Dear content authors: Please continue to support 3delight

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  • AllenArtAllenArt Posts: 7,175
    AllenArt said:

     

    Perhaps one of the key issues here is with the expectation that 3Delight renders should look the same as Iray. As many have stated, that is just not going to happen with the tools we have right now.

    If the general focus instead is to try to get the best result from each render engine with the understanding that they will look very different... maybe that could help both crowds?

    What do you guys think?

    ~Charlene

    Bluebird 3D

    I think that's probably the best solution ;). I was looking at the Snuggle Up Knits materials for 3DL and Iray from fastgrab and thinking they don't look the same in each one, but they do look GOOD for each one ;).

    Laurie

  • wowiewowie Posts: 2,029

    Four years ago, this is already possible with 3delight.

    https://sporek.cz/portfolio/shading-lighting-rose-animation/

    There is PTC SSS, IBL (mia_physicalsky), displacement, PTC ColorBleed, raytracing on the drops, DoF, MotionBlur, Atmosphere, Maya Fur, translucency, particles.
    20×20 pixel samples for smooth DoF

    720p -> 6 minutes per frame on 12-core.

    https://sporek.cz/portfolio/shading-vw-karmann-carpaint-shader/

    Rendertime for 1 full HD frame was around 3 minutes on 12core.

    Personally, i'd never go with that high amount of pixel samples. The default with DS is 4x4, i think.  Only ever need to go to 8x8. But hey, if you got the need and hardware for it, why not. Still renders below an hour.

    Running tests with UE2 IDL 4 Genesis 2 figures, SSS enabled and hair. With raycaching, render times generally comes in about 10 minutes for about half of FullHD (830x1080). On 4 cores, 8 threads Core i7 4770K.

    To think DAZ developers could've enabled raycaching all this time to get that kind of render times for all users.

    Mind boggling. angel

    Ah, the 3delight team finally uploaded a video of the multi light mixer in Maya. Better late then never i guess. It's been available for what, a year? Something Mawell and Corona only recently got.

    No need to re-render or fine tune lighting in IPR. Yeah, yeah. Anyone care to take a guess when that's gonna be available in DAZ Studio? laughlaughlaugh

    I know he's considering it. But it's probably in the "DAZ soon" timeframe. =)

    Oh, just saw this post. Sorry for not replying to this sooner.

    It's coming along. I decided to use this flavor of Oren Nayar - http://mimosa-pudica.net/improved-oren-nayar.html

    Plus two GGX specular, one for dieletric and one for metal which you can mix (and/or mask) with metalness. My take on the Disney Principled BRDF aka PBR approach. You don't need Apodaca to do it. winkOr branching code.

    I wish there was a brick or code block to remap values though. Would've made doing energy conservation much, much easier. Had to do it manually, but the payoff is worth it. No need to have those awful 'weight' parameters like iray and mental ray.  Yuck. In essence, it works pretty much like Anders Langlands alShaders - the strength of the the uppermost layer determines the max value the lower layers can go.

    Still working on the refraction part, but i'm making progress.

    Haven't done the SSS part though. Man, the Burley normalized is just so good. I'm very tempted to use that instead of Jensen or Deon.

    The thing is, even if i complete it, I don't know if i ever release it. DAZ and vendors seems adamant in their opinion that 3delight is a secondary product, mainly because it is not the default renderer anymore and adding support to it takes additional time and effort for not that much amount of revenue. Even if i release it (along with the new light shaders I'm also working on), it still needs raycaching enabled. Either via your script or if DAZ ever enabled or exposed raycaching controls. Yeah, a unlikely prospect that gets more unlikely with the passing of time. Two years in now.

    Even if I release it, most people will probably not use it since:

    1. It's 3delight and 3delight isn't 'realistic' Substitute realistic with physically based or unbiased if you want. Some actually used 'inferior' when talking about 3delight. laughlaughlaugh
    2. It requires something else that is not available in DAZ store or come as default in DS.
    3. It's usable only in DAZ Studio and needs a rework or a rewrite to use somewhere else. But the 'somewhere' else (Houdini and Maya) already have all the bits and pieces in place so there's really no need for it.

    In some ways, pretty much like doing Mental ray tutorials or products since Autodesk picked up Arnold. laughcheeky

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  • kyoto kidkyoto kid Posts: 41,847

    ...deleting can be hit and miss if there is unusual parenting or potions "off camera" of a set are all the same part of the mesh with that in the render view. I've had this issue with several sets and just had to leave the "unseen" parts in so I wouldn't lose things that needed to be in the scene.

  • LyamLyam Posts: 137
    kane809 said:
    Lyam said:

    I do wonder about the comparison between the number of new customers to DAZ3D now with Iray default to when 3DL was the default.  I know Iray makes it easier for a one click solution to make a decent render, but I think most normal people would not have the more expensive hardware to run Iray renders.  So if they try it for the first time and find it overloads their systems, would they not be discouraged from continuing?   Without increasing new customers would DAZ's initial increased profits from new Iray products eventually deminish?  Most people would tend to upgrade their systems only after they discover they like playing with 3D rendering. Just curious.  

    Thank you Richard Haseltine,mjc1016 for answering this one for me.

    You guys are comparing apples and oranges.  I'm not talking about trying to make an apple look like an orange.  All I was suggesting was the amount of time it would take to make a decent Iray render compare to a decent 3Delight render.  On an average computer, if it takes 2 hours to get a decent Iray quality render and it takes only 15 minutes to get a decent 3Delight quality render then which do you think would better  retain the attention and interest of new users?  In our societies of short attentiion spans, on demand TV, and lightning fast internet browsing, I would believe it's the latter.  It doesn't take much for people's attention to switch.

    When I first stumbled to DAZ 2 years ago, I think I followed the Fiery Genesis tutorial and got a half decent image in 20 minutes.  I thought it was cool and decided to look more into it.  If it was Iray 2 years ago and it took 2 hours to get an image, I'm pretty sure I would've given up on it.  I didn't know at the time that 14 hours rendering times were even a thing, and when I first heard it I thought the guy was nuts.  Only now I realize it's common practice. 

  • SloshSlosh Posts: 2,391
    kyoto kid said:

    ...deleting can be hit and miss if there is unusual parenting or potions "off camera" of a set are all the same part of the mesh with that in the render view. I've had this issue with several sets and just had to leave the "unseen" parts in so I wouldn't lose things that needed to be in the scene.

    Yes, you are absolutely right :)  I probably should have been more clear and said, "delete everything unseen by the camera, excluding things off camera which are needed for items on camera, such as instancing hosts and things reflected in the surfaces rendered."  In general, though, it is good practice to get rid of anything that won't be seen in one way or another.  Thanks for your input, sincerely.  I wouldn't want someone to start deleting things based solely on my post and then have to start over when they realize they have deleted something important.

  • Lyam said:
    kane809 said:
    Lyam said:

    I do wonder about the comparison between the number of new customers to DAZ3D now with Iray default to when 3DL was the default.  I know Iray makes it easier for a one click solution to make a decent render, but I think most normal people would not have the more expensive hardware to run Iray renders.  So if they try it for the first time and find it overloads their systems, would they not be discouraged from continuing?   Without increasing new customers would DAZ's initial increased profits from new Iray products eventually deminish?  Most people would tend to upgrade their systems only after they discover they like playing with 3D rendering. Just curious.  

    Thank you Richard Haseltine,mjc1016 for answering this one for me.

    You guys are comparing apples and oranges.  I'm not talking about trying to make an apple look like an orange.  All I was suggesting was the amount of time it would take to make a decent Iray render compare to a decent 3Delight render.  On an average computer, if it takes 2 hours to get a decent Iray quality render and it takes only 15 minutes to get a decent 3Delight quality render then which do you think would better  retain the attention and interest of new users?  In our societies of short attentiion spans, on demand TV, and lightning fast internet browsing, I would believe it's the latter.  It doesn't take much for people's attention to switch.

    When I first stumbled to DAZ 2 years ago, I think I followed the Fiery Genesis tutorial and got a half decent image in 20 minutes.  I thought it was cool and decided to look more into it.  If it was Iray 2 years ago and it took 2 hours to get an image, I'm pretty sure I would've given up on it.  I didn't know at the time that 14 hours rendering times were even a thing, and when I first heard it I thought the guy was nuts.  Only now I realize it's common practice. 

    And yet, from what's been said in this and other similar threads, Iray and 3Delight as implemented in DAZ Studio want two different base meshes.

  • And yet, from what's been said in this and other similar threads, Iray and 3Delight as implemented in DAZ Studio want two different base meshes.

    I'm afraid it's not so.

    Several prop/environment oriented PAs expressed it here that Iray is fine with hi-poly meshes as compared to displacement maps.

    The 3Delight crowd added that 3Delight these days is perfectly okay with them, too. Especially if users tick the "progressive" button.

  • wowie said:

    The thing is, even if i complete it, I don't know if i ever release it. DAZ and vendors seems adamant in their opinion that 3delight is a secondary product, mainly because it is not the default renderer anymore and adding support to it takes additional time and effort for not that much amount of revenue. Even if i release it (along with the new light shaders I'm also working on), it still needs raycaching enabled. Either via your script or if DAZ ever enabled or exposed raycaching controls. Yeah, a unlikely prospect that gets more unlikely with the passing of time. Two years in now.

    Even if I release it, most people will probably not use it since:

    1. It's 3delight and 3delight isn't 'realistic' Substitute realistic with physically based or unbiased if you want. Some actually used 'inferior' when talking about 3delight. laughlaughlaugh
    2. It requires something else that is not available in DAZ store or come as default in DS.

     If you do decide to ever release it via DAZ, you'll get my full permission to bundle the scripts.

  • mjc1016mjc1016 Posts: 15,001
    edited November 2016
    wowie said:

    The thing is, even if i complete it, I don't know if i ever release it. DAZ and vendors seems adamant in their opinion that 3delight is a secondary product, mainly because it is not the default renderer anymore and adding support to it takes additional time and effort for not that much amount of revenue. Even if i release it (along with the new light shaders I'm also working on), it still needs raycaching enabled. Either via your script or if DAZ ever enabled or exposed raycaching controls. Yeah, a unlikely prospect that gets more unlikely with the passing of time. Two years in now.

    Even if I release it, most people will probably not use it since:

    1. It's 3delight and 3delight isn't 'realistic' Substitute realistic with physically based or unbiased if you want. Some actually used 'inferior' when talking about 3delight. laughlaughlaugh
    2. It requires something else that is not available in DAZ store or come as default in DS.

     If you do decide to ever release it via DAZ, you'll get my full permission to bundle the scripts.

    And my money...

    Post edited by mjc1016 on
  • And yet, from what's been said in this and other similar threads, Iray and 3Delight as implemented in DAZ Studio want two different base meshes.

    I'm afraid it's not so.

    Several prop/environment oriented PAs expressed it here that Iray is fine with hi-poly meshes as compared to displacement maps.

    The 3Delight crowd added that 3Delight these days is perfectly okay with them, too. Especially if users tick the "progressive" button.

    I was mainly meaning that Iray was more tolerant at this time of more detailed meshes, rather than having to "fake" the level of details in a render with bump maps in the standard DAZ 3DL shaders. That's what I get for posting an incomplete thought, I guess.

  • mjc1016mjc1016 Posts: 15,001

    And yet, from what's been said in this and other similar threads, Iray and 3Delight as implemented in DAZ Studio want two different base meshes.

    I'm afraid it's not so.

    Several prop/environment oriented PAs expressed it here that Iray is fine with hi-poly meshes as compared to displacement maps.

    The 3Delight crowd added that 3Delight these days is perfectly okay with them, too. Especially if users tick the "progressive" button.

    I was mainly meaning that Iray was more tolerant at this time of more detailed meshes, rather than having to "fake" the level of details in a render with bump maps in the standard DAZ 3DL shaders. That's what I get for posting an incomplete thought, I guess.

    Not quite...it's not the shaders, so much as the default render method in 3DL.  And all that takes is flipping one buttion in the Render Settings options.

    See this post...

    http://www.daz3d.com/forums/discussion/comment/1810666/#Comment_1810666

    One of the 'selling' points of 3DL in the 'pro' circles is that it has better mesh/higher poly count handling than many of its competitors.

  • LeanaLeana Posts: 12,738
    mjc1016 said:
    wowie said:

    The thing is, even if i complete it, I don't know if i ever release it. DAZ and vendors seems adamant in their opinion that 3delight is a secondary product, mainly because it is not the default renderer anymore and adding support to it takes additional time and effort for not that much amount of revenue. Even if i release it (along with the new light shaders I'm also working on), it still needs raycaching enabled. Either via your script or if DAZ ever enabled or exposed raycaching controls. Yeah, a unlikely prospect that gets more unlikely with the passing of time. Two years in now.

    Even if I release it, most people will probably not use it since:

    1. It's 3delight and 3delight isn't 'realistic' Substitute realistic with physically based or unbiased if you want. Some actually used 'inferior' when talking about 3delight. laughlaughlaugh
    2. It requires something else that is not available in DAZ store or come as default in DS.

     If you do decide to ever release it via DAZ, you'll get my full permission to bundle the scripts.

    And my money...

    Add mine too ;)

  • I'll buy it, wowie, as I have some of your other products.

    Kettu, I hope you can get motion blur for animation into your scripts before wowie bundles them up so I wouldn't have to try and figure it out as I gave up after trying last time. :(

  • I was mainly meaning that Iray was more tolerant at this time of more detailed meshes, rather than having to "fake" the level of details in a render with bump maps in the standard DAZ 3DL shaders.

    Oh my, but bump is _micro_ relief. Nobody models _that_ level, for no renderer. 

    The PAs here were speaking of displacement - which, again, is not faking. It's actual geometry modification at render time.

  • I'll buy it, wowie, as I have some of your other products.

    Kettu, I hope you can get motion blur for animation into your scripts before wowie bundles them up so I wouldn't have to try and figure it out as I gave up after trying last time. :(

    You've been away for quite a while, Kevin =D We have long (accidentally) discovered that DS generates motion blocks automagically even with scripted rendering, if motion blur is set up properly in the standard render settings pane. 

  • TaozTaoz Posts: 10,236

    .

    mjc1016 said:
    wowie said:

    The thing is, even if i complete it, I don't know if i ever release it. DAZ and vendors seems adamant in their opinion that 3delight is a secondary product, mainly because it is not the default renderer anymore and adding support to it takes additional time and effort for not that much amount of revenue. Even if i release it (along with the new light shaders I'm also working on), it still needs raycaching enabled. Either via your script or if DAZ ever enabled or exposed raycaching controls. Yeah, a unlikely prospect that gets more unlikely with the passing of time. Two years in now.

    Even if I release it, most people will probably not use it since:

    1. It's 3delight and 3delight isn't 'realistic' Substitute realistic with physically based or unbiased if you want. Some actually used 'inferior' when talking about 3delight. laughlaughlaugh
    2. It requires something else that is not available in DAZ store or come as default in DS.

     If you do decide to ever release it via DAZ, you'll get my full permission to bundle the scripts.

    And my money...

    And mine...

  • ColemanRughColemanRugh Posts: 511
    edited December 2016

    any posts that don't follow the line are deemed as speculation... so I'm deleting them for the daz team

    Post edited by ColemanRugh on
  • wowiewowie Posts: 2,029
    mjc1016 said:

    And my money...

     

    I'll buy it, wowie, as I have some of your other products.

     

    Taozen said:

    And mine...

    Thank you.  That's three sales already. Maybe I'll put the idea up on Kickstarter or something.

  • mjc1016mjc1016 Posts: 15,001
    wowie said:
    mjc1016 said:

    And my money...

     

    I'll buy it, wowie, as I have some of your other products.

     

    Taozen said:

    And mine...

    Thank you.  That's three sales already. Maybe I'll put the idea up on Kickstarter or something.

    I'd go for that, too...

  • I'd buy it, Wowie. You're a genius with your works.

  • Ghosty12Ghosty12 Posts: 2,080
    edited December 2016

    I'm not buying anything anymore that's IRAY only.

     

    Same here I won't touch an Iray Only product and never no matter how good it looks since for what I do Iray is a total waste..  And if vendors refuse / can't be bothered to support 3DL that is more money that I will save..  Just a shame that those cool features that 3DL is capable of doing will probably never get implemented in Studio..

    One last thing what I think all this has done is pretty much divided the community which is a real shame..

    Post edited by Ghosty12 on
  • kyoto kidkyoto kid Posts: 41,847

    ...basically divided it again as Poser users were the first to be left out.  Now the split will be within the Daz community itself.

  • TaozTaoz Posts: 10,236
    edited December 2016
    mjc1016 said:

    One of the things I briefly mentioned...OSL.  Almost all the Cycles shaders and Blender lights can have OSL versions...which means you can cook up a Cycles node network in OSL and port it to 3DL (no, not an easy process/for everyone...but doable and SHAREABLE).  That would mean access to the same type of  'physically' accurate lights as Iray uses, the same types of PBR materials and so on.

    Or if OSL isn't  really feasible...

    Supposing we filed a number of customer support requests asking if the implementation of the API required for OSL is in the works or not - how many do you think we'd need to really get a "yes or no" answer?

    Maybe if enough people tell them they won't buy any more DAZ stuff until they answer... wink 

    Edit: Neither if it's the wrong answer... devil

    Post edited by Taoz on
  • Taozen said:
    mjc1016 said:

    One of the things I briefly mentioned...OSL.  Almost all the Cycles shaders and Blender lights can have OSL versions...which means you can cook up a Cycles node network in OSL and port it to 3DL (no, not an easy process/for everyone...but doable and SHAREABLE).  That would mean access to the same type of  'physically' accurate lights as Iray uses, the same types of PBR materials and so on.

    Or if OSL isn't  really feasible...

    Supposing we filed a number of customer support requests asking if the implementation of the API required for OSL is in the works or not - how many do you think we'd need to really get a "yes or no" answer?

    Maybe if enough people tell them they won't buy any more DAZ stuff until they answer... wink 

    Edit: Neither if it's the wrong answer... devil

    We are driven by market simple as that ! if you want more 3DL stuff you have to get the market to go that way. So it's up to you guys not us. You have to use your dollars the right way or nothing will get done.

    Save

  • TaozTaoz Posts: 10,236
    edited December 2016
    Taozen said:
    mjc1016 said:

    One of the things I briefly mentioned...OSL.  Almost all the Cycles shaders and Blender lights can have OSL versions...which means you can cook up a Cycles node network in OSL and port it to 3DL (no, not an easy process/for everyone...but doable and SHAREABLE).  That would mean access to the same type of  'physically' accurate lights as Iray uses, the same types of PBR materials and so on.

    Or if OSL isn't  really feasible...

    Supposing we filed a number of customer support requests asking if the implementation of the API required for OSL is in the works or not - how many do you think we'd need to really get a "yes or no" answer?

    Maybe if enough people tell them they won't buy any more DAZ stuff until they answer... wink 

    Edit: Neither if it's the wrong answer... devil

    We are driven by market simple as that ! if you want more 3DL stuff you have to get the market to go that way. So it's up to you guys not us. You have to use your dollars the right way or nothing will get done.

    Save

    Well in this case (as far as I understand) we're talking about an improvement of 3DL which might make some change their minds about it. 

     

    Post edited by Taoz on
  • wowiewowie Posts: 2,029
    edited December 2016
    Taozen said:
    Edit: Neither if it's the wrong answer... devil

    If you get an answer. And 'forwarded to the dev team' isn't what i call a definitive answer. Short of a class action suit, I don't think they'll change anything related to 3delight. Much like Hexagon, Bryce and Carrara. They being DAZ in this case, not the vendors.

    Off topic.

    Anyone can get DS and iray to do something like this?

    http://lesterbanks.com/2016/11/3-billion-polygon-redshift/

    3 billion polys, two 980Ti in 6 minutes. Redshift is awesome.

    Post edited by wowie on
  • mjc1016mjc1016 Posts: 15,001
    wowie said:
    Taozen said:
    Edit: Neither if it's the wrong answer... devil

    If you get an answer. And 'forwarded to the dev team' isn't what i call a definitive answer. Short of a class action suit, I don't think they'll change anything related to 3delight. Much like Hexagon, Bryce and Carrara. They being DAZ in this case, not the vendors.

    Off topic.

    Anyone can get DS and iray to do something like this?

    http://lesterbanks.com/2016/11/3-billion-polygon-redshift/

    3 billion polys, two 980Ti in 6 minutes. Redshift is awesome.

    Except at lower poly counts Redshift can be sluggish...it's actually been optimized to handle very high poly counts.

  • Male-M3diaMale-M3dia Posts: 3,584
    Taozen said:
    Taozen said:
    mjc1016 said:

    One of the things I briefly mentioned...OSL.  Almost all the Cycles shaders and Blender lights can have OSL versions...which means you can cook up a Cycles node network in OSL and port it to 3DL (no, not an easy process/for everyone...but doable and SHAREABLE).  That would mean access to the same type of  'physically' accurate lights as Iray uses, the same types of PBR materials and so on.

    Or if OSL isn't  really feasible...

    Supposing we filed a number of customer support requests asking if the implementation of the API required for OSL is in the works or not - how many do you think we'd need to really get a "yes or no" answer?

    Maybe if enough people tell them they won't buy any more DAZ stuff until they answer... wink 

    Edit: Neither if it's the wrong answer... devil

    We are driven by market simple as that ! if you want more 3DL stuff you have to get the market to go that way. So it's up to you guys not us. You have to use your dollars the right way or nothing will get done.

    Save

    Well in this case (as far as I understand) we're talking about an improvement of 3DL which might make some change their minds about it. 

     

    I think the main point that keeps getting missed that the influx of new uesers are here for the combination of Genesis 3 and Iray. A number of those have seen 3Delight and they weren't swayed by it, thus changing minds to the degree to make worth the effort would most likely not be worth it. This subject falls in the same vein as some of those other threads that get derailed because of the software wars that result because of it, where you're arguing perceptions vs actual sales.

  • Oso3DOso3D Posts: 15,085

    And a point that keeps getting missed is that if Daz doesn't offer centralized support of 3DL and keeps not fixing bugs or letting it languish in a very archaic form, NO WONDER vendors and people are going to go with something else.

    That's not something people can patch over, that is a core decision to guess the market and not prioritize that development/work that can only realistically be done under Daz's aegis.

    Almost all the functions to make very realistic 3DL art are crippled by lack of support -- UE2 bounce lights? Incredibly slow for a number of versions, a fix is unlikely. AoA lights, not quite core but one way, at least, people can get faster results with 3DL and makes that a more attractive option, several functions are broken and unlikely to be fixed. Plus all the stuff like 'ray trace' being a buried option you have to figure out how to get working.

     

  • Oso3DOso3D Posts: 15,085

    I mean, I wonder how many customers have been lost when they try any large Iray scene and they don't realize it keeps dumping to CPU, and when they figure out they go 'what, I need a $1500 video card to render this stuff?' and simple quit because they believe they just can't make things work.

    I love the Mesozoic environment that just came out, for example, but I'm finding that trying to do it plus more than one figure pretty much WILL NOT run on my GPU. Luckily, I know I can do it in 3DL, but it'd be really awesome if, say, UE2 bounce lights worked decently (going to try to do it anyway, but... ugh).

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