A and B and C walk into a scene.

Okay, a landscape, a vehicle, and some characters.
Turn off/on as in clicking the eyeCon in the scene pane thus making item visible in viewport or not. 
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Too much to render as one unit on my cards (and way to long if they would)
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So render the landscape, turn off landscape, turn on vehicle, and it won't render (even after scene closed and reopened) 
But just the vehicle will render in a scene without the landscape. 
Which means it has to be loading the items that aren't visible into the render engine, right? 
And why does it do that? 
And if turning visible on and off doesn't prevent them being loaded how does the system that blocks visible things from rendering function? 
In the image attached I could render the land or the land and the vehicle with people turned off but when I tried turning off the land and having just the vehicle and people it wouldn't 
and yet the vehicle and occupants would render in another scene 
so the image below is a composite with vehicle and occupants pasted in over the land and vehicle. 

road and hummer copy.jpg
2079 x 1210 - 1M

Comments

  • What does the log say?

  • barbultbarbult Posts: 24,832
    You said you reloaded the scene, but I think you might benefit from closing Daz Studio and restarting it first, to free all the GPU memory.
  • Richard Haseltine said:

    What does the log say?

    the usual not enough memory but this happens with a new daz with nothing but the one item visible although others there and turned off and then doesn't happen with a new daz and only one item in scene which means it has to be loading maps from stuff not visible in scene in order to fail in the first one.  

  • alan bard newcomer said:

    Richard Haseltine said:

    What does the log say?

    the usual not enough memory but this happens with a new daz with nothing but the one item visible although others there and turned off and then doesn't happen with a new daz and only one item in scene which means it has to be loading maps from stuff not visible in scene in order to fail in the first one.  

    No, it just means that restarting givewsw you a clean slate - which may make all the difference if something is only marginal for fitting into the GPU.

  • Richard Haseltine said:

    alan bard newcomer said:

    Richard Haseltine said:

    What does the log say?

    the usual not enough memory but this happens with a new daz with nothing but the one item visible although others there and turned off and then doesn't happen with a new daz and only one item in scene which means it has to be loading maps from stuff not visible in scene in order to fail in the first one.  

    No, it just means that restarting givewsw you a clean slate - which may make all the difference if something is only marginal for fitting into the GPU.

    I turned off everything visible but item A before closing the scene and the program and then restarted the program with nothing but item A visible and it still failed 
    but if I saved just the one item as a subset and then put the subset in a new scene to render it works. 
    So if opening a scene with A. B, and C loaded with only A visible in the save in the new open and it fails vs opening a scene with only A loaded then it has to be loading more than the visible A from the multipart scene into the render engine to blow out the render because of a lack of memory. 

  • Turned off by turning the Visible property off, I assume, not making them transparent.

    The scene still has to be loaded in full into DS, so that is going to consume some system memory - perhaps it is failing during the prepartion stage, before ti even tries to transfer to Iray for rendering. Again, what does the log say?

  • alan bard newcomeralan bard newcomer Posts: 2,248
    edited 5:55AM

    Richard Haseltine said:

    Turned off by turning the Visible property off, I assume, not making them transparent.

    The scene still has to be loaded in full into DS, so that is going to consume some system memory - perhaps it is failing during the prepartion stage, before ti even tries to transfer to Iray for rendering. Again, what does the log say?

    The log lists it as a failure to have enough gpu memory (and while I'm not sure how iray acutually uses it, it does use both cards which have a total of 23g minus the 2g or so it takes to run the monitors. But the sys ram is 64g.
    ----
     It looks like 423 has some issues with keeping track of what is "active" in a scene. 
    I just exported a parametric object that has one diffuse map as an object and daz wrote every surface in the scene out and quite obviously (as I watched it list g8 materials) as the parametric object would not include 4 g8 characters.  
    In the image below the bridge and street are one single parametric object with one diffuse map and yes I know that obj export will export everything visible in the scene which is why the only thing turned on was the bridge prop.
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    Figured this out and this may explain why all the maps for items for objects that are not visible in a scene when rendered are loaded anyway. 
    there is no dialogue box for the render engine load, tut there is one for the export option. 
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    When you export an object you can write the surface and isn't it logical to "assume" that collecting the maps would refer to the object chosen and visible in the scene but apparently it will collect every map in the scene and perhaps that same code that collects the maps for a single item being rendered collects all the maps in the scene even when the other objects are turned off? 
    ---
    Image one, scene as rendered with the bridge and characters. 
    image two export of bridge item only as chosen and showing in the scene pane 
    image three collecting maps ... overrides the picking of only one item and it's maps but collects all maps even from turned off items 
    Which is what happens with the iray engine getting all the maps. 
    So at least for export of a single item you don't use collect maps. 
    But we can't control that factor on a render. 
    And yes, as I retired programmer, why in the heck would you default to collecting all maps in a scene as opposed to just those from an object chosen to be exported or rendered?

    rick roll back ground 2 copy.jpg
    1753 x 1167 - 838K
    everything off.jpg
    2294 x 1004 - 209K
    collects all surfaces.jpg
    733 x 586 - 85K
    Post edited by alan bard newcomer at
  • alan bard newcomer said:

    It looks like 423 has some issues with keeping track of what is in a scene. 
    I just exported a parametric object that has one diffuse map as an object and daz wrote every surface in the scene out and quite obviously (as I watched it list g8 materials) as the parametric object would not include 4 g8 characters.  
    In the image below the bridge and street are one single parametric object with one diffuse map and yes I know that obj export will export everything visible in the scene which is why the only thing turned on was the bridge prop.
    ---
    Figured this out and this may explain why all the maps for items for objects that are not visible are loaded anyway. 
    there is no dialogue box for the render engine load. 
    ---
    but when you export an object you can write the surface and isn't it logical to "assume" that collecting the maps would refer to the object chosen and visible in the scene but apparently it will collect every map in the scene and perhaps that same code that collects the maps for a single item being rendered collects all the maps in the scene even when the other objects are turned off? 
    ---
    Image one, scene as rendered with the bridge and characters. 
    image two export of bridge item only as chosen and showing in the scene pane 
    image three collecting maps ... overrides the picking of only one item and it's maps but collect all maps even from turned off items 
    Which is what happens with the iray engine getting all the maps. 
    So at least for export of a single item you don't collect maps. 
    But we can't control that factor on a render. 
    And yes, as I retired programmer, why in the heck would you default to collecting all maps in a scene as opposed to just those from an object chosen to be exported or rendered?

     The behaviour you're seeing is normal, for exporting obj in studio.

    It doesn't export the scene selected item, it exports everything in the scene.

    The only way to avoid this is to 'hide'(Click the Eye icon in the Scene tab, or tun off the Visible switch in the Parameters tab>Display>Scene View), and have Ignore Invisible Nodes checked in the export dialogue.

     

    Regarding your original issue, I did a bit of testing, and sure enough, iray does load the textures of everything in a scene, hidden or not.

    I came to this conclusion after rendering an empty scene, a scene with only the Genesis 8 base female, and a render with the dev load of G8F.

    In the case of the empty scene, and the G8F scene, the difference in unreleased vram, 180MiB.

    When i rendered the dev load, which doesn't have any textures applied, the difference in total vram utilized at render, 180MiB.

    Specifically, in 4.22.0.16, on a tesla p40, the empty scene didn't release 2250MiB after render, tHe G8F scene 2430MiB.

    The G8f only scene, used 3464MiB at render, and the Dev load used 3280MiB at render.The 'missing' 4MiB are the eyelashes and their texture, as the dev load doesn't load them.

     

    One last test i did, start studio, load either a G8f base or dev load, then turn off visible, or visible in render, then render.

    The dev load showed no vram utilization difference from an empty scene, but the Base female, same 180MiB in total vram used during render.

    3038MiB for the empty or 'hidden' dev load, and 3218MiB for the 'hidden' Base female.

    I also tried deleting the Base female, after rendering, and still had 180MB lost on the next render.

     

    When i did the same tests in 4.23.1.36 beta, the difference was 294MiB

     

    With that said, load the initial scene, and delete the terrain, then render.

    I'd also recommend checking the render resolution level of the characters and associated assets, and see if that can be reduced.

     

     

     

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