It is fast but Iray rendering is much better according the comparaisons i did today
Oh, I agree. Iray is what I use (and I have a 2080Ti so it is not terrible to render). But if I ever start doing more animations, I would use Filament for pre-viz.
Yeah, one of the big complaints from animators is that it took them ages to find out if their animations even worked, because rendering was so slow. Iterating was also a huge pain for the same reason. If you're mostly interested in that, Filament is a great solution.
When I get home this afternoon I am going to uninstall and reinstall it because the program is under Documents and the PFD file is under Scripts and I really haven't been able to get it to work but I have been tired when I got home from subbing at school this week. (That's what happens when I take a couple of weeks off.)
I can't get my head around the create conversion/expression. It probably isn't helped by the fact that I don't really understand coding.
I've also been looking over one of my Filament scenes, and I've got a few items in the scene that are metal. However, the Filament converter isn't converting the items to a metal (filament) shader, but just the "basic" Filament Shader.
It seems to support Genesis 8 only, I was seeing seams on a Gen 2 figure. Is this an inherent flaw in filament, or is this something that can be fixed?
Purchased. There are things I still would really like to see this script do (chief is add more point lights based on Iray emitters in the scene - not just candles, flames, etc.). But it does save some time. It is unclear to me to what extent this superceeds:
I have found that sometimes you are better off without the materials being swapped. Anyway, here is an example scene Iray vs Filament:
Obviously many of the differences are simply because UltraScenery doesn't render well in filament. But other differences are visible as well. Obviously Iray is better. It should be since it rendered in over 5 hours vs a second or two for filament.
Having now had a chance to use this a little more, my biggest ask would be some way of adding point lights for some user enterable partial surface name.
So if LightBulb3 is a surface name Bulb would match and add a point light. Much better yet if it handled instances.
Hi guys!
RiverSoft Art is having difficulty accessing the Daz Forums since Friday, Jan 8th. Once the issue is resolved, he will answer any of the script questions.
Someone was asking about Beautiful Skin Filament? The shader tweaks on this mainly adjust bump value for skins, which tends to be a little high for Filament in most Iray shaders. Beautiful Skin Filament tweaks more settings and also contains the method for faking SSS with a geoshell below the skin. The script improves your scene in general; BSF improves specifically skin.
Also remember! If you don't have a distant light for casting shadows in your scene, you typically will not get shadows cast. Adding one is an option with the script.
Sickleyield, thanks for clarifying the difference between what this product does to skin and what your other product does.
As for the line occurring in your image above, it is probably because of the Generate Texture Mipmaps under Filament Draw Options. Turn it to off. At least that has fixed it for me when I have seen it. The downside is mipmaps do have usefulness, which is why they exist (potentially less VRAM usage). I see them on Sunny 7 in my scene above if I have Mipmaps turned on.
Sickleyield, thanks for clarifying the difference between what this product does to skin and what your other product does.
As for the line occurring in your image above, it is probably because of the Generate Texture Mipmaps under Filament Draw Options. Turn it to off. At least that has fixed it for me when I have seen it. The downside is mipmaps do have usefulness, which is why they exist (potentially less VRAM usage). I see them on Sunny 7 in my scene above if I have Mipmaps turned on.
I didn't actually know about that one myself. Good tip! :)
Sickleyield, thanks for clarifying the difference between what this product does to skin and what your other product does.
As for the line occurring in your image above, it is probably because of the Generate Texture Mipmaps under Filament Draw Options. Turn it to off. At least that has fixed it for me when I have seen it. The downside is mipmaps do have usefulness, which is why they exist (potentially less VRAM usage). I see them on Sunny 7 in my scene above if I have Mipmaps turned on.
I didn't actually know about that one myself. Good tip! :)
Try to find more time to join us in the forums. We discussed the mipmaps/seams relationship back in November. You always have interesting input. It is good to see you here.
Sickleyield, thanks for clarifying the difference between what this product does to skin and what your other product does.
As for the line occurring in your image above, it is probably because of the Generate Texture Mipmaps under Filament Draw Options. Turn it to off. At least that has fixed it for me when I have seen it. The downside is mipmaps do have usefulness, which is why they exist (potentially less VRAM usage). I see them on Sunny 7 in my scene above if I have Mipmaps turned on.
I didn't actually know about that one myself. Good tip! :)
Try to find more time to join us in the forums. We discussed the mipmaps/seams relationship back in November. You always have interesting input. It is good to see you here.
Thanks, but I deliberately limit my time here for the sake of my mental health, and have since around 2015. My normal agreement with Riversoft is that we only do forum release threads if he is in charge of them (I don't do them for my own content at all). Otherwise I normally leave support to Daz3d, as most PAs do, or answer questions on my Deviantart or email (I've quit reading YouTube comments too, for the same reasons).
Sickleyield, thanks for clarifying the difference between what this product does to skin and what your other product does.
As for the line occurring in your image above, it is probably because of the Generate Texture Mipmaps under Filament Draw Options. Turn it to off. At least that has fixed it for me when I have seen it. The downside is mipmaps do have usefulness, which is why they exist (potentially less VRAM usage). I see them on Sunny 7 in my scene above if I have Mipmaps turned on.
I didn't actually know about that one myself. Good tip! :)
Try to find more time to join us in the forums. We discussed the mipmaps/seams relationship back in November. You always have interesting input. It is good to see you here.
Thanks, but I deliberately limit my time here for the sake of my mental health, and have since around 2015. My normal agreement with Riversoft is that we only do forum release threads if he is in charge of them (I don't do them for my own content at all). Otherwise I normally leave support to Daz3d, as most PAs do, or answer questions on my Deviantart or email (I've quit reading YouTube comments too, for the same reasons).
that is such a shame I always found you to be one of the most helpful PAs
I agree about Youtube though, it's a toxic cesspool and frequently I have to remove comments I make in reply and on other people's videos ( often quite innocent ones) and block people.
really getting sick of the incredibly nasty replies to my saying dandelions in lawns are pretty and bees love them
Thanks to everyone for posting images and helping each other out!
@HatB, yes, please reinstall. The metadata looks correct on my system, i.e., script in Scripts folder, etc.
@wsterdan, thank you for sharing the answer to your own question. It is good to know it works on Mac
@Peken, I am glad you got your installation issue worked out.
@FntasyArt, it is not user friendly but you can set this up to add point lights to other emissive materials. Load data/RiverSoft Art/Common/3DLIrayToFilamentConstants.dsa in your favorite text editor. There is a line: var FLAME_KEYWORDS = new RegExp('.*(flame|fire|candle).*', 'i'); This constant defines the regular expression the script uses to match the material name for Flame emissive materials. To add other keywords, such as bulb, edit the regular expression and save: var FLAME_KEYWORDS = new RegExp('.*(flame|fire|candle|bulb).*', 'i');
This looks like it will be very helpful. The compatible software lists DS 4.15, but since you probably started working on this pre-4.15, that 4.14.0.10 will suffice? Thanks in advance for clarifying.
This looks like it will be very helpful. The compatible software lists DS 4.15, but since you probably started working on this pre-4.15, that 4.14.0.10 will suffice? Thanks in advance for clarifying.
Yes, it should work. I worked on it with the 4.14. You need Filament is probably the biggest compatibility
Here is a scene shown 3 different ways. It is from Camera #5, Triple Moon Cottage. I prefer to use Filament Draw Options to adjust light levels so did so instead of using the conversion tool light levels.
First, without RSSY conversion but adjusting light levels:
Second doing the regular RSSY conversion adding flame lights and replacing the various shaders as per default in the tool. This is certainly an improvement as you get some nice lighting affects from the additional flame lights.
Third, again doing RSSY conversion of materials and with flame lights. HOWEVER, the base shader is unchecked on the 3rd page. In my opinion the base shader often does more harm than good. In particular notice some of the metal objects like the chalice and bell now look correct again. This is my current favorite way of using the tool.
Triple Moon Cottage Camera 5 No conversion.png
1600 x 1000 - 3M
Triple Moon Cottage Camera 5 Straight RSSY Conversion.png
1600 x 1000 - 2M
Triple Moon Cottage Camera 5 No Base RSSY Conversion.png
Another set of examples. This time camera #1 from Triple Moon Cottage. I was very careful to keep light levels the same between the two examples here. As before I set lighting levels in Filament Draw instead of in the tool. First is a straight RSSY conversion.
The second is a RSSY conversion, but with the base shader turned off.
There are still some problems in the 2nd image, but I think it is evident it is far superior to the first. The problems that remain (such as overly reflective stone work, and lack of color in the potions are Filament problems, not problems with the convertor.
Triple Moon Cottage Camera 1 Straight RSSY Conversion.png
1600 x 1000 - 2M
Triple Moon Cottage Camera 1 No base RSSY Conversion.png
Comments
Yeah, one of the big complaints from animators is that it took them ages to find out if their animations even worked, because rendering was so slow. Iterating was also a huge pain for the same reason. If you're mostly interested in that, Filament is a great solution.
Just got it. Waiting for some more experienced with filament than me, to show up the renders.
Thanks @Artini!
When I get home this afternoon I am going to uninstall and reinstall it because the program is under Documents and the PFD file is under Scripts and I really haven't been able to get it to work but I have been tired when I got home from subbing at school this week. (That's what happens when I take a couple of weeks off.)
I can't get my head around the create conversion/expression. It probably isn't helped by the fact that I don't really understand coding.
I've also been looking over one of my Filament scenes, and I've got a few items in the scene that are metal. However, the Filament converter isn't converting the items to a metal (filament) shader, but just the "basic" Filament Shader.
It seems to support Genesis 8 only, I was seeing seams on a Gen 2 figure. Is this an inherent flaw in filament, or is this something that can be fixed?
Install/reinstall, always ending up with this same error, log file included.
Any clue how to fix?
Will the script run on the Mac version of DAZ Studio, or does it need the Filament engine itself present?
-- Walt Sterdan
Purchased. There are things I still would really like to see this script do (chief is add more point lights based on Iray emitters in the scene - not just candles, flames, etc.). But it does save some time. It is unclear to me to what extent this superceeds:
https://www.daz3d.com/sf-beautiful-skin-filament
I have found that sometimes you are better off without the materials being swapped. Anyway, here is an example scene Iray vs Filament:
Obviously many of the differences are simply because UltraScenery doesn't render well in filament. But other differences are visible as well. Obviously Iray is better. It should be since it rendered in over 5 hours vs a second or two for filament.
These are my very first filament renders. Options tab is very useful - on can easily adjust lights and environment and preview it directly.
Used https://www.daz3d.com/chemistry-laboratory and https://www.daz3d.com/ensley-hd--expressions-hd-for-genesis-8-female
Before:
After:
Having now had a chance to use this a little more, my biggest ask would be some way of adding point lights for some user enterable partial surface name.
So if LightBulb3 is a surface name Bulb would match and add a point light. Much better yet if it handled instances.
Purchased, answer is "yes".
OK, working now. Had to download it manually and just drop the files in place...
Here is another set of renders done with both Iray and Filament. In ways I actually prefer the filament render.
Iray:
Filament:
Below is Filament renders of https://www.daz3d.com/christian-8 with https://www.daz3d.com/christian-8-hd-add-on
placed in https://www.daz3d.com/sw-french-quarter--seraphims-corner
This time I have used Light preset RSSY3DIT Environment Settings and I like results better.
Only Filament renders.
Before material conversion:
After material conversion:
Changed back skin of Christian 8 to iray:
I have noticed something, like a seam on Christian 8 head (invisible in iray)
Someone was asking about Beautiful Skin Filament? The shader tweaks on this mainly adjust bump value for skins, which tends to be a little high for Filament in most Iray shaders. Beautiful Skin Filament tweaks more settings and also contains the method for faking SSS with a geoshell below the skin. The script improves your scene in general; BSF improves specifically skin.
Also remember! If you don't have a distant light for casting shadows in your scene, you typically will not get shadows cast. Adding one is an option with the script.
Sickleyield, thanks for clarifying the difference between what this product does to skin and what your other product does.
As for the line occurring in your image above, it is probably because of the Generate Texture Mipmaps under Filament Draw Options. Turn it to off. At least that has fixed it for me when I have seen it. The downside is mipmaps do have usefulness, which is why they exist (potentially less VRAM usage). I see them on Sunny 7 in my scene above if I have Mipmaps turned on.
Try to find more time to join us in the forums. We discussed the mipmaps/seams relationship back in November. You always have interesting input. It is good to see you here.
that is such a shame
I always found you to be one of the most helpful PAs
I agree about Youtube though, it's a toxic cesspool and frequently I have to remove comments I make in reply and on other people's videos ( often quite innocent ones) and block people.
really getting sick of the incredibly nasty replies to my saying dandelions in lawns are pretty and bees love them
I'm back! Thanks @Sickleyield for the help!
Thanks to everyone for posting images and helping each other out!
Thanks. In the short run, I found a way to rename surfaces, but this will be much better. :)
You're welcome!
This looks like it will be very helpful.
The compatible software lists DS 4.15, but since you probably started working on this pre-4.15, that 4.14.0.10 will suffice? Thanks in advance for clarifying.
Yes, it should work. I worked on it with the 4.14. You need Filament is probably the biggest compatibility
Here is a scene shown 3 different ways. It is from Camera #5, Triple Moon Cottage. I prefer to use Filament Draw Options to adjust light levels so did so instead of using the conversion tool light levels.
First, without RSSY conversion but adjusting light levels:
Second doing the regular RSSY conversion adding flame lights and replacing the various shaders as per default in the tool. This is certainly an improvement as you get some nice lighting affects from the additional flame lights.
Third, again doing RSSY conversion of materials and with flame lights. HOWEVER, the base shader is unchecked on the 3rd page. In my opinion the base shader often does more harm than good. In particular notice some of the metal objects like the chalice and bell now look correct again. This is my current favorite way of using the tool.
Another set of examples. This time camera #1 from Triple Moon Cottage. I was very careful to keep light levels the same between the two examples here. As before I set lighting levels in Filament Draw instead of in the tool. First is a straight RSSY conversion.
The second is a RSSY conversion, but with the base shader turned off.
There are still some problems in the 2nd image, but I think it is evident it is far superior to the first. The problems that remain (such as overly reflective stone work, and lack of color in the potions are Filament problems, not problems with the convertor.