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it was this one just trying it out and comparing iray renders that took hours
over a month ago I was learning as I went along, BTW this user has no DAZ videos as is always the case
I am familiar with the Guru and find their videos painful to watch and want to poke my eyes out
not what they teach just the presentation, lots of waffle, I have yet to watch a whole one
I saw couple of your rendered around , very nice job with the indoor scenes , I wish the point light has shadows in Filament , that would be so much better , I like point light mostly after emitters
You know why I like point lights ? because it is very closer to emitters, and it render good in iray and filament without creating the dust effect, the problem only that I can't shut down the "shadows" in iray, or activate it in Filament . When you not use Environment maps , it is a good way to create the ambient light for your indoor scenes as you don't want outdoors reflections on your indoor materials since the outdoor light passing through the objects, and the point light render almost the same in both engines with Filament option node set to 3.80 under Scale light and everything else at default . All what is missed in Filament are the point light shadows
IMHO, Blender has a true real time render engine called Eevee that can actually be used as a production render engine replacement in some cases, reducing what would have been hours of render time in Cycles to mere minutes. The results aren't quite as good as path tracing, but in many cases, it's so good that you can barely tell the difference. This is especially useful for large scale animation because it supports almost every feature in Cycles, including camera and object motion blur. NOT SO with this Filament engine. In fact, it seems only slightly more capable than just simple OGL viewport previews. I think it would have been more useful if they just developed it longer before releasing it. It's being advertised as a "real time" render engine that can be used in place of Iray in some cases, but that's not entirely true. At least not yet. So far, it's really just a better way to preview stuff in the viewport. It really seems like they're trying to push it as an "Eevee" style render engine in Daz Studio, but it's very far from that right now.
They never pushed anything , they stated before release it is not this kind of engine we think it is and will be not used in fully , just for preview draw mode what is helpful in many cases . They can do the full Filament with all options if they want , or build own game engine inside DS based on Filament , possibilities are endless . It is real time PBR renderer but right now just very light version with limited iray shader compatibility , but the base true PBR materials working correctly , minus volumetrics SSS/Transulency / realtime displacement
You can't compare Eevee or Blender to DS and Filament .. it is what it is , we see in the future how it develops
I manged to get square shadows from Spot light ! but there is an option to fix it in case you run into this problem , what give me an idea why Distant Light create the wrong square shadows , they need to adjust the distance internally as there is no Angle Spread option under Distant Light ( hard coded )
I like filament...
What would take weeks now takes mere minutes in FPS...13 seconds just a test...
I like filament...What would take weeks now takes mere minutes in FPS...13 seconds just a test...
Of course, it's fast. But it's not really offering any features right now that aren't currently available in most OpenGL viewport previews. Screen Space reflections and AO with the ability to unlock texture compression and use PBR texture maps. It's a nice thing to have, but I wouldn't compare it to renders that Iray can do.
Right, you can't compare it to iray but so much better than the ancient OpenGL in DS , and definitely not replacement for Iray but extra tool , there is still iray Interactice draw mode for those that want more from. their preview mode , not all users have high-end graphic cards to run iray and many use CPU for rendering , this tool for them is helpful , so if you have any good stuff to share for Filament to help others , you more than welcome to join !
That's the thing. New tools are and will be developed. I hope to see even better versions of Filament, Iray, and perhaps entirely different rendering engines in the future.
Am I imagining things or did Filament just get an update?
When I first tried it transparencies did not work in Filament, now they do.
It seems to coincide with an update a few days ago.
What do you mean by transparency ? Cutout opacity ? it always worked , there was some issues when it was set at 50%, but it is not how it should be used in first place
I guess he means more the refraction part, that has changed somehow. At least in my "test" setup it seem to work better. Anyways, it's still not there and i could just repeat what you said: "...but it is not how it should be used in first place"
I was bringing transparencies color images in base image and black and white image in cutout in from Photoshop and they did not work, now they do.
Maybe I was doing something wrong, as if that never happens.
Another thing, lights are bright in Filament. Is there a setting to make Filament less sensitive to light but not effect my Iray render view?
Yes. That is what the Filament options node is for. Add it from the Create menu. Lower the ISO setting. MEC4D recommends 0.56 and that works well for me.
Excellent! Thank you Barbult!
Nothing changed since last time Cutout opacity still the same , and there is no reason for changes . Your graphic card or driver may have impact
also when you using Filament and Cutout opacity , make sure you don't use. empty space , or you have something in the background, or enviorment map , or a single plane
I tested some time ago things out , I used bad alpha map for the Cutout opacity , it was not 100% white everywhere on purpose , but once there was another model behind , things started looking totally better
of course some hair you using may have normals issues as I experienced with a single sided twisted grass , but having something behind your model also will allow you to see better stuff like Glass etc.. of course without the refraction effect as it is not supported yet, as always better ghost shadow than nothing .
In the image below I used alpha maps for the cutout opacity that do have lower level of gray not just pure white and black , when using green sphere behind it looks so much better , it may help you in some situations
Remember Filament is PBR , it needs enviorment to render stuff proper or at last a 3D object behind it
the second image with HDRI Draw Dome On
Note: you should use proper maps under Cutout Opacity , but in case you don't have it as the product you got had old style maps , set the Draw Dome On at least
my first try with distant light in filament
Nice , if the black level on the models clothing and hair was proper it would looks very good , little too dark for PBR and it take away , are that 3D human scans ?
thank you,
well, for some reasons maps seem not to be influenced by gamma correction so contrast is too dark and colors too vivid; maybe acting on hdr images "ex ante" that could be tweaked or adjusted; correct, the figure is a 3d scan.
Is there a way to modify the shadows projection dome or whatever? need to scale the scene every time to get proper shadows
Not all functions under tonemapping working in Filament, but what you can do is adjust the ambient light higher (hdri) and lower the value of the direct light , it may improve the overal effect of the contrast and smooth out darker shadows.
Also you may adjust proper the texture channel for the models especially the reflectivity as I mentioned before in this thread , it may reduce the contrast effect on the darker textures as right now it absorb light little too much , make sure you not use 3DL shaders on the imported figures . Even if the colors are too white or too black in the textures you can still adjust the appearance , for too dark black you can use higher reflectivity level and roughness at 0.70 to fix it, if your enviorment map is too dark there will be nothing to be reflect on the surface than the specular from the Distant Light creating higher contrast .
Distant Light shadows are not fixed yet and I still have issues no matter the scales .
It is not bad at all for the first time , but you can make it better with a little adjustments , good practice for the future :) and I know it is not easy to adjust the 3D scans textures as I have couple of them myself and had to create additional mask maps to get things looking better .
But you are on a good path already so try to adjust the environment intensity first and reduce Distant Light value to see if your contrast got adjusted and maybe that's all you have to do.
thx for your hints Mec4d, maybe with some tone filters to be used in post within D/S (LUT, Reinhard or such..) we could adjust the outcome; in my bief experience shadows may vary a lot by moving items up or down, left or right, and if you scale them down, shadows look more accurate almost always.
anyway filament is a good idea but pretty unusable currently
quick comparison between the 3 engines; filament is very quickly (around 5 secs) but many shaders need to be adjusted as pointed out by Mec4d
Very nice scene , and as you said surface need to be adjusted not only for Filament , but looks very nice !
I think Filament has potential to become a monster engine....the negative comments are understandable, but they don't help the developers to push it to new heights. The thing I've liked so far apart from the render speed, is the ability to use iray PBS shaders by first converting them to 3delight. With lighting, most Iray lights -None HDRI will work and a few. I mean a few 3delight works. The thing I would request the developers to work on are shadows..a plane that catches shadows when using HDRis. I tried using IBL master control- ground panel, but no luck.
Thanks for this great engine!!
Agreed. Filament is an excellent new tool and I hope to see it improved upon greatly in the near future. What I would love to see is a means by which to add emissive lights to the mix. There are ways of creating lights, so there has to be a means to add emissive lights as well.
I rendered an old animation with Filament, it turned out not too bad.
2020-12-12 10:41:28.542 Total Rendering Time: 42.50 seconds
I would love too but iray emissive lights are iray shader based , I read that Filament support own emmisive light but in its full version , remember how more functions you want how better graphic card you will need , and in Filament your graphic card have own limitation of how many lights it can support with shadows, other way you can use already point light without limitation , I put like over 20 still working just no shadows and that sucks. I would be happy to have point light with shadows , it would be already so much better .
"You killed my father, prepare to die ! " slap..twist..death
the frame rate speed made me laugh some how.. nice one !