New DS Filament Render Engine

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Comments

  • 3Diva3Diva Posts: 11,728
    edited December 2020

     

    Filament handles some things well. For example, I made this tribute to David Prowse in Filament.

    image

     

    That's a beautiful and moving tribute! Well done!

    Post edited by Chohole on
  • PaintboxPaintbox Posts: 1,633
    3Diva said:

     

    That's a beautiful and moving tribute! Well done!

    +1

    Absolutely!

  • PhilWPhilW Posts: 5,148
    edited December 2020
    "Quote" rel="3Diva"> "Quote" rel="OrionPax09">

     

    Filament handles some things well. For example, I made this tribute to David Prowse in Filament.

    image

     

    That's a beautiful and moving tribute! Well done!

    I totally agree, very fitting.

    Post edited by Chohole on
  • j cadej cade Posts: 2,310
    edited November 2020

    Okay so I haven't been paying much attention to this thread, so maybe this has already been mentioned, but Filament hadles instanced geometry soooooooooooooooooo much better than old textured mode 

    as in I can actually navigate my viewport with a hundred instances visible where its a stuttering catastrophe in textured view. 

     

    I actually wish there were the ctrl-L equivalent because then I could use it to fully replace textured view.

    Post edited by j cade on
  • barbultbarbult Posts: 24,757
    j cade said:

    Okay so I haven't been paying much attention to this thread, so maybe this has already been mentioned, but Filament hadles instanced geometry soooooooooooooooooo much better than old textured mode 

    as in I can actually navigate my viewport with a hundred instances visible where its a stuttering catastrophe in textured view. 

     

    I actually wish there were the ctrl-L equivalent because then I could use it to fully replace textured view.

    Hmmm. Filament will not work well for me with UltraScenery, which contains thousands of instances. If I make too many instances visible in viewport, DS will crash to the desktop.

  • j cadej cade Posts: 2,310
    barbult said:
    j cade said:

    Okay so I haven't been paying much attention to this thread, so maybe this has already been mentioned, but Filament hadles instanced geometry soooooooooooooooooo much better than old textured mode 

    as in I can actually navigate my viewport with a hundred instances visible where its a stuttering catastrophe in textured view. 

     

    I actually wish there were the ctrl-L equivalent because then I could use it to fully replace textured view.

    Hmmm. Filament will not work well for me with UltraScenery, which contains thousands of instances. If I make too many instances visible in viewport, DS will crash to the desktop.

    Weird. Ultrascenery is based on ultrascatter so maybe that might be handled differently - I have Ultra scatter so I could test that, but just manually adding a bunch of instances works way better in filament I placed about a hundred instances of this https://www.daz3d.com/simply-grass-the-rough-stuff and could wheel about with all visible in filament but not in textured mode 

  • barbultbarbult Posts: 24,757
    j cade said:
    barbult said:
    j cade said:

    Okay so I haven't been paying much attention to this thread, so maybe this has already been mentioned, but Filament hadles instanced geometry soooooooooooooooooo much better than old textured mode 

    as in I can actually navigate my viewport with a hundred instances visible where its a stuttering catastrophe in textured view. 

     

    I actually wish there were the ctrl-L equivalent because then I could use it to fully replace textured view.

    Hmmm. Filament will not work well for me with UltraScenery, which contains thousands of instances. If I make too many instances visible in viewport, DS will crash to the desktop.

    Weird. Ultrascenery is based on ultrascatter so maybe that might be handled differently - I have Ultra scatter so I could test that, but just manually adding a bunch of instances works way better in filament I placed about a hundred instances of this https://www.daz3d.com/simply-grass-the-rough-stuff and could wheel about with all visible in filament but not in textured mode 

    It's probably an order of magnitude thing. UltraScenery is very dense with instances.

  • Lissa_xyzLissa_xyz Posts: 6,116
    genaris said:

    aaah, so lights really are engine-specific.  THANKS for the INFO!  
      ~Gen

    The AoA lights are shader based, not your average physical lights.

  • barbult said:
    j cade said:
    barbult said:
    j cade said:

    Okay so I haven't been paying much attention to this thread, so maybe this has already been mentioned, but Filament hadles instanced geometry soooooooooooooooooo much better than old textured mode 

    as in I can actually navigate my viewport with a hundred instances visible where its a stuttering catastrophe in textured view. 

     

    I actually wish there were the ctrl-L equivalent because then I could use it to fully replace textured view.

    Hmmm. Filament will not work well for me with UltraScenery, which contains thousands of instances. If I make too many instances visible in viewport, DS will crash to the desktop.

    Weird. Ultrascenery is based on ultrascatter so maybe that might be handled differently - I have Ultra scatter so I could test that, but just manually adding a bunch of instances works way better in filament I placed about a hundred instances of this https://www.daz3d.com/simply-grass-the-rough-stuff and could wheel about with all visible in filament but not in textured mode 

    It's probably an order of magnitude thing. UltraScenery is very dense with instances.

    it works with Ultrascatter pro, I have used it but you have to be careful how many instances

  • Worlds_EdgeWorlds_Edge Posts: 2,152
    edited December 2020

    I just started experimenting with filament and have an issue - I can't switch back and forth between filament and iray.  I saw that someone had already asked a similar questions so I added mine to their thread in another forum.  In case anyone here knows of a solution, I'm putting a link to my inquiry/explanation of my issue instead of repeating it here.  Any help would be much appreciated.  My question is at the very end of that post started by someone else.

    https://www.daz3d.com/forums/discussion/450841/filament-did-not-stop-working-when-i-switch-back-to-iray#latest

    Post edited by Worlds_Edge on
  • Try selecting Texture Shaded between.

  • Worlds_EdgeWorlds_Edge Posts: 2,152

    Texture shaded shows in the viewport.  However when I switch to iray, I get the same purple/black image in the viewport.  When render engine is switched to iray, it renders nothing at all (an empty scene).  At the bottom of the window, it endlessly says "preparing scene."  What a weird issue, huh?

  • Worlds_EdgeWorlds_Edge Posts: 2,152

    I started a new scene and everything is working ok now.  Hopefully I never see this issue again!  I do like filament and the option to closely check test renders before going to iray.  

  • genarisgenaris Posts: 330

     Is there a switch or setting somewhere I don't see that lets you tell Filament to use BOTH CPU and GPU?     I was rendering an animated pose to a movie and it seemed to be using only CPU, and while it was muuuch faster than Iray, I can't help but feel that it would be even faster using the power of all the cuda cores on my GPU....
       ~Gen

  • MoreTNMoreTN Posts: 302
    genaris said:

     Is there a switch or setting somewhere I don't see that lets you tell Filament to use BOTH CPU and GPU?     I was rendering an animated pose to a movie and it seemed to be using only CPU, and while it was muuuch faster than Iray, I can't help but feel that it would be even faster using the power of all the cuda cores on my GPU....
       ~Gen

    Pretty sure I've read that Filament doesn't use your Cuda cores. Some people have said that it does use your graphics card and not your cpu, but then I've seen posts from people happily using it in a machine with onboard graphics and no separate GPU.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,513
    edited December 2020

    it will use your GPU if you have one for sure, in fact all 6GB of my 980ti on my Win10 in at least one case

    it also uses most of my onboard intel graphics according to GPU-Z on my cardless Win7 so good graphics are a must just need not be Nvidia or dedicated

    Post edited by WendyLuvsCatz on
  • genarisgenaris Posts: 330

    Yeah, I was watching the GPU-Z gadget and there was no GPU activity, and no memory load beyond what's present already from running my monitor, so I just figured there must be a setting somewhere.... sounds like maybe I need to reboot, maybe see if my GPU needs updating, and try it again....  That'd be great if it will just use both C & Gpu automatically. :)       Thanks, guys!
       ~Gen

  • genaris said:

    Yeah, I was watching the GPU-Z gadget and there was no GPU activity, and no memory load beyond what's present already from running my monitor, so I just figured there must be a setting somewhere.... sounds like maybe I need to reboot, maybe see if my GPU needs updating, and try it again....  That'd be great if it will just use both C & Gpu automatically. :)       Thanks, guys!
       ~Gen

    isn't always on mine preview but if I render an animation it will

    I have no way of seeing if it is using my onboard graphics on the computer with a card

    I know some other programs I use do

  • ZilvergrafixZilvergrafix Posts: 1,385
    edited December 2020
    I have no way of seeing if it is using my onboard graphics on the computer with a card I know some other programs I use do

    I use this software and is free:

    https://openhardwaremonitor.org/

    when opened it displays a full list of hardware values which you can select the desired ones and being represented in a styled gadget like this:

    for me is a must detect how much memory and temperatures increases when I do iRay rendering,

    for Filament I've seen it uses GPU Vram in some initial states when preprocess textures. the environment below increased VRAM from 2114Mb to 4483Mb VRAM, using 3Delight shaders only.

     

    Post edited by Zilvergrafix on
  • Here's something that might have been mentioned elsewhere, but I didn't see it.

    Is there a way to make textures glow in Filament? For example, Design Anvil created material settings to make the eyes of a figure glow. But when I tried that out in Filament, it didn't work. Any suggestions?

  • 3Diva3Diva Posts: 11,728
    edited December 2020

    Here's something that might have been mentioned elsewhere, but I didn't see it.

    Is there a way to make textures glow in Filament? For example, Design Anvil created material settings to make the eyes of a figure glow. But when I tried that out in Filament, it didn't work. Any suggestions?

    Sadly, Filament, in its current version, isn't able to do emissive surfaces. What you might try is adding Point Lights at low intensity right in front of the eyes and see if that can give a glow-like effect. I don't know if that would work but it might be worth a try.

    Post edited by 3Diva on
  • onixonix Posts: 282

    3Diva said:

    I just upgraded DAZ to the latest version and found out that it has this new feature. but unfortunately, it is not of much use because everything looks horrible unless you deliberately tweak your scene for this engine but then it will be not usable for iRay anymore

    That's not true. All you need to do is adjust the Filament Draw Options Node to suit your taste - it doesn't affect the way the scene looks in Iray at all.

     

    Go to Create >> New Filament Draw Options Node.


    Select it in the Scene Tab and in the Parameters Tab adjust it's ISO Scale.

     

    That brings the Filament Preview more in line with what you see in Iray.

    Filament:

     

    Iray:

     

    And just for comparison, what most people USED TO USE for a preview draw style, texture shaded:


    Filament preview is MUCH more in line with what you see with Iray. 

     

    Thanks. That's a big change. Looks like my requests are already implemented. I just did not find how to do it.

    Now for full happiness, we only need to find out how to do refractive materials in filament :)

  • N-RArtsN-RArts Posts: 1,522

    Daz has had an update (I downloaded it today). Does anyone know if there have been any improvements made to Filament?

    (Unless there was no update, and DIM is messing with me - On both of my computers).

  • LucielLuciel Posts: 475

    N_R Arts said:

    Daz has had an update (I downloaded it today). Does anyone know if there have been any improvements made to Filament?

    (Unless there was no update, and DIM is messing with me - On both of my computers).

    There was a minor update which was mostly bug fixes I think.

    However, Filament supports shadows from the first 6 lights and i'm kind of pretty sure it was first 3 before (maybe). Though maybe not.

  • In conclusion, the problems to be solved by the Filament engine have not been improved at all.
    Problems with hair transparency, emissive information not being reflected, etc. First of all, I think Daz needs to work on this problem as hard as possible.
    They need to be able to draw that pressure on the operation to either make PBR buildable in the shader builder or release an official FilamentShader.
    I call it the do-it-yourself disease, as is often the case in creative fields, but I know that relying on it will not help you make progress or progress.


    結論から言いますと、Filamentエンジンで解決すべき問題点は全く改善されておりません。
    髪の透過問題、エミッシブ情報が反映されない問題など。まずDazはこの問題に全力で取り組まないとダメだと思います。
    PBRをシェーダービルダーで組めるようにするか、正式なFilamentShaderをリリースするか、そのプレッシャーを運営に描ける必要があります。
    クリエイティブな分野によくありがちですが、自分で何とかしろ病と呼んでいますが、これに頼っては進歩するものも進歩しないものと心得ます。

  • battfield said:

    In conclusion, the problems to be solved by the Filament engine have not been improved at all.
    Problems with hair transparency, emissive information not being reflected, etc. First of all, I think Daz needs to work on this problem as hard as possible.
    They need to be able to draw that pressure on the operation to either make PBR buildable in the shader builder or release an official FilamentShader.
    I call it the do-it-yourself disease, as is often the case in creative fields, but I know that relying on it will not help you make progress or progress.


    結論から言いますと、Filamentエンジンで解決すべき問題点は全く改善されておりません。
    髪の透過問題、エミッシブ情報が反映されない問題など。まずDazはこの問題に全力で取り組まないとダメだと思います。
    PBRをシェーダービルダーで組めるようにするか、正式なFilamentShaderをリリースするか、そのプレッシャーを運営に描ける必要があります。
    クリエイティブな分野によくありがちですが、自分で何とかしろ病と呼んでいますが、これに頼っては進歩するものも進歩しないものと心得ます。

    Please do bear in mind that Filament is billed by Daz as a drawstyle, not a as a Render Engine.

  • SevrinSevrin Posts: 6,309

    Richard Haseltine said:

    battfield said:

    In conclusion, the problems to be solved by the Filament engine have not been improved at all.
    Problems with hair transparency, emissive information not being reflected, etc. First of all, I think Daz needs to work on this problem as hard as possible.
    They need to be able to draw that pressure on the operation to either make PBR buildable in the shader builder or release an official FilamentShader.
    I call it the do-it-yourself disease, as is often the case in creative fields, but I know that relying on it will not help you make progress or progress.


    結論から言いますと、Filamentエンジンで解決すべき問題点は全く改善されておりません。
    髪の透過問題、エミッシブ情報が反映されない問題など。まずDazはこの問題に全力で取り組まないとダメだと思います。
    PBRをシェーダービルダーで組めるようにするか、正式なFilamentShaderをリリースするか、そのプレッシャーを運営に描ける必要があります。
    クリエイティブな分野によくありがちですが、自分で何とかしろ病と呼んでいますが、これに頼っては進歩するものも進歩しないものと心得ます。

    Please do bear in mind that Filament is billed by Daz as a drawstyle, not a as a Render Engine.

    Since when does Daz release shaders for "drawstyles"?

  • Sevrin said:

    Richard Haseltine said:

    battfield said:

    In conclusion, the problems to be solved by the Filament engine have not been improved at all.
    Problems with hair transparency, emissive information not being reflected, etc. First of all, I think Daz needs to work on this problem as hard as possible.
    They need to be able to draw that pressure on the operation to either make PBR buildable in the shader builder or release an official FilamentShader.
    I call it the do-it-yourself disease, as is often the case in creative fields, but I know that relying on it will not help you make progress or progress.


    結論から言いますと、Filamentエンジンで解決すべき問題点は全く改善されておりません。
    髪の透過問題、エミッシブ情報が反映されない問題など。まずDazはこの問題に全力で取り組まないとダメだと思います。
    PBRをシェーダービルダーで組めるようにするか、正式なFilamentShaderをリリースするか、そのプレッシャーを運営に描ける必要があります。
    クリエイティブな分野によくありがちですが、自分で何とかしろ病と呼んでいますが、これに頼っては進歩するものも進歩しないものと心得ます。

    Please do bear in mind that Filament is billed by Daz as a drawstyle, not a as a Render Engine.

    Since when does Daz release shaders for "drawstyles"?

    If it's intended as a drawstyle it may not get the depth of support that a render engine may receive.  I don't know how far Daz is intending to take it, and PAs of course may offer support regardless, I just wished to caution against expecting more than may be forthcoming.

  • Richard Haseltine said:

    Sevrin said:

    Richard Haseltine said:

    battfield said:

    In conclusion, the problems to be solved by the Filament engine have not been improved at all.
    Problems with hair transparency, emissive information not being reflected, etc. First of all, I think Daz needs to work on this problem as hard as possible.
    They need to be able to draw that pressure on the operation to either make PBR buildable in the shader builder or release an official FilamentShader.
    I call it the do-it-yourself disease, as is often the case in creative fields, but I know that relying on it will not help you make progress or progress.


    結論から言いますと、Filamentエンジンで解決すべき問題点は全く改善されておりません。
    髪の透過問題、エミッシブ情報が反映されない問題など。まずDazはこの問題に全力で取り組まないとダメだと思います。
    PBRをシェーダービルダーで組めるようにするか、正式なFilamentShaderをリリースするか、そのプレッシャーを運営に描ける必要があります。
    クリエイティブな分野によくありがちですが、自分で何とかしろ病と呼んでいますが、これに頼っては進歩するものも進歩しないものと心得ます。

    Please do bear in mind that Filament is billed by Daz as a drawstyle, not a as a Render Engine.

    Since when does Daz release shaders for "drawstyles"?

    If it's intended as a drawstyle it may not get the depth of support that a render engine may receive.  I don't know how far Daz is intending to take it, and PAs of course may offer support regardless, I just wished to caution against expecting more than may be forthcoming.

     

  • SevrinSevrin Posts: 6,309

    Richard Haseltine said:

    Sevrin said:

    Richard Haseltine said:

    battfield said:

    In conclusion, the problems to be solved by the Filament engine have not been improved at all.
    Problems with hair transparency, emissive information not being reflected, etc. First of all, I think Daz needs to work on this problem as hard as possible.
    They need to be able to draw that pressure on the operation to either make PBR buildable in the shader builder or release an official FilamentShader.
    I call it the do-it-yourself disease, as is often the case in creative fields, but I know that relying on it will not help you make progress or progress.


    結論から言いますと、Filamentエンジンで解決すべき問題点は全く改善されておりません。
    髪の透過問題、エミッシブ情報が反映されない問題など。まずDazはこの問題に全力で取り組まないとダメだと思います。
    PBRをシェーダービルダーで組めるようにするか、正式なFilamentShaderをリリースするか、そのプレッシャーを運営に描ける必要があります。
    クリエイティブな分野によくありがちですが、自分で何とかしろ病と呼んでいますが、これに頼っては進歩するものも進歩しないものと心得ます。

    Please do bear in mind that Filament is billed by Daz as a drawstyle, not a as a Render Engine.

    Since when does Daz release shaders for "drawstyles"?

    If it's intended as a drawstyle it may not get the depth of support that a render engine may receive.  I don't know how far Daz is intending to take it, and PAs of course may offer support regardless, I just wished to caution against expecting more than may be forthcoming.

    Well, from the Daz3D tutorial on YouTube

    In this tutorial you'll get a quick overview on how to use Filament, our new real time renderer. We'll show you how to change your viewport, adjust tonemapping, how to work with your environment, textures, shadows, and skin, and finally how to render with Viewport.

     It's being promoted as a "renderer".

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