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New DS Filament Render Engine
Nah, you only need to add the Filament Draw, Environment and Tonemapping just once :)
There can be only one - hence the name for these objects, Singletons.
it tells you you already have one if you try and add another
Thank you, all.
I've just done a quick render, and I'm quite pleased with the result (although I forgot to save the file - oops).
Daz Studio 4.14 Pro, General Release!filament is fantastic! true realtime rendering, even on my cheesy system
New DS Filament Render EngineDoes every item in a scene need a Filament Draw Option added to it?
There can be only one - hence the name for these objects, Singletons.
For me, there will only be one real Singleton, and that's Ken, who played with the Expos, back when we still had a team here.
we have the much married entrepener John Singleton in Australia, I don't even want add one of him
Daz Studio 4.14 Pro, General Release!I dont know if this has been addressed yet but it seems that "glass" and lighting in Filament do not work as intended. If say a distant light is shining on a car, no light can pass through the windows - even with opacity set or glass shaders (Iray or other).
Is there a list of limitations available for Filament? There are other things too such as broken shadows, point lights not supporting shadows, no softer shadows and other odd artifacts. I am still excited for the potential in Filament - I hope this gets fixed soon.
Novica & Forum Members Tips & Product Reviews Pt 13The character moved in jerky movements, but I could not find how to stop the animation. Except to CTL-ALT- DEL and kill DS.
The jerkiness comes from frames being skipped in the viewport animation. I think that's what filament is suppose to help: render every frame quickly.
To stop the animation, there should be a set of icons in the lower center of the animation pane. The middle icon is a square if the animation is running. Click on it and the animation should stop and the icon will be a right-facing triangle.
New DS Filament Render EngineThis is another quick animation experiment with the new DS Filament Render Engine in DAZ Studio. This time I played with the lighting and materials. It rendered in 30 minutes for 300 frames in 1920 X 1080. I added a little pixel motion blur in After Effects and some stock music.
New DS Filament Render EngineI would love to see someone develop a stylized shader or 2D style toon shader for Filament to get that anime-esque style of animation/look. Most of renders are done using pWtoon shaders. Iray doesn't work for me (I've mentioned this in several other posts). Unity has a beautiful set of stylized shaders, but upon installing Unity, I realized it is a live game render engine and not a frame still-shot renderer (so I can't produce my web comics).
Filament is not set up to support custom shaders in DS, at present. It gets PBR materials translated from the PBR Iray Uber Shader and uses a pre-built shader - there is a list of supporte properties here https://www.daz3d.com/forums/discussion/comment/6200861/#Comment_6200861
Thanks, Richard! I've bookmarked the link. Despite what Filament can and cannot do (yet) - I'm still very interested in trying it and seeing what I can discover and utilize into my webcomics. I've seen some of the samples here from Filament using the lights and skins that are New purchase items available in the store. The renders are beautiful and dramatic. I have faith that somewhere, somehow, someone will find a way to create a cell-shaded shader akin to pWtoon (or better) that will work in Filament. There's so much that new technology has to offer. Even if Filament is in its infant stage at this time, I'm looking at what Iray has ballooned into over the eventuality of time.
I'm pretty patient. When things get developed, things get developed for the Filament engine. I have tons of Iray shaders that I've purchased from DAZ even if I can't use any of them at this time. One day, I hope to update my PC and get a more powerful video card to try Iray. And I've been here with DAZ since before Iray was even a thing. And Iray has come a very long way since it's introduction. I think Filament will as well.
Thank you greatly, to those who have developed it!
New DS Filament Render EngineDoes every item in a scene need a Filament Draw Option added to it?
There can be only one - hence the name for these objects, Singletons.
For me, there will only be one real Singleton, and that's Ken, who played with the Expos, back when we still had a team here.
pbr works Iray doesntAlso, Filament (assuming that is what you mean) does use some memory on the GPU - try setting the Viewport to Texture Sahded, restart DS, and see if the GPU will then render (assuming your driver is current - 451.06+).
Updating my gpu driver worked!
New DS Filament Render EngineDoes every item in a scene need a Filament Draw Option added to it?
There can be only one - hence the name for these objects, Singletons.
New DS Filament Render EngineNah, you only need to add the Filament Draw, Environment and Tonemapping just once :)
New DS Filament Render EngineFirst of all, this is all my personal opinion, no facts or anything, and I hope nobody gets offended. When I saw the new render engine, I was quite excited, and decided that first I'll check google to see what it can do. To my surprise all I could find was couple of random basic material screenshots, so that really got me thinking if Filament is even used anywhere except here in Daz studio. Also I have no idea if there's any community to learn from, because I couldn't find any filament forums in first couple google pages either. Maybe it was just me being too hasty, but it does not look that great when new render engine has very little support outside of Daz forums.
Next I tried with a little testing. I tried to keep open mind, but after playing a little, my biggest problem is I'm not really sure what Filament is supposed to be used for. Obviously it's not a replacement for Iray in quality, but I can't understand how it would even help previewing Iray rendering either, since the lighting does not match Iray's. In Daz studio texture shaded mode still works better for posing, and if I want super fast render times for animation, there's Eevee and of course both big game engines, which all have far superior quality in my opinion. Actually, I'm not even sure if I even can render images or animations with Filament, since I couldn't find a setting to change render engine to filament for final rendering, but that is probably just me.
That being said, I'm sure there's some users who probably still benefit from this new option, but I would have liked something better that could be used by bigger part of Daz customerbase, rather than wasting resouces for this. As far as I can see it, I think Daz snapped this one too early. It's still several years behind Eevee and current generation game engines in quality. UE5 is already pretty close to release, and it will increase the bar even higher. I don't know if Google or Daz is developing Filament, but if there isn't any major backers for this project, I just fail to see some non-existing community to improve it much further when it competes against giants like Epic. I hope I'm wrong, and Filament will evolve and get better, but in it's current state I have say it is kind of a disappoinment.
New DS Filament Render EngineDoes every item in a scene need a Filament Draw Option added to it?
pbr works Iray doesntAlso, Filament (assuming that is what you mean) does use some memory on the GPU - try setting the Viewport to Texture Sahded, restart DS, and see if the GPU will then render (assuming your driver is current - 451.06+).
Novica & Forum Members Tips & Product Reviews Pt 13Well I tried. I loaded a character, clothes, hair. Opened timeline, then went to animations, tried the walk package and had to expand my bar. (Forgot to switch to Filament.) The character moved in jerky movements, but I could not find how to stop the animation. Except to CTL-ALT- DEL and kill DS.
Filament tutorials/shaders/lights?And everyone later complains about hours of rendering
I am very glad about Filament , you can't cheat with it anymore , back to basic that was avoided for so long in the last 5 years
now it is a landslide of BS products like for example skin for Filament .. who make up stuff like that .. lowest low
It is this way since 5 years in DS and iray ... Cutout Opacity , is not transparency .. it is alpha channel 2 colors ..
As you say, we have been told this since the beginning of Iray, but PAs contrinue to deliver products using grayscale maps in Cutout Opacity, especially for hair and fabrics.
New DS Filament Render EngineSome settings for G8 Skin shader on filament using iRay parameters, and settings for default HDR scene, no distant lights used
use it if you are lost on filament or want to improve my settings, welcome!the skin texture is from CO Ichigo and Ichigo Hair for Genesis 8 Female(s)



Filament Draw Options, for this you will need to uncheck "limits" on any parameter, well if you want this PS2 Resident Evil shader of course

the value is 10357.34 on Environment Intensity Scale
Novica & Forum Members Tips & Product Reviews Pt 13Yeah, I loaded a Point Light, Linear Point Light, Spot Light, and a Distant Light into the scene pane and only the Spot Light, and a Distant Light show up on the drop down. I never understood why the point lights don't. Does anyone know why they don't?
Part of my problems come with my desktop sometimes, if I push it with simulations, then try to find the right HDRI and then light set combination, the computer will start a weird 'dance' around the scene. Generally my warning I better save if I haven't, close and reboot my computer, then reload DS and the scene. And lose a half hour or more. On my laptop, if I stress it out, and then try to go to Filament or try Iray Preview, it flat out crashes hard. And of course I always have forgotten to save a scene file before that point.
On another note, may I recommend https://www.daz3d.com/iv-30-must-have-poses-for-genesis-8-females bares a second look. I have found the poses to be unique and possibly useful for other purposes than the ones they suggested. Besides a lot of work that went into them.
I think because technically pointlights have no surface area or volume although in my eyes since they have a location it should be made to do the same as the others but doesn't.
Daz Studio Pro BETA - version 4.12.2.60! (*UPDATED*)Here's an example:
https://gcdn.daz3d.com/p/74225/i/interior-light-pro-for-filament-and-iray-10-daz3d.jpg
I'm not an expert in Iray/materials/etc, but I use it in indoor scenes, I can apply a HDRI dome and that light penetrates inside and it's easier to illuminate the scene, especially in low light situations; besides, Daz will only render the scene that is between the Iray planes... all this improves the lighting and reduces the rendering times considerably, as well as avoiding possible "white spots" in the image generated by lack of light.
It's especially useful in animations, where time per frame is really important; it's not the same to take 30s/frames or 2m/frame in an animation of 500 frames or more (4h25m vs 16h40m, lol).I think I wasn't clear in my message. I am familiar with using section planes as you described, to let light in. The part I am finding puzzling is the Section Cap Enabled in Render Settings. The results are confusing to me. If the object(s) cut by the section plane are anything other than extremely trivial nonintersecting solid objects, the "cut" area does not look capped to me.
Daz Studio Pro BETA - version 4.12.2.60! (*UPDATED*)I can recreate this iRay section plane crash every time:
1. start DAZ with new empty scene
2. create section plane
3. translate y (of plane) to 111 (it doesn't crash with y=0)
4. from Smart content, add figure "Benita for Victoria 8"
(other figures may or crash after a while)
Result: DAZ crash, 8 out of 8 times.Debug message:
"DAZStudio.exe caused ACCESS_VIOLATION in module "C:\Program Files\DAZ 3D\DAZStudio4 Public Build\libs\iray\libiray.dll" at 0033:0000000098794523, mi_plugin_factory()+1270611 byte(s)"
Notable msgs from the log:
CUDA device 0 (GeForce RTX 2070 SUPER): Tail kernel failed after 0.002s
CUDA device 0 (GeForce RTX 2070 SUPER): an illegal memory access was encountered (while launching CUDA renderer in <internal>:705)
CUDA device 0 (GeForce RTX 2070 SUPER): an illegal memory access was encountered (while de-allocating memory)*if* it is related to "de-allocating memory", this would explain why it only happens sometimes, after a while, after switching draw styles and the like.
Note: beta 4.14, rtx2070s, latest studio driver, win10
All in iRay photoreal. In Interactive mode crashes much more often.Here's a possible solution, is working fine for me:
https://www.daz3d.com/forums/discussion/comment/6213281/#Comment_6213281
It seems like any intersecting geometry makes Section Cap totally confused. I don't know how it is supposed to work, but this result just seems strange to me. How does one use it effectively in a scene with real Daz Studio assets, which are usually pretty complex?
Here are an overlapping primitive cube and sphere. I expected it to look more like the Clip Lights example, but with a color controlled with the render setting.
Here's an example:
https://gcdn.daz3d.com/p/74225/i/interior-light-pro-for-filament-and-iray-10-daz3d.jpg
I'm not an expert in Iray/materials/etc, but I use it in indoor scenes, I can apply a HDRI dome and that light penetrates inside and it's easier to illuminate the scene, especially in low light situations; besides, Daz will only render the scene that is between the Iray planes... all this improves the lighting and reduces the rendering times considerably, as well as avoiding possible "white spots" in the image generated by lack of light.
It's especially useful in animations, where time per frame is really important; it's not the same to take 30s/frames or 2m/frame in an animation of 500 frames or more (4h25m vs 16h40m, lol).















