When is Genesis 9 Being Released

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Comments

  • marblemarble Posts: 7,500

    Such an impressive wishlist appearing here! Just like all the other wishlists, none of what we wish for will happen. Soft body physics, better collisions, better cloth simulation, better animation tools, bridges that are fully working - I doubt we will see any of them. My guess is that DS5 and G9 (or GX) will appear at the same time but that DS5 will only introduce the new QT framework and a slightly improved GUI.

  • rcourtri_789f4b1c6brcourtri_789f4b1c6b Posts: 263
    edited June 2021

    certaintree38 said:

    Doesn't blender do soft body already? 

    It does, but , as j cade's post points out. . .

    1. It's a complex process involving umpteen settings.  Just doesn't look time-efficient for someone wanting to, for example, set a human character on a couch.  Manually adjusting squish morphs on the character and couch would be faster.

    2. When you look at what people who are experts at Blender can achieve, they seem to be able to make geometrically simple shapes (spheres, cubes, toroids, etc.) consisting of a homogeneous material (like gelatin) realistically collide and deform.  A character model would be geometrically complex and would need to consist of several different materials.

    I'm not sure that, from a practical standpoint of making completed renders or animations of human character models, the Blender situation is meaningfully better than the Daz situation.

    Post edited by rcourtri_789f4b1c6b on
  • HavosHavos Posts: 5,392

    marble said:

    Such an impressive wishlist appearing here! Just like all the other wishlists, none of what we wish for will happen. Soft body physics, better collisions, better cloth simulation, better animation tools, bridges that are fully working - I doubt we will see any of them. My guess is that DS5 and G9 (or GX) will appear at the same time but that DS5 will only introduce the new QT framework and a slightly improved GUI.

    I don't see why the release of Genesis 9 (if such a thing is even being developed) and the release of DS 5 are connected in anyway. 

    My guess is that later this year we will see a release of DS 5 (if they call it that), which will have the new QT library, and the main reason for the release will be to support Big Sur on MACs. There maybe some UI improvements that come with the new version of QT, for example the ability to rescale the fonts, but other than that, some people could be disappointed if they are expecting major new functionality. The main reason to call it 5 would that it will break many plug-ins, and at least it will allow people to run 4.X and 5.0 side by side, should they need to access the plugins that will not get updated (eg GenX).

  • j cadej cade Posts: 2,310
    edited June 2021

    rcourtri_789f4b1c6b said:

    certaintree38 said:

    Doesn't blender do soft body already? 

    It does, but , as j cade's post points out. . .

    1. It's a complex process involving umpteen settings.  Just doesn't look time-efficient for someone wanting to, for example, set a human character on a couch.  Manually adjusting squish morphs on the character and couch would be faster.

    2. When you look at what people who are experts at Blender can achieve, they seem to be able to make geometrically simple shapes (spheres, cubes, toroids, etc.) consisting of a homogeneous material (like gelatin) realistically collide and deform.  A character model would be geometrically complex and would need to consist of several different materials.

    I'm not sure that, from a practical standpoint of making completed renders or animations of human character models, the Blender situation is meaningfully better than the Daz situation.

    I mean its is still way easier to do this blender... you just sculpt it

    and blender does have some nice things for characters that I miss in DS - but none of them are softbodies

    (if DS could have mesh tension and have it control morphs for instance you could then do Chris Jones style character deformation)

    Post edited by j cade on
  • nemesis10nemesis10 Posts: 3,488

    "Either the Mods will grow up and allow free and open speech (you know, like what is guaranteed in the First Amentment) or they will ban me."  Just for your edification,  First Amendment rights refer to protections between you and the government or what is considered a "utility".  This is a private company's forum where your freedom speech is defined by the terms of service that the company, DAZ3D, gets to define. You are not guaranteed to have total free speech here so it might be more productive to remain civil, accurate, and avoid inaccurate civil rights arguements to get your point across.

  • Faux2DFaux2D Posts: 452

    Gordig said:

    Even if CLO agreed to license that simulation engine, would that be worthwhile for Daz to integrate into DS?

    Yes. Cloth simulation solves the need for smoothing modifyers, rigging, geometry clipping, then adds realistic folds, backwards compatibility for all assets, freedom of design for PA's, and a drag-and-drop feature for all scene assets (as in literally having the object drop in the scene using gravity rather than posing it manually). The length of the cloth can be adjusted in Daz through the use of geografts or the PA's can create several versions which make use of the same textures. Then there crazy things you can do with the poses like have characters button and unbutton shirts, zip and unzip zipper, tie shoelaces, or run a hand through long hair.

  • GordigGordig Posts: 10,172
    edited June 2021

    I'm not disagreeing that it would be awesome from a user and creator perspective, but what would it COST Daz to do that, and would THEY consider it a worthwhile investment?

    Post edited by Gordig on
  • Faux2DFaux2D Posts: 452

    j cade said:

    certaintree38 said:

    Doesn't blender do soft body already? 

    does blender do softbody? yes.

     

    does blender do softbody in a way one could set up a realistic human without pulling out all your hair? .....not so much. as someone who has used it - it requires a ton of manual tweaking and very fiddly.it is also very slow. Im not sure how many users would be into something that theoretically solves pressure and self intersection, but takes longer than most dforce clothes to calculate

     

    blender also has a (3rd party) muscle solution - but you have to manually set uo the individual muscles themselves and they don't auto follow morphs and again - not fast

    I came up with my own muscle solution for Daz Studio:

     

    It's real-time, doesn't use a smoothing modifier, will have non-dynamic soft body interactions (as in there will be no clipping, just squishing), will not require the adjustment of each muscle. New characters will be created by modifying the base-mesh (like how it's done with Genesis figures) and the underlying mechanism will do the rest. Users will also be able to move, pull, jiggle, and contract each muscle individually depending on their needs.

  • Faux2DFaux2D Posts: 452

    Gordig said:

    I'm not disagreeing that it would be awesome from a user and creator perspective, but what would it COST Daz to do that, and would THEY consider it a worthwhile investment?

    That's a great question and I'm hoping the answer is "yes".

  • AlmightyQUESTAlmightyQUEST Posts: 2,005
    edited June 2021
    Faux2D said:

    Gordig said:

    Even if CLO agreed to license that simulation engine, would that be worthwhile for Daz to integrate into DS?

    Yes. Cloth simulation solves the need for smoothing modifyers, rigging, geometry clipping, then adds realistic folds, backwards compatibility for all assets, freedom of design for PA's, and a drag-and-drop feature for all scene assets (as in literally having the object drop in the scene using gravity rather than posing it manually). The length of the cloth can be adjusted in Daz through the use of geografts or the PA's can create several versions which make use of the same textures. Then there crazy things you can do with the poses like have characters button and unbutton shirts, zip and unzip zipper, tie shoelaces, or run a hand through long hair.

    Sorry but isn't this just describing what cloth simulation is?
    Post edited by AlmightyQUEST on
  • MistaraMistara Posts: 38,675

    will there be iconics for 8.1?

    if theres a aiko8.1 please make her more like aiko3R / 19

    thanks.

    Freak8.1, David 8.1, i liked Callie6

  • marblemarble Posts: 7,500

    Faux2D said:

    j cade said:

    certaintree38 said:

    Doesn't blender do soft body already? 

    does blender do softbody? yes.

     

    does blender do softbody in a way one could set up a realistic human without pulling out all your hair? .....not so much. as someone who has used it - it requires a ton of manual tweaking and very fiddly.it is also very slow. Im not sure how many users would be into something that theoretically solves pressure and self intersection, but takes longer than most dforce clothes to calculate

     

    blender also has a (3rd party) muscle solution - but you have to manually set uo the individual muscles themselves and they don't auto follow morphs and again - not fast

    I came up with my own muscle solution for Daz Studio:

     

    It's real-time, doesn't use a smoothing modifier, will have non-dynamic soft body interactions (as in there will be no clipping, just squishing), will not require the adjustment of each muscle. New characters will be created by modifying the base-mesh (like how it's done with Genesis figures) and the underlying mechanism will do the rest. Users will also be able to move, pull, jiggle, and contract each muscle individually depending on their needs.

    So are DAZ going to use your system in G9? Sounds very impressive. 

  • HavosHavos Posts: 5,392
    edited June 2021

    Smart Content certainly makes it much easier to find some types of content, in particular additional textures for clothing and props, where you just click on the item, and there in smart content is the list of compatible material settings, without needing to plough through the content library heirarchy to find it. It is also good for finding certain props. If I want a chair, I just type Chair in the search, and there is the list of all the chairs from the many environment and prop sets that I own. The alternative is to scan through potentially hundreds of products in your product library looking for a suitable chair, or sort out your content library in a way that supports this, but that is a lot of work, and not everyone enjoys doing that.

    I understand that a lot of people don't use it, and that is their choice, but it can be very powerful if the user understands what its limitations are, in particular for older content, and content from other stores. It should be used in combination with the content library, not instead of.

    The main issue with Smart content is that some users expect to find everything there, and perhaps are not even aware of the content library tab. 

    Post edited by Richard Haseltine on
  • PixelSploitingPixelSploiting Posts: 898
    edited June 2021

     Would an average hobbyist end user really use soft body physics with a simulation times even longer than dForce, though? As far as the Blender is concerned, if all you need is a character realistically interacting with a squishy surface, it's much faster to use proportional geometry editing or sculpting to morph the character and the couch. For a static render the results will be good enough.

     Having ability to preview and render in Cycles would be a neat addition. But the Cycles is not inherently superior to Iray. It is faster, but if you start piling geometries and textures then it also takes time so it's not that much faster. It handles materials differently, so an average user would need to re-learn the materials for the Blender nodes setup. It does help with non-NVidia GPU's, yes. That's its main draw.

    Post edited by PixelSploiting on
  • The RED CrownThe RED Crown Posts: 247
    edited June 2021

    The G9 will come out if  you are sure that there is no  G8.2 .

    Im sure that G8.2 is fixing bends arms-legs and flex muscle .

    Post edited by The RED Crown on
  • rokkrrokkr Posts: 231

    Mid-October, this year (2022).

  • alexhcowley said:

    My guess is that we won't see Genesis 9 for a couple of years, at least. 

    As for Studio 5.0, that has been a rumour / wish for years.  Is there any real evidence that it is on the offing? Personally, I'd rather DAZ spent their resources on developing the 64 bit Hexagon that has been stuck in development hell for the last couple of years at least.

    Cheers,

    Alex.

    Nah, not a few years, but a while for sure. 

  • As Genesis 9 has been announced, I'm going to go ahead and lock this thread. For the most up to date information on this topic and to ask questions, please see the official thread here: https://www.daz3d.com/forums/discussion/591351/genesis-9-coming-soon-preorder-victoria-9-hd-today/p1 ;heart

This discussion has been closed.