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I wonder, the emulator company (I only have the demo for now) promises to fix any problems with their emulator. I wonder if they can find and squash the bug?
You can render simple objects like the Daz Horse2, but anything with fitted clothing, KABOOM! It's a memory infinite loop, which I have pointed out before as being the culprit in needing to overpower a simple 3D program with expensive hardware. There are advantages to developing on more than one platform because the compilers are different, kicking out different bugs.
Obviously, you've never run QEMU.
Why would open sourcing affect that? The forum is already for users to help each other.
You have asserted that before. There isn't an infinite loop or it would lock up, for everyone.
Why would open sourcing affect that? Because anyone would be much more likely to be able to answer their own technical questions by looking at the code. Many times, the part where people get stuck is not even over something technically challenging, but rather there are many ways in which something simple could be done and the would-be plug-in developer can't figure out which of his/her assumptions suggests the correct approach.
Just now, I bothered to note the resolution of the 27 topics on the just the SDK forum's first page that explicitly asked for help. 7 had no response at all. Another 12 had no resolution. Only 8 resulted in someone's problem being solved. I think we needn't refer to "helping each other" anymore. That approach does not work, unless 8 out of 27 is an acceptable score. Me, I think of 19 cool plugins that aren't going to get written.
An SDK with header files having zero comments, probably the worst technical documentation I've ever come across, an SDK forum full of well meaning people who will help when they can but most of whom don't really know how DS works either, and zero help from the only people who do is not sufficient to nourish a community of plugin developers. The differntial betweenthe state of things as they are and the state of things as they could be is very, very frustrating and I do not understand the excuses people invent everytime I suggest that Daz needs to do better.
The QEMU site says you can now run Linux and Windows 10 (ARM version) on the M1. There's nothing about Windows 10 (x86) or macOS High Sierra (x86).
This is all so tiresome. I use DAZ Studio because I want to Make Art. I don't want to be saddled with all sorts of limits. People are having troubles with Big Sur. What will Monterey do?!
I'm glad I finally went back to using a PC.
It's life and technology. Hardware evolves, operting systems evolve, and software developers do their best to keep up. You've switched to Windows so this really shouldn't be "tiresome" to you; there's plenty of threads talking about GPUs and NVidea cards not working or being phased out, there's hundreds of comments in the discusson thread about Windows 11, and these challenges that DAZ engineers are facing have always been there, and once the next hole is patched, the next bug is fixed, or the next version is released, there'll always be new ones.
At any rate, Mac users' waiting on Big Sur shouldn't really worry you, as you're glad you went back to using a PC. Thanks for your concern, but no worries, you can rest easy in that regard. DAZ has got this.
-- Walt Sterdan
What's rendering performance like (assuming that rendering is possible)? I am curious to know how well Apple's on-the-fly translation can cope with the dynamically-generated CPU rendering code.
Huh... so if we want to fix the problem ourselves for the time being, we just run the Windows version via WINE?
Not an ideal solution, but it's better than the stone cold radio silence from the people working on it (and mod messages do not count).
Has anyone actually got DS running under Wine in a stable fashion? I couldn't even keep it from exploding under VMware Fusion.
Are you talking about VM Fusion on an m1 chip and/or Big Sur?
-- Walt Sterdan
No doubt due to some arm-twisting by Richard but we have an official update, so thanks, Richard!
I have to admit I'm kind of pumped. We'll have a pre-Beta ready to start testing (I don't normally have free time to test Betas, but this time around I most deinately will) in a month or so, and while it sounds lke the initlal plan is to just get it working with Rosetta2, it was also mentioned that the long-term goal is to make it m1-native, so yeah, I'm feeling pretty positive.
-- Walt Sterdan
Is that the only problem? I wonder if anyone has tried building that library from source? It can't possibly be anything as simple as that, but... has anyone tried?
No direct credit to me, as far as I know.
No thank you. While I acknowledge the power of opensouce, and I love some of the ideas coming out, until someone finds a way to address the interface issues, just no.
I have tried Blender (compared to Lightwave, Modo, Carrara and others). Can you check off a feature list? Yes. Is it as easy to use? Not even close.
Gimp versus Photoshop, Affinity, or Pixelmator? Same story
Darktable versus Lightroom, Aftershot, On1, Capture1, Luminar, and even Apple Photos? Same Story.
I deleted the O|S video editor so fast I don't even remember the name. You can get FCPX or the Davinci Resolve for $299 and save yourself $2999 worth of headaches in one project.
It's the same problem every time. The group that implements some part, say fluid simulation, isn't on the same page as the group that implements something else, say cloth simulation. As a result, everything is just different. Sometimes it is glaring, like which way you scroll to increase a value or hot keys. Sometimes it is more subtle like what things are called. Either way, it makes the whole thing more difficult to learn. For example, Blender was MIDDLE click to select for what? 10 years? Quick, name another application in wide use where you use the middle mouse button to select instead of the left. It simply wan't a good idea. They might have thought it was more efficient, but so is a DVORAK keyboard. They didn't seem to want to force that.
I think a bigger issue in this case is DAZ's business model -- they are first and foremost a content company. As long as they're in complete control of as much of the D|S code as possible, they at least have a chance of being sure that the content being created and sold will actually work most of the time. If you're creating content for an open source D|S, where do you look to find out why your last product isn't working today, even though it worked a couple of months ago, or if it'll suddenly start working again next week? Which of the Open Source Team to you turn to?
You might be able to cut down on your development team, but man, you'd better triple or quadruple your support staff.
-- Walt Sterdan
I think there's a lot of truth in this statement. Without starting a discussion on PC vs. Mac, that's one reason I have a Mac even though I'm a retired Windows administrator.
The interface has nothing to do with the fact that it is Open Source. The programs you cite just had bad interfaces. And I would take an app with the functionality that I need but it's difficult to access it over an app that simply didn't do what I need.
No, you would neither reduce your dev team, nor increase your support staff. A better understanding of the Open Source model is required.
As Richard M. Stallman (the father of the Free Software movement) points out in the interesting documentary about the roots of the Free Software movement "Revolution OS", the greater point about Free Software is not its cost, but the freedoms associated with it. If anyone sufficiently motivated can study and understand the code, there are thousands of potential experts all over the world. He also refelects that when only a chosen few inside a "cathedral" can see the code, you should really not be surprised when support is both expensive and bad. Richard didn't like it :), but I still say imagine not one Richard Haseltine, but a thousand, who speak your native tongue and who live in your time zone.
It would require Daz to see the greater benefit in being by far the best positioned entity to guide a dynamic and flourishing Daz Studio, and more importantly being best positioned to benefit from it. Red Hat is a billion dollar company, and Open Source brought IBM back from the brink of extinction.
The alternative for Daz seems to be for DS to fall further and further behind other apps in terms of features as the rate of improvement of other apps accelerates. There will come a point when even the most fervent ease-of-use proponent is swayed by something they see in another app that DS doesn't have.
Like I said, it's a fantasy that I have.
I think you're mistaken as to the purpose of DAZ Studio. It simply can't "fall further and further behind" other 3D apps because it's not competing with them. D|S is a vehicle to sell their content. They're not competing with Blender, Maya, Unity or C4D, they're actively supporting them. The bridges are to help those companies have access to their store.If there's suddenly three times as much of their content sold to Blender users than to D|S users, that's still a win for DAZ.
-- Walt Sterdan
Don't know if anyone noticed, because it was buried, but THERE IS NEWS!!!!!!!
Daz 3D Forums > General > The Commons>Daz Studio 5 development update
...
Daz Studio 5 development update
- Major Update will be Daz Studio release running for Macs, no other major features in the Pre-Beta.
Daz Studio being a mere vehicle to express the value in Daz Store assets does not fit the empirical observations.
Daz Studio being a vehicle to express the value in Daz Store assets while keeping secret certain IP Daz considers valuable does. IP that the bridges cannot help you with because they're already baked when the API has access to them. Because Blender has tools to accomplish the two main things Daz keeps internal that I can think of, it is in direct competition with Daz Studio.
Assuming I understand which IPs you're hinting at, it doesn't change my thoughts. The IPs you're hinting at are an effort to maintain control over the ability to create their custom assets. If you are correct that they are competing with the other 3D apps, then surely after all this time they would have added a modelling module to create the assets they're trying to sell. Instead, they have to rely almost solely (with the exception of Hexagon and Carrara, where the percentage of store items created by these program is, I beleve, very low) on the very programs you say they're competing with; at the very least, they'd be pouring a lot more time and money into making their two content creation programs more capable.
I guess we'll have to agree to disagree.
-- Walt Sterdan
I think there are two plausible explanations: 1) The DS splash page lists two developers. Blender, for example, has at least 14 full timers. 2) Making all the PA tools available to everyone is a conflict of interest between the PAs and their customers.
But fair enough, from your other posts, I don't mind agreeig to disagree with you... I run the real risk of having to update my opinion, sir :)
Big Sur, VMware Fusion 12, but an Intel box: 8-core i7, four cores and 8 GB RAM assigned to the VM. (The iMac has 40 GB; it's a 2020 model with the AMD Radeon Pro 5700 XT 16 GB.) It would basically segfault any time I tried an iRay render.
Ah, I see, I see; I use VM Fusion to run Windows D|S and Filament without issue, but I don't think I've attempted an iRay render. I'll test it tonight, but I wonder if you'd have any better luck if you temporarily boosted the RAM allocated to Parallels. I'll test VM Fusion with only 8 GB first and I'll let you know how it goes.
-- Walt Sterdan
I kown it's not really a lot of help to you (other than confirm that it's possible to use D|S with Windows under Big Sur), but I was able to finish an iRay render using the Windows version of D|S under VM Fusion on a 2020 MacBook Air with 8 GM RAM allocated to the VM Fusion partition and running Windows 10.
I tested an iRay-based scene, Genesis 8 Female ToonGen female with hair and a full outfit all optimized for iRay. Without a GPU, a 1080p image took 4 hours and 24 minutes. The Filmament version took about 0.9 seconds, including write time.
If you can think of anything I can test or check for you just let me know.
-- Walt Sterdan
So at last I have installed DS on my Mac mini with the M1 chip and the results are great. at least for me they are. but I acept that I am not the most demanding of users. To complete an iRay render that is acceptable to me was taking around 90 minutes to 120 minutes. To complete the same render has taken 28 minutes.
Using dforce and again please allow that I am a rank newbie with this stuff, I followed a blanket draping simulation tutorial which I had tried to follow previously. On my iMac I have never managed to complete this because quite honestly, it just sat there and did nothing. Using the Mi mac the exercise was completed in 2 minutes and 33 seconds. I accept that my limitations mean these results are open to question, but I think I can only improve my knowledge of the technology by using it, and while I possibly wont get an improvement in speed I may be able to get more ambitious in what I try to do.
The attached render of the resultant simulation tutorial took less than 20 minutes and while its got loads of faults its still my first completed simulation and render.
Thanks to the M1 chip I think, and of course Daz for making this posiible...