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© 2025 Daz Productions Inc. All Rights Reserved.
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This is something I need to see. No excuses except my stroke...
I think it is a question of what you get used to. A couple of examples:
I had a big screen CRT TV and was really happy with the picture until I saw my first flat HD screen in a TV shop. I dumped the old TV the next week.
I remember when a 9600 baud modem was considered "fast". That's 9,600 bits per second. Now I have fibre running at (just ran a speedtest) 100 million bits per second.
Just saying that some gaps can't be filled by the imagination. Nevertheless, flat 2D cartoons will render quicker than photoreal images and many people produce good art in that format. I still think that the hand-drawn animations from old Disney films like Snow White or The Jungle Book (1960's version) are much better than anything I've seen in a computer game.
are any of the really photorealistic UE4 Demos using Daz figures?
I agree. It looks great! I haven't come across any demos with Daz figures.. yet .. but iClone has some Zbrush stuff in some of theirs. Might not be long before some intrepid soul figures out how to get Daz Characters with full textures into UE 4. All the spaghetti stuff is still off putting for me and my stroke doesn't help matters. Slow to figure out new stuff and only my left hand is any good for now.
...now that is impressive.
Hey Kevin, sorry to hear about your stroke. I noticed you haven't been posting much, but I thought it was probably just a lot of other things on your plate. Anyway, glad that you are recovering, take care, be well, and keep working hard to rehab. Great to "see" you.
Thank you. DustRider! It's been tough but I was very fortunate to survive. I can do more than I could last June after it. Still a little slow learning things but I'm getting there. The speech is good enough to do short traffic reports for work but most of the work now is watching monitors and data entry. I still can't drive yet. The right side is getting better and stronger with a bit more movement in my right hand. My therapists thought it was great that I am into computer animation and that would help my brain recover.
this is one one of the exemples i've already seeying which show which even unreal can reach realistic levels even better than daz, with a "real time render, the problem for me is which the "game stigma" peoples from "rendering" geting for "game enginers" because "low poly", because many games still "using too low poly characters" and not "so realistic characters" make hard for peoples to see which "some of then are evolving" and evolving a very fast pace compared with "the pas" where the "moving was still in turtles stepes", nowadays you have some engines like unreal or decima or others which with the "right work can achiev the same "level of realism" as any "photo render" based program" because the tech for that is evolving fast, we have strong new pcs, strong new video cards, the new ssds many stuffs which would help the "game enginers" break/pass they "past issue" about poly count and even with that normally the "low poly count" is more for indies, when you go to more "tripple AAA games and studios many of then already are working at bases of billions or even trillions of polygons(not in a single object ofcourse), but they already are working at rendering in real time insane count of polygons at the screen with the "big open worlds.
Its just a matter of "when a game emgine will be full toe to toe with non real time render enginers because they gane have the same "power" at the end and will be just a matter of "choice".
Would be good if more peoples stopped to look at game enginers as just "cheap or bad" because of "bad stigma" of past and pay more attention to how they are evolving, because it could really help then a lot in the future to have more options to work.
A recent tute from early this month I found while searching...
Kevin:
I am so sorry to hear about your stroke, but glad your recovery is progressing.
If it helps, several of my friends have had strokes recently (folks in the mid-60's), one had two less than a year apart (they figured out why, thank goodness). After less than two years, all are more than 90% recovered (several were that much recovered in less than one year), with the residual mainly being some weak muscles in the most affected arm/leg, and this will improve with exercise.
I'm sorry about your stroke too. I hope you recover fully.
Thanks, Greymom! I'm hoping I get more back on my right side. I have a bunch of exercises my therapists gave me to do. Slow progress. I turned 63 a few weeks after my stroke. Nice to know I'm in good company. My stroke was mainly caused by fluid retention which made my blood pressure skyrocket. I thought I was just heavy but 3 and a half liters of fluid were trapped inside caused by some other problems. Not a great way to lose 20 pounds.
Thanks, Nonesuch00!
Hope you will get better, Kevin. My previous boss also got stroke a couple of years ago and now he is much stronger.
He still use his computer and second hand works better for him.
Thank you, Artini! My right hand has a little more functionality. I started out left handed before my first grade teacher made me switch. Thankfully I had learned some basic skills that have stuck with me with the left hand.
I imagine the 2021 version of Daz will likely be able to do a bunch of things similar to the UE5 demo, if you run it on the same expensive hardware that they had available for that presentation. The Denoiser already partially solves one of the biggest speed problems in Iray, I assume they will be focussing on removing more of the non-visible clutter from the rendering process in the next updates, leading to somewhat comparable results.
In my opinion the best thing about Unreal Engine 5 is it's scalability. Not everyone has or will have all that fancy hardware, and imo an engine that can deliver those same beautiful images fluidly in 1080p instead of 4K if you don't have the latest hardware, is more important than what it can do at it the top of it's game and a better example for Daz.
I get the impression this feature is targetted at future hardware, not current. I mean things like m.2 very fast flash drives on graphics cards and very large amounts of RAM (PS 5, XBox).
It does amaze me looking at Unreal Engine's content store, how little good quality models, animations and rigs there are. Then you look at something like TurboSquid and see the kind of price a high quality model (rigged) sells for and begin to appreciate how good Daz's store is. Unfortunately so far Daz doesn't seem to be willing to leverage integration with Unreal Engine. It's not a seamless process and the export is kind-of rubbish (low poly cage). The business case for doing so must be getting stronger all the time though. It would be nice to get an official response to this. I've seen demand growing here and elsewhere (YouTube!). Indies rely on great artists and accessibility of content don't they. Professional studios can dump money on the problem.
this also annoying me a lot, which the unreal market we still have a lot of "sellers" which still going for "low poly"( i means really low poly characters) and put all details in the 4x texture maps(and some don't even do that), only really few artists actually really make "amazing characters" with not "so low poly", i do feel which this is a sort of "same issue as many daz artists" they know which doing "x job they will sell more then will focus on play safe in unreal case making really low poly characters because it means it can run from mobiles to pc making it get a better chance of sell in they minds than try to focus let's say pc only or console and pcs and things like that.
i also would really love to see daz staff really giving they toughts about it and maybe finally we start to get daz stuffs being used "more often for games" because you already have a lot of videos in youtube for "tutorials with daz and showcase of using daz in unreal or others places but daz still doing "almost nothing" toward it than just add "interactive license", i'm still hoping which we would see more stuffs.
When I watched the PS5 demo a few months ago, I couldn't think of why they would have an ultra-fast SSD with a proprietary interface. I guess now it's clear why: The UE5 guys have been talking to the PS5 guys to make all that stuff work.
https://maketafi.com/
...Kevin, read back in the thread to see your earlier post and. then just saw your response to Greymom Wow,
Good you are puling through it.
One of those here who was left handed but forced at an early age to become right handed as well. My right hand has pretty much been crippled by arthritis to the point I barely can read what I write.
It's a good tutorial. It's still a lot of steps you need to do for each character unfortunately. Here's the quicker way: https://www.youtube.com/watch?v=HYs43h3DNdo
Yes. The big advantage is that you can render frames so quickly. You don't need a big render farm anymore. You can also iterate and see your changes much more quickly. On the crazier end of the spectrum, you can do things like this: https://www.youtube.com/watch?v=gUnxzVOs3rk
"Need an Avatar engine and SDK?"
Err, no.
WOW!!!! They made the environment in Game Engine. Nice. The day is not far when all movies will be produced in Green Screen Studios within months.
LOTR/HOBBIT series may not need New Zealand any more..
I just came across yours while you posted!
Yeah, thanks KK! I hope you do get some relief for your arthritis. My left hand which is good having a little bit of arthritis lately.
Avatars are all the rage on facebook lately.
David Vodhanel, does your Daz to Unreal plugin allow for higher resolution textures?
https://unrealengine.com/marketplace/en-US/product/daz-to-unreal