New game like render engine in the works?

24

Comments

  • RayDAntRayDAnt Posts: 1,135
    edited May 2020

    Yeah, something to keep in mind here is that the officially stated poly counts for Daz figures don't mean a thing when it comes to what sort of computational load they put on external rendering engines like Iray. For the very simple reason that Iray/octane/etc only ever get to interact with the figures in their fully "compiled" state. Which in the case of G8F (a purportedly 17k figure) rendered under 100% default Daz Studio settings is as a 524k figure.

    How do I know this? Because if you fire up the latest version of Daz Studio, load a blank scene, load a single "Genesis 8 Female Dev Load" from Smart Content, hit Render for Iray, and then jump to the log file and search for the latest occurrence of "Geometry import" you get this:

    2020-05-09 20:29:19.927 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Geometry import (1 triangle object with 524k triangles, 0 fiber objects with 0 fibers (0 segments), 1 triangle instance yielding 524k triangles, 0 fiber instances yielding 0 segments) took 0.059s

    The story that Genesis 8 figures are low poly count is an innocent fiction. It may load initially into Daz Studio as a 17k payload. But by the time it actually makes its way to Iray for rendering it is a 524k beast. And once again - this is without changing any DS options (eg. subD) from their defaults.

     

    marble said:

    I don't really understand the development issues but I was under the impression that DAZ Studio will have Google Filament at some stage. This is Open Source so how much work does it take to integrate it?

    My reading in-between the lines is that Daz developers pulled support for it in the latest release cycle because of difficulties getting native 3DL/Iray shaders to visually translate properly, given that Filament does not yet seem to have fully documented/working implementations of key visual effects like subsurface scattering/volumetrics.

    Post edited by RayDAnt on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,206

    this is realtime in UE4

    I just captured it and added music and uploaded it

    but it took forever to save once I added Lydia as my third person player so gave up on adding more NPC's to occupy seats and stuff

    would have had to wait for it to build lighting too

    so even a realtime renderer would need time to load and optimise stuffs
     

  • davidtriunedavidtriune Posts: 452
    edited May 2020

    How about a micropolygon engine? UE5's coming out with it. Youd have to give up ray tracing but at least you get basically infinite polygons for your models.

     

     

    edit: they used cone tracing, which is like low res ray tracing 

    Post edited by davidtriune on
  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 2,946
    edited May 2020

    They're doing all these incredible things, but still have to cover up the character's noodley looking joints? Apparently DQ skinnig can be made to work in UE4, but I don't think there's a generic procedure to get Genesis JCMs working in it. So I'll have to pass... my OCD just won't accept it.

    Post edited by TheMysteryIsThePoint on
  • mindsongmindsong Posts: 1,701

    While it sounds like folks are getting testy, this discussion (and it *is* a civil discussion, mods - let it go on), is *very* interesting and rich with wisdom and insight. It gets quite easy (and lazy) to project my context on others and expect that my experiences would somehow be universal, so seeing this world I know through these various lenses is just great. I also like the assumptions and push-back dynamic. The forum mods may not like it much, but in real life, it's quite productive.

    Comparing the various goals and the trade-offs found in the DAZ eco-system (now and in the future) is fascinating, and lends some great perspectives to places I've been, and places I'd like to go.

    cheers to all,

    --ms

     

  • LenioTGLenioTG Posts: 2,118

    Unreal Engine 5 looks very photorealistic.

    It would be a dream to have a real-time much faster engine, even if we had to compromise a bit about photorealism for the moment (I guess it would improve with time?).

    It wouldn't be half bad if Daz could use our systems at 360 degrees (like Blender does), instead of just focusing on Nvidia GPUs!

    But I'm completely ignorant, so I just trust what they're doing xD

  • Having a up-to-date render engine fast enough to make animation in Daz Studio feasible on timescales shorter than the geological would be nice.

    Having animation tools to match would be a pre-requisite, otherwise it just shifts the pain elsewhere on the pipeline.

  • LenioTGLenioTG Posts: 2,118

    I'm attaching the comments that, I guess, have started this conversation.

    But why are you thinking about Filament, or a new rendering engine?

    Maybe they're just making Iray another 5% faster?

    It would be huge to change render engine. Basically all materials would become instantly obsolete. Unless I'm missing something?

    Cattura.PNG
    1279 x 252 - 35K
    Cattura2.PNG
    1272 x 245 - 28K
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,206
    edited May 2020

    apparently Reallusion got an Epic megagrant 

    largely because of their bridge from iClone to Unreal Engine

    Epic seem to be tossing these megagrants out like candy maybe DAZ needs to join the other bridesmaids at the bouquet toss enlightened

    Post edited by WendyLuvsCatz on
  • wolf359wolf359 Posts: 3,828
    Last year,the Blender foundation recieved a 12 million Dollar megagrant from Epic Games Right after Blender was chosen By Ubisoft as their primary content creation software

    Blender has been adding amazing features at a stunning pace Including a new fluid/smoke Solver( mantaflow) and we are getting an all new hair system this summer and needed improvements to EEVEE such as object based motion blur.

    Epic has clearly become the dominant player in the arena of realtime rendering and appears to be "annointing" those other softwares that they see as embracing realtime animation& rendering technology.
  • DustRiderDustRider Posts: 2,743
    edited May 2020

     

    LenioTG said:

    But why are you thinking about Filament, or a new rendering engine?

    Maybe they're just making Iray another 5% faster?

    It would be huge to change render engine. Basically all materials would become instantly obsolete. Unless I'm missing something?

    I would guess because of this in the Public Beta change log.

    filament reference.jpg
    742 x 290 - 63K
    Post edited by DustRider on
  • Saxa -- SDSaxa -- SD Posts: 872
    LenioTG said:

    But why are you thinking about Filament, or a new rendering engine?

    The response by DAZ was to 2 comments wherein the central concept was Real-Time Rendering.  
    If you've ever worked in or modded game production, and made changes to animations, physics, textures and so on, and then watched your character move around in Real-time with your changes...well the idea of IRAY even improving 100% or 200% isn't enough.

    For many users, until we see 30fps min with physics, for probably many users, there will always the push and dream for next big step.  smileylaugh

    IF Daz was referring to Filament...then am sadly much less excited about this hint.  
    Was hoping for an official bridge to an existing render solution porting all the morph types, or something like that.
    A synergy between DAZ & Company X.  

    DAZ does real quality stuff, but quality takes time with bugs & evolutions that just naturally happen along the way.  
    So implementing something that is reportedly designed in great-part for ligher-weight mobile Android systems, doesn't really make me feel warm & fuzzy about chances of Higher-Quality rendering with Filament...for many years to come anyway.  
    Possibly it's scalable for more advanced systems?  Lack of any amount of showcase vids indicates earlier-stage development.  Unless I missed something?

    Can see why DAZ would consider the Filament route.  
    Until a game engine advances a market-place of products as high a quality as DAZ, feel we users are stuck with sticking with this or that environment. Or making the enormous amount of time to migrate assets.  
    Am speaking from the the POV of all the morphs and PBR-Iray Mats/Shaders in DAZ.

    At this rate I'm going to have buy two 3000Gen Titans in Q1-Q2 2021.   frown Cos can't wait that long.

    But would heart for Daz to surprise me!

  • Leonides02Leonides02 Posts: 1,379

    What I would love is a bridge between DAZ and UE 4/5 that converts all the beautiful Iray materials automagically into Unreal. 

    Also, "Groom" there real-time hair looks incredible compared to our curve-based hair even in real time.

    https://www.unrealengine.com/en-US/tech-blog/an-early-look-at-next-generation-real-time-hair-and-fur

  • What I would love is a bridge between DAZ and UE 4/5 that converts all the beautiful Iray materials automagically into Unreal. 

    I've been trying.  http://davidvodhanel.com/daz-to-unreal-close-ups/

    Still needs improvement.  The problem is the Iray materials have a lot of complexity to them (and take a long time to render), so in Unreal we need to take shortcuts.If you have materials in Unreal that you like, I've got a way to help map the textures and parameters to them from Daz Studio http://davidvodhanel.com/working-with-materials-in-daz-to-unreal/

  • Leonides02Leonides02 Posts: 1,379

    What I would love is a bridge between DAZ and UE 4/5 that converts all the beautiful Iray materials automagically into Unreal. 

    I've been trying.  http://davidvodhanel.com/daz-to-unreal-close-ups/

    Still needs improvement.  The problem is the Iray materials have a lot of complexity to them (and take a long time to render), so in Unreal we need to take shortcuts.If you have materials in Unreal that you like, I've got a way to help map the textures and parameters to them from Daz Studio http://davidvodhanel.com/working-with-materials-in-daz-to-unreal/

    Thanks for your links.

    I'm sad that UE produces near-photoreal results, but even with DAZ's great textures I've never seen a DAZ character look photoreal in UE. 

     

  • wolf359wolf359 Posts: 3,828
    Not a UE shortcoming
  • mindsongmindsong Posts: 1,701

    apparently Reallusion got an Epic megagrant 

    largely because of their bridge from iClone to Unreal Engine

    Epic seem to be tossing these megagrants out like candy maybe DAZ needs to join the other bridesmaids at the bouquet toss enlightened

    don't think she was invited to the wedding for some reason. 8^/

    --ms

  • LenioTGLenioTG Posts: 2,118
    DustRider said:

     

    LenioTG said:

    But why are you thinking about Filament, or a new rendering engine?

    Maybe they're just making Iray another 5% faster?

    It would be huge to change render engine. Basically all materials would become instantly obsolete. Unless I'm missing something?

    I would guess because of this in the Public Beta change log.

    Oh wow!
    So...are we talking about this next Daz 4.13 already?
    I don't understand what that means! I guess the property translation of Iray materials means we don't need to rebuild the whole library?

    LenioTG said:

    But why are you thinking about Filament, or a new rendering engine?

    The response by DAZ was to 2 comments wherein the central concept was Real-Time Rendering.  
    If you've ever worked in or modded game production, and made changes to animations, physics, textures and so on, and then watched your character move around in Real-time with your changes...well the idea of IRAY even improving 100% or 200% isn't enough.

    For many users, until we see 30fps min with physics, for probably many users, there will always the push and dream for next big step.  smileylaugh

    IF Daz was referring to Filament...then am sadly much less excited about this hint.  
    Was hoping for an official bridge to an existing render solution porting all the morph types, or something like that.
    A synergy between DAZ & Company X.  

    DAZ does real quality stuff, but quality takes time with bugs & evolutions that just naturally happen along the way.  
    So implementing something that is reportedly designed in great-part for ligher-weight mobile Android systems, doesn't really make me feel warm & fuzzy about chances of Higher-Quality rendering with Filament...for many years to come anyway.  
    Possibly it's scalable for more advanced systems?  Lack of any amount of showcase vids indicates earlier-stage development.  Unless I missed something?

    Can see why DAZ would consider the Filament route.  
    Until a game engine advances a market-place of products as high a quality as DAZ, feel we users are stuck with sticking with this or that environment. Or making the enormous amount of time to migrate assets.  
    Am speaking from the the POV of all the morphs and PBR-Iray Mats/Shaders in DAZ.

    At this rate I'm going to have buy two 3000Gen Titans in Q1-Q2 2021.   frown Cos can't wait that long.

    But would heart for Daz to surprise me!

    I wouldn't mind being able to experiment with real-time animations. Nowadays it's something I don't even consider because it would take way too long with my hardware.

    But even having something that would render with a high-quality GPU a picture we now need 1 hour for in 1 minute would be fabulous!

    What I would love is a bridge between DAZ and UE 4/5 that converts all the beautiful Iray materials automagically into Unreal. 

    Also, "Groom" there real-time hair looks incredible compared to our curve-based hair even in real time.

    https://www.unrealengine.com/en-US/tech-blog/an-early-look-at-next-generation-real-time-hair-and-fur

    That is real-time?! Oh wow!!!!

    That hair looks incredible, much much better than the ones we have in hours-long renders!

    wolf359 said:
    Not a UE shortcoming

    Wow, and that was UE4!

    Honestly, those characters look even better than Iray.

    I don't understand the worries about quality-loss.

    I would be very happy to have that kind of quality with a real-time engine in Daz. Oh wow, I could make a whole story in one day, instead of weeks/months!!!

  • LenioTGLenioTG Posts: 2,118

    Any news about this topic?

    I've found this page: https://github.com/daz3d/filament?files=1

    It talks about Android and iOS too.

    But will it be just a preview engine, or will we be able to render with it?

  • hookflashhookflash Posts: 169
    LenioTG said:

    Any news about this topic?

    I've found this page: https://github.com/daz3d/filament?files=1

    It talks about Android and iOS too.

    But will it be just a preview engine, or will we be able to render with it?

    Ohhh, interesting! I wonder if that really is their official Github account? Looks like they also created projects (less than 24 hours ago) for a bunch of "bridges" for Unity, Unreal, Blender, etc.

     

  • PaintboxPaintbox Posts: 1,633

    Wow what an awesome find @LenioTG , very interesting work. Perhaps we will see more integration than we would have imagined before.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,206

    this is interesting indeed

    would rather a Carrara bridge but will take what I can get cheeky

  • IvyIvy Posts: 7,165
    edited July 2020

    I have a question for you all.  When I looking for more information on Filament. I found this page off github and when you scroll down this page on this link to view the sample images of https://awesomeopensource.com/project/google/filament

     I have to ask you all.. Do you think  some of those scenes were using daz models in some of  the images posted there? I am pretty sure the first one is stonemasons streets of old London .  I think all the renders looks great if they look like that real time for animation development that is even better I would think.  I look forward to seeing Filament added to daz as a render engine I think it would be positive for people who like to animate in daz.

    edited for spelling

    Post edited by Ivy on
  • TheKDTheKD Posts: 2,691

    That la petit coin sign looks familliar for some reason

  • AllenArtAllenArt Posts: 7,169
    hzr said:

    @DAZ devs : if you indeed upgrade the viewport with some realtime 3d shading it would be lovely. I liked the proper reflection display on the default shaders and I always wondered why you wouldnt use the same display type in the viewport for iray materials.

    If you indeed upgrade the viewport please make sure to have iray shaders behave like these in the viewport to get good feedback before hitting the render button. Should help alot with material setups etc.

    The reason it's not used for Iray materials is because in order to see Iray materials, they must be rendered, which takes some time. Iray shaders cannot behave like those in the viewport unless rendered first. The Iray preview should show you what that's like. It's slow if you don't have a computer that's incredibly fast and unfortunately that's the best that can be done.

  • IvyIvy Posts: 7,165
    edited July 2020
    TheKD said:

    That la petit coin sign looks familliar for some reason

    yes that is what caught my eye too I've been trying to place it . I thought it might have been one of Faveral La Village sets  or Provence   but then looking closer it reminds me of Streets of old london. with some stuff kit bashed into it. It looks great to me

     

     

    Post edited by Ivy on
  • thd777thd777 Posts: 943
    edited July 2020

    Definitely not the streets of London. Not even close. I just did an Iray conversion of that set and the buildings, sidewalks, lamps and roads are all very different.  Here is a test render of the streets of London in Iray. Pardon the noise, it's just a quick test.

    Ciao

    TD

    London 1.png
    1200 x 840 - 2M
    Post edited by thd777 on
  • marblemarble Posts: 7,500
    edited July 2020
    Ivy said:

    I have a question for you all.  When I looking for more information on Filament. I found this page off github and when you scroll down this page on this link to view the sample images of https://awesomeopensource.com/project/google/filament

     I have to ask you all.. Do you think  some of those scenes were using daz models in some of  the images posted there? I am pretty sure the first one is stonemasons streets of old London .  I think all the renders looks great if they look like that real time for animation development that is even better I would think.  I look forward to seeing Filament added to daz as a render engine I think it would be positive for people who like to animate in daz.

    edited for spelling

    I think the page is identical to the Google github page and, indeed, at the top of the Daz/Filament page it says "forked from google/filament". But it is interesting that Daz have forked the code because that suggests to me that they are working on an implementation. Can't come fast enough for me - a whole new phase of DAZ Studio would open up with real-time rendering. I hope they refine the animation timeline too.

    Just one word of caution though - I notice there are no images of people. Human skin shaders are a must.

    Post edited by marble on
  • IvyIvy Posts: 7,165
    thd777 said:

    Definitely not the streets of London. Not even close. I just did an Iray conversion of that set and the buildings, sidewalks, lamps and roads are all very different.  Here is a test render of the streets of London in Iray. Pardon the noise, it's just a quick test.

    Ciao

    TD

    Thanks for the render. I have the set myself . I was just tryingt ot match up where i seen the  demo pic before

  • IvyIvy Posts: 7,165
    marble said:
    Ivy said:

    I have a question for you all.  When I looking for more information on Filament. I found this page off github and when you scroll down this page on this link to view the sample images of https://awesomeopensource.com/project/google/filament

     I have to ask you all.. Do you think  some of those scenes were using daz models in some of  the images posted there? I am pretty sure the first one is stonemasons streets of old London .  I think all the renders looks great if they look like that real time for animation development that is even better I would think.  I look forward to seeing Filament added to daz as a render engine I think it would be positive for people who like to animate in daz.

    edited for spelling

    I think the page is identical to the Google github page and, indeed, at the top of the Daz/Filament page it says "forked from google/filament". But it is interesting that Daz have forked the code because that suggests to me that they are working on an implementation. Can't come fast enough for me - a whole new phase of DAZ Studio would open up with real-time rendering. I hope they refine the animation timeline too.

    Just one word of caution though - I notice there are no images of people. Human skin shaders are a must.

     

    marble said:
    Ivy said:

    I have a question for you all.  When I looking for more information on Filament. I found this page off github and when you scroll down this page on this link to view the sample images of https://awesomeopensource.com/project/google/filament

     I have to ask you all.. Do you think  some of those scenes were using daz models in some of  the images posted there? I am pretty sure the first one is stonemasons streets of old London .  I think all the renders looks great if they look like that real time for animation development that is even better I would think.  I look forward to seeing Filament added to daz as a render engine I think it would be positive for people who like to animate in daz.

    edited for spelling

    I think the page is identical to the Google github page and, indeed, at the top of the Daz/Filament page it says "forked from google/filament". But it is interesting that Daz have forked the code because that suggests to me that they are working on an implementation. Can't come fast enough for me - a whole new phase of DAZ Studio would open up with real-time rendering. I hope they refine the animation timeline too.

    Just one word of caution though - I notice there are no images of people. Human skin shaders are a must.

    yes I think an addition of some kind of Real time rendering would be awesome certainly speed up animation Pre-rendering set ups. Ive always like the looks of Blender Cycles renders. But for me Blender UI is just to hard to grasp. . I like the Iray real time preview when building sets or setting up lighting  & using it for still renders in Daz. but its just not efficient enough in speed to be worth anything for animation use especially in in creating game cycle animation . Real time rendering is kind of a must have. . I agree with you I look forward to seeing filiment implemented. Weather or not its going to be useful will depend on how is is set up f to use.

    I'll keep a open mind and hope for the best I reckon.

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