-
Daz Studio Pro BETA - version 4.20.0.17! (*UPDATED*)
I can render animations faster using iray with 4.11 using denoiser than I can on this build using Filament
unimpressed
MetaMixer
Dunno maybe they must be updated with metamixer features if so. I guess thé morphing tool can be used (maybe on all generations ? )daveso said:khorneV2 said:
daveso said:
well, this thing doesnt seem to work for me. The little faces in the 3 nodes are sort of grayed out. When I see the powerpose face with the dots, nothing seems to move, but the lag is terrible. It slows my DS to slower than a crawl and nothing is happening as far as morphs or facial changes. Does it have to be G8.1 or will 8 work?
Its not like I have a real old system, 32meg ram and an AMD 3800x. i guess its too old for DS anymore though. This is the last system I will ever be able to afford, so this might be it.
I saw quite a few HD charaqcters get updated, but the question has not been answered. how do you get them into the mixer thing?as the tutorial says, you need to activate filament preview mode and erase eyelashes and tears from your model, so laging dissapear
filament. never used it before. didn't want to. guess will have to. How do I get the other characters into the mixer?
MetaMixerSnowSultan said:
Couple of things:
- Don't worry about having to buy the HD morphs over again, I cannot imagine they would ask that. They'll just update them to included presets for Metamixer and you'll have to download them again. We might have to buy the actual presets for the characters, but they'll probably be pretty cheap.
- You don't need to use Filament to use Metamixer. In the example screencap below, I just have the basic preview on with gray surface settings (not the Metamixer one, it's too reflective). You won't be able to see the little character icons in the three circles if you don't use Filament (or Iray), but it's not a huge deal. I would also use a basic light HDRI rather than the three colored spotlights for both speed and visibility.
- To make things easier, try doing what I did here: make a new workspace tab by customizing Studio's interface, give Powerpose a very large panel, and then save G8M and G8F scenes that are all set up with the Metamixer interface. You'll be able to load them in, switch to your Metamixer tab, and quickly get started.
Unfortunately for the base characters, you have to pay for the Metamixer updates.. For Victoria 8 is one of the Metamixer shapes, I own the product already and I imagine many others do as well, on looking on the store page it isn't free for those who already own the original character base product..
MetaMixerCouple of things:
- Don't worry about having to buy the HD morphs over again, I cannot imagine they would ask that. They'll just update them to included presets for Metamixer and you'll have to download them again. We might have to buy the actual presets for the characters, but they'll probably be pretty cheap.
- You don't need to use Filament to use Metamixer. In the example screencap below, I just have the basic preview on with gray surface settings (not the Metamixer one, it's too reflective). You won't be able to see the little character icons in the three circles if you don't use Filament (or Iray), but it's not a huge deal. I would also use a basic light HDRI rather than the three colored spotlights for both speed and visibility.
- To make things easier, try doing what I did here: make a new workspace tab by customizing Studio's interface, give Powerpose a very large panel, and then save G8M and G8F scenes that are all set up with the Metamixer interface. You'll be able to load them in, switch to your Metamixer tab, and quickly get started.
MetaMixerkhorneV2 said:
daveso said:
well, this thing doesnt seem to work for me. The little faces in the 3 nodes are sort of grayed out. When I see the powerpose face with the dots, nothing seems to move, but the lag is terrible. It slows my DS to slower than a crawl and nothing is happening as far as morphs or facial changes. Does it have to be G8.1 or will 8 work?
Its not like I have a real old system, 32meg ram and an AMD 3800x. i guess its too old for DS anymore though. This is the last system I will ever be able to afford, so this might be it.
I saw quite a few HD charaqcters get updated, but the question has not been answered. how do you get them into the mixer thing?as the tutorial says, you need to activate filament preview mode and erase eyelashes and tears from your model, so laging dissapear
filament. never used it before. didn't want to. guess will have to. How do I get the other characters into the mixer?
MetaMixerdaveso said:
well, this thing doesnt seem to work for me. The little faces in the 3 nodes are sort of grayed out. When I see the powerpose face with the dots, nothing seems to move, but the lag is terrible. It slows my DS to slower than a crawl and nothing is happening as far as morphs or facial changes. Does it have to be G8.1 or will 8 work?
Its not like I have a real old system, 32meg ram and an AMD 3800x. i guess its too old for DS anymore though. This is the last system I will ever be able to afford, so this might be it.
I saw quite a few HD charaqcters get updated, but the question has not been answered. how do you get them into the mixer thing?as the tutorial says, you need to activate filament preview mode and erase eyelashes and tears from your model, so laging dissapear
HD characters updated for MetaMixer are: ?galien said:
AllenArt said:
galien said:
AllenArt said:
GhostofMacbeth said:
Yes, I have gotten some of those 16 to work fine.
Thanks. This confirms my suspicions that I can't use it on customized Daz folders. **sigh**
What is your expectation of what the HD add-ons actually do?
They do not include the shape of the character head, only the HD details. For example, Twosret 8 is one of the 4 bundled add-on's. The Twosret8 HD is also one of the HD characters that have been updated with MetaMixer support for those who have bought it. These are 2 separate things. With both installed, you can add either (or both) to a single MetaMixer slot (A, B, or C) to get the shape, the HD details or both. If you just have the updated HD add on, you are just adding the fine details (wrinkles, pores and so on) which can be hard to see in the viewport.
The Mixer shapes say they load the figure PLUS the hd addon. If I add one, it acts like it loads, but there is no icon in the corresponding circle and no change at all in the figure's face (I've done quite a few test renders and there is NO change). So far, the only ones that are working for me are the ones that were supplied with the MetaMixer. This leads me to believe I've got to buy something else, which, after having overpaid for the Daz base figure HD's anyway, I'm not willing to do. So I guess I'm uninstalling ;). 75 bases and HD addons I've bought (just for 8 and 8.1) and I'm not buying them twice. It is good for a simple morpher tho, but I can do that in other software more easily. IF there is nothing else to buy, something is not working correctly and since I have custom content folders I can only assume that it's calling files outside the data folder which I have moved and that Studio can't find. At this point, I'm not sure which scenario is the correct one, but I'm pretty certain I know which one. Time will tell.
Take a look at the screenshots I've attached. I've added just the Victoria 8 HD MetaMixer add-on. One of the screenshots is with the powerpose widget pulled down so that the HD is not added. The other is with the widget pulled up to mix in the HD add-on. For these screenshots, I've increased the figure sub-division to 3, switched the viewport to filament, and applied the gray clay material that comes with MetaMixer. I think that you can see the difference between the two in the details in the lips and around the eyes.
We will have to wait to see whether the base characters will be updated for free.
I'll check it again after Thanksgiving. I have too much cooking to do. :)
HD characters updated for MetaMixer are: ?AllenArt said:
galien said:
AllenArt said:
GhostofMacbeth said:
Yes, I have gotten some of those 16 to work fine.
Thanks. This confirms my suspicions that I can't use it on customized Daz folders. **sigh**
What is your expectation of what the HD add-ons actually do?
They do not include the shape of the character head, only the HD details. For example, Twosret 8 is one of the 4 bundled add-on's. The Twosret8 HD is also one of the HD characters that have been updated with MetaMixer support for those who have bought it. These are 2 separate things. With both installed, you can add either (or both) to a single MetaMixer slot (A, B, or C) to get the shape, the HD details or both. If you just have the updated HD add on, you are just adding the fine details (wrinkles, pores and so on) which can be hard to see in the viewport.
The Mixer shapes say they load the figure PLUS the hd addon. If I add one, it acts like it loads, but there is no icon in the corresponding circle and no change at all in the figure's face (I've done quite a few test renders and there is NO change). So far, the only ones that are working for me are the ones that were supplied with the MetaMixer. This leads me to believe I've got to buy something else, which, after having overpaid for the Daz base figure HD's anyway, I'm not willing to do. So I guess I'm uninstalling ;). 75 bases and HD addons I've bought (just for 8 and 8.1) and I'm not buying them twice. It is good for a simple morpher tho, but I can do that in other software more easily. IF there is nothing else to buy, something is not working correctly and since I have custom content folders I can only assume that it's calling files outside the data folder which I have moved and that Studio can't find. At this point, I'm not sure which scenario is the correct one, but I'm pretty certain I know which one. Time will tell.
Take a look at the screenshots I've attached. I've added just the Victoria 8 HD MetaMixer add-on. One of the screenshots is with the powerpose widget pulled down so that the HD is not added. The other is with the widget pulled up to mix in the HD add-on. For these screenshots, I've increased the figure sub-division to 3, switched the viewport to filament, and applied the gray clay material that comes with MetaMixer. I think that you can see the difference between the two in the details in the lips and around the eyes.
We will have to wait to see whether the base characters will be updated for free.
HD characters updated for MetaMixer are: ?AllenArt said:
MelanieL said:
If you do a store search with the word "metamixer" then 16 HD characters turn up - apparently the text has been updated on those 16 to say "plus MetaMixer Shaping Presets for the MetaMixer Toolkit" - maybe keep an eye on that search for a while to see if any more turn up for you? (I only have one of them, out of several HD characters I own)
Are yours working? Because mine are not, even after updating. The only ones working are the 4 that came with it.
Something occurred to me. My content folders are highly customized. If the MetaMixer is calling the files where DIM puts them, then they aren't there anymore. I have all my humans in a Humans folder, creatures in Creatures, aliens in Aliens, etc. So, to use this I'm going to have to deal again with the mess that DIM makes of the folder structure. Terrific.
From what I can see, each Metamixer slot can contain either a standard character metamixer shape preset, an HD character metamixer preset, or both the standard character and the HD character presets. The first dials the shape into the mix equation. The second dials in the fine HD details (wrinkles, pores and so on). The third dials in both.
If you increase the viewport subdivision level you should see the impact the HD preset is having (it's probably easiest to see this if you use filament and the gray clay material that comes with Metamixer).
Daz Studio Pro BETA - version 4.20.0.17! (*UPDATED*)skboa said:
Richard Haseltine said:
Imago said:
Richard Haseltine said:
Broken in what way?
I said these very things so many times that I feel truly dumb repeating these again...
Anyway...
Timeline: The triangles can't be moved unless you create a keyframe with the "Create keyframe" button on the timeline with "node recurse" activated or you create a key on the "cast shadows" line. On complex animations this means do this on every prop in the scene in every point I could need to move something. Some times copy/pasting the keyframes messess things so much that DAZ Studio crashes. The only solution is to select the keyframes, set them as "linear" and back to the desired tweener WITHOUT moving the scrubber.
I can't immediately reproduce this:
- Create primitive
- Use the Viewport Gizmo to slightly displace it (to give it a frame 0 key without using Add Key)
- Go to frame 5 and move it around a bit, frame 10 and move, frame 15 and move
- Marquee-select the X transaltion keys in the Dope Sheet
- Drag to move - they move
Puppeteer: Doesn't register aliases and some custom morphs. Many times I create a dot, recall it and half of the face of my char doesn't change. It doesn't register some of the DAZ's morphs as well.
Autofit: Clothes and hair gets deformed, misplaced or weirdly resized when fitted on a char which has one or more of the "sizes" values not at their default 100%. If I try to make the chest bigger to create a troll or similar, the hairs sinks in his skull or fly up half meter from the head. This doesn't happen in 4.12.
G3/8's IKs: They are so broken that they require three times the time and effort to pose and animate than G1. If I pin a foot and move the hips a bit, the knees seems to try to reach Mars. If I rotate the hips about 179° on Y axis, it starts spinning like a carousel.
D-Formers: If I try to modify a D-Former on a char which isn't on the very center of the world and at default rotation, the controls gets completely scrambled, if I pull forward the char gets deformed backwards.dForms work on the base geometry - I agree this can be annoying when trying to fix a posed figure, but it isn't a bug. I use a weight map, which targets vertices directly, to at least reduce the compelxity
Undo Stack: If I move a camera or a prop and try to undo that, they doesn't return to the previous state in 60% of times, but the Undo is "used".
I don't see this, can you give more exact steps to reproduce?
Frame selected: If a prop isn't at the very center of the world, the viewport gets skyrocketed so far from the selected prop that it's hard to see it on the screen.
This is a known (and reported) issue - having the camera point more-or-less at the origin when you frame reduces the impact of the issue.
Add level of details: Creating a new one, even saving it hundred times, if I reload the char/scene that contains a new LOD, it isn't there.
3Delight: Lots and lots of warnings about something that can't be accessed and I can't understand what they mean. This slows down a lot the rendering.The DSON Format does not support LoDs, DS still does. I agree this is annoying, but it isn't strictly broken since things are behaving according to spec.
Filament: The shadows gets cut away based on the viewing angle and postion of the viewer. The environment map is incredibly pixelated even using high definition HDRs.
I said these things a lot of times here and at the helpdesk.
I'm stuck with 4.12.0.86 since its release because it's the only one which doesn't have all those issues...
We had the discussion about animation and some of these bugs not so long ago, most of these problems have been mentioned by several people. I myself have confirmed some of these bugs, undoing camera changes for example...
That's exactly what I mean, people mention problems, several people, not just one person > nothing happens. Some of these bugs or "features" exist for years now, the IK problem is well known for a long time and for the others, I doubt that official testers or the Daz devs don't know about at least most them.
Have you reported the issues, with steps to reproduce, to Daz? Mentioning them in the forums isn't reporting them.
Daz Studio Pro BETA - version 4.20.0.17! (*UPDATED*)Richard Haseltine said:
Imago said:
Richard Haseltine said:
Broken in what way?
I said these very things so many times that I feel truly dumb repeating these again...
Anyway...
Timeline: The triangles can't be moved unless you create a keyframe with the "Create keyframe" button on the timeline with "node recurse" activated or you create a key on the "cast shadows" line. On complex animations this means do this on every prop in the scene in every point I could need to move something. Some times copy/pasting the keyframes messess things so much that DAZ Studio crashes. The only solution is to select the keyframes, set them as "linear" and back to the desired tweener WITHOUT moving the scrubber.
I can't immediately reproduce this:
- Create primitive
- Use the Viewport Gizmo to slightly displace it (to give it a frame 0 key without using Add Key)
- Go to frame 5 and move it around a bit, frame 10 and move, frame 15 and move
- Marquee-select the X transaltion keys in the Dope Sheet
- Drag to move - they move
Puppeteer: Doesn't register aliases and some custom morphs. Many times I create a dot, recall it and half of the face of my char doesn't change. It doesn't register some of the DAZ's morphs as well.
Autofit: Clothes and hair gets deformed, misplaced or weirdly resized when fitted on a char which has one or more of the "sizes" values not at their default 100%. If I try to make the chest bigger to create a troll or similar, the hairs sinks in his skull or fly up half meter from the head. This doesn't happen in 4.12.
G3/8's IKs: They are so broken that they require three times the time and effort to pose and animate than G1. If I pin a foot and move the hips a bit, the knees seems to try to reach Mars. If I rotate the hips about 179° on Y axis, it starts spinning like a carousel.
D-Formers: If I try to modify a D-Former on a char which isn't on the very center of the world and at default rotation, the controls gets completely scrambled, if I pull forward the char gets deformed backwards.dForms work on the base geometry - I agree this can be annoying when trying to fix a posed figure, but it isn't a bug. I use a weight map, which targets vertices directly, to at least reduce the compelxity
Undo Stack: If I move a camera or a prop and try to undo that, they doesn't return to the previous state in 60% of times, but the Undo is "used".
I don't see this, can you give more exact steps to reproduce?
Frame selected: If a prop isn't at the very center of the world, the viewport gets skyrocketed so far from the selected prop that it's hard to see it on the screen.
This is a known (and reported) issue - having the camera point more-or-less at the origin when you frame reduces the impact of the issue.
Add level of details: Creating a new one, even saving it hundred times, if I reload the char/scene that contains a new LOD, it isn't there.
3Delight: Lots and lots of warnings about something that can't be accessed and I can't understand what they mean. This slows down a lot the rendering.The DSON Format does not support LoDs, DS still does. I agree this is annoying, but it isn't strictly broken since things are behaving according to spec.
Filament: The shadows gets cut away based on the viewing angle and postion of the viewer. The environment map is incredibly pixelated even using high definition HDRs.
I said these things a lot of times here and at the helpdesk.
I'm stuck with 4.12.0.86 since its release because it's the only one which doesn't have all those issues...
We had the discussion about animation and some of these bugs not so long ago, most of these problems have been mentioned by several people. I myself have confirmed some of these bugs, undoing camera changes for example...
That's exactly what I mean, people mention problems, several people, not just one person > nothing happens. Some of these bugs or "features" exist for years now, the IK problem is well known for a long time and for the others, I doubt that official testers or the Daz devs don't know about at least most them.
Daz Studio Pro BETA - version 4.20.0.17! (*UPDATED*)Imago said:
Richard Haseltine said:
Broken in what way?
I said these very things so many times that I feel truly dumb repeating these again...
Anyway...
Timeline: The triangles can't be moved unless you create a keyframe with the "Create keyframe" button on the timeline with "node recurse" activated or you create a key on the "cast shadows" line. On complex animations this means do this on every prop in the scene in every point I could need to move something. Some times copy/pasting the keyframes messess things so much that DAZ Studio crashes. The only solution is to select the keyframes, set them as "linear" and back to the desired tweener WITHOUT moving the scrubber.
I can't immediately reproduce this:
- Create primitive
- Use the Viewport Gizmo to slightly displace it (to give it a frame 0 key without using Add Key)
- Go to frame 5 and move it around a bit, frame 10 and move, frame 15 and move
- Marquee-select the X transaltion keys in the Dope Sheet
- Drag to move - they move
Puppeteer: Doesn't register aliases and some custom morphs. Many times I create a dot, recall it and half of the face of my char doesn't change. It doesn't register some of the DAZ's morphs as well.
Autofit: Clothes and hair gets deformed, misplaced or weirdly resized when fitted on a char which has one or more of the "sizes" values not at their default 100%. If I try to make the chest bigger to create a troll or similar, the hairs sinks in his skull or fly up half meter from the head. This doesn't happen in 4.12.
G3/8's IKs: They are so broken that they require three times the time and effort to pose and animate than G1. If I pin a foot and move the hips a bit, the knees seems to try to reach Mars. If I rotate the hips about 179° on Y axis, it starts spinning like a carousel.
D-Formers: If I try to modify a D-Former on a char which isn't on the very center of the world and at default rotation, the controls gets completely scrambled, if I pull forward the char gets deformed backwards.dForms work on the base geometry - I agree this can be annoying when trying to fix a posed figure, but it isn't a bug. I use a weight map, which targets vertices directly, to at least reduce the compelxity
Undo Stack: If I move a camera or a prop and try to undo that, they doesn't return to the previous state in 60% of times, but the Undo is "used".
I don't see this, can you give more exact steps to reproduce?
Frame selected: If a prop isn't at the very center of the world, the viewport gets skyrocketed so far from the selected prop that it's hard to see it on the screen.
This is a known (and reported) issue - having the camera point more-or-less at the origin when you frame reduces the impact of the issue.
Add level of details: Creating a new one, even saving it hundred times, if I reload the char/scene that contains a new LOD, it isn't there.
3Delight: Lots and lots of warnings about something that can't be accessed and I can't understand what they mean. This slows down a lot the rendering.The DSON Format does not support LoDs, DS still does. I agree this is annoying, but it isn't strictly broken since things are behaving according to spec.
Filament: The shadows gets cut away based on the viewing angle and postion of the viewer. The environment map is incredibly pixelated even using high definition HDRs.
I said these things a lot of times here and at the helpdesk.
I'm stuck with 4.12.0.86 since its release because it's the only one which doesn't have all those issues...
I'm Sorry, Filament. I guess you really do Rock!!!As far as I can tell Filament is some sort of offshout from OpenGL, that runs the texture shaded preview. It seems like it has all of the same inconsistencies with regard to Transparency. I seriously doubt this will change because it's built into the core of how it works.
Daz Studio Pro BETA - version 4.20.0.17! (*UPDATED*)Richard Haseltine said:
Broken in what way?
I said these very things so many times that I feel truly dumb repeating these again...
Anyway...
Timeline: The triangles can't be moved unless you create a keyframe with the "Create keyframe" button on the timeline with "node recurse" activated or you create a key on the "cast shadows" line. On complex animations this means do this on every prop in the scene in every point I could need to move something. Some times copy/pasting the keyframes messess things so much that DAZ Studio crashes. The only solution is to select the keyframes, set them as "linear" and back to the desired tweener WITHOUT moving the scrubber.
Puppeteer: Doesn't register aliases and some custom morphs. Many times I create a dot, recall it and half of the face of my char doesn't change. It doesn't register some of the DAZ's morphs as well.
Autofit: Clothes and hair gets deformed, misplaced or weirdly resized when fitted on a char which has one or more of the "sizes" values not at their default 100%. If I try to make the chest bigger to create a troll or similar, the hairs sinks in his skull or fly up half meter from the head. This doesn't happen in 4.12.
G3/8's IKs: They are so broken that they require three times the time and effort to pose and animate than G1. If I pin a foot and move the hips a bit, the knees seems to try to reach Mars. If I rotate the hips about 179° on Y axis, it starts spinning like a carousel.
D-Formers: If I try to modify a D-Former on a char which isn't on the very center of the world and at default rotation, the controls gets completely scrambled, if I pull forward the char gets deformed backwards.
Undo Stack: If I move a camera or a prop and try to undo that, they doesn't return to the previous state in 60% of times, but the Undo is "used".
Frame selected: If a prop isn't at the very center of the world, the viewport gets skyrocketed so far from the selected prop that it's hard to see it on the screen.
Add level of details: Creating a new one, even saving it hundred times, if I reload the char/scene that contains a new LOD, it isn't there.
3Delight: Lots and lots of warnings about something that can't be accessed and I can't understand what they mean. This slows down a lot the rendering.
Filament: The shadows gets cut away based on the viewing angle and postion of the viewer. The environment map is incredibly pixelated even using high definition HDRs.I said these things a lot of times here and at the helpdesk.
I'm stuck with 4.12.0.86 since its release because it's the only one which doesn't have all those issues...
Daz Studio Pro BETA - version 4.20.0.17! (*UPDATED*)Could you pleae be more specific?
Richard Haseltine said:
Imago said:
Timeline: Broken
Puppeteer: Broken
Autofit: Broken
G3/8's IKs: Broken
D-Formers: Broken
Undo Stack: Broken
Frame Selected: Broken
Add Level of details: Broken
3Delight: Broken
IRay: Broken
Filament: Broken
And there's more... Most of these are years old bugs, reported to the helpdesk many times.Perhaps DAZ Studio itself it's free but I paid for the assets, I would like at least to be able to use them...

I guess I'll go 4.12.0.86 Public Build in secula seculorum...
Broken in what way?
I'm Sorry, Filament. I guess you really do Rock!!!Padone said:
@MegonNoel Can you please post a picture of the toulouse hair with the FSL shaders in filament ? Possibly with the settings you used so we can see how nice they work. Personally I believe they don't work at all since uber presets can't fix a render engine issue. And filament just can't handle multiple layers of alpha maps thus the issue with transmapped hair.
edit. Just got another trick that you may like to be aware of. It seems that mipmapping generates seams on some textures, so better to leave it off.

Yes. I believe I mentioned that earlier.
For my particular skin materials, I need to turn of MipMap, which then makes the bump too strong, so for Filament rendering, I'd simply need to maker a separate preset for many of my materials with a lot less bump and in some cases a few more tweaks.
I'm Sorry, Filament. I guess you really do Rock!!!As for animation, I love how I can preview my animation work as I go using Filament.
I'll leave Avatar Drawing On for Texture shaded, and tuen it off and on as needed in Filament.
At first it felt like it was just my imagination, but now I'm convinced that, somehow my Classic Long and Curly Hair seems to simulate a touch faster when being viewed through Filament compared to Texture Shaded. I haven't actually timed an entire sim to truly test it, but it really does seem to be faster.
I'm Sorry, Filament. I guess you really do Rock!!!MegonNoel said:
Really nice to see people trying out Filament

Personally, I really like it. I think it's especially good if you're an animator (I am). I'm a bit of a 3Delight fangirl, and I'm not all that interested in Iray, but I do really like Filament. I do highly stylized work, very cartoon looking, so 3DL works amazingly, but Iray is... not really suited to the look I'm going for. Filament, however, seems like it can work really nicely with whichever style you prefer (realism vs toon).
I don't know that I'd ever use it exclusively for a project, I use it more as a supporting renderer. Basically, anything that needs to render fast, anything that just isn't getting the 'look' I want in 3DL, or in some unexpected cases certain shaders (for 3dl or iray) just look better in filament than in their own render engine. I also think it plays nice with both 3DL and Iray in the sense that if you use either of those as your "main" renderer you can really easily get away with using filament in a supporting role and make the styles match without much trouble no matter which of the larger ones you prefer.
And while I did say that I use it in more of a 'supporting role' for my work, I will add that I recently started using it for main characters as well. It was one of those "unexpected cases" I mentioned where filament just looked nicer than anything else in the end.
Funny that you say that (all of it)!
When I first started messing with it again - when I made this thread - I noticed that it was really easy to get a really nice stylized render look from it.
There are still a few little things that keep me from actually using it for stylized animation renders, the big one being that the inner mouth always looks like there's a light on inside.
For hair and other seemingly problematic surfaces, I noticed a Huge improvement to everything when I open the Drawing pane under "Drawing" and turn off Avatar drawing. Now I'm not seeing the transparency issues in the hair (possibly the hair I'm using? Claasic Long Curly, by Linday).
I tested the idea that I could make Filament renders look a lot nicer if I tweaked the materials, and I was correct. So if I ever get to the point where I want to try for a beauty pass render using Filament, I'll work all of the materials until I'm happy with the look and save a new set of presets to rely on for such things. Amazing (to me, being a DS newb) how easy Daz Studio makes it to save any little piece that we want to be able to apply to existing saves!
Daz Studio Pro BETA - version 4.20.0.17! (*UPDATED*)Imago said:
Timeline: Broken
Puppeteer: Broken
Autofit: Broken
G3/8's IKs: Broken
D-Formers: Broken
Undo Stack: Broken
Frame Selected: Broken
Add Level of details: Broken
3Delight: Broken
IRay: Broken
Filament: Broken
And there's more... Most of these are years old bugs, reported to the helpdesk many times.Perhaps DAZ Studio itself it's free but I paid for the assets, I would like at least to be able to use them...

I guess I'll go 4.12.0.86 Public Build in secula seculorum...
Broken in what way?
Daz Studio Pro BETA - version 4.20.0.17! (*UPDATED*)Timeline: Broken
Puppeteer: Broken
Autofit: Broken
G3/8's IKs: Broken
D-Formers: Broken
Undo Stack: Broken
Frame Selected: Broken
Add Level of details: Broken
3Delight: Broken
IRay: Broken
Filament: Broken
And there's more... Most of these are years old bugs, reported to the helpdesk many times.Perhaps DAZ Studio itself it's free but I paid for the assets, I would like at least to be able to use them...

I guess I'll go 4.12.0.86 Public Build in secula seculorum...












