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I second the "add compile options to SB" thing.
I still need DS3 on Windows 8, and boy that was a spectacular feat when I finally got it set up. So yeah, I imagine your Bryce story is even more splendid. Tequila anyone?
That annoying thing has happened to me, too... and then, saying yes to the "add .sl macro to repository" dialog makes DS crash at least in half the cases. I also crash a lot now that I am fighting with LAMH. I haven't checked those particular crashes, but with all the other random ones, particularly those related to shader builder, yup those tend to be unhandled Qt exceptions.
Is there an autosave timer in DS somewhere? If not, we could probably ask for that, too.
I need to check out the progress of the DAZ Script docs being updated when I have enough time. I truly hope Rob is going to get the how-to on collect&localise; up there, along with the motion blur setup for scripted rendering and the ins and outs on the updated camera classes..
No, but I thought it was at least being considered for addition.
Updated docs would be great, but Rob never seems to catch up, he's got a bigger 'need to catch up on' pile than I do...and I've been gone for 9 months.
I second the "add compile options to SB" thing.
I still need DS3 on Windows 8, and boy that was a spectacular feat when I finally got it set up. So yeah, I imagine your Bryce story is even more splendid. Tequila anyone?
That annoying thing has happened to me, too... and then, saying yes to the "add .sl macro to repository" dialog makes DS crash at least in half the cases. I also crash a lot now that I am fighting with LAMH. I haven't checked those particular crashes, but with all the other random ones, particularly those related to shader builder, yup those tend to be unhandled Qt exceptions.
Is there an autosave timer in DS somewhere? If not, we could probably ask for that, too.
I need to check out the progress of the DAZ Script docs being updated when I have enough time. I truly hope Rob is going to get the how-to on collect&localise; up there, along with the motion blur setup for scripted rendering and the ins and outs on the updated camera classes..
That is why I stopped using SB too. can't code RSL2 and some annoying bugs. Happier with an advanced Text editor. You have syntax highlight, compile shortcut, autosave etc...
I didn't try DS on my linux box but sure you'll have to deal with different path handling between Linux and windows if using Wine. Don't know how I would handle that. If I ever do the test and find a way out, I'll let you know
SB problems, lol. (unhandled "Max Q" exception)
Well it has been determined that the "O"-rings do not work well after being in an environment below around 32F, and they do have other limiting factors as well. For instance, the SB dose not have a throttle, so the thrust is only controllable from the manufacture process, long before actual launch. Also, once lit, there going for the long haul unless some one is brave enough to 'Self destruct' them. The Self destruct process, while capable of reducing the threat to other equipment, dose not completely extinguish the SB, and has several unpredictable results. Not to say the least that the 'Self Destruct' can be catastrophic to any nearby equipment, and should only be used once the SB is well clear of the launchpad and other stuff (including people).
lol.
Did they ever fix that bump and displacement map inverting thing in the 'Shader Builder'? (not Solid Booster, or Solid Rocket Booster. lol)
(EDIT)
Also, dose the 'Shader Builder' deal with n-gons with more then 4 sides, any better then other shaders when running a render (Spot or normal)? or dose it instantly crash before optimizing surfaces as well?
Yeah, having no RSL2 support is disappointing. *sighs*
I do a lot of cut & paste when working with shader builder, whenever I need to edit something in my "macro", between the "macro editor" and Notepad++. I hope the "macro editor" will get something like the Script IDE treatment some day.
Shader Builder is just a plugin for getting your RSL code to hook up with DS. Bad geometry is bad geometry, whatever shader you throw onto it.
That would be sweet.
While the userbase was raving about the Iray engine over the weekend, I soldiered on with my stuff... here's a no-postwork study of a character based on Antonia (yeah yeah yeah that old figure). LAMH hair, dynamic clothing.
PS The particular shader on the dress and furniture/floor will be released later than the main kit - it's based on a non-SSS version of the RadiumSolid (very similar to what you get when not using SSS in that one), but it supports opacity and has a different specular model and a few other bells and whistles I am not yet done with.
Might be a good idea to list all the features of both shaders.
Right here as a teaser or in the documentation? Because in the docs, all the features are listed (or will be listed, in the case of the as-yet-unfinished shader) and are in the process of being explained to the best of my ability =)
I'm going to take a look at Iray over the weekend.
Right here as a teaser or in the documentation? Because in the docs, all the features are listed (or will be listed, in the case of the as-yet-unfinished shader) and are in the process of being explained to the best of my ability =)
I'm going to take a look at Iray over the weekend.
Well, right here would be nice. Basically a list of features that's done and ones still being worked out. Don't have to be super descriptive like a manual.
If you want to look at iray, this might be useful - http://www.nvidia-arc.com/products/iray/mdl.html
Right here as a teaser or in the documentation? Because in the docs, all the features are listed (or will be listed, in the case of the as-yet-unfinished shader) and are in the process of being explained to the best of my ability =)
I'm going to take a look at Iray over the weekend.
That will be one up on the 'Team'...if they get decent documentation for Iray, before the howling masses convene, I'll be amazed.
What I don't get is all those jumping on the bandwagon without realizing WHAT they are jumping on...
They heard two words: "unbiased" and "physically plausible" (okay make that three words, two concepts). As if 3Delight cannot be either LOL
Yeah I know. It's one of the best-kept secrets =)
But hey, if Iray makes new users think in terms of physics, that's great.
I doubt it. Brace yourself, for tides of bad iray renders will swept the DAZ universe. :)
Thankfully, DAZ didn't mention 'unbiased' in the banners and the announcement.
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The features list looks good. If it does what I think it does, it may very well replace US2 for me. Well, for skin anyway. Don't know if its all possible to combine the shader into one huge super shader. Possible yes, but the writing the code would be a tremendous task.
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I think this set light might be it. Looks good with just two lights too (UE2 and one distant light). Below renders are without and with reflection (fresnel is the same as the wide specular channel). Difference was 30 seconds (2 min 45 sec vs 2 min 15 sec).
Btw, I really love the new Monique and Darius. Textures are awesome and I really like the head morphs. I agree that Monique looks a bit like Naomi Campbell.
I doubt it. Brace yourself, for tides of bad iray renders will swept the DAZ universe. :)
Thankfully, DAZ didn't mention 'unbiased' in the banners and the announcement.
I don't think it will change people's way of thinking as math and physics are not that easy for everybody. Renders may be better at least for all that concerns architectural shading. Don't know for volumetrics.
Rman and the likes will still have the upper hand on creativity. In my toolbox I'd says 3delight and blender cycles give more possibilities. For the ease of use Cycles beats everything hands down for me
Anyway iRay is a nice addition to the toolbox. The advantage of 3delight and other such renderers will remain that they are not just limited to "unbiased" "physically plausible" "pathtracing"
I agree, it's a nice addition. And a free one at that. I'd say almost everyone got something out of this advancement. NVIDIA - market share, DAZ - a physically based GPU/CPU renderer, DAZ users - more stuff to play with.
I agree, it's a nice addition. And a free one at that. I'd say almost everyone got something out of this advancement. NVIDIA - market share, DAZ - a physically based GPU/CPU renderer, DAZ users - more stuff to play with.
There's one other point I didn't check yet but it seems that you can also use ies profiles rather easily. That is one addition to the "thinkting in term of physics"
Nah. They'll probably stick to the lights like AoA's Adv Spotlight because it's more accessible to them. :)
Nah. They'll probably stick to the lights like AoA's Adv Spotlight because it's more accessible to them. :)
Read through the Beta thread....
You need to re-install the lights. Same with US2.
Just did a render with 4.8 and AoA's light works. Though I didn't try any flagging.
I've rendered with UE2 and some distant lights. Everything looks OK to me. Indirect lighting with mustakettu's script is slower though. I think it was slower by about 20 secs. I couldn't find any info which 3delight build is integrated.
I couldn't find any info which 3delight build is integrated.
I think it is 11.0.130.
The current stand alone, at least Linux version, just downloaded over the weekend was 11.0.142 (haven't gotten around to installing it yet, still at 11.0.124).
I agree, it's a nice addition. And a free one at that. I'd say almost everyone got something out of this advancement. NVIDIA - market share, DAZ - a physically based GPU/CPU renderer, DAZ users - more stuff to play with.
...unless you don't have the funds for a beefy Nvidia GPU with at least 1,300 -1,500 CUDA threads and 4 GB VRAM to really take advantage of it.
Testing the "new" version of 3DL on a copy of an older scene file rendered in 4.,7 and I notice it renders darker even with with all the same light and render engine settings. Also transmapped shadows look somewhat 'splotchy". Nothing in the scene was changed save for having to reload the Advanced Lights (one ambient, one distant and on spot as a point light) as they didn't work at all in the first test. all lights are in exact the same position using the same intensity, shadow, and colour values.
Not sure if it may have something do with changes to the shader mixer.
You can use the CPU with iray. Render times should be comparable to 3delight.
I'm going to try downloading it later tonight, so I'll know for sure, then.
I'm going to try the 'sneaker net' install method. I've been pulling my hair out trying to get 4.7 64 bit running, so I'm not sure I can get 4.8 64 bit to run. (I keep getting weird errors like the 64 bit version has a 32 bit plugin or something in it...other 64 bit windows programs DO run, so I'm not sure what is up.) And if I do get it to run, I'm not sure that Iray will actually belive I've got a CUDA capable card installed. Although I can run Linux CUDA and OpenCL programs with great results, for some reason, I'm not sure that DS will see my lowly GT430 as CUDA capable...
As to 3DL, my current setup runs it quite well...except the DS included version has some odd-ball behavior.
KK...make sure that the gamma setting didn't get changed. That can account for the difference.
You can use the CPU with iray. Render times should be comparable to 3delight.
...however that still doesn't take full advantage of the new render engine's real potential which is pure GPU mode.
The 3DL render test I just ran took 14m 37s at 1,200 x 900 resolution.
I will run a test with Iray in pure CPU mode (only have a 1 GB Nvidia GPU) in a bit to compare and will be monitoring my system's temps.
I think the core engine is the same. The output will be the same. Render times of course will vary.
Yes...Renderman does have a way of using IES stuff..in Maya or something, but I don't think 3DL does...yet.
If I remember, someone asked Aghilles (sp?) that a while ago, but since they changed their forums, I'm having terrible luck finding things on the 3DL forums. And I'm sure his reply was 'not yet' or something to that effect.
At least now we have a reference. Load IES profiles and render with iray for reference and then try to match it with the corresponding light (point or spot). The same with materials.
At least now we have a reference. Load IES profiles and render with iray for reference and then try to match it with the corresponding light (point or spot). The same with materials.
Or load up a mirror-shaded sphere, an IES attached point light. square render, zoomed in and render that point light in IRAY....save as an HDR. Load a small sphere, turn into an area light and attach the just created HDR...
Haven't tried it, myself but was reading about it on another forum recently.
Remember that the beta doesn't share settings with the release version, so it has default settings.