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Yep, also the anti-realistic navel/nostril/glute creases are particularly jarring, but I blame the fact that a lot of "realistic" sources for these textures are simply re-fitted HD photos of people rather than seamless textures of various body zones of just the skin such as with the legs/thighs/calves/inner thighs/backs of the thighs/arms/underarms/forearms, tops/bottoms of the hands/feet, etc...
With G8.1 we ARE going that route with the various detail horizontal/verticle sizes, it's just too bad that the bump/normal/spec maps are undermined by having been made from deep creased/HD projected/drawn outlines and details baked into the textures... unfortunately a lot of the texture/character PAs have been using the same, old archaic method ever since the damned poser days and have yet to evolve their methods!
Kudos to those PAs that utilize G8.1 new texturing methods as far as details/AO/etc, but still deserve a bit of criticism for their post-poser diffuse map texturing methods! As far as animation is concerned we are woefully inept in comparison to other programs such as iClone and blender and I hope that DS5 will be a major step away from just static poses only!
I am curious about this, in the sense of the huge amount of material, items, which have been produced for Iray. If a new/different render engine was introduced in DS, how would these items be used in the new engine, a conversion process built into DS? Or would it be a totally new set of otems for the new render engine? What are the most likely possibilities?
Now the question is, if a new render engine can do something, when Iray can also do it, then why do we need a new render engine?
I didn't see this link given (if you are interested in seeing a larger sampling of Ian Spriggs' work):
https://ianspriggs.artstation.com/
I follow this artist's work on Artstation. I'm always amazed. You can see the programs he uses listed for each item as well. Worth a look.![smiley smiley](https://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/regular_smile.png)
In theory a model can be converted between different rendering engines as long as it has all the textures needed. In theory a model built and textured for IRay should be simple to convert into any PBR renderer. In theory they all are PBR.
Why should Daz be responsible for creating the realism that people want? No one expects a camera to take perfectly lit, posed and cropped photos. While the OP image is very well done, the artist did a lot of work to get there.
Daz gives us the foundation to use and, hopefully, improve on what the PA's provide. Poses need to be tweaked (real people slouch). Expressions need adjusting, unless your character's a silent movie actor. Clothing/hair - don't get me started.
The realism, or lack thereof, that people aspire to, needs to be imagined and created - it will never come out of a box.
I mean, why did we need Filament? Iray worked just fine. :P
In all seriousness, and for the sake of not taking this too far off course, it's not being suggested that there is a need for any other engine. The sentiment has always been that it will be nice when the tools mature, and for the few of us that would be happy with another [in addition] engine, it's fine if that doesn't happen. But, there's absolutely nothing wrong with the option.
I have to slightly disagree here - and also with a lot of posts I have seen suggesting "they-just-want-a-make-art-button". I doubt that many - if anyone - here wants to drop a chatacter into a scene and render. We all want it to look the way we imagine. The only demand on the PA is to provide us with the best quality materials and textures available. The comments above about baked-in creases and shadows are valid and we should be beyond that by now because I was also making similar complaints 10 years ago. Otherwise the main fun in this hobby is doing exactly what you say we need to do - tweak poses, expressions, lighting, etc. But I find that most of my time is spent making morphs for clothes that refuse to fit anything but the base figure. Or trying to get hair to rest on a shoulder naturally.
None of us are purists because, if we were, we wouldn't be here buying pre-made characters and clothes. I love making pictures but I get frustrated by constantly having to fix poke-through or make a smile morph because the expressions for G8 tend to be awful (I'm told that G8.1 is better but I don't have any 8.1 characters). If there's one "instant" button I wish for it is an instant drape for dForce.
Well, then I will ask for Cycle because it is the render engine everything is possible with this engine. You have only CPU, it's okey, you have non cuda GPU, it's okey, you have legacy GPU, it's okey, your GPU vram is not sufficient, it's okey, you want denoising, a lot of options are there, you want denoising while using CPU only render, it can handle complex rendering easily and many-many other features.
Also Eevee is another render engine, it is an example of a high-quality realtime render engine. It is almost as excellent as Unreal Engine.
Watching as other companies enter the arena of computing that is not traditional discrete computer, RAM and GPU cards. Eventually, one will succeed.
...indeed, many of us cannot afford pro grade software so it would be nice if there was a Daz plugin for it as there already is a bridge for Photoshop.
This is something I completely agree with. Unless you have your lights set up right, at the right angles, baked in shadows make your renders look off because YOUR shadows don't match baked in ones.
While i agree with the sentiments regarding the artist having more effect than the software, i think that something people dont consider is while it may be technically possible to do similar things in studio and iRay, the reason why its not seen is its much easier to do in other software. The tools to achieve it are just better elsewhere. Which makes the people who do this kind of thing gravitate to them.
That is not to knock Daz in any way, its just the reality. Daz never intended to compete with the alternatives i am talking about, thats not their business model.
...⬆this⬆
Teeeeechnically speaking random walk sss is merely an approximation of what we have in iray, so it would not improve physical accuracy. from arnolds website
with that said I would 100% like an alternative to brute force volume rendering, as it would definitely improve ease of use. It would probably be faster to render, and you could do things like blend it with opacity
I'd definitely also like a robust system for micro displacement.
Similarly, on the technically not more physically accurate but masively improving quality of life: words cannot describe my desire to be able to make surfaces not cast shadows. Its currently almost impossibe to do proper refraction on the eyes because it casts horrible shadows
Also Iray still has some issues with shadow terminator errors. I actually asked about that one on the iray dev blog and they are apparently working on it so fingers crossed
Meh. This stuff is not comparable with what DS is meant to accomplish. All we see are static poses. Show me these same faces in a variety of lighting scenarios, angles and expressions, and then we can talk about comparisons with DS.
Dude is an artist. Pro-level. Studio is hobbyist software. Users are (mostly) hobbyists.
Does anything more really need to be said?
I bet there are way more here that want just a character to drop into a scene and then render based off tons of forums posts I have seem over the years.(I just replied to another user in another thread that thinks users here should never have to use image editing software to ever edit a texture) Your post is also a good example of users having different uses and needs. I have never made a morph for clothing to fit anything other than the base figure and all my characters I use are custom..
I used to be on the "purists" route before I discovered poser and DAZ. And while highly rewarding, it was always very frustrating since I couldn't create the image in my head the way I wanted. With DAZ and other means we have today, I can and much more efficiently, but not as rewarding for me though.
I don't know, lots of decent scenes I've rendered without much more than a buy, drag & drop, & render in DAZ Studio. I will never do post work, nothing wrong for those who do though, because it defeats my wish for a 3D composition program & products that makes professional results for an amateur artist.
Exactly. That's all my argument has been. The tools are stronger elsewhere! The good news, I'd say, is that DAZ's tools are maturing and will get there! Of course, the compeitive side is more fun than necessary, which is why I said I look forward to DAZ getting there. It isn't a requirement, but it will get there. Just go back to any pre-2015 renders and compare them to any really reall good ones after. The difference was startospheres apart.