Cant find PBR on DS 4.15.0.2
deeahr2169
Posts: 449
I want to give filament a try and the tutorial I found tells me to go to PBR and tick some settings, namely environment, tonemapping and physically based draw options. However there is no PBR option in the viewport om this version of DS. How can I proceed, presumably I need a different versio of studio or these settings are hidden.
Anyone help please
Comments
You'll need to open the "Draw settings" tab to find what you're looking for.
Right click on an empty area of Pane group tab bar, and select Add pane tab>Draw styles.
Thanks for your reply but it doesnt answer the problem. I checked out a tutorial on You tube and was told to check the PBR box on the screen shot I have attached. There is no PBR listed on my version of Daz studio, as per the atached screen shot. So my question remains....
Are you a Mac user? if not, is this the 32 bit version of Daz Studio?
I am a Mac user and this is the 64bit version of Daz Studio...
OS High Sierra version 10.13.6 (17g14042)
Processor Name: Intel Core i5
Processor Speed: 2.7 GHz
Number of Processors: 1
Total Number of Cores: 4
L2 Cache (per Core): 256 KB
L3 Cache: 6 MB
Memory: 16 GB
Boot ROM Version: 87.0.0.0.0
SMC Version (system): 1.72f2
Filament is still Windows-only, I'm afraid.
Mmm... Thank you for the information, yet another example of Daz anti Mac prejudice perhaps. Not sure who is responsible for the fact that Mac users could not use Daz on Big Sur or the new silicon chip for months after its launch, or now the fact that Filament seems to be subject to the same delay or greater. Whoever it is doesnt much matter to Mac users, all we see is the denial of access to this technology which seems most unfair to us. We have after all invested in Daz content, often for many years and often the investement has been considerable.
Incidentally I waited for ages to finally be able to use Daz on my new mac with the silicon chip and Big Sur, and guess what, its really no different, but of course I am just a hobbyist, so maybe my demands on the technology dont test the new stuff very much...
All I can say is after so many months of being in the wilderness it seems the journey to the light has a long way to go yet...
Daz worked with Apple engineers to figure out a way to get some DS 4.15 versions working under Big Sur - it initially seemed to be a fundamental block in the version of the Qt (not QT) framework used in DS 4, which was why it was expected to take an SDK-breaking move to a newer version of Qt to resolve. I don't know what the block on Filament is, but demonstrably Daz does want to support Mac users and is prepared to put effort into doing so.
I very much appreciate your taking the time to try and explain the situation. However for myself, as is probably the case for many others we dont have the tech know how to follow the explanations that are offered. For example I have no idea what Qt framework is, or indeed how it differs from QT, and when you tell me that it ( which I didnt understand to begin with ) will take an SDK breaking move to resolve... well you might as well be talking Martian. So let me thank you once again for your time and patience, and I just about can accept that Daz does want to support ALL users, not just one group. It is simply frustrating in the extreme when having waited months for the resolution to the Mac Big Sur/Silicon M1 chip problem to be resolved we find that there still remains a problem with Filament that has been around for maybe as many months also. Hopefully it wont take as long to resolve the Filament issue, and while I find it hard to wish those Windows users happy rendering with Filament while we Mac users sit in the metaphorical dark, its not them that have the smarts to solve the issue. Nor of course is it dummies like me whose money Daz has accrued.
Qt is an aplication framework - a set of tools for building an application so that it can be produced for multiple operating systems, as long as the framework itself remains comnpatible (which is the main issue here). The SDK is the set of libraries that allow plug-ins to be made - the mose to a new version of Qt in DS 5 will mean that existing plug-ins (broadly, those things with separate isntallers for Mac and Windows) will cease to work unless their authors update them, which will not always be possible (which is a major part of the reason Daz kept going with DS 4 for so long).