Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.
Comments
As Rawb said, Filament isn't meant to be a replacement for Iray: https://www.daz3d.com/forums/discussion/comment/6112287/#Comment_6112287
It's not as pretty as Iray and it's not meant to be competition with Iray, as far as I can tell. It's not bad looking at all though for what it can do - which is render at lightning speed. It also handles scene navigation incredibly well, even with huge sets and tons of geometry and textures in the scene. I'm really impressed with it for a preview style and I think it has HUGE promise as a renderer for animations and games and anything else needing really fast rendering.
I may be able to finally animate this 27 clothed haired figure nightmare
thanks for the tips !
Ah, so it was the normals that were making the skin look bad ;). At any rate, I don't see it replacing Iray any time soon :). Good exercise tho :D
Laurie
I'm sure too and it'll be a boon for animators, especially if it keeps getting better :). Nothing wrong with having more choices, especially for rendering :)
Laurie
I'm really excited about this, especially after seeing some of the amazing artistic renders. A lot of my time in Iray has been spent working backward to make renders consistently less photorealistic, and I know so many people who'd love to get into DS but don't have workhorse computers.
Oh! Now that makes sense. I was asking myself why they named ViewPort renderer such a name when it was Filament (not!)
Did someone say Shader Set for Skins?
Coming soon from Fuseling and me, Beautiful Skin Filament with bonus hair shaders and opaque caps (sometimes the cap layer of hairs doesn't natively show up)!
I have some additional tips.
Filament doesn't really do cast shadows, it does a sort of raytraced deep blurry thing around objects. In KA's renders you can see he's dealt with this by having the floor areas largely unlit. One excellent way to cope with this lack on Filament's part is to start from a palette of total darkness and, as he has also done, add just enough light that it dissipates some of the darkness but leaves the floor and some other areas dark enough to not make this lack apparent. KA is a genius at lighting, and we should all learn from his example.
I also have a product in testing for faking cast shadows by literally throwing a rigged shadow on the ground (shown)! This one is dForce rigged.
@SickleYeild That looks great! :D Shadows would be a really big help. I can't wait!
I was working on some skin shaders for Filament too, but since you're doing some already, I might skip it then. :)
OK ... is it just me - or a bug.
I've installed the update, but every time i set up a animation scene and go to manipulate the timeline, the interface freezes up. That includes windows itself. I have to use ctrl+alt+del to even get the task manager up, then several trys to activate the Daz interface. After a few minutes of trial and error, everything becomes active again. But, touch the timeline again and the freeze starts all over again. This even effects older versions of DAZ that I still have installed. Only way around this has been to uninstall the update and reboot, then everything works as normal - but no Filament. of course. Tried this three times (uninstall/reinstall, etc.) - all same result.
It's weird that it affects older versions of Studio as well (installed in separate folders).
Can anyone confirm or reproduce?
I also have Octane installed - maybe a conflict somewhere?
Running a 2060RTX 6GB (no memory problems with sample scenes I'm trying).
Thanks
Alan
great news Sickleyield
hope it hits the store soon
unfortunately my -1Y scaled instance cheat for openGL floor shadows doesn't work in filament as they are still textured
It could be Octane, try disabling it through Help>About Installed Plug-ins and resart DS. If that doesn't help whata re your system specs?
you will need to browse to the dll and add.bak to the extension to disable it.
(or move it temporarily) I made a desktop shortcut to do this
What cat fur is that? It looks a lot like my cat! My cat’s tail is fluffier though. Is that the Daz or Hivewire cat? IRay version looks great!
Housecat with the longfur preset maybe lengthened a tad
HW3D I don't have a strandbased preset and lousy at styling my own, sadly LAMH not useable in Filament
(doesn't need to be Dforce which is DAZ PA only anyway but a preset for us lousy stylers would be nice)
my mob, looped 3X
that took a fair while prob 10 hours but would be impossible on iray anyway
3Delight one frame takes a long time
I was wondering what scene you were planning for all these folks - Battle Royale? Dance 'Til You Drop?
Honestly I'd give it a month or so and then do it anyway. There were many skin shader updater/solutions for Iray and as near as I can tell all of them were successful (Fuseling's and my BSI, JM HumanShader, IDG Essentials, EcVh0's Iray Skin sets, Anagenesis, etc.). Every artist has a different "take" on this concept, with something different to offer, and yours is definitely as valid.
I used transfer utilty on a plane and added a blurry map to the cutout opacity for a rough fake shadow
also fullscreen on one monitor Ctlr+R to render is helpfull to know
you can obscure the viewport in spite of the warning to check your folder
a rigged conformer you could pose for sun direction would be awesome though
Unchecking in Help>About Installed Plug-ins and then restarting DS doesn't work?
I would definitely pick up both! In Iray I use different shaders and settings depending on the lighting and character I'm working with, so having more options is always good. :D
I am not sure now as on the wrong PC but I didn't think it appeared there, someone can correct me if it does
Yeah, that's true - there are a lot of different skin shader options for Iray, (and I think a few different shaders for 3Delight). It does make sense that Filament shouldn't be treated any differently. And having a variety of different options can be good. I'll probably do that then, wait a month or two and then submit mine (if I can manage to get the look of the shaders just how I want lol).
Thank you, SickleYield, for the encouragement. You're such a sweetheart!
Wendy, Richard -- thanks for the tips. Uninstalled Octane and renamed the .dll file, rebooted. Still have same issues - note - the system freezes when I try and change animation keyframes via the graph. As long as I don't point-click on the graph, all seemes to work fine. I will have to keep researching - probably file a bug report as I need Octane more than Filament (right now anyway).
Sorry to take up space on this thread - but thought the problem might be related to Filament, It might be just my system - since no one else seems affected.
Dell 9020 24Gb RAM, Geforce 2060RTX 6gb - Intel I7-4770 3.4GHZ
Thanks
Alan
it is freezing for me adding and changing parameters on lights so I don't think it is just you
and mouse pointer vanishing is back
moving to viewport selection box starts another freeze pointer spin hold up
That's a great way to look at it, and I completely agree! :) I think the 3D community definitely benefits from variety and I think there's room enough for different PA's takes and styles on similar type products. :D
That's brilliant, Wendy!
I used your "Shadow Instance" technique here in this Filament animation:
https://player.vimeo.com/video/469408305
That was 472 frames and rendered in 21 minutes! That would have take HOURS for my computer to render in Iray.
While the instance "shadow" isn't exactly true to the lighting it's MUCH better than before with no shadow and helps a lot to "ground" the character with the environment. Thank you so much for sharing your technique!
how did you do that in Filament though?
my video is using the openGL engine, I made it before we had Filament
in Filament my instances are textured even negative scaled
I added Omnifreaker's UberSurface and then turned the Glossiness down to 7% - that helped to make the "shadow" darker and less intense and less colorful.
I also added a primitive plane for the ground, used a black and white gradient to "fade it out" in the back and dropped the Shadow Instance just below the plane so that it was less stark.