Genesis 8 not already HD?

13

Comments

  • WonderlandWonderland Posts: 7,133

    I don't like V8 and only plan to get her if free, but I would like HD morphs for G8. Can't they make generic HD body morphs that would work on all G8 characters? 

  • I don't like V8 and only plan to get her if free, but I would like HD morphs for G8. Can't they make generic HD body morphs that would work on all G8 characters? 

    People like Zev0 and RawArt make these, and these are the only HD morphs that I'm really interested in having on my PC

  • Also keep in mind that this HD technology had to be developed and cannot be found in any other software to my knowledge. So you also pay for this unique tech to exist in the first place.

    The only part that doesn't exist in other software is the artificial limitation that prevents non-PAs from using HD to create morphs.

    Nah. In the rest of the industry it is common to use either normal or displacement maps for fine detail. This is not a workflow that exists outside of Daz Studio. Unless you wanna render millions of polys in ZBrush directly but that is not done often except maybe for some beauty/portfolio shots. Even then there's probably a limitation to how many polys can be rendered so again the workflow is remesh and bake fine details to texture maps.

    You're absolutely correct that most workflows have already moved past HD geometry. That does not prevent using HD geometry in other software.

    Can you explain this more? I'm not following.

    "HD technology" already exists in other software. Just because those softwares have smarter ways to render than using HD does not mean it does not exist. The only thing new to DAZ is that only PAs can make use of high subdivision effectively. In any other software anyone would be able to redistribute their high-poly mesh details.

    Well but then can you make an example? I'm not really aware of any but maybe I just haven't kept up with latest tech.

    Any program that works with high polygon amounts? Zbrush. Blender. Heck, Sculptris. All of these support millions of polygons. Having a character with different levels of detail is also bog-standard for the gaming industry. Only DAZ says "hmmmmmm, only a few dozen people should be able to make high-polygon characters that work with our tech." This is surpassingly strange to me.

  • WonderlandWonderland Posts: 7,133
    edited September 2017

    I don't like V8 and only plan to get her if free, but I would like HD morphs for G8. Can't they make generic HD body morphs that would work on all G8 characters? 

    People like Zev0 and RawArt make these, and these are the only HD morphs that I'm really interested in having on my PC

    I think RawArt just does it on his own characters and Zevo's morphs seem to be for aging, youthing, and vascularity but not regular little details like on hands and feet. 

    Actually, can you use V8 HD morphs on G8 without making it look like V8?

    Post edited by Wonderland on
  • bluejauntebluejaunte Posts: 1,990

    I don't like V8 and only plan to get her if free, but I would like HD morphs for G8. Can't they make generic HD body morphs that would work on all G8 characters? 

    You can use it on any character if you so choose. It's just another morph you can throw on top of anything.

  • I don't like V8 and only plan to get her if free, but I would like HD morphs for G8. Can't they make generic HD body morphs that would work on all G8 characters? 

    People like Zev0 and RawArt make these, and these are the only HD morphs that I'm really interested in having on my PC

    I think RawArt just does it on his own characters and Zevo's morphs seem to be for aging, youthing, and vascularity but not regular little details like on hands and feet.

    There was Beauty Fingers and Toes for G3F. I'd like to see something like this for both G8 figures.

  • 3Diva3Diva Posts: 11,973
    RawArt said:

    I bump up the Normals and Bump maps and it gives a similar effect WITHOUT shelling out an additional 20-40 bucks.

    Dear Daz, include the HD as part of the character pack and quit this greedy doubling of the cost of a character if someone dares to want the HD bits. 

    Normals and bumps are not the same as HD morphs.

    Normals and bumps (if used properly) simply provide minor skin details, small wrinkles and pores. Whereas proper HD morphs change the shape of the figure to a much more realistic look. It provides the ability to create organic looking muscle structure, deep set wrinkles and and shaping to the figure.

    It is not greed that causes HD morphs to cost more, the simple fact for the cost is that HD morphs require alot more work than regular morphs and are not quick and easy to make. Someone at daz has to spend a significant amount of time to make all these details. So that time equates to expenses, and therefore costs.

     

    Yes, because $45 base price for a single character is just not enough to also cover the cost of including the HD... sure.

  • WonderlandWonderland Posts: 7,133

    I don't like V8 and only plan to get her if free, but I would like HD morphs for G8. Can't they make generic HD body morphs that would work on all G8 characters? 

    You can use it on any character if you so choose. It's just another morph you can throw on top of anything.

    It won't make G8 look like V8?

  • Richard HaseltineRichard Haseltine Posts: 108,072
    edited September 2017

    Also keep in mind that this HD technology had to be developed and cannot be found in any other software to my knowledge. So you also pay for this unique tech to exist in the first place.

    The only part that doesn't exist in other software is the artificial limitation that prevents non-PAs from using HD to create morphs.

    Nah. In the rest of the industry it is common to use either normal or displacement maps for fine detail. This is not a workflow that exists outside of Daz Studio. Unless you wanna render millions of polys in ZBrush directly but that is not done often except maybe for some beauty/portfolio shots. Even then there's probably a limitation to how many polys can be rendered so again the workflow is remesh and bake fine details to texture maps.

    You're absolutely correct that most workflows have already moved past HD geometry. That does not prevent using HD geometry in other software.

    Can you explain this more? I'm not following.

    "HD technology" already exists in other software. Just because those softwares have smarter ways to render than using HD does not mean it does not exist. The only thing new to DAZ is that only PAs can make use of high subdivision effectively. In any other software anyone would be able to redistribute their high-poly mesh details.

    Well but then can you make an example? I'm not really aware of any but maybe I just haven't kept up with latest tech.

    Any program that works with high polygon amounts? Zbrush. Blender. Heck, Sculptris. All of these support millions of polygons. Having a character with different levels of detail is also bog-standard for the gaming industry. Only DAZ says "hmmmmmm, only a few dozen people should be able to make high-polygon characters that work with our tech." This is surpassingly strange to me.

    The point of HD morphs is not that they use a high-density mesh but rather that they work on the SubD vertices of a low density mesh, so that's not the same as using a high real polygon count in another application. However, you are right that the HD morph technology is, as far as I am aware, not a complete Daz invention but an implementation of a feature of the OpenSubDiv specification. I think this the relevant section http://graphics.pixar.com/opensubdiv/docs/hedits.html

    Post edited by Richard Haseltine on
  • Also keep in mind that this HD technology had to be developed and cannot be found in any other software to my knowledge. So you also pay for this unique tech to exist in the first place.

    The only part that doesn't exist in other software is the artificial limitation that prevents non-PAs from using HD to create morphs.

    Nah. In the rest of the industry it is common to use either normal or displacement maps for fine detail. This is not a workflow that exists outside of Daz Studio. Unless you wanna render millions of polys in ZBrush directly but that is not done often except maybe for some beauty/portfolio shots. Even then there's probably a limitation to how many polys can be rendered so again the workflow is remesh and bake fine details to texture maps.

    You're absolutely correct that most workflows have already moved past HD geometry. That does not prevent using HD geometry in other software.

    Can you explain this more? I'm not following.

    "HD technology" already exists in other software. Just because those softwares have smarter ways to render than using HD does not mean it does not exist. The only thing new to DAZ is that only PAs can make use of high subdivision effectively. In any other software anyone would be able to redistribute their high-poly mesh details.

    Well but then can you make an example? I'm not really aware of any but maybe I just haven't kept up with latest tech.

    Any program that works with high polygon amounts? Zbrush. Blender. Heck, Sculptris. All of these support millions of polygons. Having a character with different levels of detail is also bog-standard for the gaming industry. Only DAZ says "hmmmmmm, only a few dozen people should be able to make high-polygon characters that work with our tech." This is surpassingly strange to me.

    The point of HD morphs is not that they use a high-density mesh but rather that they work on the SubD vertices of a low density mesh, so that's not the same as using a high real polygon count in another application. However, you are right that the HD morph technology is, as far as I am aware, not a complete Daz invention but an implementation of a feature of the OpenSubDiv specification.

    You wind up with a high density mesh, though, correct? HD morphs do not work without a subdivided character. What is the difference between SubD vertices in DS and subdivided vertices in another software?

  • Oso3DOso3D Posts: 15,085

    Larryad: but if they included it the base cost would be a bunch more, while not everyone cares about HD. What sense would that make?

    Having it separate is nice because you can save money if you don't care about it.

  • bluejauntebluejaunte Posts: 1,990

    Also keep in mind that this HD technology had to be developed and cannot be found in any other software to my knowledge. So you also pay for this unique tech to exist in the first place.

    The only part that doesn't exist in other software is the artificial limitation that prevents non-PAs from using HD to create morphs.

    Nah. In the rest of the industry it is common to use either normal or displacement maps for fine detail. This is not a workflow that exists outside of Daz Studio. Unless you wanna render millions of polys in ZBrush directly but that is not done often except maybe for some beauty/portfolio shots. Even then there's probably a limitation to how many polys can be rendered so again the workflow is remesh and bake fine details to texture maps.

    You're absolutely correct that most workflows have already moved past HD geometry. That does not prevent using HD geometry in other software.

    Can you explain this more? I'm not following.

    "HD technology" already exists in other software. Just because those softwares have smarter ways to render than using HD does not mean it does not exist. The only thing new to DAZ is that only PAs can make use of high subdivision effectively. In any other software anyone would be able to redistribute their high-poly mesh details.

    Well but then can you make an example? I'm not really aware of any but maybe I just haven't kept up with latest tech.

    Any program that works with high polygon amounts? Zbrush. Blender. Heck, Sculptris. All of these support millions of polygons. Having a character with different levels of detail is also bog-standard for the gaming industry. Only DAZ says "hmmmmmm, only a few dozen people should be able to make high-polygon characters that work with our tech." This is surpassingly strange to me.

    Oh sure yeah, but this is not the same thing. You cannot just subdivide willy-nilly in a 3D application, sculpt in all the details you want and hope it still renders and works. To get the fine detail in you would end up with a rigged character of 20 million polys. This brings the software to its knees, the rigging is going to wreak havoc, bends don't work anymore etc. It's impossible to pose, let alone animate a figure like that.

    As for the gaming industry you must be talking about LODs which is somewhat unrelated. It's about rendering efficiency and actually removes detail at various camera distances. Game industry works pretty much with normal maps exclusively for smaller details. Even larger details for none hero assets. Or by just setting proper vertex normals a pipe that really only has 8 sides can seem smooth and round because the shader treats it as if there were no edges.

  • bluejauntebluejaunte Posts: 1,990

    I don't like V8 and only plan to get her if free, but I would like HD morphs for G8. Can't they make generic HD body morphs that would work on all G8 characters? 

    You can use it on any character if you so choose. It's just another morph you can throw on top of anything.

    It won't make G8 look like V8?

    Nah, it just adds these small details smiley

  • i have all the HD, I buy them when they are on sale, love em

  • Also keep in mind that this HD technology had to be developed and cannot be found in any other software to my knowledge. So you also pay for this unique tech to exist in the first place.

    The only part that doesn't exist in other software is the artificial limitation that prevents non-PAs from using HD to create morphs.

    Nah. In the rest of the industry it is common to use either normal or displacement maps for fine detail. This is not a workflow that exists outside of Daz Studio. Unless you wanna render millions of polys in ZBrush directly but that is not done often except maybe for some beauty/portfolio shots. Even then there's probably a limitation to how many polys can be rendered so again the workflow is remesh and bake fine details to texture maps.

    You're absolutely correct that most workflows have already moved past HD geometry. That does not prevent using HD geometry in other software.

    Can you explain this more? I'm not following.

    "HD technology" already exists in other software. Just because those softwares have smarter ways to render than using HD does not mean it does not exist. The only thing new to DAZ is that only PAs can make use of high subdivision effectively. In any other software anyone would be able to redistribute their high-poly mesh details.

    Well but then can you make an example? I'm not really aware of any but maybe I just haven't kept up with latest tech.

    Any program that works with high polygon amounts? Zbrush. Blender. Heck, Sculptris. All of these support millions of polygons. Having a character with different levels of detail is also bog-standard for the gaming industry. Only DAZ says "hmmmmmm, only a few dozen people should be able to make high-polygon characters that work with our tech." This is surpassingly strange to me.

    Oh sure yeah, but this is not the same thing. You cannot just subdivide willy-nilly in a 3D application, sculpt in all the details you want and hope it still renders and works. To get the fine detail in you would end up with a rigged character of 20 million polys. This brings the software to its knees, the rigging is going to wreak havoc, bends don't work anymore etc. It's impossible to pose, let alone animate a figure like that.

    Yes. If you push past the limits of a program it will no longer work. DAZ HD characters and levels of subdivision work because they do not push past the limits of DS. Coincidentally, you should keep to the limits of other software - and they will work too!

    As for the gaming industry you must be talking about LODs

    Yeah, that's the abbreviation of "levels of detail."

    which is somewhat unrelated. It's about rendering efficiency and actually removes detail at various camera distances. Game industry works pretty much with normal maps exclusively for smaller details. Even larger details for none hero assets. Or by just setting proper vertex normals a pipe that really only has 8 sides can seem smooth and round because the shader treats it as if there were no edges.

    Removing detail for low detail renders and increasing detail for high detail renders is...exactly the same process looked at backwards. HD morphs work because the morph is sculpted at a high subdivision level. DS starts you out at a lower level and you can go up but this is just looking at things from another direction, DS could easily start at the high level.

  • Also keep in mind that this HD technology had to be developed and cannot be found in any other software to my knowledge. So you also pay for this unique tech to exist in the first place.

    The only part that doesn't exist in other software is the artificial limitation that prevents non-PAs from using HD to create morphs.

    Nah. In the rest of the industry it is common to use either normal or displacement maps for fine detail. This is not a workflow that exists outside of Daz Studio. Unless you wanna render millions of polys in ZBrush directly but that is not done often except maybe for some beauty/portfolio shots. Even then there's probably a limitation to how many polys can be rendered so again the workflow is remesh and bake fine details to texture maps.

    You're absolutely correct that most workflows have already moved past HD geometry. That does not prevent using HD geometry in other software.

    Can you explain this more? I'm not following.

    "HD technology" already exists in other software. Just because those softwares have smarter ways to render than using HD does not mean it does not exist. The only thing new to DAZ is that only PAs can make use of high subdivision effectively. In any other software anyone would be able to redistribute their high-poly mesh details.

    Well but then can you make an example? I'm not really aware of any but maybe I just haven't kept up with latest tech.

    Any program that works with high polygon amounts? Zbrush. Blender. Heck, Sculptris. All of these support millions of polygons. Having a character with different levels of detail is also bog-standard for the gaming industry. Only DAZ says "hmmmmmm, only a few dozen people should be able to make high-polygon characters that work with our tech." This is surpassingly strange to me.

    The point of HD morphs is not that they use a high-density mesh but rather that they work on the SubD vertices of a low density mesh, so that's not the same as using a high real polygon count in another application. However, you are right that the HD morph technology is, as far as I am aware, not a complete Daz invention but an implementation of a feature of the OpenSubDiv specification.

    You wind up with a high density mesh, though, correct? HD morphs do not work without a subdivided character. What is the difference between SubD vertices in DS and subdivided vertices in another software?

    Tentative comment. In Iray you certainly end up with an HD mesh (as determined by the Render SubD level, and the Displacement SubD level surface setting), but that mesh is created after posing deformation (the joint modifiers are applied to the SubD cage, then that is subjected to the SubD algorithm, and finally HD moprhs and displacement are applied). In 3delight I'm even less sure quite how the process works - it's broadly similar, but 3Delight allows division to progress much further (as demonstrated by its ability to handle fine details of displacement without overtaxing the system); however, if you do a 3Delight render of a figure with both an SSS shader and an HD morph you will notice that the process halts for quite a while on first encountering each such character as it performs the SSS calculations on the high resolution mesh so obviously it is at some points handling at least higher resolution geometry.

  • Also keep in mind that this HD technology had to be developed and cannot be found in any other software to my knowledge. So you also pay for this unique tech to exist in the first place.

    The only part that doesn't exist in other software is the artificial limitation that prevents non-PAs from using HD to create morphs.

    Nah. In the rest of the industry it is common to use either normal or displacement maps for fine detail. This is not a workflow that exists outside of Daz Studio. Unless you wanna render millions of polys in ZBrush directly but that is not done often except maybe for some beauty/portfolio shots. Even then there's probably a limitation to how many polys can be rendered so again the workflow is remesh and bake fine details to texture maps.

    You're absolutely correct that most workflows have already moved past HD geometry. That does not prevent using HD geometry in other software.

    Can you explain this more? I'm not following.

    "HD technology" already exists in other software. Just because those softwares have smarter ways to render than using HD does not mean it does not exist. The only thing new to DAZ is that only PAs can make use of high subdivision effectively. In any other software anyone would be able to redistribute their high-poly mesh details.

    Well but then can you make an example? I'm not really aware of any but maybe I just haven't kept up with latest tech.

    Any program that works with high polygon amounts? Zbrush. Blender. Heck, Sculptris. All of these support millions of polygons. Having a character with different levels of detail is also bog-standard for the gaming industry. Only DAZ says "hmmmmmm, only a few dozen people should be able to make high-polygon characters that work with our tech." This is surpassingly strange to me.

    The point of HD morphs is not that they use a high-density mesh but rather that they work on the SubD vertices of a low density mesh, so that's not the same as using a high real polygon count in another application. However, you are right that the HD morph technology is, as far as I am aware, not a complete Daz invention but an implementation of a feature of the OpenSubDiv specification.

    You wind up with a high density mesh, though, correct? HD morphs do not work without a subdivided character. What is the difference between SubD vertices in DS and subdivided vertices in another software?

    Tentative comment. In Iray you certainly end up with an HD mesh (as determined by the Render SubD level, and the Displacement SubD level surface setting), but that mesh is created after posing deformation (the joint modifiers are applied to the SubD cage, then that is subjected to the SubD algorithm, and finally HD moprhs and displacement are applied). In 3delight I'm even less sure quite how the process works - it's broadly similar, but 3Delight allows division to progress much further (as demonstrated by its ability to handle fine details of displacement without overtaxing the system); however, if you do a 3Delight render of a figure with both an SSS shader and an HD morph you will notice that the process halts for quite a while on first encountering each such character as it performs the SSS calculations on the high resolution mesh so obviously it is at some points handling at least higher resolution geometry.

    Interesting.

  • bluejauntebluejaunte Posts: 1,990

    Also keep in mind that this HD technology had to be developed and cannot be found in any other software to my knowledge. So you also pay for this unique tech to exist in the first place.

    The only part that doesn't exist in other software is the artificial limitation that prevents non-PAs from using HD to create morphs.

    Nah. In the rest of the industry it is common to use either normal or displacement maps for fine detail. This is not a workflow that exists outside of Daz Studio. Unless you wanna render millions of polys in ZBrush directly but that is not done often except maybe for some beauty/portfolio shots. Even then there's probably a limitation to how many polys can be rendered so again the workflow is remesh and bake fine details to texture maps.

    You're absolutely correct that most workflows have already moved past HD geometry. That does not prevent using HD geometry in other software.

    Can you explain this more? I'm not following.

    "HD technology" already exists in other software. Just because those softwares have smarter ways to render than using HD does not mean it does not exist. The only thing new to DAZ is that only PAs can make use of high subdivision effectively. In any other software anyone would be able to redistribute their high-poly mesh details.

    Well but then can you make an example? I'm not really aware of any but maybe I just haven't kept up with latest tech.

    Any program that works with high polygon amounts? Zbrush. Blender. Heck, Sculptris. All of these support millions of polygons. Having a character with different levels of detail is also bog-standard for the gaming industry. Only DAZ says "hmmmmmm, only a few dozen people should be able to make high-polygon characters that work with our tech." This is surpassingly strange to me.

    Oh sure yeah, but this is not the same thing. You cannot just subdivide willy-nilly in a 3D application, sculpt in all the details you want and hope it still renders and works. To get the fine detail in you would end up with a rigged character of 20 million polys. This brings the software to its knees, the rigging is going to wreak havoc, bends don't work anymore etc. It's impossible to pose, let alone animate a figure like that.

    Yes. If you push past the limits of a program it will no longer work. DAZ HD characters and levels of subdivision work because they do not push past the limits of DS. Coincidentally, you should keep to the limits of other software - and they will work too!

    As for the gaming industry you must be talking about LODs

    Yeah, that's the abbreviation of "levels of detail."

    which is somewhat unrelated. It's about rendering efficiency and actually removes detail at various camera distances. Game industry works pretty much with normal maps exclusively for smaller details. Even larger details for none hero assets. Or by just setting proper vertex normals a pipe that really only has 8 sides can seem smooth and round because the shader treats it as if there were no edges.

    Removing detail for low detail renders and increasing detail for high detail renders is...exactly the same process looked at backwards. HD morphs work because the morph is sculpted at a high subdivision level. DS starts you out at a lower level and you can go up but this is just looking at things from another direction, DS could easily start at the high level.

    I have to respectfully disagree. The key here is that in Daz Studio you can still pose the figure at lower subdiv levels while having HD morphs on top of it that act as if the figure was at subd level 5. You cannot, to my knowledge, do this in any other software. You're not going to rig a figure with millions of polys without going insane.

  • agent unawaresagent unawares Posts: 3,513
    edited September 2017

    Also keep in mind that this HD technology had to be developed and cannot be found in any other software to my knowledge. So you also pay for this unique tech to exist in the first place.

    The only part that doesn't exist in other software is the artificial limitation that prevents non-PAs from using HD to create morphs.

    Nah. In the rest of the industry it is common to use either normal or displacement maps for fine detail. This is not a workflow that exists outside of Daz Studio. Unless you wanna render millions of polys in ZBrush directly but that is not done often except maybe for some beauty/portfolio shots. Even then there's probably a limitation to how many polys can be rendered so again the workflow is remesh and bake fine details to texture maps.

    You're absolutely correct that most workflows have already moved past HD geometry. That does not prevent using HD geometry in other software.

    Can you explain this more? I'm not following.

    "HD technology" already exists in other software. Just because those softwares have smarter ways to render than using HD does not mean it does not exist. The only thing new to DAZ is that only PAs can make use of high subdivision effectively. In any other software anyone would be able to redistribute their high-poly mesh details.

    Well but then can you make an example? I'm not really aware of any but maybe I just haven't kept up with latest tech.

    Any program that works with high polygon amounts? Zbrush. Blender. Heck, Sculptris. All of these support millions of polygons. Having a character with different levels of detail is also bog-standard for the gaming industry. Only DAZ says "hmmmmmm, only a few dozen people should be able to make high-polygon characters that work with our tech." This is surpassingly strange to me.

    Oh sure yeah, but this is not the same thing. You cannot just subdivide willy-nilly in a 3D application, sculpt in all the details you want and hope it still renders and works. To get the fine detail in you would end up with a rigged character of 20 million polys. This brings the software to its knees, the rigging is going to wreak havoc, bends don't work anymore etc. It's impossible to pose, let alone animate a figure like that.

    Yes. If you push past the limits of a program it will no longer work. DAZ HD characters and levels of subdivision work because they do not push past the limits of DS. Coincidentally, you should keep to the limits of other software - and they will work too!

    As for the gaming industry you must be talking about LODs

    Yeah, that's the abbreviation of "levels of detail."

    which is somewhat unrelated. It's about rendering efficiency and actually removes detail at various camera distances. Game industry works pretty much with normal maps exclusively for smaller details. Even larger details for none hero assets. Or by just setting proper vertex normals a pipe that really only has 8 sides can seem smooth and round because the shader treats it as if there were no edges.

    Removing detail for low detail renders and increasing detail for high detail renders is...exactly the same process looked at backwards. HD morphs work because the morph is sculpted at a high subdivision level. DS starts you out at a lower level and you can go up but this is just looking at things from another direction, DS could easily start at the high level.

    I have to respectfully disagree. The key here is that in Daz Studio you can still pose the figure at lower subdiv levels while having HD morphs on top of it that act as if the figure was at subd level 5. You cannot, to my knowledge, do this in any other software. You're not going to rig a figure with millions of polys without going insane.

    Maybe check Richard's link to OpenSubD up the thread a bit. Also you can pose the base level of your mesh in ZBrush and retain the high-poly details. This is not new.

    Post edited by agent unawares on
  • Serene NightSerene Night Posts: 17,704
    edited September 2017

     

    HD for human figures is mainly useful for portraits or other close ups.

    Now, for weirder stuff, HD can help capture small curls and specific elements that the base mesh can't define.

    I actually don't agree. HD is quite useful for general shots as well, especially when using veins, muscle definition and facial details on the mouth and nose. I usually can tell if it is dialed in or not, since these details are evident at a glance and not solely something you see in a closeup shot.

    Post edited by Serene Night on
  • 3Diva3Diva Posts: 11,973

     

    HD for human figures is mainly useful for portraits or other close ups.

    Now, for weirder stuff, HD can help capture small curls and specific elements that the base mesh can't define.

    I actually don't agree. HD is quite useful for general shots as well, especially when using veins, muscle definition and facial details on the mouth and nose. I usually can tell if it is dialed in or not, since these details are evident at a glance.

    +1

  • bluejauntebluejaunte Posts: 1,990

    Also keep in mind that this HD technology had to be developed and cannot be found in any other software to my knowledge. So you also pay for this unique tech to exist in the first place.

    The only part that doesn't exist in other software is the artificial limitation that prevents non-PAs from using HD to create morphs.

    Nah. In the rest of the industry it is common to use either normal or displacement maps for fine detail. This is not a workflow that exists outside of Daz Studio. Unless you wanna render millions of polys in ZBrush directly but that is not done often except maybe for some beauty/portfolio shots. Even then there's probably a limitation to how many polys can be rendered so again the workflow is remesh and bake fine details to texture maps.

    You're absolutely correct that most workflows have already moved past HD geometry. That does not prevent using HD geometry in other software.

    Can you explain this more? I'm not following.

    "HD technology" already exists in other software. Just because those softwares have smarter ways to render than using HD does not mean it does not exist. The only thing new to DAZ is that only PAs can make use of high subdivision effectively. In any other software anyone would be able to redistribute their high-poly mesh details.

    Well but then can you make an example? I'm not really aware of any but maybe I just haven't kept up with latest tech.

    Any program that works with high polygon amounts? Zbrush. Blender. Heck, Sculptris. All of these support millions of polygons. Having a character with different levels of detail is also bog-standard for the gaming industry. Only DAZ says "hmmmmmm, only a few dozen people should be able to make high-polygon characters that work with our tech." This is surpassingly strange to me.

    Oh sure yeah, but this is not the same thing. You cannot just subdivide willy-nilly in a 3D application, sculpt in all the details you want and hope it still renders and works. To get the fine detail in you would end up with a rigged character of 20 million polys. This brings the software to its knees, the rigging is going to wreak havoc, bends don't work anymore etc. It's impossible to pose, let alone animate a figure like that.

    Yes. If you push past the limits of a program it will no longer work. DAZ HD characters and levels of subdivision work because they do not push past the limits of DS. Coincidentally, you should keep to the limits of other software - and they will work too!

    As for the gaming industry you must be talking about LODs

    Yeah, that's the abbreviation of "levels of detail."

    which is somewhat unrelated. It's about rendering efficiency and actually removes detail at various camera distances. Game industry works pretty much with normal maps exclusively for smaller details. Even larger details for none hero assets. Or by just setting proper vertex normals a pipe that really only has 8 sides can seem smooth and round because the shader treats it as if there were no edges.

    Removing detail for low detail renders and increasing detail for high detail renders is...exactly the same process looked at backwards. HD morphs work because the morph is sculpted at a high subdivision level. DS starts you out at a lower level and you can go up but this is just looking at things from another direction, DS could easily start at the high level.

    I have to respectfully disagree. The key here is that in Daz Studio you can still pose the figure at lower subdiv levels while having HD morphs on top of it that act as if the figure was at subd level 5. You cannot, to my knowledge, do this in any other software. You're not going to rig a figure with millions of polys without going insane.

    Maybe check Richard's link to OpenSubD up the thread a bit. Also you can pose the base level of your mesh in ZBrush and retain the high-poly details. This is not new.

    Just did and also found this. Scroll to 4. Hierarchical modeling. 

    https://www.fxguide.com/featured/pixars-opensubdiv-v2-a-detailed-look/

    Interesting stuff. Apparently Maya had it at some point and then it was removed again. Pixar probably has some in-house tools we'll never know.

    As for ZBrush, you are talking about a scultping app specialising in handling high poly counts, more closely related to voxels. You cannot rig/skin anything in there. Any comparison to Daz Studio or other software with actual animation tools is anecdotal.

  • agent unawaresagent unawares Posts: 3,513
    edited September 2017

    Also keep in mind that this HD technology had to be developed and cannot be found in any other software to my knowledge. So you also pay for this unique tech to exist in the first place.

    The only part that doesn't exist in other software is the artificial limitation that prevents non-PAs from using HD to create morphs.

    Nah. In the rest of the industry it is common to use either normal or displacement maps for fine detail. This is not a workflow that exists outside of Daz Studio. Unless you wanna render millions of polys in ZBrush directly but that is not done often except maybe for some beauty/portfolio shots. Even then there's probably a limitation to how many polys can be rendered so again the workflow is remesh and bake fine details to texture maps.

    You're absolutely correct that most workflows have already moved past HD geometry. That does not prevent using HD geometry in other software.

    Can you explain this more? I'm not following.

    "HD technology" already exists in other software. Just because those softwares have smarter ways to render than using HD does not mean it does not exist. The only thing new to DAZ is that only PAs can make use of high subdivision effectively. In any other software anyone would be able to redistribute their high-poly mesh details.

    Well but then can you make an example? I'm not really aware of any but maybe I just haven't kept up with latest tech.

    Any program that works with high polygon amounts? Zbrush. Blender. Heck, Sculptris. All of these support millions of polygons. Having a character with different levels of detail is also bog-standard for the gaming industry. Only DAZ says "hmmmmmm, only a few dozen people should be able to make high-polygon characters that work with our tech." This is surpassingly strange to me.

    Oh sure yeah, but this is not the same thing. You cannot just subdivide willy-nilly in a 3D application, sculpt in all the details you want and hope it still renders and works. To get the fine detail in you would end up with a rigged character of 20 million polys. This brings the software to its knees, the rigging is going to wreak havoc, bends don't work anymore etc. It's impossible to pose, let alone animate a figure like that.

    Yes. If you push past the limits of a program it will no longer work. DAZ HD characters and levels of subdivision work because they do not push past the limits of DS. Coincidentally, you should keep to the limits of other software - and they will work too!

    As for the gaming industry you must be talking about LODs

    Yeah, that's the abbreviation of "levels of detail."

    which is somewhat unrelated. It's about rendering efficiency and actually removes detail at various camera distances. Game industry works pretty much with normal maps exclusively for smaller details. Even larger details for none hero assets. Or by just setting proper vertex normals a pipe that really only has 8 sides can seem smooth and round because the shader treats it as if there were no edges.

    Removing detail for low detail renders and increasing detail for high detail renders is...exactly the same process looked at backwards. HD morphs work because the morph is sculpted at a high subdivision level. DS starts you out at a lower level and you can go up but this is just looking at things from another direction, DS could easily start at the high level.

    I have to respectfully disagree. The key here is that in Daz Studio you can still pose the figure at lower subdiv levels while having HD morphs on top of it that act as if the figure was at subd level 5. You cannot, to my knowledge, do this in any other software. You're not going to rig a figure with millions of polys without going insane.

    Maybe check Richard's link to OpenSubD up the thread a bit. Also you can pose the base level of your mesh in ZBrush and retain the high-poly details. This is not new.

    Just did and also found this. Scroll to 4. Hierarchical modeling. 

    https://www.fxguide.com/featured/pixars-opensubdiv-v2-a-detailed-look/

    Interesting stuff. Apparently Maya had it at some point and then it was removed again. Pixar probably has some in-house tools we'll never know.

    As for ZBrush, you are talking about a scultping app specialising in handling high poly counts, more closely related to voxels. You cannot rig/skin anything in there. Any comparison to Daz Studio or other software with actual animation tools is anecdotal.

    Hey, you were the one saying you can't do all this stuff in other software, I'm just pointing out that you can, it's not new technology, only new technology to DAZ. You can rig in ZBrush. It's just not DAZ rigging just like Maya does not use DAZ rigging, etc, etc. I don't know what you mean you can't "skin" in ZBrush.

    EDIT: Yeah Pixar does very clever things on a level I will never understand, lol.

    Post edited by agent unawares on
  • Hey, you were the one saying you can't do all this stuff in other software, I'm just pointing out that you can, it's not new technology, only new technology to DAZ. You can rig in ZBrush. It's just not DAZ rigging just like Maya does not use DAZ rigging, etc, etc. I don't know what you mean you can't "skin" in ZBrush.

    EDIT: Yeah Pixar does very clever things on a level I will never understand, lol.

    Skinning in what sense? I suspect many folks really don't know what's possible in zBrush.

  • agent unawaresagent unawares Posts: 3,513
    edited September 2017

    Hey, you were the one saying you can't do all this stuff in other software, I'm just pointing out that you can, it's not new technology, only new technology to DAZ. You can rig in ZBrush. It's just not DAZ rigging just like Maya does not use DAZ rigging, etc, etc. I don't know what you mean you can't "skin" in ZBrush.

    EDIT: Yeah Pixar does very clever things on a level I will never understand, lol.

    Skinning in what sense? I suspect many folks really don't know what's possible in zBrush.

    I don't know what sense jaunte was talking about which is why I asked for clarification instead of responding, but when you model with ZSpheres you use an adaptive or unified skin to get an actual mesh that you then work with further. http://docs.pixologic.com/user-guide/3d-modeling/modeling-basics/creating-meshes/zspheres/adaptive-skin/

    I suspect the meaning was skinning in the sense of skeleton attachment though, and yes you can rig in ZBrush, it's very weird and I don't do it. This is one of the documents that gets into it. Easy Rigging of all Detail-Levels with Topology-Riggs

    Post edited by agent unawares on
  • bluejauntebluejaunte Posts: 1,990

    Zbrush can do some pseudo-rigging, it's not really... but let's stop here. I don't know why even still get involved in these HD discussion. They always end badly and I feel I was unable to explain anything adquately. Somebody please, can you just remind me next time to just shut up and get back to work? I gain nothing by defending Daz withholding this commonplace tech. I swear I even saw it in MS Word the other day.

  • I swear I even saw it in MS Word the other day.

    Gonna have to write a macro for that. cheeky

  • bluejauntebluejaunte Posts: 1,990

    Skinning is part of the rigging process. Animation stuff. Painting skin weights for bones/joints etc. It's what makes the skin move correctly when you move an arm in Daz Studio.

  •  

    HD for human figures is mainly useful for portraits or other close ups.

    Now, for weirder stuff, HD can help capture small curls and specific elements that the base mesh can't define.

    I actually don't agree. HD is quite useful for general shots as well, especially when using veins, muscle definition and facial details on the mouth and nose. I usually can tell if it is dialed in or not, since these details are evident at a glance and not solely something you see in a closeup shot.

    I don't disagree with this, but rather the insistence that figure specific HD is required.

  • AllenArtAllenArt Posts: 7,175

    I think HD does make a visible difference, even at a distance, but I'm still not going to pay those prices for such a small difference. Not this time around. I tried to keep up with the G3 line, but I'm done...lol.

    Laurie

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