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(SOLVED) Filament (PBR) doesn't work or something
Well, I wanted to try the option "Filament (PBR)" in the Viewport and when I select it, the figure that I import into the scene turns all gray. I have seen some videos and I see that this does not happen to others.
What could be the problem?
I attach images of the problem, btwThanks for the attention.
EDIT: If anyone is experiencing this same error, try turning the "Hardware Anti-Aliasing" option to "Off". That was the solution for me.
I attached image of the solution, btw.Viewport render like EeveeHave you tried Filament? That's the closest thing DS has right now.
Genesis 9 disappearing eyes after renderI have a custom character that I set up for Genesis 9. Because of the limitations of my laptop I usually render in 3Delight. All seemed to go well after I did the render and then I noticed that Genesis 9 doesn't have any eyes in the render. They were there when I set up the file. They appear when I do a filament render. The only thing I did was swap out the base texture for one of my own and I reduced the eye moisture opacity to zero. Genesis 9 looks like he was born without eyes (just think the Companion from the Sandman series on Netflix). Is there something I'm missing? I didn't have this issue with Genesis 8.
Zirael Flyte Hatchback Car - Underside?Filament works great for this! I tried multiple times to set the Rignt temp to 73. It failed every time, so maybe it is temperature specific. In fact, I can't set Left or Both to 73 either.
Zirael Flyte Hatchback Car - Underside?gcjellyfish said:
they should also be visible if you use filament in the viewport
I didn't even think of that! I'll give it a try. Thanks.
Zirael Flyte Hatchback Car - Underside?they should also be visible if you use filament in the viewport
Problem with renderingShelLuser said:
What happens if you try to render with 3Delight, does that work or also generate some errors? You may want to start by trying to rule out possible issues. If 3Delight works as intended, then what happens if you switch your viewport to Filament and then also Iray?
3Dlight works normally, if I switch to iray view, it looks stuck, image doesn't "clear"
Problem with renderingWhat happens if you try to render with 3Delight, does that work or also generate some errors? You may want to start by trying to rule out possible issues. If 3Delight works as intended, then what happens if you switch your viewport to Filament and then also Iray?
Working in DAZ very slowI will have to agree with Richard on this. Using the Iray or Filament drawstyles isn't a good idea for much more than quick viewing of the scene.
I created DaDaYo with Daz studio, an animation series for toddlers on YouTubeJan FreeForeststudios said:
Here is an exemple of (problem-) animation...
Look @ the guitarRocks, the plants and the hair of the elf, who are moving/flikkering unnatural.
The renders are made in settings "Filament & viewport "
I hope someone knows a solution, because I love working with Daz3D for animation, but this problem make me lose a lot of time.
The video is probebly to heavy to upload ( 160 mb)
I created DaDaYo with Daz studio, an animation series for toddlers on YouTubeWendyLuvsCatz said:
which render engine are you using?
Filament and OpenGL have issues with cutout opacity maps
That's the way I do it.... can I manipulate the cutout opacity to fix it ?
iRay rendering takes me to many hours/days to render. What do you suggest to use? :-)
I created DaDaYo with Daz studio, an animation series for toddlers on YouTubeHere is an exemple of (problem-) animation...
Look @ the guitarRocks, the plants and the hair of the elf, who are moving/flikkering unnatural.
The renders are made in settings "Filament & viewport "
I hope someone knows a solution, because I love working with Daz3D for animation, but this problem make me lose a lot of time.
I created DaDaYo with Daz studio, an animation series for toddlers on YouTubewhich render engine are you using?
Filament and OpenGL have issues with cutout opacity maps
IRAY viewport render causing CPU / GPU temps to soar and crash DAZ Studio after new NVIDIA drivers?HI all, I updated to the latest NVIDIA GPU drivers today (using RTX 3090, and updated to the latest Studio and Game Ready drivers). Now, when I use DAZ, if I switch to IRAY rendering mode in the viewport (as opposed to Filament or any of the other rendering modes) my CPU and GPU temps will quickly rise, and upon reaching around 90+ CPU temperature, DAZ STudio crashes, and then the temps return to normal). Is anyone else experiencing this? I feel like the latest NVIDIA driver updates did something to break IRAY render viewport mode in DAZ. Let me know if you need any more info, but keen to hear if anyone else experiencing this. Thanks!
Animating not possible on DS 4.20/Mac?strandbased hair does weird unpredictable things in rendered animation on Windows too
mostly disappearing along the timeline
a single rerender of the frames it's fine so it seems it lags behind, this would also explain your issue
LAMH has always done it in 3Delight so I am frankly not surprised strandbased does it in iray and Filament
especially if simulated
I think it's an issue with the hair itself not the OS
I mentioned it a few times in the past, nobody else ever seems to have an issue, most don't render animation anyway
https://www.daz3d.com/forums/discussion/551416/vanishing-strandbased-hair-in-animation#latest
Daz Studio 5 development updateinquire said:
Richard Haseltine said:
I am told that the newxt major build of Daz Studio, using Qt 6, is going to use Metal for MacOS. Windows may use OpenGL, Vulkan, or may even offer a choice - that is not yet determined.
Oh, my GOSH!! That is fantastic! Oh, I do hope Mac users get the option of using Metal. And I hope that someone comes up with a shader translator that's as quick and easy and accurate to use as the ezskin 3 shader translator by Snarlygribbly. It quickly converts Poser firefly shaders to Poser superfly shaders which work with the cycles render engine [using at least some of the cycles nodes] that Poser now offers as an option. And to think that he did this as a freebie! Snarlygribbly, you belong in the same class as Dr. Saulk. Somebody nominate him for a Nobel Prize.
Please note that Richard has said that Qt6 will use Metal, which will probably just speed up the user interface in DAZ Studio and replace OpenGL for Mac previews. It's probably not going to be a new final-quality rendering engine, that would need to be written from the ground up.
I think the best we can realistically hope for is a fast preview render, where the best quality might be on a par with Filament, which we will also be able to use on Macs.
EDIT:
That said, Metal *does* have the ability to do ray tracing; Richard did point out that anyone can add a rendering engine, one wonders how much extra work it would take to add a true Apple Metal rendering engine if DAZ's implemenation keeps their implementation closer to OpenGL's level of rendering.
Daz Studio 5 development updateDISCLAIMER: I may be wrong in my understanding of the Apple Metal API (and most likely am) but here goes:
I think it's important to keep expectations to a minimum when possible. Apple's Metal is an API that acts at a low-level to speed rendering like OpenGL by simplifying how things are set up, and by providing access to Apple's GPUs. Theoritically this will speed up the viewport and final renders, but only if you're like me and using "Viewport" or in this case OpenGL as your final render quality. Instead of CPU-only OpenGL, we *might* be getting CPU/GPU Metal previews.
Viewports themselves should work faster for Apple users as well, making setting up the renders faster and smoother.... "should" being the important word.
I suspect Windows users should see similar advantages using Vulkan, but again, my understanding of Apple's Metal API is limited, and almost non-existant in regards to Vulkan, so take my guesses as just that, uniformed guesses.
To try to use it for high-end final rendering using only it's shading language, I believe you'd be looking at writing a complete rendering engine from scratch, if not a complete 3D program. With Apple 3D users in a minority, I do not see this happening; it's taking years to update the Qt to the latest version, I highly doubt they'd have time to even start planning to build their own render engine, their plates are already pretty full.
As you mentioned, a number of rendering engines (e.g. Redshift, Octane, Cycles, etc.) have used the Metal API to speed up Mac renders by providing access to Apple's GPUs; unless DAZ is adding a new rendering engine to DAZ Studio that already uses Metal, I don't think we can expect a huge increase in high-end rendering speeds.
I'm already pretty happy using OpenGL with my toon characters (my render times are 0.55 seconds for a 1080p frame) and was looking forward to Filament, if Metal can do at least as good as either and to it faster, I'm going to be a very happy camper.
I hesitate to do too much speculation on the one update Richard gave us, and from here on will sit back quietly and wait for more actual announcements from DAZ... hopefully in the near future.
Daz Studio 5 development updateImago said:
Richard Haseltine said:
I am told that the newxt major build of Daz Studio, using Qt 6, is going to use Metal for MacOS. Windows may use OpenGL, Vulkan, or may even offer a choice - that is not yet determined.
Tha animation previews will be faster and smoother?
We probably shouldn't speculate too wildly for fear of disappointement, but the potential is sure there. As a Mac guy, I know that *theoretically* Metal is capable of 10x the speed of OpenGL, but I assume that's under absolutely ideal conditions and perfect implementation, the real world usually falls short. Metal previews can use both the CPU and GPU cores, though so if DAZ is able to implement that, then I would expect a significant bump in speed of some sort.
I was already pretty eager waiting for DAZ 5 (and after two years of waiting for Filament) so now there's a new level of excitement.
Daz Studio 5 development updatevrba79 said:
My main speculative takeaway is that we're gonna be stuck with IRAY as the mainline and glorified preview renderers like OpenGL and Filament as our only options going forward, starting with DS5.
I'd love to be surprised and proved wrong, but that's just not the vibe I'm picking up.
Well, for the vast majority of both the users and the content creators iRay has been the mainline for quite a while now. DAZ not supplying 3DL options for the launch of the Genesis 9 characters doesn't look great for us 3DL users, but again, it's been coming for quite a while.
I've only used Filament a little bit, but it did a better job for me than OpenGL so I'm still very much looking forward to it, as for me, it's what I need right now. I suspect that OpenGL, once the Mac has Filament, will probably pass away quietly.
Honestly, I'm not sure at this point if 3DL will be left behind completely, or possibly replaced by a more robust rendering engine. People with very powerful non-Nvidia cards would no doubt love it, but I'm not sure how easy it would be to talk the PAs into supporting two engines.
I guess we just have to wait until DAZ Studio 5 does come out, but it really would be nice to get some advance notice from DAZ to help us plan a bit.
Daz Studio 5 development updateMy main speculative takeaway is that we're gonna be stuck with IRAY as the mainline and glorified preview renderers like OpenGL and Filament as our only options going forward, starting with DS5.
I'd love to be surprised and proved wrong, but that's just not the vibe I'm picking up.











