Issue with renders

More info here including links to example images: https://old.reddit.com/r/Daz3D/comments/qqergb/shader_issue_unable_to_solve/?

Basically last night I was doing some renders, and all of a sudden, my results just went really, really whack.

I've tried 3 NVidia driver clean installs of 496.69, 472.13, and 472.39 (Studio Drivers).

I've tried CPU only rendering, swapping out the 3090 for a 1080TI I had in the closet, all have the same issue.

I've done a fresh install of Windows 10 (reformatted the C drive), re-installed Daz.  I've tried moving my Daz 3D Library and re-downloading files from DIM, same issue.

Anyone seen this before?  Could it be CPU/Ram/Motherboard?

Comments

  • System Information:

    NVIDIA System Information report created on: 11/09/2021 15:30:07[Display]Operating System:	Windows 10 Pro, 64-bitDirectX version:	12.0 GPU processor:		NVIDIA GeForce RTX 3090Driver version:		496.49Driver Type:		DCHDirect3D feature level:	12_1CUDA Cores:		10496 Resizable BAR		YesCore clock:		1860 MHz Memory data rate:	19.50 GbpsMemory interface:	384-bit Memory bandwidth:	936.10 GB/sTotal available graphics memory:	57316 MBDedicated video memory:	24576 MB GDDR6XSystem video memory:	0 MBShared system memory:	32740 MBVideo BIOS version:	94.02.42.00.A9IRQ:			Not usedBus:			PCI Express x16 Gen4Device Id:		10DE 2204 87D91043Part Number:		G132 0010[Components]nvui.dll		8.17.14.9649		NVIDIA User Experience Driver Componentnvxdplcy.dll		8.17.14.9649		NVIDIA User Experience Driver Componentnvxdbat.dll		8.17.14.9649		NVIDIA User Experience Driver Componentnvxdapix.dll		8.17.14.9649		NVIDIA User Experience Driver ComponentNVCPL.DLL		8.17.14.9649		NVIDIA User Experience Driver ComponentnvCplUIR.dll		8.1.940.0		NVIDIA Control PanelnvCplUI.exe		8.1.940.0		NVIDIA Control PanelnvWSSR.dll		30.0.14.9649		NVIDIA Workstation ServernvWSS.dll		30.0.14.9649		NVIDIA Workstation ServernvViTvSR.dll		30.0.14.9649		NVIDIA Video ServernvViTvS.dll		30.0.14.9649		NVIDIA Video ServernvLicensingS.dll		6.14.14.9649		NVIDIA Licensing ServernvDevToolSR.dll		30.0.14.9649		NVIDIA Licensing ServernvDevToolS.dll		30.0.14.9649		NVIDIA 3D Settings ServernvDispSR.dll		30.0.14.9649		NVIDIA Display ServernvDispS.dll		30.0.14.9649		NVIDIA Display ServerPhysX		09.21.0713		NVIDIA PhysXNVCUDA64.DLL		30.0.14.9649		NVIDIA CUDA 11.5.76 drivernvGameSR.dll		30.0.14.9649		NVIDIA 3D Settings ServernvGameS.dll		30.0.14.9649		NVIDIA 3D Settings Server

     

  • margravemargrave Posts: 1,822

    The guy's skullcap being black implies there's an issues with transparencies. What are their coordinates in world-space? If they're too far from 0,0,0, the transparencies start to bug out.

    I've also seen similar things to the girl's skin when I accidentally applied a geoshell material to the figure instead of the geoshell.

    It might also be an issue with backface culling. Try changing the backface culling in the options menu.

    Do you still get these errors with a fresh scene?

  • ArathSinArathSin Posts: 10
    edited November 2021

    margrave said:

    The guy's skullcap being black implies there's an issues with transparencies. What are their coordinates in world-space? If they're too far from 0,0,0, the transparencies start to bug out.

    Not in my experience.  I've got a set of islands where I can put characters 700k from 0 and still render fine.

    I did some more testing, and the problem seems to be with the "iRadiance - HDR Mesh Lights Volume 2 for IRay" package in conjunction with the latest Daz Beta (4.15.1.91).

    If I just load a Gen8 figure and a light prop, it's incredibly washed out.  Here's the same scene in both 4.15.0.30 and 4.5.1.91:

    I use it quite a bit, so it might be the reason for a lot of the issues I was seeing in old scenes.  If it's not the asset itself, then it's something with lighting in the latest beta.

    Post edited by ArathSin on
  • margravemargrave Posts: 1,822

    ArathSin said:

    Not in my experience.  I've got a set of islands where I can put characters 700k from 0 and still render fine.

    You must be toggling Instance Optimization to "Memory" then. That will recenter your camera at world origin and avoid the transparency/subsurface scattering problems. Though I doubt they're rendering fine, since changing Instance Optimization doesn't fix the displacement map issues that distort your mesh when it's so far from the origin.

  • margrave said:

    ArathSin said:

    Not in my experience.  I've got a set of islands where I can put characters 700k from 0 and still render fine.

    You must be toggling Instance Optimization to "Memory" then. That will recenter your camera at world origin and avoid the transparency/subsurface scattering problems. Though I doubt they're rendering fine, since changing Instance Optimization doesn't fix the displacement map issues that distort your mesh when it's so far from the origin.

    These characters are 22k,5k,-26k from origin, and it looks 'fine' to me (other than her expression, no idea what I was thinking there).

  • SpaciousSpacious Posts: 481

    I don't think it would explain whatever is going on in the first picture, but in the second example it looks like you have tone mapping turned off.  The first picture looks like what other people are suggesting.  There is deffinitely a different version of Iray in the newer verdsions of DAZ, and a few things are a bit different.

  • margravemargrave Posts: 1,822
    edited November 2021

    ArathSin said:

    These characters are 22k,5k,-26k from origin, and it looks 'fine' to me (other than her expression, no idea what I was thinking there).

    This is what characters look like at those coordinates if you have Instance Optimization set to either "Speed" or "Auto".

    And this is what characters look like with the X Position bumped up to 220,000. Notice how the skullcap is cutting chunks out of the figure's head, just like your first picture.

    I'm guessing whatever island product you're using enables instances automatically (by setting it to "Memory"), so they can populate it with grass and trees without destroying your RAM, but the beta has issues with the instancing system.

    michael1.png
    475 x 845 - 1M
    michael2.png
    475 x 845 - 1M
    Post edited by margrave on
  • MattymanxMattymanx Posts: 6,898

    As a general practice, I always move my set around and leave the figures near center, as much as possible.

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