-
Why most part of famous artists haven't published anything for several months ?
I average two products a month (I do have a second one coming up for July). I've released 12 products so far this year in 2021, so admittedly I'm one behind, but I hope to have three things out in August to make up for it:
RSSY 3Delight and Iray to Filament
SY Body Under Clothes Fit Fixer G8/G8.1
SY Cracked Creepy Dolls G8/8.1
I dunno what you were hoping to see, but I don't think I can go much faster than this and still sleep. ;)
Legacy Iray versus PBR IrayCenobite said:
PBR isn't always the best, is faster but is highly unstable tends to crash the platform with heavy scenes. The light is also washed out somewhat in PBR filament mode, Iray is the best render when you get the lighting right.
PBR is neither the best nor the worst, it's literally the only option for Iray and Filament.
Legacy Iray versus PBR IrayPBR isn't always the best, is faster but is highly unstable tends to crash the platform with heavy scenes. The light is also washed out somewhat in PBR filament mode, Iray is the best render when you get the lighting right.
Pink textures on Iray.. yes another threadHello,
Sorry to create another thread on this topic. I have red most threads about this problem and either they don't fit my issue or I just don't get the jargon.
So a little refresher, the diffuse map of any type of products appears bright magenta only in Iray mod and rendering. Open GL and Filament looks normal; problem isn't also with the surface tab. I have checked : Daz 3D > DAZStudio4 > libs > Iray and I cannot find that "Freeimage.dll but, in this directory I've found "nv_freeimage.dll". Okay, but I don't have any antivirus beside Windowdefender; I looked for the quarantine and there's nothing to be restored. Also, the problem is only for some specific products, the ones that use JPG images and not PNGs! Someone pointed this out in another thread. The way around it is to convert every texture files into pngs... Please I'd like not to do that. What could make the Iray engine react like this for JPGs and not for PNGs?
Thank you, be gentle with the jargon
Daz Studio 5 development update3Don said:
Mac Users: Are the current Mac models gonna be good for DS5 or should we wait for the new ones to come out?
I honestly don't know the answer to this. But, as a Mac user, I'm being cautious right now about buying things. I am planning to get a new Mac with the M1 or M2 chips, as soon as a real desktop model comes out, maybe an iMacPro, or a Mac Pro. (Right now, I'm got a 2013 Mac Pro.) But, assuming DS 5 will run on this new machine, just how will these current models (characters), props, settings, clothing items, etc., perform? Will iRay running in CPU be faster than it is now for Mac users? Will Filament work for us, and how good will that be? Will there be other render engines?
Inquire-
Please post which Mac you decide to get. I've followed your posts here & on the Mac forum. I too am on a 2013 Mac. Stll running Yosemite. This can't happen soon enuf for me!
@3Don: Of course, be happy to do it, although there are far more knowledgable Mac users on the DAZ site in the forums. I'm proabably not going to get a new Mac until I see a Macintosh Pro or at least an iMac Pro with the new chips, running Big Sur, and able to run DS. For my present 2013 Mac Pro, I'm running Catalina (10.15.7) and using DAZ Studio 4.15.0.2. Would that not work for you? If you want to use dForce, maybe not. But otherwise, it works for me.
Daz Studio 5 development updateMac Users: Are the current Mac models gonna be good for DS5 or should we wait for the new ones to come out?
I honestly don't know the answer to this. But, as a Mac user, I'm being cautious right now about buying things. I am planning to get a new Mac with the M1 or M2 chips, as soon as a real desktop model comes out, maybe an iMacPro, or a Mac Pro. (Right now, I'm got a 2013 Mac Pro.) But, assuming DS 5 will run on this new machine, just how will these current models (characters), props, settings, clothing items, etc., perform? Will iRay running in CPU be faster than it is now for Mac users? Will Filament work for us, and how good will that be? Will there be other render engines?
Inquire-
Please post which Mac you decide to get. I've followed your posts here & on the Mac forum. I too am on a 2013 Mac. Stll running Yosemite. This can't happen soon enuf for me!
Daz Studio 5 development update3Don said:
Mac Users: Are the current Mac models gonna be good for DS5 or should we wait for the new ones to come out?
I honestly don't know the answer to this. But, as a Mac user, I'm being cautious right now about buying things. I am planning to get a new Mac with the M1 or M2 chips, as soon as a real desktop model comes out, maybe an iMacPro, or a Mac Pro. (Right now, I'm got a 2013 Mac Pro.) But, assuming DS 5 will run on this new machine, just how will these current models (characters), props, settings, clothing items, etc., perform? Will iRay running in CPU be faster than it is now for Mac users? Will Filament work for us, and how good will that be? Will there be other render engines?
Daz Studio 5 development updateI'd like to add my 2c to the conversation.
The things DAZ 5 should aim for:
Better compatibility with other platforms. This advantageous to DAZ since its assets will be usable in many more projects.
This means, though:
1. NO HD Blocks. Yes. Not being able export properly and hiding HD features for vendors might have been a thing many years ago, but now it just means "I'm going to get my characters from somwhere else, then".
2. Better file import/export.
3. Compatibility with Nvidia Omniverse. It might not be a thing yet (it's in open beta), but....it's proper Real-Time render engine! (sorry, but Filament is garbage) and, collab with a bunch of other platforms.
Are Spotlights Used for Iray the Same Spots Used for 3Delight ?Fauvist said:
Ok, I'll turn on "photometric" if I can figure out where the setting is. But......I'd still like to know - are there spotlights created just for Iray?
Yes, that's if the render engine is iRay and you create a new spotlight it will be photometric iRay spotlight. If 3DL render engine is chosen it will be a non-photometric sportlight. Same if you create a new point light, & so on from the DAZ Studio Create menu. I believe though creating new sportlights (& other lights) from the Create menu when in OpenGL mode will get you 3DL non-photometric lights while doing the same but for the Filament engine will get you photometric iRay lights.
You can change back and forth between the 3DL non-photometric and the iRay photometric by selecting a light in the Scene tab and in the Parameters tab scrolling until you get to a toggle button that will switch back & forth between photometric or non-photometric lighting. Example: Merlin Studio's The Church Bundle includes many 3DL non-photometric lights but to work in iRay you must select each light in the scene, go to the parameters tab, scroll to the photometric button and toggle it to On.
You may want to manually adjust the lights in a scene after your switch to photometric mode in the parameters tab, and likewise switch to non-photometric, but that's personal taste mostly. Some non-photometric lights have a heavy colored tint added that you might need to account for in photometric mode in some way or another. Since those tints are artistic and not natural; photometric mode for lights doesn't give you a direct way to emulate such a light color tint in iRay.
Daz Studio 5 development updateRichard Haseltine said:
hjake said:
DAZ_Rawb said:
Hi everyone. Drum roll please...
As Director of Technology for Daz 3D, I wanted to give you some big news. The Daz Studio team has been hard at work on a massive foundation change for Daz Studio that will be released as Daz Studio 5! Our project has been the #1 priority for the team for quite some time now, and it's almost done. Since we know how important getting a Mac version of Daz Studio is to all of you, we are switching up our release plans (from our normal releases) to get you a look at the upcoming Daz Studio 5 as soon as possible.
Details of the upcoming Daz Studio 5 early-access Pre-Beta:
- Release timing for this early-access preview is coming soon, at the very end of this month (July) or sometime next month (August).
- This will be a pre-beta release. Normally we wait until the software is completely finished before releasing it.
- Major Update will be Daz Studio release running for Macs, no other major features in the Pre-Beta.
- All Plugins and some scripts will be broken. The SDK won't be available with this first release, but will be following it up at a later date. Some other less used features won't work at launch, but will be coming online throughout the year.
- This release will work on at least x86 Macs (with both Filament and Iray). We are still investigating if this initial early-access release will run either natively or through emulation on M1 macs, but M1 support will come during the continued development of Daz Studio 5.
- It will install into a new location, so you can run it along your current Daz Studio (release/beta) without problems.As for the final Daz Studio 5 release:
- The timeline for this is to have it out near the very end of this year.
- Features and enhancements will be rolling in through the rest of the year.
- Anyone who has Daz Studio 4 in their account will be able to keep it. You'll be able to continue to download and use it for the foreseeable future.I hope everyone is just as excited about Daz Studio 5 as we are.
To DAZ_Rawb (or anyone else who could answer these questions)
1) Will DAZ officially announce the chosen SDK scripting language as soon as is it chosen? Prior to its release.
2) Will DAZ be using Qt 5 or Qt 6? If Qt 5, why not Qt 6?
The SDK will continue to be C++, the Scripting engine will still be ECMAscript. Both will, of course, have updates and changes.
Thank you. In that case, it was mentioned in another thread that improved/expanded SDK documentation would greatly enhance plug-in/script development. To that end I would like to volunteer you to use your charm and influence to persuade DAZ_Rawb to get DAZ 3D to hire someone specifically to write the new, improved, lemony fresh, DS SDK document.
Will anyone second my volunteering Richard for this task?
Are Spotlights Used for Iray the Same Spots Used for 3Delight ?Fauvist said:
Ok, I'll turn on "photometric" if I can figure out where the setting is. But......I'd still like to know - are there spotlights created just for Iray?
Yes, that's if the render engine is iRay and you create a new spotlight it will be photometric iRay spotlight. If 3DL render engine is chosen it will be a non-photometric spotlight. Same if you create a new point light, & so on from the DAZ Studio Create menu. I believe though creating new spotlights (& other lights) from the Create menu when in OpenGL mode will get you 3DL non-photometric lights while doing the same but for the Filament engine will get you photometric iRay lights.
You can change back and forth between the 3DL non-photometric and the iRay photometric by selecting a light in the Scene tab and in the Parameters tab scrolling until you get to a toggle button that will switch back & forth between photometric or non-photometric lighting. Example: Merlin Studio's The Church Bundle includes many 3DL non-photometric lights but to work in iRay you must select each light in the scene, go to the parameters tab, scroll to the photometric button and toggle it to On.
You may want to manually adjust the lights in a scene after you switch to photometric mode in the parameters tab, and likewise switch to non-photometric, but that's personal taste mostly. Some non-photometric lights have a heavy colored tint added that you might need to account for in photometric mode in some way or another. Since those tints are artistic and not natural; photometric mode for lights doesn't give you a direct way to emulate such a light color tint in iRay.
Daz Studio 5 development updatehjake said:
DAZ_Rawb said:
Hi everyone. Drum roll please...
As Director of Technology for Daz 3D, I wanted to give you some big news. The Daz Studio team has been hard at work on a massive foundation change for Daz Studio that will be released as Daz Studio 5! Our project has been the #1 priority for the team for quite some time now, and it's almost done. Since we know how important getting a Mac version of Daz Studio is to all of you, we are switching up our release plans (from our normal releases) to get you a look at the upcoming Daz Studio 5 as soon as possible.
Details of the upcoming Daz Studio 5 early-access Pre-Beta:
- Release timing for this early-access preview is coming soon, at the very end of this month (July) or sometime next month (August).
- This will be a pre-beta release. Normally we wait until the software is completely finished before releasing it.
- Major Update will be Daz Studio release running for Macs, no other major features in the Pre-Beta.
- All Plugins and some scripts will be broken. The SDK won't be available with this first release, but will be following it up at a later date. Some other less used features won't work at launch, but will be coming online throughout the year.
- This release will work on at least x86 Macs (with both Filament and Iray). We are still investigating if this initial early-access release will run either natively or through emulation on M1 macs, but M1 support will come during the continued development of Daz Studio 5.
- It will install into a new location, so you can run it along your current Daz Studio (release/beta) without problems.As for the final Daz Studio 5 release:
- The timeline for this is to have it out near the very end of this year.
- Features and enhancements will be rolling in through the rest of the year.
- Anyone who has Daz Studio 4 in their account will be able to keep it. You'll be able to continue to download and use it for the foreseeable future.I hope everyone is just as excited about Daz Studio 5 as we are.
To DAZ_Rawb (or anyone else who could answer these questions)
1) Will DAZ officially announce the chosen SDK scripting language as soon as is it chosen? Prior to its release.
2) Will DAZ be using Qt 5 or Qt 6? If Qt 5, why not Qt 6?
The SDK will continue to be C++, the Scripting engine will still be ECMAscript. Both will, of course, have updates and changes.
Daz Studio 5 development updateDAZ_Rawb said:
Hi everyone. Drum roll please...
As Director of Technology for Daz 3D, I wanted to give you some big news. The Daz Studio team has been hard at work on a massive foundation change for Daz Studio that will be released as Daz Studio 5! Our project has been the #1 priority for the team for quite some time now, and it's almost done. Since we know how important getting a Mac version of Daz Studio is to all of you, we are switching up our release plans (from our normal releases) to get you a look at the upcoming Daz Studio 5 as soon as possible.
Details of the upcoming Daz Studio 5 early-access Pre-Beta:
- Release timing for this early-access preview is coming soon, at the very end of this month (July) or sometime next month (August).
- This will be a pre-beta release. Normally we wait until the software is completely finished before releasing it.
- Major Update will be Daz Studio release running for Macs, no other major features in the Pre-Beta.
- All Plugins and some scripts will be broken. The SDK won't be available with this first release, but will be following it up at a later date. Some other less used features won't work at launch, but will be coming online throughout the year.
- This release will work on at least x86 Macs (with both Filament and Iray). We are still investigating if this initial early-access release will run either natively or through emulation on M1 macs, but M1 support will come during the continued development of Daz Studio 5.
- It will install into a new location, so you can run it along your current Daz Studio (release/beta) without problems.As for the final Daz Studio 5 release:
- The timeline for this is to have it out near the very end of this year.
- Features and enhancements will be rolling in through the rest of the year.
- Anyone who has Daz Studio 4 in their account will be able to keep it. You'll be able to continue to download and use it for the foreseeable future.I hope everyone is just as excited about Daz Studio 5 as we are.
To DAZ_Rawb (or anyone else who could answer these questions)
1) Will DAZ officially announce the chosen SDK scripting language as soon as is it chosen? Prior to its release.
2) Will DAZ be using Qt 5 or Qt 6? If Qt 5, why not Qt 6?
Filament is too bright.DS File Menu - Create - New Filament Draw Options Node...
Now in the Scene tab select the Filament Draw Options and you'll see in the Parameters tab the ISO Scale Option. Adjust that slider to get the desired brightness in your render.
Filament is too bright.I'm trying to see what I can do with Filament as far as using it's renders for postwork, but they always turn out super bright. Even when there are NO lights in the scene.
Anyone have any tips on how to utilize this?
hdri in interior scenes?alainmerigot said:
The iray interior camera is a good (and free) way to use hdri to light an indoor scene. Its maps the HDRI on several planes around the camera in such a way that the plane are not visible by the cam.
https://www.deviantart.com/heroineadventures/art/Iray-Interior-Camera-V1-4-758604718
You can also look at assets that set up section planes to mask part of the scene to let hdri light enter
https://www.daz3d.com/iray-stand-kit
https://www.daz3d.com/interior-light-pro-for-filament-and-iray
Not sure that what you describe is how that camera works. It looks to me to be set up the same way as the Paper Tiger X-Ray camera (and others) using IRay section panes attached to the camera. You seem to be suggesting that it has panels with HDRi somehow projected on to them?
hdri in interior scenes?I use this freebie a lot. The trick is to use it with HDRI that are of interiors similar to your actual scene. Then, by rotating the HDRI you can easily adjust the lighting. It works great. I also made versions with other focal lengths, tho' its kind of a pain to adjust the 4 iray planes to match the different FOV, and you can only have one in the scene at a given time. If someone good at scripting could create a zoomable IIC that automatically adjusts the planes, it would be terrific.
alainmerigot said:
The iray interior camera is a good (and free) way to use hdri to light an indoor scene. Its maps the HDRI on several planes around the camera in such a way that the plane are not visible by the cam.
https://www.deviantart.com/heroineadventures/art/Iray-Interior-Camera-V1-4-758604718
You can also look at assets that set up section planes to mask part of the scene to let hdri light enter
https://www.daz3d.com/iray-stand-kit
https://www.daz3d.com/interior-light-pro-for-filament-and-iray
Graphics card compatatbiltyYou can hope the Filament renderer ray tracing functionality is improved in DAZ Studio 5 when it releases. I wouldn't upgrade hardware until you learn whether that is the case or not.
How come Animations in the ViewPort Don't Play in Real Speed and they skip Frames?nokoteb99 said:
And i even switch to wireframe, it's not like i'm in iRay preview render mode, not even in Filament, not even in Texture shaded, now i'm in Wireframe or the one close to that, and when i play animations, they skip frames, they lag and they don't play smooth in the view port. Does DAZ just can't handle playing animations for somereason, maybe just dealing with the characters takes too much memory or something?
It's because Daz studio has to constantly calculate fitted clothing/smoothing modifiers/hair and the like so it's an amazing accomplishment that Daz studio can keep the ram from topping out to 64-128Gb! But the sole solution I have found is to empty Genesis of EVERYTHING that is fitted on the model, such as Eyebrows and even lashes, not to mention clothing and hair, then you'll be able to see your animations run much much smoother!
Seriously, the change is dramatic!
I find that you have to have an empty character to first do your animations, then either re-fit your accouterments after you're done or load them in and then re-fit them, because the lag is caused by extra heavy calculations from fitted clothing/hair/etc while running the smoothing modifier so the lag is simply too much for the program to keep up! Also, it's good to keep your Genesis at base resolution with the subdivision at 0!
How come Animations in the ViewPort Don't Play in Real Speed and they skip Frames?And i even switch to wireframe, it's not like i'm in iRay preview render mode, not even in Filament, not even in Texture shaded, now i'm in Wireframe or the one close to that, and when i play animations, they skip frames, they lag and they don't play smooth in the view port. Does DAZ just can't handle playing animations for somereason, maybe just dealing with the characters takes too much memory or something?












