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I have the Carrara Octane plugin and it is well integrated
not patched on like the D|S one
DAZ could do it and have Embergen (mine only OR4 no Embergen)
we don't know what they pay for iray
+1
Comes down to which year the Features and enhancements was meant to be 'rolling in', if it was this year (2022), then the release in the end of 2021 would not have been fully functional inspite of being 'final'
That's exactly correct. Had they released it by the end of the year (2021, as per the date of the post) they would have been "rolling in" from January until now. Instead, they didn't release the not-quite-finished version in December, 2021 but have had 11 months since then to -- hopefully -- add the additions and enhancements.
11 months is a short time when developing such software, I guess they have started working on it when they finished DS 4.5 and stopped updating Carrara, Bryce and Hexagon.
I know from experience that the final stage before release can be very time consuming.
I'm hoping Mac users could render with Metal, but maybe that's never to be.
11 months is a short time for software development, agreed, but they had a pre-Beta read to go 15 months ago; you're correct, DAZ 5 has been in the works for quite a while; hopefully, we'll get it earlier next year rather than later.
However, we don't know that soem of the DS 5 work has not been rolled into DS 4 instead.
Excellent point, that would mean that we should still be closer to DAZ Studio 5 being released, and when it is those features will already have been tested live. Win-win!
This conversation isn't really about the DAZ Studio 5 Update.
So when I install studio 5, it won't crash studio 4.21 like every other update has?
It won't affect Studio 4 at all, because it will be a new program.
Think of it like the NASA/SpaceX testing program. The more testing they do the better and more reliable the program will [should] be in the end. I'd rather wait a while rather than get a program full of faults that needs multiple fixes down the line. There wil invetibly be tweaks needed like all previous versions but starting from a solid base keeps that to a minimum. So take all the time you need Daz and/but give up something good with DS5.
I think everyone got your meaning, but you could not have used two entities with procedures any more different than the two you mentioned :)
You don't wnat something fully tested and good?
Having been a Poser user, we will have to agree to disagree... Poser is far more intutitive to use and so much easier to create shaders in... Oh yeah, and it has a USERS MANUAL!!! So there is no need to search for hidden shortcuts or features that daz decides not to share with everyone.
That was one of my favorite things about Poser. You could easily make some complex shaders with it's Material Room.
Users can make their own custom shaders in DS.
Windows>Panes>Shader Mixer
This is the shader for the hat.
I didn't change anything, it's just imported from the scene I'm currently working on.
I don't know anything about making shaders so this is just an example, but looks complex to my uninformed view.
There's also one called "Shader Builder" which I think is for making 3DL (renderman shaders).
Not sure, as I don't mess with the shaders at this level.
Applause, applause... Thank you very much for the great news. I am beyond excited. Beyond words. Please, don't work too hard and forget that we are only human and all need some sleep. :) Good Luck!
Please don't turn this into an App War.
I know you can make custom shaders in studio, I was jsut saying it was easier to do in poser and I will leave it there since the wielder of the ban hammer is watching.
True, but I think a good part of that comes down to the core philosophy for the two programs. DAZ is first and formost a 3D asset company with DAZ Studio being a very, very decent shell for using the assets (a very decent "razor" for some of the world's best "blades", not to mention the adapters/bridges they provide for customers to use their "blades" in other people's razors). Where Poser has an exellent material room, DAZ sells over a thousand shader packs; it's important to note, as well, that despite not having a great manual, Published Artists have been able to make those 1000+ shader packs using the same DAZ Studio built-in features that we have access to. The average artist here most likely uses pre-made shadres, whereas Poser uses are almost forced to build their own.
Both applications are excellent, each with their own pros and cons.
PA's have also been given access to tools the common user hasn't.
My mistake, I wasn't aware there were special developer tools for shaders. I thought, as far as shaders went, they only had the tools end-users had.
Not going to start a fight, just saying that PA's have been show and given acces to features and tools others are not aware of. At least that was the case when I was a PA here.
While PAs may get helpers, and help, they don't have any special tools for shader creation - which is probably why few do it.
Thanks for the clarification, Richard, much appreciated.
My main speculative takeaway is that we're gonna be stuck with IRAY as the mainline and glorified preview renderers like OpenGL and Filament as our only options going forward, starting with DS5.
I'd love to be surprised and proved wrong, but that's just not the vibe I'm picking up.
I feel the pain of a lot of people here, dissatisfied with their viewport and render options, and would like to again offer a suggestion.
Between Diffeo and Sagan, it is actually pretty easy nowadays to get DAZ content into Blender. Becoming competent with Blender's material node system is admittedly a journey, but it's a fun one, and the joy of being able to say "I honestly wouldn't care a fig if IRay were discontinued tomorrow" is priceless. Cycles's completely transparent development process where I don't need to wonder about anything because I can talk directly to the guys developing it is worth something as well.
I really regret Blender's reputation as being difficult to use that I think precludes a lot of people from freeing themselves from a lot of limitations, like the proverbial puppy in the Skinner Box. If you just want to render in Blender, not model or animate, you'd have to learn even less. A month of studious application from now, you won't even remember what you thought was so difficult.
Well, for the vast majority of both the users and the content creators iRay has been the mainline for quite a while now. DAZ not supplying 3DL options for the launch of the Genesis 9 characters doesn't look great for us 3DL users, but again, it's been coming for quite a while.
I've only used Filament a little bit, but it did a better job for me than OpenGL so I'm still very much looking forward to it, as for me, it's what I need right now. I suspect that OpenGL, once the Mac has Filament, will probably pass away quietly.
Honestly, I'm not sure at this point if 3DL will be left behind completely, or possibly replaced by a more robust rendering engine. People with very powerful non-Nvidia cards would no doubt love it, but I'm not sure how easy it would be to talk the PAs into supporting two engines.
I guess we just have to wait until DAZ Studio 5 does come out, but it really would be nice to get some advance notice from DAZ to help us plan a bit.