-
PA's, if hair is SBH please state that in the product page
cain-x said:
I am in need of Filament friendly hair, actually... the cutout opacity issue has been a thorn for a long while now.
fibermesh without opacity maps works best but there are not many around and all only short ones
I did start a thread but only found a handful
https://daz3d.com/forums/discussion/561986/share-great-hairs-for-filament
PA's, if hair is SBH please state that in the product page3DmentiaNull said:
Hi, A Daz customer should'nt have to guess if a hair product is STRAND BASED or not. I just use Filament and SBH is unusable. But for some users, who might want to have hair lighter on resources than SBH, they also need to know what they are buying. No need to waste customers time and create unnecessary returns. Thanks/
/peaceIf you look at what's included it will tell you what's in the pack. If you see hair and morphs for hair that would mean it includes it and if not then it isn't included.
PA's, if hair is SBH please state that in the product pageI am in need of Filament friendly hair, actually... the cutout opacity issue has been a thorn for a long while now.
PA's, if hair is SBH please state that in the product pageactually SBH works in Filament a hell of a lot better than cutout opacity geometry hair leafs
you just need line tessalation on 3 and PBR enabled
it sometimes vanishes in animations though but that might be geograft related, I have not solved that one yet
PA's, if hair is SBH please state that in the product pageHi, A Daz customer should'nt have to guess if a hair product is STRAND BASED or not. I just use Filament and SBH is unusable. But for some users, who might want to have hair lighter on resources than SBH, they also need to know what they are buying. No need to waste customers time and create unnecessary returns. Thanks/
/peaceList of Strand-Based Hair in the StoreHi, These strand hairs look great and also the Omni Shader capabilities, but since I only use Filament they have no value for me. And so, I hope that PA's will start clearly stating that their hair item is STRAND BASED. I've already puchaced SBH by mistake and didn't use it until past the refund time. And it creates an unnessesary hassle and disapointment even if you can get a refund. (rant over)
/ peaceDaz Studio 4.22[.0.x] Pro, General Release!Richard Haseltine said:
WendyLuvsCatz said:
meh
keep losing all my custom actions under scripts
renders slow to a halt after 30 frames
after 2 hours
I don't know if it's D|S or my PC
Carrara runs well though so .....
update same scene 26 minutes in using 4.11 I am past 30 frames already
it's a good thing I can use Genesis 9 in Carrara
I will be using 4.22 to save stuff for thatnever used the heat plugin but I may try removing that
or just disable it - having it installed and enabled seems to be enough, regardless of whether or not it is used.
I will say 4.11 is lightning speed for iray even compared to 4.21 or 22 pre heat and my GPU is staying below 50C
am not using G9 or strandbased hair so perfectly fine
BTW even Filament ground to a halt in 4.22 (iray in 4.11 is faster)
Daz Studio 4.23(.0.x) - Highlights4.22.1.99 (March 6, 2024)
- Geometry Shell Node
- Added support for using the weight map for a Push Modifier on the Target of a Geometry Shell to affect the geometry of the Geometry Shell
- Paint the weight map for a Push Modifier on the Target of a Geometry Shell
- Enter the name of the Push Modifier on the Target of the Geometry Shell in the Target Push Modifiers property on the Geometry Shell
- Set the value of the property on the Target of the Geometry Shell that applies the (named) Push Modifier to zero (0)
- Set the value of the property on the Geometry Shell that applies the (named) Push Modifier to a non-zero value
- Added support for using the weight map for a Push Modifier on the Target of a Geometry Shell to affect the geometry of the Geometry Shell
- Asset Saving
- D-Former(s) Preset...
- Fixed an issue with saving when a D-Former Field for a given set, which has no meaning when a weight map is used, was not present
- Support Assets
- Morph Asset(s)...
- This save filter has been deprecated/disabled in favor of a new, broader scoped, Modifier Asset(s) - see below
- Modifier Asset(s)...
- Accessed via File > Save As > Support Asset
- Supports saving the following types:
- Property / Property Alias
- Morph (Modifier)
- Push Modifier
- Conditional Graft Modifier
- Line Tessellation Modifier
- Other Mesh Modifer types
- Morph Asset(s)...
- D-Former(s) Preset...
- Viewport Tools
- Geometry Editor / Node Weight Brush
- Added a Geometry Locking > Unlock Selected Polygon(s) action to the respective context menus
- Selection Type > Polygon Selection must be active
- An object with geometry must be selected
- Added a Geometry Locking > Unlock Selected Polygon(s) action to the respective context menus
- Geometry Editor / Node Weight Brush
- Shader Mixer
- Expanded support for custom Filament shaders; see the Change Log for more detail
- ...
- Scripting API
- Made additions in various areas; see the Change Log for more detail
- Fixed bugs and/or made improvements in various areas; see the Change Log for details
Setting Object in Viewport as WhiteIn a render or draw? Iray, 3delight, Filament, OpenGL?
Figure model is too brightAh...probably with Filament drawstyle I presume... I deactivated Filament plugin from very beginning. If so, press Ctrl + 7 to make it like a Dev Load.
[Fisio SB addOn released] Fisio: Physics SimulatorAlberto said:
hookflash said:
Alberto said:
hookflash said:
Alberto said:
hookflash said:
Alberto said:
jhandy said:
can't load fisio engine functions
It seems it's a problem similar to this: https://www.daz3d.com/forums/discussion/comment/7874911/#Comment_7874911
Check these comments:
https://www.daz3d.com/forums/discussion/comment/7878706/#Comment_7878706
https://www.daz3d.com/forums/discussion/comment/7879396/#Comment_7879396
Let me know if the comments help you, please.
I'm having this same issue. CFF Explorer reports the same missing DLLs, so I tried installing the VC++ Redistributable you linked to. The installation failed, as I already have a more recent version installed (which I reinstalled, but that didn't solve the problem). Any advice?
Edit: One thing that might be worth noting is that, when I click "Run Simulation" a second time (after it fails the first time), Daz Studio crashes.
If the redistributable installation fails, it usually is because it's already installed.
Could you post a screenshot of the contents of the "/DazStudio4/libs/Fisio" folder? And a post of the report of CFF Explorer, please.
Also, not sure if this is relevant, but the non-softbody version of Fisio seems to run fine on my system. Only FisioSB is giving this error.
Is Filament working in your system? Check, please, "dzfilamentapi.dll" with CFF (it's directly inside "/DazStudio4/").
If with Filament you see the same missing, you can update your system with any (or both) of these Windows updates;
https://www.microsoft.com/en-us/download/details.aspx?id=53587
CFF Explorer seems to be showing the same files as missing for dzfilamentapi.dll, but, oddly, Filament runs fine. I tried updating with the files you linked to, but installation fails with the error, "Another version of this product is already installed." Very strange...
Yes, very strange: CFF and FisioSB both miss the files, but Filament doesn't. Let me see what I can find about it.
Have you found a solution to this? I am also having the same problem as described above and have went through the different steps as well.
Also, I've manually installed the api-ms-win-crt dlls such that there's no missing dependencies but the simulations are still failing in the same way as before unfortunately.
If I try to "Run Simulation" again after the error message, then daz studio crashes. A crash report snippet is attached.
Daz Studio 4.23(.0.x) - Highlights4.22.1.88 (February 21, 2024)
- NVIDIA Iray
- Integrated Iray 2023.1.3 (373000.2208); see this thread for more detail
- REQUIRES:
- NVIDIA Driver 537.13 (R535) on Windows
- NOTE: This is a lower minimum requirement than 4.22.1.41
- See NVIDIA Driver Downloads
- NVIDIA recommends installing Studio Drivers (SD)
- SSSE3 enabled CPU is a minimum requirement on macOS/x86
- NVIDIA Driver 537.13 (R535) on Windows
- REQUIRES:
- ...
- Integrated Iray 2023.1.3 (373000.2208); see this thread for more detail
- Scene pane
- The actions in the Option Menu > Reorder submenu now operate on the selected node(s) in the same level of hierarchy, regardless of a node's parented state
- Selected Node(s) To Top
- Selected Node(s) Up
- Selected Node(s) Down
- Selected Node(s) To Bottom
- The actions in the Option Menu > Reorder submenu now operate on the selected node(s) in the same level of hierarchy, regardless of a node's parented state
- FBX Importer
- Improved handling of situations presented by files produced by 3rd party applications/sources; see the Change Log for details
- Transfer Utility
- Added a "Greedy" option to the "Remove Unused Bones" Extended Options, for the "Weight Maps" General Option
- When checked, this option causes bones that do not have a binding defined to be treated similarly to bones that have a binding defined but no weight assigned (i.e., as insignificant except for establishing/replicating hierarchy)
- Added a "Greedy" option to the "Remove Unused Bones" Extended Options, for the "Weight Maps" General Option
- Joint Editor
- Holding [Ctrl/Cmd] while clicking the "Delete Unused Bones..." action will cause it to executed "greedily"
- Bones that do not have a binding are treated similarly to bones that have a binding defined but no weight assigned
- The "Delete Unused Bones..." action can now be triggered from script with settings to control its operation; see the Change Log for details
- Holding [Ctrl/Cmd] while clicking the "Delete Unused Bones..." action will cause it to executed "greedily"
- Shader Mixer
- Initial support for custom "Filament" language shader bricks
- Decimator
- ...
- ...
- Scripting API
- Made additions in various areas; see the Change Log for more detail
- Fixed bugs and/or made improvements in various areas; see the Change Log for details
Super Fun Happy Computer Upgrade TimeSuper Fun Happy Computer Upgrade Time
- UPDATED 2024-02-24 - RTX 40 series graphics cards
- UPDATED 2024-11-16 - Drive C & D on main computer system and 32" LG monitor died in-warranty.
I upgraded my RTX 2070 Super to a RTX 4080 Super.
I will ask my question first so it does not get lost in the details.
QUESTION:
If I install a PCI-E 4.0 graphics card (RTX 4060 Ti 16GB) on to a PCI-E 3.0 motherboard will that have a significant negative impact on rendering time with iRay? I know it will increase loading time for geometry and textures but what kind of impact does it have on completing rendering iterations?
SHARING MY EXPERIENCE:
I started this thread to ask my question, share my experience with my upgrade, and in the hopes that it will become a thread where others will share their upgrades.
The sharing of upgrades is meant to be in relation to DAZ Studio iRay, Filament, and 3Delight rendering performance.
I have two home computers. My main computer is connected to a Samsung 3840x2160 27" monitor and an AOC 2650x1440 27" monitor. I connect to my secondary computer through Splashtop Remote Desktop or Windows Remote Desktop. My secondary computer is mainly used to run iRay renders while I work on my main computer, so rendering speed is not as critical.
Upgrade number one is replacing the AOC 27" with an LG UltraGear 32GR93U 3840x2160 32" monitor. Going forward I would not buy another 27" at 3840x2160. The best size is 32" to 48" for 16:9 (UHD) resolution. 2650x1440 (QHD) is best for 27" monitor size. The LG is a "budget" monitor but I am satisfied with my purchase and the better alternatives were atleast $600 CAD more expensive. UPDATE: Not so satisfied with the LG 32" monitor lines appeared across bottom have of screen. LG 1 year In-Warranty service is carry-in service to a small TV repair store 1 hour away from my home only open during weekdays between 10am and 5pm by appointment only. Bought 32" Samsung budget monitor for a third of the price and it has a 3 year warranty. Guess who I will do business with in future.
Upgrade number two is replacing my Gigabyte RTX 2070 Super Windforce 3 OC with a Gigabyte RTX 4080 Super Gaming OC 16G.
Before I list my render times with "RayDAnt_DS_Iray_Benchmark_2019A_r4.duf" here are my system specs. I use HWINFO to gather my system specs ( https://www.hwinfo.com/ ).
Main computer system configuration:
Motherboard: Gigabyte X570 Gaming X
CPU: AMD Ryzen 7 3700X 3600.0 MHZ
GPU: Gigabyte RTX 2070 Super replaced by Gigabyte RTX 4080 Super
System Memory: 64GB (DDR4-3200 / PC4-25600) [2x Corsair and 2x G.Skill 16GB modules]
OS Drive C: Samsung 990 Pro 4TB
Asset Drive: Seagate 6TB (ST6000VN001-2BB186)
Power Supply: Corsair RM850 (850 watts)
Operating System: Windows 11 Pro 23H2 (Build 23631.3155)
Nvidia Drivers Version: 551.61
Daz Studio Version: 4.22.0.15 Pro Edition (64-bit)Secondary computer system configuration:
Motherboard: ASRock Z97 Anniversary
CPU: Intel Core i7-4790K
GPU: ASUS GTX 1070 replaced by Gigabyte RTX 2070 Super
System Memory: 32GB (DDR3-2400 / PC3-19200) [4x Kingstion 8GB modules]
OS Drive: Samsung SSD 850 EVO 500GB
Asset Drive: Seagate 4TB (ST4000DM004-2CV104)
Power Supply: Corsair CS750M (750 watts)
Operating System: Windows 10 Pro 22H2 (Build 19045.4046)
Nvidia Drivers Version: 551.61
Daz Studio Version: 4.21.0.15 Pro Edition (64-bit)1. My question at the top of this posting is due to my consideration of putting a RTX 4060 Ti 16GB in my secondary computer so I can give it rendering jobs created by main computer without having to worry if the scene will fit in the VRAM. Since my GTX 1070 and RTX 2070 Super both had 8GB VRAM, I have been doing this and it worked for my requirements. Relegating my main computer to secondary and building a new main computer is not a consideration at this time.
2. Using the test scene "RayDAnt_DS_Iray_Benchmark_2019A_r4.duf" ( https://www.daz3d.com/forums/discussion/341041/daz-studio-iray-rendering-hardware-benchmarking/p1#Section 6.1 ) here are my benchmarks with each graphics card.
Main computer test results:
GTX 1070 at 900px square - Total Rendering Time: 12 minutes 44.92 seconds
RTX 2070 Super at 900px square - Total Rendering Time: 5 minutes 25.98 seconds
RTX 4060 Ti at 900px square - Total Rendering Time: 3 minutes 35.72 seconds
RTX 4080 Super at 900px square - Total Rendering Time: 1 minutes 36.58 seconds
************************************
RTX 2070 Super at 1800px square - Total Rendering Time: 21 minutes 36.88 seconds
RTX 4080 Super at 1800px square - Total Rendering Time: 6 minutes 17.49 seconds
RTX 4080 Super at 10,000px square - Total Rendering Time: 3 hours 7 minutes 33.27 seconds
(When I performed this test a while back with my RTX 2070 Super at 10K square, it took about 9 hours and 50 minutes)Secondary computer test results:
GTX 1070 at 900px square - Total Rendering Time: 12 minutes 44.97 seconds
RTX 2070 at 900px square - Total Rendering Time: 6 minutes 27.27 seconds
RTX 4060 Ti at 900px square - Total Rendering Time: 4 minutes 30.68 seconds
3. The difference in rendering time between main and secondary computer with the RTX 2070 Super was only 1 minute. That is what made me consider placing a RTX 4060 Ti 16GB in the old computer to extend its life and give me a no fuss way to render (whistle) while I work. :-)
4. Installing the RTX 4080 Super was not as much fun in my mid-size tower case. I had to bend the end of the anti-sag bracket so it would fit. Please view the attached pictures for more information.
5. LAST POINT (I thought of when I woke up this morning) if you will have to "modify" the mounting bracket like I did, then test the graphics card FIRST (before modification) just in case your card is bad. I was lucky, but if my card had been bad it might have complicated tthings trying to return the card.
how to fix Grainy renders?Is the environment Mode, in Render Settings, set to include Scene (Scene Only or Dome and Scene)? Are there lights inside the environment (if it's solid light can't get in from outside - the openGL preview doesn't give shadows, and 3Delight can be told not to cast shadows from an object, but in Iray photoreal object always cast shadows)? Have you adjusted the tone mapping to reflect the light level (needs an Tone mapper Settings node, created automatically after using Iray or Filament Drawstyle/rendering or manually from the Create menu)?
How to set default startup viewport Draw Style?I have (FINALLY) gotten all of my DAZ assets transferred to another PC, which I have set up to run DS 4.16 (to avoid issues with having to redo all my scenes with old-style ghost lights and similar issues).
BUT DS always seems to start with the viewport in Filament Draw Style, and I'd rather have it start in good-old Texture Shaded by default. I could always toggle over to Filament to preview before rendering.
Is there a way to set the default startup viewport Draw Style? I seem to be having no luck figuring this out.
Thank you.
SubD Level changes arbitrarilyThank you for the help!
I am using 4.22.0.15 64-bit on Windows 11. 4.22.1.74 is still beta, isn't it? If it solves the problem, I will try it, but I will need a little more time.
When I open your file, it opens correctly with SubD 3. But when I save it and open it again, it changes to 5. I have looked into the files and they are different. Just by opening your file and saving it, it changes. Besides some values I am guessing are related to the Filament Draw Options (which might be a separate problem I am not aware of), I found this in your file:
"extra" : [
{
"type" : "studio_geometry_channels",
"channels" : [
{
"channel" : {
"id" : "SubDRenderLevel",
"type" : "int",
"value" : 3,
"current_value" : 1
}
}
]
}
]
That is not in the file I generated here! I manually added that to test3.duf and it opened correctly. The question now is: why is that not written to the file?
I am attaching your file saved by me (before I edited it manually). I think the file may open with SubD 5 at first, but will work correctly if you change them to 3 and save them.
I will look into the beta and see if it solves the problem. If it does not, at least, I have more evidence to add to the bug report!
figures disappear from Filament viewHi, there's another thread about this, (sorry I can't link to it right now.) And I sent the following to tech support on 10/28/23. No response yet. (I still use D/S 4.21 and have this issue consistently) The ticket: / Hi, I've noted, and now confirmed with testing, that Genesis figures disappear from the Filament viewport, if they contain a geograft. Nothing disappears if geografts are not present, no matter how long DS is open or how heavy the scene is, even when looping animations in fullscreen. Similar tests done by another DS user reported the same result. My testing noted that; adding any animation to any Genesis figure (with a geograft) then looping it, would speed up the disappearance. The other DS user said they tested G8F with a "horns" geograft, loading a walking aniblock into animate(2?), setting it to loop and in 5 minutes the figure disappeared. They repeated the test 3 times with the same result. My results with G8F are similar, maybe 7 minutes on average to disappear. Any previous generation Genesis figure will most likely disappear by 10 minutes, or so, of animation playback. I just tested G9 with HerYun's geograft navel applied, and a G9 animated pose preset set to loop. The result was a little better, G9 disappeared at about 18 minutes - tested again with the same result. Something notable ( confirmed by the other user ) is that eyelashes, eyebrows, hair, clothes, etc., everything other than the base figure remains visable. When switching to any other drawstyle everything is visable again, and then when switching back to Filament view, nothing is visable anymore! (still visable switching to the other drawstyles). Filament no longer functions, selecting "new scene" and reloading the scene duf does no good - DS needs to be completely restarted. I have a variety of geografts from Daz ( V4 mats for G8F, etc.) and some free ones too, and they all initiate this phenomena. 'Trying to give you as much pertinent info as possible from the start: DS 4.21 last public builld / win 10 64 bit / i7-11700 @ 2.50 GHz / 32gb RAM / Nvidia RTX 3060 Ti powering DS on a 50" 4k TV monitor in portrate mode, always in fullscreen view / separate 2k monitor for all the DS menus powered by the Intel onboard graphics card. Thanks very much for looking at all this, hoping there's a fix for the problem even before DS 5 :) 'Hope you're having a great day!/ peace //////////// mercutioaquarius_f426dc726f So I'm sorry to hear that it sounds like 4.22 still has that strange issue - thanks for reviving this discussion! / peace
Reality Plugin End-of-life noticetakezo_3001 said:
N-RArts said:
+1
I wanted to go back to using Reality because I'm sick of Iray (fireflies), and 3Delight (stupidly long render time due to hair). As for Filament, don't get me started (you can STILL see the scalp through hair! Grrrr!)
Welp! That's another wall that I've run into. I don't think "the universe" wants me to try and get into Daz Studio
...
EDIT: At least Luxus still works... I'm going to look into it - after I've had a nap.
Yeah, thanks for reminding me, I too have Luxus, and UNLIKE reality, I believe LUXRENDER IS still being updated so luxus is still viable!

I've got Luxus working with the version of Lux that I already have on my SSD. However, I haven't been able to get LuxRenderCore working with it.
The problem is that Luxus wants LuxRender.exe. But it won't accept LuxRenderCore.exe
The only way around it was to download an older version of LuxRender. I got mine from here (sorry, Admin if it's not allowed): https://wiki.luxcorerender.org/Previous_Version
If the link isn't allowed, just search: "LuxCoreRender Wiki Previous Version". The last version is 1.6 - Which I have working on my laptop (in Daz with Luxus).
Some way to tell when draw-style-change is completed?As part of my workflow, I produce a filament render that I combine with the regular render in postwork. I have the code below to switch to filament rendering, and then to kick off a render. But I often get strange colors since the switch over to filament has not completed yet.(And if I cancel it and restart the render, it does so correctly then.)
Is there some callback or message or value I can poll to tell when the switch to filament is complete after setUserDrawStyle? So that I can synch the render up to kick off then?
Thank you in advance for any help!
-- John------------
var oViewportMgr = MainWindow.getViewportMgr();
var oViewport = oViewportMgr.getActiveViewport();
var o3DViewport = oViewport.get3DViewport();
var sDrawStyle = o3DViewport.getUserDrawStyle();
o3DViewport.setUserDrawStyle( "Filament (PBR)" ); // set to fila
var oRenderMgr = App.getRenderMgr();
var oRenderOptions = oRenderMgr.getRenderOptions();
var nRenderType = oRenderOptions.renderType; // 0=Viewport, 2=3Delight
oRenderOptions.renderType = 0; // set to viewport
sleep(1000); // sometimes 1 second is enough, often it's too short -- how to synch render with completion?
oRenderMgr.doRender( oRenderOptions );
------------Reality Plugin End-of-life noticeN-RArts said:
+1
I wanted to go back to using Reality because I'm sick of Iray (fireflies), and 3Delight (stupidly long render time due to hair). As for Filament, don't get me started (you can STILL see the scalp through hair! Grrrr!)
Welp! That's another wall that I've run into. I don't think "the universe" wants me to try and get into Daz Studio
...
EDIT: At least Luxus still works... I'm going to look into it - after I've had a nap.
Yeah, thanks for reminding me, I too have Luxus, and UNLIKE reality, I believe LUXRENDER IS still being updated so luxus is still viable!












