Daz Studio's Render Engine Not relevant???

124»

Comments

  • kyoto kidkyoto kid Posts: 41,851
    edited August 2017
    ...good if you are not doing much multitasking or running CPU based render engines. Though like the bigger 8th gen CPUs, you can only run under W10.
    Post edited by kyoto kid on
  • drzapdrzap Posts: 795
    wolf359 said:

    "This and the fact that now I can work with an IK/FK
     model that isn't broken,  I'm really so happy I was able
     to break out of Daz Studio.  That being said, I really hope 
    Studio 5 has some real improvements.  One of the drawbacks
     of Daz characters being out of their own natural
     environment is that I have to create my own JCMs.  "

    Although I personally dont care about HD morphs tranferring
     to C4D  in my .obj MDD pipeline,
    people will be curious if the Daz to Maya plugin,
    can at least import Hi SubD levels with Genesis rigs...  can it ??

    the plugin uses .fbx transfer, so no Hi SubD levels but there is nothing stopping me from subdividing in Maya.  Yeah, in your pipeline, the correct morph shape is already in the MDD file. Right now, I have to make my own. It's not difficult, but it just takes away a little of the automation from the transfer process.  While I'm at it, I'm making custom blendshapes.  I always disliked Genesis' stiff facial expressions.

  • ebergerlyebergerly Posts: 3,255
    drzap said:

     Yeah, in your pipeline, the correct morph shape is already in the MDD file. 

    Wow, you guys have "pipelines"? 

    I just do stuff smiley

    Although I was thinking about getting a "workflow", but it seems like too much work. smiley

  • IvyIvy Posts: 7,165

    I wonder what animation program Disney / Pixar uses? 

    Disney uses a combination of autodesk software , Mubdbox and Maya  this is s artical on AUTODESK & disney    They also rendered in a cpu based  Propitory  renderman render farm

     here are some tool they have released for open soruce if you use any of those programs https://www.disneyanimation.com/technology/opensource

  • wolf359wolf359 Posts: 3,931
    edited August 2017

    "When I first saw this thread I thought it was dealing with the topic on a more general level so apologies for coming
     across so defensively.....................Maybe add "For Animation" to the title."

    In general it is always a good Idea to actually read the first post
    in a new thread before jumping in so "defensively"wink


    Quoting myself
    "Hi
    Out of pure curiosity I was wondering how many people 
    NEVER do Final renders (still or animated), in Daz studio??
    if not where do you render  your Daz Content??.

    As all can see the original question stated still or animated.

     

    "Wow, you guys have "pipelines"? "

    Hi 
    a Pipeline is merely a bit CG industry vernacular to describe production sequence
    that involves mutiple stages and programs to acheive a final output
    typically a "pipeline does involve several operators

    However since I am doing the work of several technicians
    (including modeling ,animation, previsualization and final rendering, post VFX, film editing and sound design)

    I consider my process more of a "pipline" than a "workflow"

    for example My "pipeline" might include:
     
    Create character motion in Iclone with realtime Iclone avatar
    Save as Imotion


    Load genesis figure in Iclone3DXchange
    and Convert for motion retargeting with one click

    apply previously saved Imotion.
    Export BVH .

    In Daz studio import BVH to genesis figure
    and any Facial animation or lipsynch as required for scene
    add clothing/hair as desired.

    Export .obj with Collect textures option checked
    at Desired level of SubD.


    Export  MDD file  that stores all point level animation Data for the mesh.

    In Maxon C4D point .obj importer to "maps" folder
    Exported from Daz studio

    import associated .obj file with all DS texture maps intact
    Place .obj under MDD deformer

    Load MDD file exported from Daz studio and mesh is now animated
    with original motion created in Iclone Pro

    Set up C4D cameras & lighting and render to uncompressed targa sequence.

    Import targa sequence into Adobe after effects for color grading and other visual effects and or compositing

    Export final shot to Imovie project file for final edit& sound.

    SAMPLE HERE:
    https://drive.google.com/file/d/0B2TYEp536iB8dFh4OHNiRldLalU/view

    If any change to animation is needed for any particular mesh after import to C4D
    it can be done in Daz studio with Graphmate/keymate and only a new MDD file export is needed

    I have  genesis meshes in C4D that were exported once  nine months ago
    but have been animated with different MDD files  exported
    through the "pipeline for Different shots.

    Post edited by wolf359 on
  • kyoto kidkyoto kid Posts: 41,851
    edited August 2017
    ...the title itself makes it sound as if the thread is passing a harsh judgement on Daz and its render engines with the wording "...not relevant". Maybe a more "neutral" sounding title would have been something like "What Other Renderer Do You Use For Daz Content?"
    Post edited by kyoto kid on
  • 3Diva3Diva Posts: 11,970
    kyoto kid said:
    ...the title itself makes it sound as if the thread is passing a harsh judgement on Daz and its render engines with the wording "...not relevant". Maybe a more "neutral" sounding title would have been something like "What Other Renderer Do You Use For Daz Content?"

    +1 "Daz Studio's Render Engine Not relevant???" sounds like harsh judgement to me too. 

  • ArtiniArtini Posts: 10,308

    This thread is interesting, because of the alternate use of Daz content, but the title of the thread could be more neutral, if possible.

    Very interesting insights of the pipeline. Would like to know more about different ways people use Daz content, as well.

     

  • kyoto kid said:
    ...the title itself makes it sound as if the thread is passing a harsh judgement on Daz and its render engines with the wording "...not relevant". Maybe a more "neutral" sounding title would have been something like "What Other Renderer Do You Use For Daz Content?"

    +1 "Daz Studio's Render Engine Not relevant???" sounds like harsh judgement to me too. 

    Not really. I think it was originally started about the same time there was a big thread complaining about the lack of 3Delight material presets in content being released and the OP was wanting to see how many users of DAZ3D content didn't care because they didn't use either included render engine.

  • wolf359wolf359 Posts: 3,931

    Not really. I think it was originally started about the same time there was a big thread complaining about the lack of 3Delight material presets in content being released and the OP was wanting to see how many users of DAZ3D content didn't care because they didn't use either included render engine.

      THIS ^ 

  • HavosHavos Posts: 5,577

    I don't think anyone is doubting the OP's original intent, but some of us feel the thread title could have been better worded, although I guess it serves its purpose as "click bait" in the way it is currently written.

  • nonesuch00nonesuch00 Posts: 18,723

    Well I learned when I lived in Switzerland and native speakers of other languages spoke English to me that would sound so intentially insulting that I would laugh out loud (because I knew they weren't trying to insult me but did it ever sound like they were); leaving the speaker perplexed because they were innocent of intentionly trying to insult. I would then have to explain to the speaker why I was laughing.

  • N-RArtsN-RArts Posts: 1,603

    We can't all afford expensive modelling and rendering programs wink . That being said, I'd love to try Firefly and Octane. There's some nice renders out there which have been rendered by those two engines.

    I use Iray and 3Delight, and for other stuff I use Blender Cycles (for other models). Although it all depends on which program I think will give me less hassle with loading textures, and which will give me better results with renders. About 1% of my renders are not final. I'm a perfectionist, and I like to plan a scene. 

    I've also tried the Nox Render engine. I like it, but I prefer Cycles.

  • kyoto kidkyoto kid Posts: 41,851
    Havos said:

    I don't think anyone is doubting the OP's original intent, but some of us feel the thread title could have been better worded, although I guess it serves its purpose as "click bait" in the way it is currently written.

    ...when I first came accross this thread I actually thought it was a reaction to some review or comment that claimed so.
  • GreymomGreymom Posts: 1,139
    Ivy said:

    I wonder what animation program Disney / Pixar uses? 

    Disney uses a combination of autodesk software , Mubdbox and Maya  this is s artical on AUTODESK & disney    They also rendered in a cpu based  Propitory  renderman render farm

     here are some tool they have released for open soruce if you use any of those programs https://www.disneyanimation.com/technology/opensource

    Disney's new in-house PBR rendering engine is HYPERION.   It debuted with "Big Hero Six". CPU only apparently due to memory requirements.  It sounds pretty impressive. : )

    http://www.cartoonbrew.com/tech/disney-explains-its-powerful-new-hyperion-rendering-engine-117152.html

     

     

  • drzapdrzap Posts: 795
    edited September 2017

    I haven't gotten around to buying any Daz props yet.  The spaceships I found in the Daz market are not what I'm looking for.  I'm surprised, I thought there would be more quality spaceships.  Anyways, here is a frame from the first scene.  It's just a raw frame, no FX or color grading yet.  Now, I'm working on realistic ship deconstruction.  It's a much bigger problem than I expected.  Anyways, I'll post frames with Daz figures when I get to it.  This was rendered with Redshift.   3min.47sec. with motion blur and DOF.  No Daz Studio, I know off topic.

     

     

    Starfall and Cassablanca.png
    1680 x 1050 - 2M
    Post edited by drzap on
  • In earle P4,P5and P6 days I rendered my scenes in C4D. I actally used Poser's firefly render for awhile since P7. Better hardware made it possible. Firefly was not to bad, but later I switched to the Reality bridge or OctaneRender. I never used 3delight in DS. I just don't like its render results. Since Iray, I am a DS and an Iray fan. No need for another renderer. It whould be the iceing with a cherry on a pie, if Daz could reanimate Carrara with full G3 and up support and Iray.

    I like this Idea as well. Carrara would be really great with Iray and G3 support. I like all the landscape tools Carrara has but the render engine is stalling a great piece of software.

  • kyoto kidkyoto kid Posts: 41,851
    ...at leaat it renders faster even on my old system than Iray in Daz, still looks much better than Daz 3DL or Poser Firefly, and I don't have to buy an expensive GPU card.
  • I've been working on learning Houdini's Mantra render engine.  The nice thing about Iray materials are since they have PBR textures and settings they translate fairly well to Mantra's PBR renderer.

    Here's my work in progress Mei Lin 7 rendered in Mantra.  The hair needs a lot of work and I still haven't figured out eye materials hence the closed eyes.

    I'd be curious to see what a DAZ figure looks like in Redshift, haven't seen anyone post anything yet.

    ml7-1.jpg
    1000 x 1000 - 537K
  • drzapdrzap Posts: 795
    edited September 2017

    I've been working on learning Houdini's Mantra render engine.  The nice thing about Iray materials are since they have PBR textures and settings they translate fairly well to Mantra's PBR renderer.

    Here's my work in progress Mei Lin 7 rendered in Mantra.  The hair needs a lot of work and I still haven't figured out eye materials hence the closed eyes.

    I'd be curious to see what a DAZ figure looks like in Redshift, haven't seen anyone post anything yet.

    She looks great!  How did you get her in, import obj?  Mantra is a realtime engine, right?   I'm looking into Houdini to solve my demolition problem.  Due to my model's topology, I can't find a way to blow my ships up.

    Post edited by drzap on
  • LyoneLyone Posts: 139

    I never do my final renders in DAZ. I'm using Vue. I make one of my comics in forest environments and forests is one of Vue's strength.

  • ebergerlyebergerly Posts: 3,255

    Not sure what exact effect ("demolition") you're looking for, but I know Blender has some free addons that allow you to fracture your objects. I tried one a while ago and it's pretty cool. And here's an example of someone who posted a plane crash simulation. 

    https://www.youtube.com/watch?v=xsICO7tLOMc

  • drzapdrzap Posts: 795
    ebergerly said:

    Not sure what exact effect ("demolition") you're looking for, but I know Blender has some free addons that allow you to fracture your objects. I tried one a while ago and it's pretty cool. And here's an example of someone who posted a plane crash simulation. 

    https://www.youtube.com/watch?v=xsICO7tLOMc

    Yeah, that's the effect I'm going after, thanks for the tip.  But I've already tried 3 different plugins plus Maya's own bullet simulations and they all come up short.  They can't deal with the topology.  I don't want to take a chance with Blender because of pipeline questions.  Destruction is Houdini's forte and it has a direct link to Maya.

  • drzap said:

    I've been working on learning Houdini's Mantra render engine.  The nice thing about Iray materials are since they have PBR textures and settings they translate fairly well to Mantra's PBR renderer.

    Here's my work in progress Mei Lin 7 rendered in Mantra.  The hair needs a lot of work and I still haven't figured out eye materials hence the closed eyes.

    I'd be curious to see what a DAZ figure looks like in Redshift, haven't seen anyone post anything yet.

    She looks great!  How did you get her in, import obj?  Mantra is a realtime engine, right?   I'm looking into Houdini to solve my demolition problem.  Due to my model's topology, I can't find a way to blow my ships up.

    Thanks.  I have been using Alembic for exchanging geometry.  I plan on writing a separate DAZ + Houdini workflow guide/experimentation thread.  Mantra has an IPR but it's slower than Iray or Redshift.  If you have a Redshift license, it works pretty well in Houdini (most things are integrated or supported).  The topology of destruction objects should have correct normals, valid polygons, no self-intersection.  I've had issues with some DAZ/Poser assets having invalid polygons or self intersection that cause the destruction sims to be unstable.

  • kyoto kidkyoto kid Posts: 41,851

    ...the title of this thread seriously needs to be changed.

  • SpyroRueSpyroRue Posts: 5,020
    kyoto kid said:

    ...the title of this thread seriously needs to be changed.

    Agreed.

  • wolf359wolf359 Posts: 3,931

    "  I plan on writing a separate DAZ + Houdini workflow guide/experimentation thread."

    I would love to see an explaination of your Alembic workflow
    as I use a .obj/MDD to render animated genesis figures in Maxon Cinema4D.

    Are you using the free Houdini PLE or one of the paid versions??

  • drzapdrzap Posts: 795

    I'll just leave this here for opinions.  I am impressed.  Really impressed. https://www.youtube.com/watch?v=zupmxmAR2Sg

  • I use Cinema 4D for modeling and Iraq in Daz studio.
Sign In or Register to comment.