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At least with SubD, you can fairly easily set everything except the ground/floor to Base resolution, which should at least help.
3Delight in 4.8 is 10 to 60% FASTER, in general, than the version in 4.6. That is a simple fact, supported with plenty of renders and from the 3DL devs.
That doesn't mean EVERYTHING will be faster...nor does that mean Studio itself is faster. There is a lot more, depending on the shader, going on BEFORE the scene is passed to the renderer in 4.8. So that accounts for SOME of the apparent slowness. Another area, that has been mentioned...HD morphs combined with AoA shaders will be very slow (AoA precompute is pretty slow by itself).
Also the progressive render (which enables the 'new' faster raytrace hider) IS much faster than the REYES hider that is used in the 'normal' render mode. (Not the IPR render, but the Progressive On/Off switch in Render Settings).
The longest renders I've had in 4.8 have been in the 4 to 8 hr range...but they've had full GI lighting, SSS shaders, raytraced shadows AND volumetrics. 90%+ of the 3DL renders I've done in 4.8 (including scenes loaded and rendered that were made/saved in 4.7 or older) are done in under 1 hr and the vast majority of those in under 15 mins....scenes I know that were at least double...and in most cases 4x or more times as long.
Also, a lot of the 'prerender' stuff is only done once (yeah some of it is done every time you spot render), but as long as there aren't major changes, the first spot render will be the slowest to start (no, I don't know exactly how many changes are enough to 'start over' but as long as the shaders and most of the lighting isn't changed that shouldn't trigger a complete restart).
Greetings,
<offtopic>On an unrelated note, if you click a user's handle, you'll see their profile. Next to the 'Message' button, you'll see a pair of gears. Click that, and you can select 'Ignore' from the menu below it. If you select that, it collapses their messages into a 'click to show comment' box, and I *think* it might hide (to you) threads started by them on the forum's topics page; I'm not exactly sure of the functionality beyond the collapsed messages.
Use this power carefully and sparingly; today's constant dark grumbling cloud can become tomorrow's helping hand.</offtopic>
One of the things that's most screwed up with DAZ Studio 4.8's 3Delight implementation is that suddenly the progressive renderer is supposedly significantly better than the bucket-based renderer. I'm still sufficiently burned by the crazy memory leaks and absolutely hideous performance of the 3Delight progressive renderer from earlier versions that I am loathe to even try it again. Thankfully I'm using Iray mainly now, so it doesn't come up.
...but if you need to do 3Delight, and want it to be faster, try the progressive renderer. It might work a lot better for you.
Also these things don't happen in a vacuum. You need to post your render settings, what characters you're using, and what your processor is, and measure your time-to-first-pixel.
-- Morgan
There is a reason for that...the progressive render IS the only way, short of going the scripted render route, to enable the raytrace hider in Studio. The raytrace hider is where all the 3DL development and advances are being concentrated. It is responsible for most of the speed boosts (and using it, exclusively with shaders specifically designed for it is even FASTER!!!!) and is basically is the new default. In short, the old REYES method is going the way of DOS.
And yes, most of my rendering is now done with Progressive ON (if I'm not doing a scripted render...). Cutting a 2 hr render to an hour is nice...but cutting it down to 20 mins is even nicer. And yes, I have scenes that do precisely that; in half with just using the 'normal' render mode in 4.8 and down to around 20 mins using Progressive: On.
And the only hardware changes since 4.6...a new hard drive to replace the ones that croaked. So I'm running the exact same hardware...
7 minutes and nothing happens, just a spot render of g3f`s belly in 3Delight with render settings on default one AoA spotlight and one AoA ambient, camera distans about 3 meters, SSS on 25%
oh nine minutes
stopped after 11 minutes of no progress
great improvement
Oh...G3F loads with the Navel at 100% and I believe that is actually an HD morph, too.
well, the same figure yesterday took just 3-4 minutes to begin to render, now after 4 minutes nothing happend except the timer runs and runs and runs, nothing has changed since yesterday the figure hasen`t changed, no values have changed, nothing has changed, it was/is a saved scene, just have loaded it and want to do a spot render and that`s it. Yesterday it was no problem and today the timer runs and runs and runs and not only one pixel is rendered. The question is: Why?
can be, but yesterday it was no problem, so I do not understand the difference between a saved scene yesterday and today and as written above, nothing has changed except the date.
well maybe I should close DS and start it new...let`s see if this will work
Cosmo HAS inspired me to go see if I can find an anomalocaris model anywhere... (and there is at least one on renderosity, yay!)
btw why, why causes an HD morph longer rendertime compared to a "normal" morph? I can understand the difference of rendetime between a HD texture and a standard texture but a morph? And... what I do really not understand, now it renders well, third try and everything is fine. Also on areas where I have some HD morphs used.
Turning off the Navel and Mouth Realism morphs, with a similar setup yielded a spot render in 13 mins with progressive ON. Ditching the AoA shader for a custom SSS shader...same size/area spot with the Navel and Mouth Realism back on (yeah, I know) about 2 mins (just a few seconds under 1:57 to be exact). With the navel and mouth off...within the run variance (in other words, not a significant difference to matter).
The thing is the custom shader is designed/optimized for use with the raytrace hider (it's actually faster in a newer version of 3Delight...as the version released just after the version in 4.8 had a significant speed boost for the raytrace hider).
So it has NOTHING to do with 4.8 itself, but EVERYTHING to do with the default shader being used. And shaders are easily changeable.
Hmm, I have V7 body at 100% and Rebbeca body also at 100% and as written some HD morphs also used and ironically now it took just 1-2 minutes until something happend. Same scene as written. I do not know why, have nothing done except loading the scene new.
My guess...
Restarting Studio clears all temp files/caches. The AoA shader, on first run will take forever...but without major scene changes some of the stuff that takes forever is cached...and will be reused. And this is more likely with a full render, as opposed to just a spot render.
I don't like the AoA shader for how long it can take on the 'prep' phase...it can have fantastic results, but...
well on Dixie I have used the elite human surface shader because of Natasha elite skin and that has also very good results
but, don`t ask me why, no all renders are faster right now, have no clue. Using the elitie human surface shader you also have to wait a while for prep-phase but 4-5 minutes, what I had were much to long I think, and as written above, the first renders today with g3f has no result because I have stopped it after 11 minutes without any pixel rendered.
but when I do Dixie renders I have the shadow bias at 0.1 or lower
I have that, and it is cute :)
it is not like the one in the image but it comes really near, a really nice and cute figure :)
unbelievable...progressive render makes it really faster :) thanks for the tip :)
here is a very old image I have made years ago with the anomalocaris model :)
well, if a spotrender takes in whole 4-5 minutes that is okay for me but not more and with progressive on it is around 4 minutes :) or less , that is good.
At least I learned about progressive rendering in this topic. Iray reignited my interest in my DAZ hobby, but it also had the unintended consequence of making me want to learn to use 3delight (finally ).
Shadow bias? Are you using shadow maps?
I use AoA Spotlights and these have also shadow bias, the lower the value the more exact is the shadow.
Greetings,
Shadow bias actually doesn't have anything to do with shadow maps; shadow bias is the amount of distance away from a surface that another surface has to be in order for it to start to show shadowing. The reason for having this is to avoid self-shadowing artifacts. If you don't reduce it to a small number, you end up with weird shadow discontinuities where (e.g.) clothing comes close to the skin, but still should have a shadow. Where it pulls away from the skin, you'll see a sudden existence of a shadow appear once it's more than the shadow bias distance away.
If you put it down to a small number, it means there's the possibility of self-shadowing artifacts, but more often it significantly improves the consistency of close shadows especially in clothing.
-- Morgan
Now I am on a spider hunt...what a large spider...ahhhhhhhhhrg...