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Still better to render to an image series, no?
This is the merged discussion.
My post was all pure guess work, and well Genesis 4 is probably due soon since Genesis 3 has been out for a while now.. And what better way to herald the release of Genesis 4 (whenever it happens) than with version 5 of Daz Studio..
Personally, I am not in a hurry for G4. I've just accumulated a workable set of G3 charater, clothes, morphs, etc., and am not itching to start spending on all that yet again. I'd much rather see some progress on a native soft-body physics engine and some decent animation features.
The other thing I would like to see is a built in morph painter similar to what is in Poser, what is in Studio now is a bit fiddly and would be nice and not having to rely on external programs..
They might of course.
But it would signify a major upgrade to something, although what the something might be is pure guesswork.
I hate the thought it, I'm going to guess it will break lots of old stuff.
That is my fear as well that a lot of current products will stop working properly.
It's been a few years since I used Bryce (they are still on v.7, right?) but if my memory serves, one could apply PZ2 poses to figures inside of Bryce, even if the joints themselves were inaccessible.
The last animated render I did (I don't do many of 'em--- you'll see why) was basically a large spinning coin in Iray. But so as to retain my work whe (not if) DS or Win8.1 crashed partway through, I wound up rendering a stack of PNGs that I then had to sequence in an old animation program. (By "old" I mean "Windows 98 Compatible".) That was just a few months ago.
At the risk of straying OT it might be worth a mention that Blender will import an image series and it has a very nice video sequence editor which will create an AVI, MKV, MP4 or any of the other common ones.
It's risky to export animation from DAZ to *any* video format. If anything goes wrong, the whole file and hours of work--or at least rendering time--can be lost.
Instead consider always exporting to an image series. Exporting as an image series gives you two important benefits:
Blender (from blender.org) is a free program with a built-in video editor; you can use that to turn the DAZ-generated image series into video clips in many different formats.
Dynamic Clothing and Hair..... It really is tme, guys.
Morph Brush
IN SYSTEM automatic update so that any new figure would autofit clothes from previous figures AT LEAST fron Genesis up without having to pay for any other products.
The ability to pin rotation and location from the Scene Tab (Minor and I know it can be done elsewhere, but....reasons)
The ability to lock ALL Parameters on an item, firgure or figure part from the Scene Tab (Not individual locks in the Parameters tab which are already there but something that will lock ALL those parameter locks so I go click and move on without fear of screwing anything up when I got it "just right.")
A way to delete multiple items in content without having to do them one at a time. A Easier Way to work with MetaData also ways to select multiple characters when adding Metadata. I hate having to do each genesis 3 Character one at a time to add compatiblitly.
Simple copy paste where i can copy an item alreadey on the screen WITHOUT having to instance OR having the option.
Auto save, or a restore last file option for when it crashes.
Well, I'd sure love to see DS clothing room. Maybe Daz could be in contact with jimhug, and see if they could make a deal with that demo he made, and build an in-house Daz Studio product from that. I like VWD and Blender cloth sim have improved a lot too, but what jimhug showed was totally insane. There's couple of really coold videos in the thread https://www.daz3d.com/forums/discussion/89716/interactive-real-time-dynamic-cloth-simulation/p1 for those that missed it.
I just want it to be less of a slow bloated mess. You can't justify the load times when opening a basic file with just 1 naked figure with hair and it taking 25+ seconds on a SSD. Or the time it takes to delete a character in a scene, something that should be more or less isntant. Or the incredibly poor performance when adding/removing a figure to/from a group. The extremely slow "preparing scene" step which gets skipped entirely if you left a past render open which just shows that whole step can easily be coded out of existence. The viewport is unebelievably slow with absolutely no optimisation to hide objects that aren't visible. Which reminds me, there's no option to hide objects in viewport while still showing them in render, something that should have been a top priority basic core obvious piece of functionality yet went completely ignored.
The preparing scene step is skipped if the previous render is still open is because if the previous render is still open the scene is still (assuming it hasn't changed) in the GPU memory. Objects which are out of shot are not necessarily invisible in Iray prview mode or 3Delight IPR as they may cast shadows or be reflected.
DAZ Studio loads scene elements from.the drive; it doesn't store copies in the scene file unless you're creating somthing and haven't save it to the drive yet. Also, Iray does not use the texture files in their native format; it converts them to its own when it laods them into VRAM, and as long as the scene does not change significantly, it does not have to do this again for subsequent renders in the same Studio session.
I would like to see this technology ported to DAZ studio
https://developer.nvidia.com/flex
I'm thinking of getting the GoPro Session 5 which takes WDR photos.
If Daz doesn't currently support WDR, can support for WDR be added in Daz 5 ?
thanks
Yes, loading a scene element is putting it into memory. Putting a 10mb model or 10mb texture into memory off an SSD is extremely fast. We're talking 500MB/s speeds here being read straight from SSD into memory. Textures then go from memory into video memory as they are converted which is also extremely fast. Whatever DAZ is doing, it's doing it wrong. It takes almost no time at all to load a 4k texture from a drive into video memory. I've done enough low level graphics programming to know that DAZ Studio is doing it really badly.
Yes, like I said, this can be coded away pretty easily. The textures can be loaded into GPU memory immediately after being set rather than it being done in bulk which takes ages. The only step that should be taking time is the subdivision and smoothing and even that can be coded away at the expense of a little more ram. As for the iray preview, it's not hard to have a separate set of visibility parameters to use in iray preview mode. It actually ties into the last point in my original post.
Not really; not everyone uses Iray, and not everyone has the hardware available at this point to support directly writing image data to VRAM.
Everyones hardware supports writing to video memory. Whether it fits or not is a different matter. It can easily detect or offer a mode where the textures don't get loaded and the viewport uses lowres approximations. I don't see how speeding up most peoples' workflow by properly implementing loading of files and textures is a bad thing. The fact that deleting a figure freezes DAZ for several seconds just shows how poorly optimised the underlying code for everything in the software is.
I'm not sure that is true of Iray, nor what degree of knowledge you have of the engine, but even if it is possible it would consume memory that might be needed for other things (for example, I might be using Substance Designer to build maps and want the GPU memory for that, with no intention of rendering in DS during that session). Loading the maps into the GPU as they came into DS would also mean they had to be cleared if a different set of materials were applied (loading a textured item then applying the actual desired materials, for example).
Yes it's definitely possible and yes, it would be taking up the vram at all times which can intefere with other activities but I think it should be an option regardless. Especially considering all the latest graphics cards have so much vram to spare. Also yes, loading a different set of materials will dump the old ones out of vram and load the new ones even if you didn't plan to use the ones that came with the object initially. That isn't going to affect the time it takes to load an object/material much at all if it's properly implemented. Especially if they use some simple lazy loading implementation that won't lock anything up. I'd rather do that than have to keep a render window open all the time and reopening a new one after I made too many changes to the scene. People shouldn't need to use the software in such a hacky way. There's a lot of people who don't even know about the render window trick.
You can use Iray preview mode, I believe, to load the maps and geometry without needing a previous render open - I haven't tried this myself however.
Yes, you can.
You mean like having an aux viewport open with iray? That lags the program up even more than it normally is when moving figures. It's not even an option.