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It'd be useful if it actually matched the Iray lighting.
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Try this Render Throttle product for a faster Iray Viewport preview. I rely on it heavily. But I will be using the Filament view for all my work leading up to the final Iray preview and render.
https://www.daz3d.com/render-throttle-for-iray
Because it's there as an OPTION IF someone would want to use it for rendering (such as animators).
You can already add a post process step using http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/rendering/render_post_process/start
Ok - please be gentle: Just went for my procedure today and still groggy from the anesthia..
but am I reading this correctly? We LOSE shadows and most hair, but get faster rendering?
Well of COURSE it is faster, you just dropped the two biggest burdens on the rendering engine!
... I guess it will work for 1960s era 'near future' sci-fi where everyone is bald and everything is over-lit from all directions.
This is what I see.
Viewport
Daz is approaching photoreal. Only hair, eyes, and some of the other surfaces are keeping us back.
Shadows work for certain light types, not for others, and there are limits on the number of lights. Hair has two issues - enabling dForce/Strand based hair (which is essentially the same as any other preview emthod) and the transparency mapped hair being overly transparent (which can be adderssed via surface settings, as discussed up-thread).
Select Viewport. Sorry, if you are asking why have that there at all then people have used OpenGL (especially for animations), Filament is in most repsects a step or steps up from that.
Thank you. That helped! It is lightening fast for sure. Not horrible and certainly not worse, if better, than 3Delight!
No, you don't NEED to buy any products to make products you own "look right". It's just like the other render engine options (Iray and 3DL) you can buy Iray and 3DL lights, shaders, etc to make things look nice in those render engines, but you can also make your own lights and shaders in Iray and 3DL. Same with Filament.
I think the confusion of filament is because there is not yet an uber filament material
for now, playing with iray parameters on surface tab does the math.
I'm not understanding something very basic: If you want to use Filament for the viewport, but render in Iray, how do you adjust the environment and tone mapping so it looks OK in the viewport and still renders correctly in Iray? Are there viewport controls for those environment and tone mapping that are independent of the Iray render settings for environment and tone mapping?
there are 3 scene add ons on "create" and adjust on Parameters, no Render Settings, when it must be set on Viewport.
My understanding is it will not match, especially the lighting and shadows.
No, I don't expect a match. No two render engines match.
I do think one of the things Daz is up against is that with 3D programs like Blender becoming more accessible, DS is less useful as a substitute for hobbyists. They are really emphasizing making it part of a cross-software workflow, and while I don't think they'll move away from Iray at all it also makes sense to develop tools that make it easier to use DS for setting up scenes that will ultimately be rendered in other programs. With Filament they can make improvements to it as needed (or not, if it turns out not many people care about it as a render engine) and while it's not 100% accurate to Iray it is much better for envisioning what a scene will look like during the setup phase.
Also some of the only professional artists I've seen openly admit to using DS in their work are concept artists and illustrators, and Filament benefits them because it's accurate enough to use as a base, but the actual materials don't matter to the end product since they're going to be painted over anyway. I know photorealism in Iray is a goal for many people, but the more flexible DS is for folks who don't need to use it as a rendering platform the more relevant it's going to stay.
Thank you. That helps.
I didn't realize that Filament uses the GPU. If I have my viewport set to Filament, when I try to render in Iray, I don't have enough GPU memory left to render. My Iray render fell back to CPU.
Wow! Filament sounds perfect for animations! I'll have to experiment with that!
What I'd like to know is...how well do existing DAZ3D assets work in conjunction with Filament? When Iray was released, an entirely new form of textures had to be released. And I've noticed major compatibility issues in regards to lights. etc when used with Iray and vice-versa.
So what now? What existing resources can be used with Filament? Is there a way of adapting existing resources such as fire effects for Iray to be used with Filament?
Thanks 3Diva. Sorry, I meant "look right" as in rendering in filament. DS comes with Iray Uberbase and 3DL shaders for those respective render engines, but unless I'm missing something, there are no Filament shaders included to make the scene with hair, emissives, atmosphere, skin, etc. render correctly in Filament.
And I don't have enough GPU memory to do dForce simulation on a skirt either when the viewport is Filament.
I have read every page of this thread opened every image and watched every video linked from the 14 pages and thought this is just a learning curve this has to get better, but it didn't, because the product is simlpy inferior to the users. Maybe you guys are too close to the forest to see the trees but this product is not flattering. You guys are great at what you do and this product does not showcase anyones skills here, because the product itself is below what you guys are capable of. Despite the fact you are all doing great, considering the product, even Kindred's video was insightful, but with all due respect, it the guy had one hand tied behind his back trying to showcase something that does not showcse well. I doubt animators will use this when there are so many better options. The work displayed here does not do you or the others justice because the product is inferior to your skillset. The product makes professionals like yourselves look amatuerish which is a far cry from what you guys are. I would never have chosen Daz had I seen this and thought the work represented by using filament was what Daz Studio was limited to. It pushes people towards Blender and other programs. If you read the pages here it is really a dozen people trying to make something shine that can't. Look at the pages with an open mind and pretend I did all of the work displayed here and tell me you think it would be worthy of some kudos. Again it is the product. You guys are fantastic, but this is not going to fly. I am not sure if there has been a change in decison makers but I can't believe DAZ is letting this thing loose. I once made a thread about Daz going south, but I only meant a different direction as in new store etc but this is really Daz going south in the typical sense of the word, taking a turn for the worse.
would it make you lot feel better if we never mention DAZ studio on our renders?
easy enough for me as I use Carrara, iClone, Unreal, Poser and Twinmotion a lot too
a lot of those would fall very far short of your high standards
but I love having the tool
The only thing that looks accurate when using the Filament viewport is props and clothing.
Figures and nature scenes look like they are soaked in bleach.
Why is that?
Absolutely correct. Frankly, I think it's an embarassment. A real-time render engine for Daz is a good idea. But they should have chosen one that already has lots of documentation and support. Who the has ever heard of Filament before now? Nobody. An Unreal Engine integration would have been cool. I know we have the bridges, but they don't translate materials very well.
I don't understand why companies like iClone are running circles around Daz in terms of their progression. It's really disheartening.
IClone has some good stuff but their prices are still too high compared to Daz, and only recently do they have decent models. Their lighting is still game focused. Their programs still have too many steps. Their models need more realistic eyebrows. They need better hair.