-
Daz Studio BETA - version 4.23.0.4! (*UPDATED*)
cain-x said:
Curious what this means for the new Filament DrawStyle:
-
Reduced Filament DrawStyle required feature level to 1
DAZ Studio : Incremented build number to 4.22.1.120
Does that mean Filament is no longer on the fasttrack to getting a revamp/fix/enhancements? It seems dev on it has dropped off somewhat in subsequent builds.
Has anyone used the new Filament shader (if it is useable yet)?
Filament is still under development.
Daz Studio BETA - version 4.23.0.4! (*UPDATED*)Curious what this means for the new Filament DrawStyle:
-
Reduced Filament DrawStyle required feature level to 1
DAZ Studio : Incremented build number to 4.22.1.120
Does that mean Filament is no longer on the fasttrack to getting a revamp/fix/enhancements? It seems dev on it has dropped off somewhat in subsequent builds.
Has anyone used the new Filament shader (if it is useable yet)?
Black Screen while in Daz StudioSofaCitizen said:
Are you constantly working using the iray preview and do you have the HEAT plugin installed?
Thanks for the response. No, I know not to leave iray on, I use filament a lot instead. And no, I haven't installed any plugins. I could be working on a models body with iray OFF and it would just go black and non-responsive. It started when the 4.22. 15 updateand now it does it even more. Hard to work like this.
The Mac FAQHi there, inquire!
As the others have pointed out, DS 4.2.x.x versions do run under Rosetta 2 on Apple Silicon (M-series) Macs.
I've been running DS successfully on an M1 iMac and M1 Macbook Air. Around a year ago, I also purchased an HP Omen 40L gaming PC with an Nvidia 3060 (12GB VRAM) specifically for rendering with DS. It's around 7 to 10 times faster rendering than my M1 Macs. That's a wonderful speed up and the newer Nvidia cards render substantially quicker than the 3060.
However, I still daily use my iMac to set up my scenes and render. I use the PC every few days/weeks for rendering as I'm not the biggest fan of Windows 11. It gets the job done just fine, but Windows requires a bit more attention to keep it running well. The PC feels like a pet that you have to take care of. The Mac feels like it's taking care of me. LOL.
I'm still waiting for Apple to release an iMac Pro with at least an M3 variant (Pro, Max, or Ultra) -or- an updated Mac Studio with a high end M3/M4 variant. I'd also get the Apple Pro Display XDR to go with the Mac Studio. I have a feeling that the Mac Studio and Pro Display XDR is the combo that I'll be picking up later this year. DAZ Studio 5 will likely not make use of the M3 GPU/hardware ray tracing for rendering (unless Filament can use it), at least for Iray. However, CPU rendering on the M2 Ultra is, I believe, 2 to 3 (3 to 4?) times faster than the M1. So that's a nice improvement for CPU rendering on the Mac.
In any event, I'm disappointed that DAZ hasn't released an Apple Silicon native version of DS yet. I know it's a tough road for them due to the technical changes/challenges between Qt 4 to Qt 6. It's just that it's been 4-ish years since Apple Silicon arrived. It would be nice to at least have native performance instead of the overhead of running in Rosetta 2. But, everything is tied to the Qt 4 to 6 transition. I don't envy the DAZ developers task of updating DS while maintaining and enhancing the current version. I'm just getting impatient. :) LOL!
Since I'm rambling, I'll try to end my thoughts with a summary of my situation for a new Mac:
I will almost certainly wait for an M3/M4 based Mac Studio due to the hardware ray tracing regardless of whether DS will make use of it or not. There are other applications that can and those (and future apps) might be helpful in my DAZ workflow. Plus the incrementally better CPU performance. And with a Pro Display XDR, I'll have a large monitor that I can use in landscape or portrait mode as needed (I render quite a lot of standing portraits.) That's about it based on my needs. :)
The Wrinkle: I keep putting the top spec 16" Macbook Pro (M3 Max) in my Apple Store cart and taking it back out. I really do want a desktop Mac for daily use. One day I might actually buy it and then get the Mac Studio that I really want when it becomes available.
Lee
Daz Studio 4.22[.0.x] Pro, General Release!doy said:
operating system : WIN7
graphics card : NVIDIA QUADRO P620
Daz Studio 4.22.016
The rendering model becomes red
How to solve
Thanks
[img]https://upload.cc/i1/2024/04/14/QofBca.png[/img]Is that Iray, or Filament?
Daz Studio 4.23(.0.x) - Highlights4.22.1.123 (April 12, 2024)
- Filament (Windows Only)
- Integrated Filament 1.51.3
- ...
- Progress dialog
- ...
- Hierarchical Pose Preset Save Options dialog
- ...
- Save Modified Assets dialog
- ...
- Option dialogs
- ...
- Geometry Shell
- Creating a Geometry Shell now copies the (reset) material from the surface(s) of the target object to the corresponding surfaces of the Geometry Shell
- ...
- 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
I loss inspirationso sad to be so easily disheartened

just because Disney does awesome animations doesn't mean I don't enjoy using AniBlocks on DAZ characters to render them doing corny dances
using Filament

I use AI tooI also sing badly in the bathroom even though Florence Welch exists
Daz Studio BETA - version 4.23.0.4! (*UPDATED*)cain-x said:
Stretch65 said:
I've tried Filment draw style and the scene is completely black. I've already created a Filament Draw Options node, and tried adjusting a few parameters but still all black. Is there something I'm missing?
Same. I assume there is more work to be done to make a proper Filament shader. I am excited that it is being worked on.
I am curious if this effort is being done resolve the issues Filament has had since it was introduced and implement new features to make it somewhat on par with Iray (i.e. transparency, emissives, etc..). Being able to access the full capabilities of Filament would be a huge boon. Understanding the roadmap will help folks like myself make better decisions for the future.
All I can suggest is watching the change log, Daz doesn't usually pre-announce things.
Daz Studio BETA - version 4.23.0.4! (*UPDATED*)Stretch65 said:
I've tried Filment draw style and the scene is completely black. I've already created a Filament Draw Options node, and tried adjusting a few parameters but still all black. Is there something I'm missing?
Same. I assume there is more work to be done to make a proper Filament shader. I am excited that it is being worked on.
I am curious if this effort is being done resolve the issues Filament has had since it was introduced and implement new features to make it somewhat on par with Iray (i.e. transparency, emissives, etc..). Being able to access the full capabilities of Filament would be a huge boon. Understanding the roadmap will help folks like myself make better decisions for the future.
how to render with 3dliteVicS said:
i have seen videos on lighting but none took me to where the renders look actually 3d, can you recommened a good video that will show me how
yeah I was using irays materials ok ill render a scene like anatomy theater and see how that comes out, if not good ill ask if I cn get some tips how to improve it
even without switiching the engines I would like to know how to use and how m and b4 will come out with 3dL
Hello. I’m a hobbyist who dabbles with Daz Studio and other 3D rendering software. I’m retired now so I have a lot of time to give to this … not that I plan or expect to create masterpieces. I would say in general, that items created in the 3Delight heyday will render best with the 3Delight engine and that items created for Iray will render best with the Iray engine. I have had delightful experiences at times when an item with materials created for one render engine rendered nicely (to my eye) in the other engine.
I loaded Anatomy Theatre, a few props and its lights and rendered the simple scene in both 3Delight and Iray. I didn’t try to change any settings; I just wanted quick renders. The 3Delight renders looks better.
@felis mentioned RSSY’s Iray to 3Delight Converter. I have bought that as well as their 3Delight to Iray Converter but I’ve not, regrettably, played with either one nearly enough. Both are on sale this weekend, though, at 70% off ($6.20 each).
If you search YouTube for daz studio 3delight, you may find a very few videos that discuss 3Delight. One is What's the Difference between Iray, 3Delight and Filament in Daz Studio (DAZ3D/Jay Versluis) - https://www.youtube.com/watch?v=NS1MPRJjDss.
Duplicate Formulas found in the Easter Egg productsHi, Thanks for sending the tickets, I also bought both and get the "duplicate formulas" warning. And I want to point out that both characters have other issues. Carmel has it's body bump map also in the arm bump parameter slot. Also, both chars have body normal maps where the "bump" doesn't extend enough to the map edge, which leaves a noticable flat ridge ring all across the collar area. They both have the same rather nice base skin, Yomi is made more pale and has some different normal maps - and maybe the arm normal has problems ( writing this from memory
) I just use Filament, so these issues are immediately obvious. But with fixing the bump map and not using those normals they were worth buying to me ( at $4 ) They are close ennough to what I like, to be able to do my heavy dial spinning to, and get something usable. Missing from the product page is that the eyeshadow and lips makeup is a color LIE that is completely color variable, I consider that a valuable asset that surprisingly is not mentioned.
/ peaceDaz Studio BETA - version 4.23.0.4! (*UPDATED*)I've tried Filment draw style and the scene is completely black. I've already created a Filament Draw Options node, and tried adjusting a few parameters but still all black. Is there something I'm missing?
Daz Studio 4.23(.0.x) - Highlights4.22.1.110 (March 26, 2024)
- NVIDIA Iray
- Integrated Iray 2023.1.4 (373000.3036); 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 2023.1.4 (373000.3036); see this thread for more detail
- Filament (Windows Only)
- ...
- Progress dialog
- ...
- Timeline pane
- ...
- Scene Data
- ...
- Push Modifier
- ...
- ...
- 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
Filament work done with DAZ beta builds (hopefully path forward to opacity fixes)Padone said:
A possible option is to export to blender with diffeomorphic, then use eevee which is much more capable than filament. Then iray materials are limited under eevee, same as they're limited under filament, but transparency and base material attributes work fine. As for emission and GI it is possible to bake light maps for scenes.
In general, daz studio is good to mix figures and scenes to make the content you need. But then for anything else than "basic pose and rendering" you have to export to another more advanced application as maya or blender. There's no other way.
I agree with Padone, I have not rendered in Daz Studio in a couple of years because the lag. I use the bridge to Blender as well. I buy stuff at store to support the artists but spend my time mostly in Blender.
Filament work done with DAZ beta builds (hopefully path forward to opacity fixes)Richard Haseltine said:
cain-x said:
Same.
Soon someone can explain what they do - but I assume it is a work in progress if I read a little bit inbetween the lines in the changelog. It'll be a complex web of magic like the Iray Shader - it is probably someone on the DAZ dev team that will build out a proper Filament shader.
Next, the timeline will actually pause when the spacebar is pressed...
Speaking of the timeline, the only way I get the spacebar to work properly is if you do play/pause via spacebar on a pane that is undocked. So what I have done is undock the Viewport and the timeline so I can do this - its a funky workaround but it works in a pinch.
The spacebar is taken by the Universal Tool and derivatives for pinning nodes, and that can't be remapped. (Pity as I would, when we perhaps get the ability to use alphanumeric keys as modifiers with the updated Qt, to have used space for Viewport pan (LMB) and dolly (RMB)).
Never knew that - I just know that the behavior changed after 4.12 and it has been very frustrating to use the timeline without the workaround. Thanks for the info, Rich.
On top of Filament enhancements, I am very much looking forward to the next gen DAZ.
Filament work done with DAZ beta builds (hopefully path forward to opacity fixes)Richard Haseltine said:
cain-x said:
Same.
Soon someone can explain what they do - but I assume it is a work in progress if I read a little bit inbetween the lines in the changelog. It'll be a complex web of magic like the Iray Shader - it is probably someone on the DAZ dev team that will build out a proper Filament shader.
Next, the timeline will actually pause when the spacebar is pressed...
Speaking of the timeline, the only way I get the spacebar to work properly is if you do play/pause via spacebar on a pane that is undocked. So what I have done is undock the Viewport and the timeline so I can do this - its a funky workaround but it works in a pinch.
The spacebar is taken by the Universal Tool and derivatives for pinning nodes, and that can't be remapped. (Pity as I would, when we perhaps get the ability to use alphanumeric keys as modifiers with the updated Qt, to have used space for Viewport pan (LMB) and dolly (RMB)).
off thread topic but on this topic
is there any way to replace scroll button camera zooming with camera z translation?
if I could, I could use the mouse and cube controller to animate camera movements
one cannot because zooming changes all parameters especially rotations so the camera will gimbal flip
Filament work done with DAZ beta builds (hopefully path forward to opacity fixes)cain-x said:
Same.
Soon someone can explain what they do - but I assume it is a work in progress if I read a little bit inbetween the lines in the changelog. It'll be a complex web of magic like the Iray Shader - it is probably someone on the DAZ dev team that will build out a proper Filament shader.
Next, the timeline will actually pause when the spacebar is pressed...
Speaking of the timeline, the only way I get the spacebar to work properly is if you do play/pause via spacebar on a pane that is undocked. So what I have done is undock the Viewport and the timeline so I can do this - its a funky workaround but it works in a pinch.
The spacebar is taken by the Universal Tool and derivatives for pinning nodes, and that can't be remapped. (Pity as I would, when we perhaps get the ability to use alphanumeric keys as modifiers with the updated Qt, to have used space for Viewport pan (LMB) and dolly (RMB)).
Filament work done with DAZ beta builds (hopefully path forward to opacity fixes)Same.
Soon someone can explain what they do - but I assume it is a work in progress if I read a little bit inbetween the lines in the changelog. It'll be a complex web of magic like the Iray Shader - it is probably someone on the DAZ dev team that will build out a proper Filament shader.
Next, the timeline will actually pause when the spacebar is pressed...
Speaking of the timeline, the only way I get the spacebar to work properly is if you do play/pause via spacebar on a pane that is undocked. So what I have done is undock the Viewport and the timeline so I can do this - its a funky workaround but it works in a pinch.
Daz Studio BETA - version 4.23.0.4! (*UPDATED*)jbowler said:
jbowler said:
How do I define the color mapping for "Object ID"?
I don't know if this is a 4.22.1 bug or something I don't understand but it is similar to the problem with convergence maps (they always come out 0, even though they are TIFFs, not PNGs.)
It's a 4.22.1.41 documentation bug. Here's the relevant snippet from the change log:
-
Added support for controlling “Object ID” when NVIDIA Iray is the active renderer
-
If a DzColorProperty (user) property named “Object ID”, with the property group path of “Display/Rendering/Iray” is added to a node with geometry, the value of this property is used to control the color of that object in the “Object ID” canvas
-
So the property has to be added by hand, the "
Create Advanced Iray Not Properties" script will create it. However it is not called "Object ID" - that's the bug - it's called "Iray Object ID", even though it is in the.../Iray propertygroup. This is not something anyone would discover by accident; I spent a few hours trying to guess what it was (since spelling errors seem to be common in the documentation) before trying the script. I guess I should have tried that first but the property is useful independent of Iray (like Material ID). E.g. an Object ID canvas can be rendered corresponding to a Filament render and it's probably going to be close enough.It's not necessary for the render to converge for either of the "Material ID" or the "Object ID" canvases; "
Render Settings/Progressive Rendering/Max Samples" can be set to 1 and the result is, so far as I can see, exactly the same as if it's set to 20,000.The use of color mapping is somewhat odd given than a name (of an object) isn't a color and that objects (DzObject) have simple 1D numerical IDs but the level of indirection (the mapping) has some potential uses.
I can't say I have noticed a lot of errors in the change logs or othe documentation (and I am geenrally better at spotting others' than at catching my own - such as "
Create Advanced Iray Not Properties" above :) ).It is a specifically Iray property, however, not something that affects or is used by Filament.
DzObject isn't related to ObjectID - the latter is a colour, so it iss et by a colour property.
Daz Studio BETA - version 4.23.0.4! (*UPDATED*)jbowler said:
How do I define the color mapping for "Object ID"?
I don't know if this is a 4.22.1 bug or something I don't understand but it is similar to the problem with convergence maps (they always come out 0, even though they are TIFFs, not PNGs.)
It's a 4.22.1.41 documentation bug. Here's the relevant snippet from the change log:
-
Added support for controlling “Object ID” when NVIDIA Iray is the active renderer
-
If a DzColorProperty (user) property named “Object ID”, with the property group path of “Display/Rendering/Iray” is added to a node with geometry, the value of this property is used to control the color of that object in the “Object ID” canvas
-
So the property has to be added by hand, the "
Create Advanced Iray Not Properties" script will create it. However it is not called "Object ID" - that's the bug - it's called "Iray Object ID", even though it is in the.../Iray propertygroup. This is not something anyone would discover by accident; I spent a few hours trying to guess what it was (since spelling errors seem to be common in the documentation) before trying the script. I guess I should have tried that first but the property is useful independent of Iray (like Material ID). E.g. an Object ID canvas can be rendered corresponding to a Filament render and it's probably going to be close enough.It's not necessary for the render to converge for either of the "Material ID" or the "Object ID" canvases; "
Render Settings/Progressive Rendering/Max Samples" can be set to 1 and the result is, so far as I can see, exactly the same as if it's set to 20,000.The use of color mapping is somewhat odd given than a name (of an object) isn't a color and that objects (DzObject) have simple 1D numerical IDs but the level of indirection (the mapping) has some potential uses.
-









