BJ Wicked - Realtime Raytracing/Pathtracing in Daz Studio

2»

Comments

  • bluejauntebluejaunte Posts: 2,272

    Silent Winter said:

    bluejaunte said:

    Silent Winter said:

    Check Patreon for video.

    Ah, now I see. That actually looks really good. Having a separate pane for preview isn't an issue (even the main viewport is a pane really).

    I assume we can't interact with objects in the preview (thus we still need the main viewport open to click on things).

    Yeah no interaction.It's the way I've been working for ages. Interaction in main viewport, preview rendering in Aux viewport. It's faster/more responsive than interacting with Iray preview directly. But I understand when people don't like that, you kinda need muttiple monitors. Or maybe 4k or ultrawide or something.

    Not an issue for me - I'm more than happy to switch between things even on my 16:9 (27") monitor - currently only 1080p but getting a 1440p soon. Even in Blender I might have more than one viewport open when doing certain things.

     

    Edit to add this here as it would otherwise be hidden at the bottom of the previous page:

    bluejaunte said:

    Please vote here: Wicked or Cycles? | bluejaunte on Patreon

    And of course if you're interested at all sign up to the free tier if you haven't already.

    Edit2: I voted for Wicked - confusingly, you specify Cycles as "Offline renderer" but isn't Wicked also offline (as in it runs on your local machine with no internet connection required to use)? 

    Ah sorry, it doesn't have anything to do with internet connection in this case. Offline is just Iray, Cycles etc. I guess as in no live connection. Non-real-time would be a better term I guess, but somehow the industry calls it  offline rendering most frequently.

  • Silent WinterSilent Winter Posts: 3,956

    bluejaunte said:

    Ah sorry, it doesn't have anything to do with internet connection in this case. Offline is just Iray, Cycles etc. I guess as in no live connection. Non-real-time would be a better term I guess, but somehow the industry calls it  offline rendering most frequently.

    Today I learned.

    Thanks :) 

  • bluejauntebluejaunte Posts: 2,272
    edited September 8

    This is surely going to be completely uncontroversial. DLSS5 in BJ Wicked. Or rather it's actually a separate thing cobbled together from BJ Rapid Pose and BJ Wicked.

    Render at 20-30 fps at 4k (150% render scale on my 1440p screen) with DLSS Quality (75% of 4k I think). Path tracing + ray reconstruction on RTX 4090.

    That is a frame every 33 to 50 ms.

    dlss5_1.png
    2560 x 1367 - 3M
    dlss5_2.png
    2560 x 1367 - 3M
    Post edited by bluejaunte on
  • umblefuglyumblefugly Posts: 199

    bluejaunte said:

    This is surely going to be completely uncontroversial. DLSS5 in BJ Wicked. Or rather it's actually a separate thing cobbled together from BJ Rapid Pose and BJ Wicked.

    Render at 20-30 fps at 4k (150% render scale on my 1440p screen) with DLSS Quality (75% of 4k I think). Path tracing + ray reconstruction on RTX 4090.

    That is a frame every 33 to 50 ms.

    Thats really nice dude! 

  • bluejaunte said:

    This is surely going to be completely uncontroversial. DLSS5 in BJ Wicked. Or rather it's actually a separate thing cobbled together from BJ Rapid Pose and BJ Wicked.

    Render at 20-30 fps at 4k (150% render scale on my 1440p screen) with DLSS Quality (75% of 4k I think). Path tracing + ray reconstruction on RTX 4090.

    That is a frame every 33 to 50 ms.

    more! 

  • SnowSultanSnowSultan Posts: 3,844

    Does DLSS5 work in DAZ Studio like it would in a game? Can you get render-like results without rendering (and potentially improved results on renders without running the render directly through AI)?

  • bluejauntebluejaunte Posts: 2,272

    SnowSultan said:

    Does DLSS5 work in DAZ Studio like it would in a game? Can you get render-like results without rendering (and potentially improved results on renders without running the render directly through AI)?

    Not in Daz Studio per se, it's a plugin transferring stuff to basically a game engine running DX12. There it renders in real time at 20-30 fps as mentioned.
  • SnowSultanSnowSultan Posts: 3,844

    Thank you for replying. It's very interesting though and I look forward to seeing your progress.   :)

Sign In or Register to comment.