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Daz Studio 5 was to be released, as a pre-beta, in order to addess Mac Big Sur compatibility. Since they managed to address that in DS 4.15.0.30 Daz Studio 5 will presumably not appear, I guess as a straight beta, until it is more complete.
More complete mean 5.1 .
It would be just the opposite. Standard occlusion is the process used in game engines to not send information that is not visible to the camera to the GPU. There would need to be settings to allow certain objects or groups to bypass occlussion, so say if you want something offscreen to cast a shadow into the camera view.
So occlussion would help automaticaly optimize scenes for rendering. Also if you have a wall and some objects in the scene behind the wall, they can be ignored when computing the information going to the GPU. Right now EVERYTHING in the scene goes to the render process.
A 3d game has to do this every frame and is the core mechanism to achiving high FPS. Daz just has to do it once for stills, and once every time it starts a new frame for animation. The time it takes for games is typically milliseconds, so it would not be noticable at all in Daz.
No, more like the beta's that have been available for DS.
They were thinking of releasing a pre-beta, which would have essentially been an alpha-version...
If you have never been a part of software development process, you would be surpriced of the amount of problems usually present at that stage
...apologies but when I see the term, ambient occlusion is what comes to mind which does require more system resources. Not into animation, game design, gaming at all so not aware of other uses for the term.
But Occlusion is already present in 4.12 and 4.15, why he's asking for it? I used it a lot in the past.
Way better ask for a better implementation of Filament and fix to its few (for now) bugs, it will be great see it in the list along with 3Delight and IRay.
I assumed he was talking about Ambient Occlusion.
What a mysterious discussion! You guys all render in iray that does full-blown path tracing with all the indirect diff/spec bounces one could wish for... which is a super computationally expensive thing to do... ergo, no need for something as "oldschool" as AO, to put it mildly.
And geometry culling, I thought each and every renderer, including that scary OpenGL viewport in DS, does it (with varying efficiency, but still)...
I meant AO for blending textures, e.g. grunge around where the floor geometry meets the wall geometry, not the effect one gets from global illumination.
Sorry for the confusion I should have probably called it Occlusion Culling.
As far it already being in there? I can't tell my reports are showing everything going, even stuff not visible to camera.
...thank you, To tell the truth never heard that particular term before, then again not into game development.
...same here.
I tried using Reflective Radiance in 3DL and it put rendering into "molasses mode".
On Mac OS, I hope Daz 5 will allow using content from local network-shared volumes
If you want tiling textures for floor & walls, you could then just paint only your dirt layer with an alpha map, and then apply it onto geometry shells.
Of course, I'm thinking like someone who's used to CPU rendering hence no RAM concerns. Trying to get a material to do this all procedurally inside iray... I'm not sure, is it in the MDL spec at all?
It already works, kind of. You have to connect your network shares using smb protocol, not afp.
Another solution is:
You can re-mount the drives at login by dragging the drives to the startup objects in the Users & Groups system settings.
Explicetely giving the Finder a "Go to server..." command and entering the smb address of the other mac, than selecting the drives mounted them directly as volumes (and not "other pc/shared drive") ones; this made the directories actually available under the Daz content libraries. On the sharing pc I already had activated both the afp and smb sharing protocols. So...
THANK YOU SO MUCH!!!
Daz Studio has plenty of Shader Mixer nodes for blending layers.
There's just no documentation on how they work.
So the "here are the tools but please don't ask for docs" thing is still relevant in the Iray world, too? Shame.
You have checked the most recent MDL spec, right? I only went through it once or twice way back when iray became a thing in DS. Things might've changed...
...I understand strand based hair because I already had and used Garibaldi Express.
Oh, there is definitely documentation on the MDL spec in Iray. It's Daz Studio that has none ;). Shader Mixer is a complete mystery to me, and I'm sure to most.
Your words have given me a severe attack of déjà vu =D
I just hope that the Iray section of it is not as full of game-breaking bugs as the RSL original was!
...it's like trying to navigate the Underground for the first time without a map.
I would LOVE to be able use the Shader Mixer like I used to use Poser's material room nodes. But Shader Mixer is even more confusing than Poser's nodes o.O I don't have the first clue how to use them. If I did, I'd be mixing up shaders all day long. LOL
...I actually like Carrara's shader building system, find it much more intuitive, and you can pretty much instantly see the results.. I was surprised that Daz didn't go with that system as they own Carrara.
It's unfortunate that DAZ never had enough resources to keep Carrara updated and on par with D|S, there's enough features in Carrara Pro to relieve the need for a lot of the other bridges to 3D software. It would be nice if Carrara had a bridge itself to use the latest characters, with enough of an upgrade to at least run fully on the latest operating systems.
-- Walt Sterdan
I know there was a thread that beta will be delayed and all, but I was wondering if there is any updated roadmap to this (when pre-beta will be available to test with)? Also, what features in Daz Studio 5 that we could be seeing?
Like Genesis 9 figures, any updates to iray renderer and all.. Thanks.
There is no need to release the pre-beta anymore, as there is a BigSur compatible version out already, and in general you wouldn't want anything to do with a PRE-beta (been there, done that).
Now that the biggest rush is over, I would imagine they will get the DS5 more mature and maybe even add some new features before releasing the beta version.
My biggest hope is to see all the bugs DAZ Studio is dragging on its back since version 4.10 finally solved and fixed. Along with all the new ones in 4.15 which is, IMHO, the most broken release until now.
It's an incredible bummer that all the plugins will be broken, since many of them are made by people who left DAZ3D or are (sadly) deceased. There's no way to have a backward compatibility?
I suppose it is not in the hands of DAZ developers. They do use the 3rd party Qt toolkit and need to update that one, as the current release will soon be out of support. And moving to Qt5 will break a lot of things. I hope they do not upgrade to Qt 6 which is a total mess right now.
But there is still the promise that - for existing DS 4.x users - the latest 4.x version will be available even after DS 5.x is release. So you can use those plugins in DS 4, save the scene and open it in DS 5 to complete it.