When's eevee going to be in daz studio ?
RorrKonn
Posts: 509
When's eevee going to be in daz ?
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RorrKonn
Posts: 509
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when DS is open source so its compatible with its GPL liscence
soooooo never
Never say never :)
Seriously, though, @RorrKonn, it is getting easier and easier every day to get Daz content into Blender. You will figure out how to do that and enjoy the EEVEE goodness long before hell freezes over and EEVEE should be in Daz Studio.
On another note, it's also possible to implement Iray Uber Shader node for Eevee in Blender if anyone is interested to do it.
If that is implemented, you dont need Eevee in Daz, you just import Daz scene to Blender and render with Eevee while retaining the same material look as in Daz.
Also : when DAZ decides to sell directly into Blender ;-)
Well, new tags for daz products in DIM include the word Blender...so....
You may get closer with cycles and the Diffeo plugin however as Diffeo uses volume based SSS in ,an attempt to emulate Iray, your render times in Blender cycles will not be much better than Iray on the same hardware.
Notice how you are not seeing alot of decent length Blender video clips of animated Characters in the "true iray skins in blender" thread.
Look... I get..I am,on principle, Opposed to the Idea of being limited to ONE graphics hardware manufacturer to have GPU rendering and being in the Daz eco system give you little choice in this matter
However IMHO, If you insist on having the EXACT look of Iray, your best option is to stay within Daz studio and invest in a $$higher specced$$$ NVIDIA card
Just as NIVIDIA wants you too, as they are in the graphics hardware business.
That would be cool as the renders from Mal3Imagery (never can get his name right but the fellow that was just accepted as a PA by DAZ 3D) are the most realistic, in a traditional photograhy sense, that I've seen.
Diffeo gives you the option to use volume sss but also gives you the option to use the sss in the principled shader which is what I use. As I agree using volumetric sss seems to defeat one of the main reasons I switch to blender.
as to the video clips thing... you don't see a lot of videos on the daz forums in general. I dont think there's nearly enough of a sample size to use that to make any sort of claim
I use octane, much faster than iray and its FREE.
Do you have a URL to the Octane your talking about ?
Maybe DAZ will figure out how to implement Google Filament which looks like it might be a real-time render option similar to Eevee. In the meantime, I'm trying to figure out how to get my scenes into Blender and use Eevee. There is a lot to learn just to be able to navigate around Blender and I'm hoping to become as familiar with it as I am with DAZ Studio slightly before Hell becomes that frozen wasteland.
The point about Eevee not looking the same as IRay - well of course not. A render that takes a few seconds is never going to look as good as an Iray render after severl hours. I believe the point is that for some purposes, that level of detail and quality is not required - such as with an image sequence for an animation/video. That's what I'm hoping to be able to do with it anyhow because rendering an animation image sequence in IRay may take as long as waiting for DAZ to adopt Eevee.
As for this subject I was told by Richard in another discussion that daz is working on a real time engine based on google filament. That's not eevee but should be close. As for iray interactive that's already implemented I find it quite low quality for pbr rendering. But it could be fine for toons.
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log_4_12_1_118
@JClave As for a eevee implementation of the uber shader, I got some strong limitations in eevee as for volumes and refraction that don't allow to make good daz materials. So I guess the same would apply for the uber shader. Especially for skins the uber shader uses volumetrics and eevee is limited to one volume per object in a bounded box. So volumes in eevee are intended more for scene "atmospheric effects" than for figures.
What I mean is if you want to work with eevee then some materials can't be translated from the uber shader, they have to be "rebuilt" from scratch that's what the diffeomorphic plugin is trying to do when fitting the uber shader skin to eevee sss. With a low degree of success of course.
https://docs.blender.org/manual/en/latest/render/eevee/limitations.html
from eevee limitations: "Object volume shaders will affect the whole bounding box of the object. The shape of the volume must be adjusted using procedural texturing inside the shader."
@wolf359 @jcade
While it is true that the volumetric skin in cycles doesn't render faster than iray. It is also true that in cycles you can limit the ray bounces to get a good skin approximation. Also the denoiser in cycles is much better and faster. So overall cycles is faster than iray even for volumetric skins there's no match.
Of course cycles can't compete with eevee as for speed. But due to eevee limitations especially for refraction and volumes, you have to fix some materials yourself since it's not possible to translate them from the uber shader.
For the record, I am a big Fan of EEVEE for animation rendering and am in the process of tightening down my new IClone/CC3 to Blender pipeline for my next animation project..
I am more than willing to accept EEVEE's limitaions having been spoiled by render times of a few second per Frame.
I think it is important to remind people that Cycles has an optional branced path tracing mode with user optimization settings for better performance.
IRay is a unidirectional ,brute force path tracer originally marketed as loss leader product to sell hardware to the Arch-vis /product-vis industry.
This gives Iray a certain asthetic that wont be duplicated in other engines at least not with the fidelity& speed that many aspiring Iray "refugees" seem to be expecting.
From another thread, this might be interesting: https://github.com/daz3d
There is a project called DazToBlender and a filament project.
Now
Just transfer to Blender.
I render in Blender Cycles always now.
That would make 3Ding just to easy ,LOL ;)
Never that is opensource.
As is OpenSubDiv, which DS uses.
There are many, many types of "Open Source" licenses. The GPL is a very principled one, in that it requires an app that uses GPLed software to itself be GPLed, i.e. to carry forward all the rights and freedoms that the GPL affords. On the other hand, BSD, say, is a more practical one in that it does not have that stricture and can be used with proprietary software.
It might be pointed out that even the usage of the term "Open Source" is not without controversy. Richard M. Stallman, who many recognize as the father of the movement, and the author of the GPL, does not like the term "Open Source" because the point to his vision is that software should be "free, as in speech", not simply "free, as in beer". Because English uses the same word for both concepts, he often uses the term Software Libre.
I wonder if EEVEE could be viably (legal, etc.) attached to DS as a completely open-source rendering plugin - mechanically like Octane (not open-source, but non-DAZ-land resource)?
More of a curiousity than anything - at this point DS is relegated to being a content export utility for me now.
--ms
The "cheat" to get around the GPL is to not link any of the GPL code, but rather run in an entirely difference process, and communicate with the GPL code via one of the numerous IPC methods that all protected mode operating systems provide. Sockets, shared memory, named pipes, etc... It kind of undermines the spirit of the devs who open sourced their code under the GPL because they wanted to maximize its usefulness and to promote and preserve for everyone in the future those same rights that they enjoyed, but it is hard to resist.
I know that is how the Octane Render Plugin for Blender works, as well as how the Better FBX Importer can use the actual Autodesk FBX library.
I suppose that Daz could do that, but they are much more likely to choose a realtime renderer with a more permissive license, and if I'm not mistaken, they have.
there are plenty of existing PBR solutions available. Like mentioned above, Filament is great.
Thats only a fork, but its interesting tha they're looking at it. That they're publishing open source bridges is fantastic. Hopefully they'll see the error of their ways and stop encrypting their dazscript files aswell. (it gains them absolutely nothing and literally no-one else in the industry does it)