When is Genesis 9 Being Released
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A cloth simulation engine like Marvelous Designer has will eliminate the need of making assets compatible for X number of figures. Everything will work with everything because with cloth simulation there's no need for rigged assets.
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With the simulation of turning and bending getting better, we are talking about major update - That simulation needs a new method of execution as there are already way too many correction morphs which often disagree with other correction morphs. On top of which, trying to keep it compatible with G8 clothing, hair and accessories... I don't see that happening within G8.x family.
"New and Improved" has already hurt sales as people have not jumped aboard the G8.1 ship for various reasons. At least here on the forums, many of us are past the age of waiting for the new toy, only to get tired of it in a few days and wanting the next new toy...
Just like Genesis 8 was actually Genesis 3.1, Genesis 8.1 is actually Genesis 3.2. We are not going to see an actual Genesis 9 or maybe they'll call it Genesis 10, without a DAZ Studio 5.0 release with major capability improvements.
I don't agree with this, hardware is soooo much better than it was than when I started dabbling in 3D.
RTX makes big improvements with rendering times in Iray, and there are still ways to get your hands on a Gen 3xxx Nvidia card. Or at least a Gen 2xxx, there are lots of prebuilt systems where you can get an RTX card. Polygon counts and texture sizes really haven't changed much since M4 & V4, but the amount of VRAM in video cards has gone up quite a bit since then.
There's also the fact that we have a good free PBR built right in, Iray. IMO, wizards could produce some really good stuff with 3Delight and Firefly, but was still generally outshined by the PBR engines. In general, for the hobbyists on equal skill levels IMO the output from an engine like Octane was better than from the output on 3Delight or Firefly.
It's more affordable than ever.
Eh, I'm fine with mixing G381FM. Hammering G8.1 skins onto G3 works as long as your sledgehammer is heavy enough.
G9FM, if ever, better be something groundbreaking to justify it. But I don't know how many maps and how large ones it'd take to solve the different texel sizes on different body parts.
It would still need adjusting for size, at least for the size of the base figure (and simple morph projection would do nothing about texture stretching).
Everything will eventually be updated--therefore you should never buy anything.
So, what's the answer? When is Genesis 9 coming out?
Forget G9. I'd be happy with proper shirt collars - collars with standups, collars that haven't been made out of a circle with a segment cut out.
Sigh. I bet if we get soft-body physics and collisions, shirt collars will still be part of the science of the future :-)
The fact that you admitted yourself that you will stop buying Genesis 8 if the release of Genesis 9 is soon is the reason why DAZ will keep quiet until the day arrives that it is ready. If they were to announce today that Genesis 9 was due at the end of this year sales might half overnight, and that would be very bad business.
You are correct in saying that polycounts and textures size have not changed since the M4/V4 days, in fact Genesis 8 at base resolution has less than a quarter the number of polys that Generation 4 had. However textures are much more relevant for VRAM usage than polys, unless you render at SubD 4 or above. For textures Genesis 3 and 8 also mostly use 4K maps, like V4, but whilst with V4 you generally had a colour map and a bump map, since Iray came along there are typically also translucence/SSS maps, specular maps and normal maps, and sometimes displacement maps aswell. Coupled with the fact that arms and legs now use a 4K map each, rather than sharing one like V4 did, means a typical figure will use 6 4K maps back in the generation 4 days, but now this has increased to around 20 4K maps for Genesis 3/8.
My idea for a G9+/Studio5+ might be not for as much of a higher character detail but for more physics. Characters bodies that can automatically conform to their envorment, such as sitting in a chair or laying in a bed. How many pictures have we seen where the character is laying on a bed and the bed looks like it's made out of concrete and the character floating on top of it, because the artist couldn't take the time to dform/dforce and shape the body to look like it's naturally laying. The body is a giant sack of liquid and blubbery meat that conforms to things it's against. Reshaping it can take time to look natural, and sometimes it's hard to figure out exactly what that should be. So a physics system to handle such things built into Daz or a new Gen would be the greatest leap forward in my opinion.
Think of it like a water balloon. When you fill it up from the hose it's one shape being pulled down by gravity, you then sit it on the ground and it completely reshapes flattening on the bottom against the ground. The body does the same thing when lying or pressed against things. Likewise a chair cusion would deform as the weight of a butt is placed on it. You can achieve this effects with some morphs and mesh grabber, but having an automiatic system would be better. However achieving these types of things can only be done with geometry that isn't super low poly count, one has to perform a quad remesh on the obj or us a higher polycount asset. Also meshgrabber as far as I can tell only works at a base resolution level, so it is limited, this might be where a G9 is needed.
You seriously expect an answer?
I'd love to see soft-body deformation, but . . .
. . . A human body ain't a sack of "liquid and blubbery meat". It's a skeleton of rigid bones with a complex muscular system and a wide variety of soft tissue types which deform in different ways. Posing models that can adequately simulate the body conforming to hard objects or soft objects (like mattresses or upholstery padding) will be extremely complex compared to Genesis 8. Imagine posing simulations that take at least three times longer than dForce cloth simulations. And imagine significant increases for system specs: storage space, RAM, and processing.
Again, I'd love to see better soft-body stuff, but it would seem to involve a much greater generation-to-generation leap than we've seen before. Not sure when it will be commercially viable.
Doesn't blender do soft body already?
We must also consider that the Qt update is not going to be the only change in DS 5, truth be told, it would be quite disappointing if that was all that was changed.
We have no knowledge about what they have been planning for DS 5 but, the fact that we are already at minor revision 15 and the mimimum SDK release is already 9 years old, the changes may very well be something they have been working for years with.
Soft body is a good term. Yes bones and internals would need to be accommodated for, basically a type of force weight map could be applied similar to what we have now. There isn't much improvement's needed for G8.1 as it is so yeah it would be a big leap. And a big leap is what G9+ would be. This could be achieved now on G8/.1 with not that much overhead, the right physics system would need to be introduced. Accommodating older hardware isn't a thing that a developer should concern themselves with in order to advance technology, but I get from a business model it is.
There is'nt really much more you could do with a G8.1 except for tighter UV's and polycount so besides physics I don't know what one would expect to see.
They could also open up HD to everyone instead of creating an artificial limitation just for PAs. But business model again.
Studio 5 should allow for the integration of other rendering engines.
Also, it's a little meaningless to talk about a simulation engine "like Marvelous Designer", because MD is an entire premium program built from the ground up for cloth creation and simulation, so it's not as if recreating it within DS would be a trivial matter. Even if CLO agreed to license that simulation engine, would that be worthwhile for Daz to integrate into DS?
I agree, Daz shouldn't try and be an all in one tool. It already does a ton more then one would expect.
Given that we have an Octane plugin, and a Lux Render plug-in, we already have that in Studio 4.X, so what do you mean by "allow the integration of other rendering engines" ?
I was thinking more like arnold and cycles. Is Lux even still around? Their site seems to be a shoe company now.
Lux render is still around, but none of the plugins for DS are being actively developed. I am pretty sure someone could write an Arnold or a Cycles plugin using the SDK available with 4.X, we don't need 5 for that. The fact that no one has done that, I can not explain, maybe it was felt there would be too few buyers?
I agree, the more renderers the better IMO. but then you would have way to many in the forums lost on how to set up materials for each renderer
Studio 4 already does - as witness LuxRender and Octane - but someone has to write the code.
Something that could convert materials and lights would be needed for sure. Even just more fine tweaking of the current Iray engine would be great.
Daz "allowing" the integration of other rendering engines doesn't make the integration happen. Either Daz makes the integration themselves, which doesn't appear to be a priority, or other people do it. Otoy made the Daz plugin for Octane, and the creator of Reality made the plugin that integrated LuxRender into DS. Nothing is stopping AMD or some other person from creating a ProRender DS integration, for example.
does blender do softbody? yes.
does blender do softbody in a way one could set up a realistic human without pulling out all your hair? .....not so much. as someone who has used it - it requires a ton of manual tweaking and very fiddly.it is also very slow. Im not sure how many users would be into something that theoretically solves pressure and self intersection, but takes longer than most dforce clothes to calculate
blender also has a (3rd party) muscle solution - but you have to manually set uo the individual muscles themselves and they don't auto follow morphs and again - not fast