Has anyone tried Nvidia Omniverse to render Iray from Blender?
James
Posts: 1,019
I asked chatgpt, it said I can render Iray from Blender in Nvidia Omniverse.
Nvidia Omniverse AFAIK it's like a platform to connect things without needing to do export-import.
So edit in blender, pops up directly on Omniverse.
I'm wondering has anyone tried it?
Could you share some experience, before I dive into their tutorials.
Post edited by Richard Haseltine on
Comments
Technically, DS to Blender to Omniverse can be a doable workflow because 1) Iray (MDL) materials can be easily exported with Daz assets to Blender by using DTB or Diffeomorphic; 2) Blender has USD exporter.
I've not tried it yet... the reason is simple : both DS and Omnivers use Iray render engine, I can make good renders with DS, so sending the scene thru the above time-consuming workflow will be anyhow a "detour" ~~ IMO.
Well, if I could have GPUs like yours
I won't need omniverse either :D :D :D :D
I'm racing with time, but under financial constraint.
Moved to Blender Discussions
In fact, I was really willing to try Omniverse, just had no chance.
And I think Omnimver should work more or less in the same way as DS does in terms of rendering with Nvidia cards, so I doubt if there's any big difference in terms of rendering performance...
My problem is not only at rendering time.
But also posing mulitple times in a complex scene. Which I find very slow and high time cost.
That's why I'm considering to be able to do it on blender for time saver.
Of course if I just do it for a one time scene, it is as you said, not worth so much.
But if I had to do it multiple times, than it could be a game changer for me.
Nnvidia omniverse says it can skip the hasle of doing export-import part and collobarate with different softwares. It can do real time update.
Omniverse works with the USD exporter which is limited as for material conversion, it basically works fine enough only with the principled shader with direct texture inputs. So you have to select the FBX compatible option when importing with diffeomorphic, which can't possibly convert fine iray materials. Or you can bake the materials in blender to fit the principled shader but this takes time.
https://docs.blender.org/manual/en/latest/files/import_export/usd.html
Anyway, if materials are not important to you and you want to use blender for posing, then you can pose in blender and save a pose preset for daz studio.
daz runtime > export > save pose preset
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Posing/Save Pose Preset
Materials are important to me.
And I don't tend to go back and forth blender DAZ. I am thinking working the posing in Blender complete with the environment and materials from DAZ, and render it in Omniverse.
Make the next pose, render it, and so on.
That's my general idea.
If materials are important and you want to pose in blender, then it is better for you to import materials as BSDF which are much more faithful to iray than principled, then render with cycles. This is the easiest workflow you can have in blender.
Anyway, if anything you do is pose and render, honestly I don't see why you can't do that in daz studio that's what daz studio is good for. While blender is much better for animation and effects, or to customize the assets as desired if one needs to.
I need to render a lot.
If it were only a simple scene with one or two people, no problem.
But if get to like many objects environment, working with 4 characters + people on the background, clothings, shoes, etc.
Everything becomes very slow. From opening the scene, moving the limbs, dForce simulation, it added time cost. Not counted for mistakes, especially in simulation.
If in simple scene I could let say render 10x per day.
In complex scene I could only 1 or 2 render.
And that's very bad. A month work can become two months with unsatisfying result.
Everything becomes very slow where, in daz studio or in blender with cycles ? I suppose the key here is using the scene optimizer in daz studio or simplify in blender, otherwise you can't possibly handle complex scenes, no matter the rig you get.