids last night when I came across one video that would have been incredibly helpful a few months ago for a project that I gave up on for many reasons, not to say the least "lack of time".

    Aside from the rigging that I wasn't sure how I should plan in advance for regarding the geometry of the hand props, the geometry of the claw rings was a major pain to work with UV mapping.

    And the hand device just left me with no idea how to wrap the wings around to the palm of the hand without it looking like an afterthought, lol. That area of the hand flexes quite a bit, so I decide that just was not going to happen at all. So that leaves the bracelet that was a shading anomaly mess from the beginning. I will need to remake that from scratch to properly do the gem insets on the band, and that is going to be a few months of work at best with many sleepless ripping out my hair nights, lol.

    On a brighter note, I did just get some new shirts that I'm really happy about

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited January 2018

    minor update on the dForce front. I just ordered a couple more items to try out. And while IM indicated that they installed on the R7 comp, I don't see them in the (not so) Smart tab I'm not sure yet where they ended up, yet, tho clearly what I had set out to try today is going to take longer than I have time for. In the meantime, I guess I'll go through this vid again to see if I missed anything obvious that would have caused the malfunction note earlier.

    https://www.youtube.com/watch?v=oKdVVimeWRg

    At first glance it looked simple enough, tho I'm guessing I missed something that may have been blatantly obvious if I wasn't doing a dozen other things the first time I had seen the vid.

    There has got to be a good reason the dress turned itself into a fifth element Ruby Rhod hair pom pom on P3D Mylou's chest, lol.

    https://www.youtube.com/watch?v=XlytENcWUoU

    Looks like I'm finding all the problems today

    Apparently, 8GB on the GPU or 32GB system memory isn't enough for dForce if I read the error correctly 

    https://www.youtube.com/watch?v=qc7ANwKokk0

    I've fussed with this now for a few hours and gotten nothing other than out of memory errors from dForce. I did find some good vids on advanced dForce stuff, however, I think my problems are more fundamental, lol.

    This is going to be rather time-consuming I guess.

    because once you get that "Memory Object Allocation Failure (-4)" error, you will only get immediate "clCreateCommandQueue (-5)" errors till you reboot the computer (not just Daz Studio).

    https://www.youtube.com/watch?v=k97W69Q5zK0

    Well, I just made it through that tutorial and the built-in plane and sphere tutorial just fine. I wonder if there is a limit of how many items (including figures and cloths) can be in a scene before dForce runs out of memory somewhere  is 8GB enough GPU memory for two dForce outfits?

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited January 2018

    Ha Ha, Success! Well, sort of, A partial diagnoses at least.

    That worked, it was on to what broke dForce, I tried the nipples at 25% then 100%. 25% was ok, 100% gave the ad bit of poke through seen in the next screen-cap. Not completely broken tho.

    I'm not that much of a fan of UNIX well, not that kind and it's more of a pitty for than annythingelse.

    Apparently, Geografts break the collision thing in dForce, or at least the "Critical equipment" geograft does. I'm not sure yet if that was what was breaking with the other outfit yet, tho I can imagine many other geografts being a potential issue (from clothes to horns). Speaking of creature add-ons, I mashed the buy-now button before noticing that FWSA Noelle did not include elf ears, lol.

    That was a very crafty promo pic, to say the least, lol. I was able to improvise.

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited January 2018

    ok, I went back and removed all of the 'equipment' from the figures, and it appeared to function without running out of memory

    So now I'm contemplating, what is breaking, and why is it breaking. Is it an open mesh due to how geografts work, or is it some mesh property that geografts set on the parent object that breaks the collision mechanism with dForce? I did not expect to stumble onto such a blatant limitation with dForce, I would have thought geometry in the scene is potential collision surfaces regardless what that geometry is attached to or not. I guess I have quite a few things to try at this point. (and I need a 'Thinking' emoji, lol)

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  • When 4.10 first came out, there was an issue with geografts, but it was supposed to have been fixed in a subsequent release. What version are you running now?
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited January 2018

    (missing thinking emoji) ah, 4.10.0.107. That is a very good thought. I also have (twitling thumbs waiting for Daz Studio to close) 4.10.0.123 as well, tho that one isn't linked to anything yet, I don't think  (missing thinking emoji) I'll give it a try.

    I so got to get some more SSDs to put the daz content on.  if memory chips ever go down in price to more sain levels, lol.

    Ah, the SYLM loin cloth just vanished while running the sim Is that supposed to happen?

    Thank Steveism (by Paul and Kyle) for skirt protection, lol. OK, that worked for the Geogrraft with the rest of the stuff, hmmm.

    Well, I remember now why I reverted back to 4.10.0.107 Apparently the GTX1070 and Daz Studio 4.10.0.123 can't deliver any more than 4 FPS when moving around the scene in the view field with OpenGL regardless how empty or full the scene is. 

    I don't think the GTX1080Ti is that much faster than the GTX1070, and I've yet to find a Fifty-GHz CPU to pair it up with, lol. I'm also not sure where Daz Studio 4.10.0.123 disappeared the SYLM loincloth to (apparently not Geograft related).

    (edit 2018jan19) apparently, for some odd reason, Daz Studio 4.10.0.123 is NOT kicking the GPU into "Do Something" mode unlike the former version of Studio, resulting in OpenGL trying to work on a GPU stuck at 138MHz  hence the 4FPS interface. I will try to find a driver that is not so labotomized, tho that will take a lot of time with DDU and convincing windows to not just put the old driver back in after uninstalling it.

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited January 2018

    Well, I've been thinking about two vids I've seen from CES this past week by HardwareCanucks and Games Nexus at the Silverstone booth, and that Zdg DefineFail workstation dilemma.

    I can actually imagine Dmitry saying something in line with what I'm thinking, and it would be correct. There is just no way to attach more external hard drives to a computer without it looking like a mess.

    Tho I think that new 8-drive mATX case by silver stone may be onto something for high-end workstations. It's got a dedicated cooling area for the second dedicated Iray CUDA compute card for 3D rendering, mounts for 8 more drives to have 3D content local to the workstation instead of it all being on a slow NAS, and it also has a mount for a small power supply to assist in delivering extra power to the extra stuff. Granted it's some odd-ball small form factor power supply mount, it's better than nothing, lol. There are a few other difficulties with the idea of duct taping that second drive case to your computer. One is, not only have I yet to find a good modern mATX motherboard that the VRMs won't melt on that isn't over ten years old, the PCIe riser to the second GPU in the add-on box may be a bit of a challenge to work out. Second, is finding Long enough SATA cables that won't have significant signal degradation will also be a challenge. And the last note is that if your hell bent on using a Threadripper or i9 EATX motherboard in the primary box, well, the last good EATX case I had seen was made back in the 90's if you can find it at all. Everything is small, smaller and too-small-to-fit form factors these days.

    There are more thoughts from what I've seen from CES vids, I'll just need to doodle on some pics and make some diagrams to show why I'm thinking what I'm thinking, lol.

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited January 2018

    Well, dForce is starting to get somewhere, and I have a lot to figure out still.

    G3F1W's new rug is very nice, tho I don't think that was the original intent.

    I'm not sure if the smart tab is being incredibly unintelligent with whatever it is selecting for G3F, or if I need to RTFM, lol.

    I also discovered that the zero position for the sim didn't quite work for two of the figures, as G3F1W was dragging the top off of Rosaling  . I attempted to set the left arm to be on in the rotation settings and the pose settings as the 'default' value to no avail. I simply had to move G3F1W back, run the dForce clothing sim, then move the other figure back after running the sim. It spears to work, mostly, and so far I have not noticed the dForce outfit undoing the sim simply by moving the figure around the scene unlike the former dynamic cloth tech, that is a nice improvement.

    Also, I'm not sure why the latest version of daz studio broke the "SYLM Loincloth 02" (G8F) and nothing else from that outfit combo. The other loincloth appears to work fine (Shrugs shoulders) I don't know what is going on with it at all.

    And that is about where I am at with dForce at this point, other than an apologizing for not noticing something that has been in the store for a few days now. As of typing this I do not have the entire set, and don't think I will have the funds to get the rest of the strewed parts till later on (3rd of next month).

    And without fail, as I type this, why Agung ok, no Spectrogram data from TMKS, so back to fussing with dForce, lol.

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited January 2018

    ok, short update before some shuteye. It looks like most of the SY Fantasy Wear Megapack is ok (looks really nice on Des Rosalind also), except for the one dForce loincloth that the latest ver of Studio brakes for some odd reason. I'm apparently going to need to figure out what I'm doing wrong to get the "IDG dForce - Ponchos & Tabards" to work on G3F, just placing the unfitted item is a bit finicky at best and the smart tab is no help for fitting it to G3F.

    I was able to get the Frolic Set Ad-ons under the dForce Very Merry Christmas Outfit on P3D Mylou without any difficulty at all. Both the dress and the other set add-ons have ample adjustment dials to work with.

    ok, long day, need some shut-eye, I'll get back to this after some rest.

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited April 2018

    ok, some more progress, and not necessarily for the better.

    I did some Google Fue for SYLM Fantasy outfit problems, and came up with just my former post and a lot of non-daz3d stuff, so I will guess I'm on my own for figuring out what broke with that. Uninstalled and re-downloaded the set through DIM, and loaded it up on a non-posed vanilla G8F figure (with all bump displacement and normal maps removed from the figure) at world center, and with no geografts.

    The Loincloth still disappears as soon as the sim starts.

    And brute-forcing the Poncho on to G3F figures is a Pita at best.

    There is loading the Poncho into the scene and telling it multiple times to not fit-to, nor follow, nor collide with the G3F figure you intend to put it on. Then there are the few hours of positioning the poncho so it sits in the correct position when the sim begins, on a figure that is already posed. Oh, and you need to remove the hair or the Poncho will get stuck to that, then put the hair back after running the dForce sim. I would rather Ln2 overclock an i9-7980XE CPU on a stock x299 motherboard with no VRM mods with four R9 295X2 cards also on Ln2, than deal with that again.

    As for the "SYLM Loincloth 02 (G8F)", I will assume that somewhere in the multiple dForce tabs among all the various settings I have no clue what any of them do, is a setting somewhere that did something different in the former version of studio, or did nothing at all in the former version of studio, that now breaks the Loincloth during the dForce sim. That or there is something with the geometry that no longer works in the newest version of Studio, and I have no clue what it can be or how to test and narrow down exactly what it is. As you can see in the former screen-caps, it disappears in the view-field during the dForce sim, and all that is left is a black mess where it should be in render only, I don't even know what that is all about, to be honest. If it's geometry that shows up in the render, should it not show up in the view-field?

    Oh, a random dForce how to breadcrumb vid. dForce dynamic hair, by DrNewcenstein2.

    https://www.youtube.com/watch?v=J6QCLRbW4vc

    (EDIT 02Apr2018) Looks like an update to the SYLM dForce Loincloth 02 for G8F came out on the 29th of March that appears to have fixed that. Thanks, Sickleyield for figuring out and fixing whatever that was that broke spacetime.

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited January 2018

    just some simple tests to see if there is a GPU/driver 'artifacts' with the dForce thing, needless to say, it appears to be working fine.

    I do note that the corners of the cube do have poke through with the sim, the primitive 64 face plane is not vanishing in the view field and is mostly draping fine. I'll look at the cube corners later on.

    one vid suggested fussing with the 'geometry' type (quads to triangles) to fix the odd cornering this side of the sphere, tho the other method works as well from the looks of it, just add 'SubD' and set it to a subdivision level of '2'. I have found that a level of 2 is quite good for many things without slaming the compuer to it's perverbial kneswith excesive geomitry, lol.

    running the sim on the subD variant of the plane apears to work quite fine as well. So, I will guess the pokethrough on the cube corners is probably a bend radius thing vs mesh density of the cube, or collision setting of thing. Something I'll wory about later, as it is not making things vanish, lol

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited January 2018

    Some more testing of dForce. I did not spend hours adding surface zones and re-rigging the outfits. I simply added the dForce dynamic thing to the dress (skirt and shirt) and went from there.

    From left to right is Fwsa Yulia and her Christmas dress with a Christmas texture set ("DG Iray Holiday Fabrics"? sku 35993?), Then FW Eve with Ghawazee skirt and shirt, Then Fwsa Paloma with her dress (with custom mats and Egypt sandless), then Fwsa Sandy with a kit-bash outfit (Ghawazee shirt with custom mats , and Mucho Flow skirt). For the most part, it went smoothly, only the Mucho skirt (Skirt waist) and Paloma's dress (neck trim) needed an upper zone set to not be dynamic (Dynamic Strength = 0) to keep the items from just falling off the figure. And the Ghawazee skirt with 'Friction' set to "0.10" for the kneeling pose.

    Things did not go so smoothly for Wachiwi, and I'm not sure if it is the knot geometry or a setting that caused the knot to start to hover up (and nothing else), ...

    followed by the geometry exploding, and ultimately...

    BLU-OO-OO-OO SCREE-EE-EE-EEN (OCTV). well, a crash that required restarting the computer for anything dForce to function after that. Simply deleting Wachiwi and all the outfit items from the scene didn't cut it, dForce ceased to function after that till I restarted the computer. I've seen similar before in the former version of Studio, there may be something to that,  possibly. Despite all that, the Wachiwi outfit did not just vanish,  , lol.

    I can see how simply testing something that works can be a drag for PA's, the dForce simulation is incredibly slow to run and it is shader and core limited with what it is willing to use (it does not use all the CPU cores, nor all of the GPU either). Also if the outfit crashes dForce, the PA then need to save the state everything is at in all the open programs and restart the computer just to be able to get dForce working again, making diagnosing what is broken a major PITA.

    FYI, that other thing is the EATX/SSI-MEB compatible"Define ZDG" workstation project "full tower" draft.

    The height may change some for the final thing, tho the component placement is going to be just that. An EATX mobo tray with 9 not 7 PCI slots, 4 internal 140mm fans to move air set up in a dual-camber-band-pass woofer box with sound-dampened pannels, etc, etc, etc.

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited January 2018

    I must be a glutton for punishment. After a day of adjusting a setting, crash, restarting the comp, starting Daz Studio back up, loading the test scene, waiting for the scene to load, adjusting another setting, and, crash again, lol. FUIW!


    I chose to turn off "self collide", as I figured the knot on the 'ties' was probably causing the knots to hover as dForce tried to undo the knot, lol. That ultimately did not keep it from crashing and scrambling the mesh.


    I left the 'ties' as "collision layer" 4 even tho I'm not sure that makes a dif at all with the dynamics essentially turned off for the knot. The end of the day, turning off the dynamics on the knot did let the dForce sim run to completion without hard crashing the OpenCL driver, so I'll call that a success. The numbers on the outfit below are what collision layer I have that surface zone set to.


    Side note, I do have a particular geograft there to test that as a potential difficulty with the dForce functionality, In no way is that to imply that Wachiwi actually has a full set of maps for that. I actually don’t know of any generation 6 figures that have maps for the 'brick' that don’t have massive black voids all over the 'brick' to be honest. I could probably clone-bush the maps in GIMP to fill in the gaps, tho my level of giving a rats tail after wearing out the windows restart button the past few days is at an all-time low, lol. I'm happy to get the outfit to not crash dForce and OpenCL

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited January 2018

    not yet, I was happily plugging away on the other comp to see if I could get a repeat of the forme issues, to try to narrow it down, lol. Needles to say, I have a lot to copy over on the USB ah, 'data crystal' lol. I have determined a few things that dForce does not like. Also from the former vid links sprinkled in, I've been watching a lot of dForce vids, to the point that this FX8350 computer is on the brink of memory overload crashing, lol.

    https://www.daz3d.com/forums/discussion/203081/dforce-start-here#known_issues

    I was awear of one other thread as well ^^^^ and this.

    https://www.daz3d.com/forums/discussion/207411/strange-dforce-simulation-experience#latest

    I have yet to reproduce the vanishing mesh trick tho (missing scratching chin emoji).

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited January 2018

    G3F1W was having some fun trying on outfits I guess, lol. First up is the OOT cheerleader outfit on top of Fisty's Frolic stuff.

    I have discovered that if the pose is not a close to the zeroed-pose, the figure can end up moving faster than the cloth is allowed to move, resulting in stuff getting stuck in the figure during the sim.

    Also, some surfaces that loop around on it'self to make a thick edge seam, can cause the cloth to levitate if the layers can't be defined as separate layers in the dForce tabs.

    One trick if the texture is bland enough, is to simply turn off self-collide. That invites poke threw that may be visible with some texture maps tho. In hindsight, I should have chosen a different color for that, lol.

    So setting the lower edge of the outfit's lower edge to not collide with self, and giving the "Initialization Time" a bit more to catch up with the figure made the thing ok. The top part in light gray is set to not be dynamic, I figured that would be safe that way and limit the areas that could cause dForce and OpenCL to hard crash. Black is regular dForce dynamic with no settings altered from the defaults.

    (I may be having technical difficulties, brb) The images go through the motions of uploading, however, the little thumbnail never appears when it's done.

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited January 2018

    Let's try a change of pace. There has been some debate over whether the thick seismo line is man-made or not, especially when the line gets so thick it looks like a wall of blue and no white on the heliograph (seismo) on TMKS.

    Man-made stuff tends to be a single frequancy rather than spread out a few hertz wide. Magma movement and lahars (mudflows) tend to go down a tad further in frequency than man made stuff as well. On a spectrograph, it tends to be a tad easier to tell what is man-made noise and what is the volcano doing 'something'. And as stated many times before, without other data it is near impossible to say what it is doing.  ok, I guess the forum page html is broken, back to having fun with 3D stuff, lol.

    P.S. A thanks to Jaynius, YukiZE, Andreas, and the teams at Magma and in Bali for all they have done.

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited January 2018

    One more item that threw me a bit of uncertainty of what to do, Midnight Club Outfit top. If I knew how I would have used some form of rigidity to keep the mesh folded over, however, that is beyond my knowledge nor do I think dForce can do that quite the way I'm thinking of.

    In the above render, I chose to simply have the inner 'liner' sett to not be dynamic like the inner and outer neckband layers. The rest of the black cloth zones all set to normal dynamic dForce stuff.

    The other option was to set the inner liner to collision layer 1, and the black to collision layer 2. I did go back and give that a try.

    The liner tended to slide up out of the outfit, as I had suspected without some form of rigidness to keep it folded down. Overall the outfit did appear to drape fine like that, so no that bad.

    And I discovered, that if the sim travels through something, it can be a mess, lol.

    Again, not bad at all for a simple dForce apply without redoing surface zones and all.

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited January 2018

    Having some fun with Hot Topic, and looking over notes that Kettu kindly brought to my attention, Thank you.

    First off, the purple lace part of the top was set to be collision layer 2 (the rest is layer 1), and the gray waste band set to Dynamic Strength of 0%.

    And on that last bit, a note that I find concerning in so many other guides. Let me quote a snip-it that rbtwhiz posted on the dForce Start Here thread.

    The only values for the Simulation > Structure > Dynamics Strength property on a surface and the "dForce Simulation::Influence Weights" weight map that we are confident will continue to mean the same thing are 0 (0%) and 1 (100%); the meaning of every other value between 0 and 1 is subject to change.

    AKA, "Dynamic Strength" is only guaranteed to work in the future in future versions of Daz Studio, if the values are 0% or 100% and nothing else. Unless things change, outfits made with other values are not guaranteed to function in the future. Stiffness and Damping may be better settings to use.

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited February 2018

    I thought we were past this folks.

    and no adjustments at all, not even an Expand-all.  mat presets, none that I can find  Not impressed, not at all.

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited February 2018

    well, another mystery, if not a few. All the stuff that is on the R7 system was put there by DIM (fresh install), and yet I stumbled across a mystery outfit that I can not find aside from two promo images over in the art gallery (promo1, Promo2). The annoying error message appears to provide more info than I can find anywhere else about this thing.

    (Missing file: data/mada/bardot/bardot skirt/uv sets/mada/base/default(dot)dsf)

    Apparently, this mystery outfit requires something else, and I guess that is just never going to happen, lol. It appears to be in the G3F folders, yet the Smart tab had it listed for G8F and it did not kick up auttofit. Very odd. Annoyingly, none of the 4 provided mats indicate what they're for (3DL or Iray), and all 4 kick up the same missing file error. I can't even find it in dim by typing in "bardot" so I am unable to find the product page that way, so I have no idea what this thing is or what it was installed with if it was part of something else.

    I will guess this was not part of the Karyssa8 Pro Bundle, so I have no clue where it came from, and I can't even uninstall the wretched thing.  I need coffee.

    (edit) Apparently, this thing came with the dForce plugin (missing thinking emoji), Moving on.

    Well, I think I found what I was looking for, I'm not sure I want to put myself through that much grief and anguish converting everything over to 3delight mats.

    Then again, If that really is surface zones, then I may not need to bother converting mats, I can just use 3delight shaders instead.  (missing thinking emoji) Nothing against Iray for single figure portraits on stupendously expensive GPUs, I just don't get the same level of confidence looking at Iray's resume compared to 3delight's resume. lol.

    Errrr, do not use dForce on that elf outfit with all the surface zones. it falls apart during sim, lol.

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited February 2018

    well, so much for half of what I needed to get done. Facebook is still incapable of comprehending that some people live where cell phones don't work. I got locked out again after a week, this is getting very old, and I am not impressed.

    so let me get this straight. I need to spend over 1200 dollars a year on a cell phone, submit the number on that web page, drive over an hour away from here till the cell get's enough sig to receive the SMS, then drive back home and enter the SMS code into the web page, just to get back into face book on my computer at my house. :unamused:

    And LAMH is majorly messing up in the latest ver of Studio. The rodents are bald, and the fox pose presets inst-a-crashes Studio when you try to pose the fox (and not the fur, the fox in the scene tab). At least things went much better for Elon Musk and Starman yesterday 

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited February 2018

    Well, you will have to forgive some of the stark sarcasm as it's been a very long few days with having Studio ins-ta-disappear and waiting for things to start back up again. And gets even more fun when simply loading an old scene causes Studio to ins-ta-disappear after waiting for Studio to start up after the last dump. I think I got the squalls to function after uninstalling and reinstalling the stuff a few times. The fox, on the other hand, causes Studio to ins-ta-disappear whenever you attempt to load a pose or move the fox at all.

    I noticed the discrepancy in DIM, and decided I had wasted enough time on that, as I had something else I was going to work on. I'm not sure why DIM appears to be attempting to install stuff in a folder that does not exist on a drive other than where it was instructed to put the suff.  Most M.2 drives are incredibly small and stupendously expensive compared to any other form of file storage, especially when it's already consumed by the Operating system, I find it difficult to believe that some things still can't work on more than one hard drive these days, lol.

    Oh, and by the way, some say the right-click menu-Open-in-new-window thing is the new Quicklaunch bar replacement in Win10, so why does that right-click menu not work most of the time (right click and nothing happens). And why do the program thumbnail views keep getting in the way when I'm in a window doing something, and refuse to get out of the way. That is incredibly obnoxious to put up with when working on stuff, lol.

    So, moving on. FWSA KhloeHD, a very cute Elf (according to the ear dial, not a Fae? shrugs). The outfit in the promos, I'm not too sure about. And I'll guess the artist that made the promos had to stumble onto the same issues I had with the outfit. I never got to the point of looking for 3DL mats or converting the maps over to 3delight shaders, there was just too many distractions the past few days, and AElflaed's Fancy Shaders was just much easier and less grief to set up on the outfit.

    The outfit completely falls apart if you attempt to use dForce on it, and it is not exactly generation 8 compliant looking at how the skirt fails to follow the figure. At least there is no visible poke-through on everything except the skirt that is clearly inside the figures right leg. So the Skirt had to go. And I was not going to fuss with the distorted belts over a dForce Skirt.

    I'm not going to say that Teen Kitty Skirt is problem free, the stitching between the skirt and waste-band appears to be almost falling apart in quite a few spots with dForce. However, that combo provides something that Nothing Else in the store provides, A Normal Skirt. I have grown tired of the Urkel style skirts, as if there is some kind of ban on showing the figure's belly these days. It's kind of satisfying to watch the dForce sim while the skirt drops down to where it would Actually sit on someone instead of having "gravitational difficulties", lol.

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  •  

    I noticed the discrepancy in DIM, and decided I had wasted enough time on that, as I had something else I was going to work on. I'm not sure why DIM appears to be attempting to install stuff in a folder that does not exist on a drive other than where it was instructed to put the suff.  Most M.2 drives are incredibly small and stupendously expensive compared to any other form of file storage, especially when it's already consumed by the Operating system, I find it difficult to believe that some things still can't work on more than one hard drive these days, lol.

    Was that a clean install or an update to a previous install, which may have gone to the C: drive? You have updates set to go to their isntall path, meaning the folder they were initially placed in, so if that was an update and you had originally installed to C: then it's giving the expected result.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited February 2018

    that is on the new R7 1700 GN-build, it's all fresh install. and reinstalled a few times now, lol. I don't know, and I'm not sure the paths are the prob. It appears to be related to how Studio 4.10 behaves with the LAMH plug-in when posed.  I have added that C drive path to the library listing setting in Studio, with no apparent change in LAMH behavior. Posing the fox, still causes Studio to vanish, not crash with a dump report, just blink out of existence, lol.

    I am aware that posing the fur will cause Studio to blink out of existence, tho this is posing the fox it'self and not the fur.

    Post edited by ZarconDeeGrissom on
  • LaMH will place its registration files in the Docuemnts/Daz 3D/Studio folder, so if your docuemnts folder iss till on C: it will use that. I always advise moving the Documents folder (and Pictures, Music, Videos etc.) before installing any applications.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited February 2018

    yeah, I'm still new to this win10 nightmare. I never got to move 'my documents' pointer after failing to find a way to change the default icon fonts.

     You simply can't change the fonts at all in windows 10. ha, some improvement that is, lol.

    Ubuntu Mate is looking more and more attractive every day I look at win10.

    (FYI, screen-cap from windows 7) Thanks to TreyM on GN discord, I did just get the quick launch thing going on win10, it was hidden quite well in obscure settings and secret folder name paths.

    https://www.howtogeek.com/howto/windows-7/add-the-quick-launch-bar-to-the-taskbar-in-windows-7/

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited February 2018

    I fell asleep on the KB, and there is so much in win10 that I have not been able to figure out how to do. It really feels like trying to customize a mac OS, lol. Cant even save the theme in the post above from win7 and load it up in win10, the fonts do not change, and half the other stuff as well. the win10 GUI is a major step back from win7/XP/98/95/etc.

    In other news, it looks like I have random gen 8 poses that break dForce stuff for some odd reason. it looks like some poses cause dForce stuff to explode (2 of for sure) out of the sets I have. This has me thinking about something else that was giving me some grief on G8F as well, tho I don't have time to look at that.

    Something is not good, and I can not figure out what. I've reinstalled everything dForce and gen8 related twice, tried it in two versions of Daz Studio, with the same result.

    As for other things, I have not gotten any lower end 4GB+ graphics cards to test in Iray, for two reasons. One is that there almost never in stock, and the other is I'm not willing to pay over 1.5x MSRP for anything. Most things I will not pay more than MSRP for in any circumstance, especially low-end graphics cards. The prices that GPUs are at today is just stupid. A consumer gaming card/CPU should never cost more than an industrial counterpart, ever. It was sad to see nothing in the store with more than 2GB in Paul's vid on the 500usd PC with an AMD APU that cannot do Iray on the iGPU.

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