Daz Studio 5 development update

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  • inquireinquire Posts: 2,187

    wsterdan said:

    Richard Haseltine said:

    I am told that the newxt major build of Daz Studio, using Qt 6, is going to use Metal for MacOS. Windows may use OpenGL, Vulkan, or may even offer a choice - that is not yet determined.

    Thanks very much for that update, much appreciated. 

    Yes, thank you so much, Richard, for this good news.

  • wsterdanwsterdan Posts: 2,344
    edited November 2022

    inquire said:

    Richard Haseltine said:

    I am told that the newxt major build of Daz Studio, using Qt 6, is going to use Metal for MacOS. Windows may use OpenGL, Vulkan, or may even offer a choice - that is not yet determined.

    Oh, my GOSH!! That is fantastic! Oh, I do hope Mac users get the option of using Metal. And I hope that someone comes up with a shader translator that's as quick and easy and accurate to use as the ezskin 3 shader translator by Snarlygribbly. It quickly converts Poser firefly shaders to Poser superfly shaders which work with the cycles render engine [using at least some of the cycles nodes] that Poser now offers as an option. And to think that he did this as a freebie! Snarlygribbly, you belong in the same class as Dr. Saulk. Somebody nominate him for a Nobel Prize.

    Please note that Richard has said that Qt6 will use Metal, which will probably just speed up the user interface in DAZ Studio and replace OpenGL for Mac previews. It's probably not going to be a new final-quality rendering engine, that would need to be written from the ground up.

    I think the best we can realistically hope for is a fast preview render, where the best quality might be on a par with Filament, which we will also be able to use on Macs.

    EDIT:

    That said, Metal *does* have the ability to do ray tracing; Richard did point out that anyone can add a rendering engine, one wonders how much extra work it would take to add a true Apple Metal rendering engine if DAZ's implemenation keeps their implementation closer to OpenGL's level of rendering.

    Post edited by wsterdan on
  • wolf359 produces a nice animation to explain the financial advantages of Daz over Poser.

    Sadly, for Mac Users, Audio files will not import into Daz (acknowledged over 6 months ago and reported to the Daz Devs) which rather precludes a lot of the fun he shows.

    Like wsterdan, I too would like to see a dev timeline. If they are using an Agile approach (which one would assume is the case) this should be all mapped out.

    Do Mac users get Audio this year, next year or is it just too complex in the Mac environment?

    I think we should be told.

  • SnowSnow Posts: 95
    edited March 2023

    deleted

    Post edited by Snow on
  • Richard HaseltineRichard Haseltine Posts: 100,758
    edited November 2022

    Snow said:

    There is an app for Mac that doubles the resolution for low res app interfaces: http://retinizer.mikelpr.com/

    I have attached before and after screenshots for DAZ. Now if this tiny app can do more then half the work is it that hard for the DAZ team to implement this?

    I am sure this will be implemented in DAZ 5 but I would like to see it in DAZ 4 if possible.

    Stepping in so DS thinks the screen is half the size it is, then sending each pixel it writes to a 2 by 2 block is easy. Catering for non-integer scaling, and I would think scaling different elements to different degrees (not everything needs to be scaled up) is going to be much more challenging, and will (at least) require a newer version of the Qt framework - which is what the next major version of DS is getting (though nothing has been said about UI scaling in that context).

    Post edited by Richard Haseltine on
  • SnowSnow Posts: 95
    edited March 2023

    deleted

    Post edited by Snow on
  • algovincianalgovincian Posts: 2,610

    Just watched this video on youTube and thought it would be a good time to see if there are any updates about the progress of DS5?

    - Greg

  • Noah LGPNoah LGP Posts: 2,589
    edited December 2022

    Unreal Engine 5.1 looks amazing, I'm curious to know if Daz Studio 5 will also be an amazing upgrade.

     

    Post edited by Noah LGP on
  • ImagoImago Posts: 5,152

    algovincian said:

    Just watched this video on youTube and thought it would be a good time to see if there are any updates about the progress of DS5?

    - Greg

    If that clip has been made with DAZ Studio 5 I will be the happiest man in the whole world. smiley

    I recognized a couple of techiques I used myself but there are a lot that I don't know or use, this fills me with hope for the future of animators here.

  • vrba79vrba79 Posts: 1,357
    edited December 2022

    I'm curious to see what render engines will be available and what current shaders, if any, will still be compatible. Will there be any fantastical NPR options, or will it be "You're gonna embrace photorealism, and like it"?

    Post edited by vrba79 on
  • AllenArtAllenArt Posts: 7,169

    Noah LGP said:

    Unreal Engine 5.1 looks amazing, I'm curious to know if Daz Studio 5 will also be an amazing upgrade.

     

    Very cool. I'm going to assume Unreal has a very high learning curve, even for stills? ;)

     

  • vrba79vrba79 Posts: 1,357

    I can't help but feel DS5 would be much closer to a reality, if Daz3D weren't chasing certain pipe dreams.

  • IceCrMnIceCrMn Posts: 2,129

    vrba79 said:

    I can't help but feel DS5 would be much closer to a reality, if Daz3D weren't chasing certain pipe dreams.

    We the users really have no clue how far along DS5 is.

    We can only guess and make assumptions.

    Maybe it's finished and waiting release after Christmas.

    Maybe they haven't typed the first line of code yet.

    We just don't know.

  • RAMWolffRAMWolff Posts: 10,212

    Keep in mind though allot of the scripts that we all love will more than likely be kaput esp if the the original publisher isn't around any more.  Sort of like the whole thing with Poser 11 VS Poser 12 and up with Python 3 replacing Python 2.  

  • wsterdanwsterdan Posts: 2,344
    edited December 2022

    IceCrMn said:

    vrba79 said:

    I can't help but feel DS5 would be much closer to a reality, if Daz3D weren't chasing certain pipe dreams.

    We the users really have no clue how far along DS5 is.

    We can only guess and make assumptions.

    Maybe it's finished and waiting release after Christmas.

    Maybe they haven't typed the first line of code yet.

    We just don't know.

    Well, yes, we do, in fact, know that they've "typed the first line of code".

    If you go back to the first page, first entry of this thread you'll see that in July, 2021 they had a pre-beta they were going to release to allow Macintosh users to run DAZ Studio on machines using Big Sur, and that they'd planned on releasing a more functional version around New Years a few months later. In the thread announcing that Apple had helped them get 4.x running on Macs so the pre-beta was off (https://www.daz3d.com/forums/discussion/514751/daz-studio-5-preview-release-is-delayed-and-that-s-good-news/p1), they also informed us that the pre-beta already had Filament working on Macs.

    I – like everyone else – would like an update, but I'm also confident that they have been working on it consistantly and they'll release when they're comfortable that it'll be fairly solid and useable.

    Post edited by wsterdan on
  • IceCrMnIceCrMn Posts: 2,129

    wsterdan said:

    IceCrMn said:

    vrba79 said:

    I can't help but feel DS5 would be much closer to a reality, if Daz3D weren't chasing certain pipe dreams.

    We the users really have no clue how far along DS5 is.

    We can only guess and make assumptions.

    Maybe it's finished and waiting release after Christmas.

    Maybe they haven't typed the first line of code yet.

    We just don't know.

    Well, yes, we do, in fact, know that they've "typed the first line of code".

    If you go back to the first page, first entry of this thread you'll see that in July, 2021 they had a pre-beta they were going to release to allow Macintosh users to run DAZ Studio on machines using Big Sur, and that they'd planned on releasing a more functional version around New Years a few months later. In the thread announcing that Apple had helped them get 4.x running on Macs so the pre-beta was off (https://www.daz3d.com/forums/discussion/514751/daz-studio-5-preview-release-is-delayed-and-that-s-good-news/p1), they also informed us that the pre-beta already had Filament working on Macs.

    I – like everyone else – would like an update, but I'm also confident that they have been working on it consistantly and they'll release when they're comfortable that it'll be fairly solid and useable.

    The point I was trying to make is, we have no idea where DS5 is in development.

    Obviously it's going to be somewhere between not started yet and finished. Hence the generalization.

    Yes, I have read both threads concerning DS5.

    There was no mention in either about other projects delaying the release of DS5 or the milestones achieved other than what was posted by DAZ_Rawb.

    Nor have I seen any other posts about DS5 delays in any other forum.

    I could have missed some though. I'm only one person and there are only so many hours in the day to scour the internet looking for info.

    If you have more complete and up to date info lots of people would be interested in reading about it.

     

    ---

    In the  future I'll make note of the things I'm generalizing in my posts so it's clearer to the readers what I'm writing.

  • RAMWolff said:

    Keep in mind though allot of the scripts that we all love will more than likely be kaput esp if the the original publisher isn't around any more.  Sort of like the whole thing with Poser 11 VS Poser 12 and up with Python 3 replacing Python 2.  

    Scripts may or may not fail - it depends what they do. Plug-ins will fail as theya re now and will, at least, need to be recompiled and may need editing first, again depending on what they do and how they do it.

  • vrba79 said:

    I can't help but feel DS5 would be much closer to a reality, if Daz3D weren't chasing certain pipe dreams.

    The application coding team(s) are not the web team(s) or content team(s) - different people have different skills and work on different projects.

  • IceCrMn said:

    vrba79 said:

    I can't help but feel DS5 would be much closer to a reality, if Daz3D weren't chasing certain pipe dreams.

    We the users really have no clue how far along DS5 is.

    We can only guess and make assumptions.

    Maybe it's finished and waiting release after Christmas.

    Maybe they haven't typed the first line of code yet.

    We just don't know.

    We do know, from public comments, that at least some code has been written.

  • Saxa -- SDSaxa -- SD Posts: 872
    edited December 2022

    IceCrMn said:

    Nor have I seen any other posts about DS5 delays in any other forum.

    I could have missed some though. I'm only one person and there are only so many hours in the day to scour the internet looking for info.

    There is no other public space for info.  
    As you probably know, Opague is more often DAZ's way.  
    Once "development" is done it is released on DAZ's schedule.  May be odd accident reveal but usually just shortly before.

    DAZ changelog is sanitized so could be surprises showing up as well (thank you again Richard for this info on these forums).
    All the rest is speculation and wishes - which there never is a shortage of.

    IMO considering all the moving parts in 3d and the scale of DAZ, think they do pretty darn good on average.

    So yeah, +1 to your generalized comment that no one publically knows where DS5 development is at is the general rule.  Personally fine with that for many reasons.

    That said we do know that the QT framework (scripting esp. plugins) is getting modernized.
    Cos i use Visual Menus for calling up pretty much everything, and it's creator Bitwelder only JVs with Zevo rn, am likley more nervous than most what DS5 would cos for impact to my workflow.
    Cos it is a script and not a plug-in there is some hope. But even one code diff can cos everything to halt. Shudder.

    Like Imago, and other animators, hope animation gets at least some love in DS5.  Just a bit easier would be nice.
    Depends in part how DAZ assesses its bridge attempts to other apps.  Would guess they have a years worth of data and will re-assess at some point soon'ish how much it improves sales & user adoption.

    When i looked at DAZ main promo landing video and saw the animation, i saw the dress showing mesh view but the rest of figure rendered.
    That doesn't look anything in current DS.  Show Mesh all or pick another render type.
    So is that DS5? Or using other apps to show DAZ animation possibilties?  Know my guess.

    Edit. See Richard added some good info as i was writing this. Thnks.

    Post edited by Saxa -- SD on
  • IceCrMnIceCrMn Posts: 2,129

    Yes, that is true. Some progress has been made.

    Sorry for the long post but I feel like I'm not making myself clear.

    Daz isn't writing one version of DS5 they are writing two.

    One for windows and one for mac.

    Maintaining feature parity between them is going to cost time and cause delays itself.

    Milestones in development may have been met, but negated because something wouldn't work in one of the versions.

    That can cause days, weeks or even months worth of work to be lost if parity is a requirement.

    It may even necessitate a complete rewrite of certain features. So the "first line of code" can be rendered useless if you get to start over.

    I'm not a programmer, but I'm sure there is some boilerplate code that gets added to the first stanza and other places so generic things can be done quickly.

     

    I envision the first line to be something similar to

    //this is the mac version.Attempt number 17 this week.God I hope it works this time//

    So it could be reused as needed making it an example of the "boilerplate code" I referred to.

    What follows after that line may or may not be usable, and that's what I'm getting at.

  • Noah LGPNoah LGP Posts: 2,589
    edited December 2022

    How many Mac users are we telling about ?

    I thought it was a small minority compared to the Windows users.

    Post edited by Noah LGP on
  • wsterdanwsterdan Posts: 2,344
    edited December 2022

    IceCrMn said:

    Daz isn't writing one version of DS5 they are writing two.

    One for windows and one for mac.

    Maintaining feature parity between them is going to cost time and cause delays itself.

    Milestones in development may have been met, but negated because something wouldn't work in one of the versions.

    That can cause days, weeks or even months worth of work to be lost if parity is a requirement.

    It may even necessitate a complete rewrite of certain features. So the "first line of code" can be rendered useless if you get to start over.

    I'm not a programmer, but I'm sure there is some boilerplate code that gets added to the first stanza and other places so generic things can be done quickly.

    Filament, a feature introduced in the Windows version two years ago, is still not available for Mac users. If they were going to hold release to maintain a parity between Window and Mac users, they're two years too late.

    The excessive time it's takiing to produce DAZ Studio 5 is mainly due to updating all of the code (Windows and/or Mac) is due to moving to the latest version of the Qt libraries.

    From the few times I've glanced at the change logs, it seems like most changes and fixes tend to deal with keeping iRay running properly, as is witnessed as well by the vast numbers of threads asking for help with or detaling problems with iRay. I guess if they didn't spend that much time keeping iRay working, they might have release D|S 5 long ago, but you're correct, we don't really know where they are development-wise. We do know that scripts and plug-ins need a lot of attention as they're not gonig to work without updating, and so on.

    Based on my two-year-and-counting wait for Filament, I don't believe that complete and total feature parity is the thing holding them back.

    Post edited by wsterdan on
  • wsterdanwsterdan Posts: 2,344
    edited December 2022

    Noah LGP said:

    How many Mac users are we telling about ?

    I thought it was a small minority compared to the Windows users.

    There are definatley far fewer Mac users than Windows users, but that's only one statistic that we don't know. A more important metric would be how much money is spent at DAZ by Windows users versus Mac users. We know neither statistic. If I were a Windows user and had to spend hundreds of dollars on a new nVidia card just to keep iRay running, that's hundreds of dollars that I wouldn't have available to spend on DAZ assets that a Mac user would have, so who knows?

    I suspect that any portion of their profit from Mac users, even if only 20 or 30%, makes it still worthwhile to develop for Mac users, even if all of the features aren't available in the Mac version. If there wasn't enough profit from Mac users to be worthwhile financially, I expect they will drop Mac support like a hot potato as it would be the most prudent decison to make. I believe developing the Mac software has been profitiable enough so far to explain why they're still supporting Mac.Should the day come when Mac support isin't worth it, my feelings wouldn't be hurt if they dropped our support. It's just business.

    When DAZ Studio was first released, it's release date was set back a few months simply because the Mac version wasn't ready yet, so Windows users had to wait a few weeks. That was then, this is now, and as we've seen, they didn't wait on releasing Filament support until the Mac version was ready. I suspect that if the Windows version is ready long before Mac version is ready, they might just release the Windows version and possibly a Beta version for Mac to play with while they finish it off.

    All speculation, of course; it would be nice to get an actual update.

    Post edited by wsterdan on
  • RAMWolffRAMWolff Posts: 10,212

    Richard Haseltine said:

    RAMWolff said:

    Keep in mind though allot of the scripts that we all love will more than likely be kaput esp if the the original publisher isn't around any more.  Sort of like the whole thing with Poser 11 VS Poser 12 and up with Python 3 replacing Python 2.  

    Scripts may or may not fail - it depends what they do. Plug-ins will fail as theya re now and will, at least, need to be recompiled and may need editing first, again depending on what they do and how they do it.

    yes 

  • kyoto kidkyoto kid Posts: 41,036
    edited December 2022

    Richard Haseltine said:

    kyoto kid said:

    ...beginning to feel more and more that Daz5 will require some serious upgrading of hardware that will leave those of us with older tech even further behind.  Not everyone here can afford the "latest and greatest". (I'm still running with 24 GB of system memory and a slightly hamstrung Titan-X because of the RTX "emulation".

    Still not totally assured whether older versions of Windows may be dropped  for Daz5, as most other software has already done so (even Blender since v. 2.93). Nvidia ceased driver update support for both 7 and 8 last year.  So far the latest Daz beta version (4.20.178) still has the same driver requirement (471.41) for GPU rendering which has been the case for the last several beta releases.

    The last available driver for W7/8 is 472.39 which is four updates beyond the current one in use by Daz/Iray  There was also one (473.62) which was released specifically  for W7 (which is what I am using).

    Daz Studio 5, not Daz 5.

    The minimum minimum system requirements will be those for Qt6 - it is of course possible that something else will have more restrictive requirements, but it is certain that the system will need to be able to run Qt6. https://doc.qt.io/qt-6/supported-platforms.html

    ...well as Qt6 wll no longer support W7 and 8.1, looks like whatever the last version of 4.x (or sooner based on the highlighted blurb) is, it will be the end of the line.  Figured it was only a matter of time. 

    ...and I just renewed my Daz+ annual membership.  Hopefully new content won't be so restricted.,

    Post edited by kyoto kid on
  • kyoto kidkyoto kid Posts: 41,036
    edited December 2022

    AllenArt said:

    GiGi_7 said:

    IceCrMn said:

    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.

    Yes. Shader Builder Works with renderman shaders, for complex shaders is better than shader mixer but is a nightmare to connect parameters in testing. Learning Shader Language is needed.

    I think there are some broken or disabled things that limit the potential of the visual environment and the interface is a mechanism of torture and disruption of patience.

     

    I know most people love them, especially Blender people, but I despise nodes. I hated them in Poser and I hate them in Daz Studio and Blender. Whenever I look at a node setup in Blender or anywhere else, all I see is an impossible pile of spaghetti that's the most unintuitive thing I've ever seen and I have no chance of following or understanding just WTH is going on ;).

    ...being dyslexic, my sentiments as well. I feel Portland's power grid system map is easier to follow (and it's pretty wacky).

    I love Carrara's shader room as I find it much more intuitive.  

    Post edited by kyoto kid on
  • LeanaLeana Posts: 11,690

    wsterdan said:

    IceCrMn said:

    Daz isn't writing one version of DS5 they are writing two.

    One for windows and one for mac.

    Maintaining feature parity between them is going to cost time and cause delays itself.

    Milestones in development may have been met, but negated because something wouldn't work in one of the versions.

    That can cause days, weeks or even months worth of work to be lost if parity is a requirement.

    It may even necessitate a complete rewrite of certain features. So the "first line of code" can be rendered useless if you get to start over.

    I'm not a programmer, but I'm sure there is some boilerplate code that gets added to the first stanza and other places so generic things can be done quickly.

    Filament, a feature introduced in the Windows version two years ago, is still not available for Mac users. If they were going to hold release to maintain a parity between Window and Mac users, they're two years too late.

    From what I've read, it's not possible to add Filament to the Mac version before upgrading the Qt version. 

  • HavosHavos Posts: 5,361
    edited December 2022

    IceCrMn said:

    Yes, that is true. Some progress has been made.

    Sorry for the long post but I feel like I'm not making myself clear.

    Daz isn't writing one version of DS5 they are writing two.

    One for windows and one for mac.

    Maintaining feature parity between them is going to cost time and cause delays itself.

    Milestones in development may have been met, but negated because something wouldn't work in one of the versions.

    That can cause days, weeks or even months worth of work to be lost if parity is a requirement.

    It may even necessitate a complete rewrite of certain features. So the "first line of code" can be rendered useless if you get to start over.

    I'm not a programmer, but I'm sure there is some boilerplate code that gets added to the first stanza and other places so generic things can be done quickly.

     

    I envision the first line to be something similar to

    //this is the mac version.Attempt number 17 this week.God I hope it works this time//

    So it could be reused as needed making it an example of the "boilerplate code" I referred to.

    What follows after that line may or may not be usable, and that's what I'm getting at.

    They are not writing two versions of DS 5. QT is a framework that runs on both windows and macs and the whole purpose of using a framework is that the vast majority of the code you write will work the same on both systems. Naturally there will be some work on a per OS in getting certain things working, eg: installation, and testing. There will also be extra work getting third party libraries working, eg filament.

    My company develops apps that run on Android phones/tablets and Apple IOS phones/tablets, and there is no way we could do this without using a platform independent framework that means the bulk of our work on our apps only needs to be written once.

    Post edited by Havos on
  • vrba79vrba79 Posts: 1,357

    So something like Unity then, where its super easy to port to multiple platforms.

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