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© 2025 Daz Productions Inc. All Rights Reserved.
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Yes, they may need a bit of reordering/renaming...but I'm not sure HOW to do it. Heck, for my own use I have Ka, Ks, Kd, etc floating around...stuff like that would never fly in this community...also I seldom group them and never make them 'look pretty', either.
No problem. Rome wasn't built in a day. Or two. Much better to have it fully baked than uncomplete or undocumented.
Sure, that'll be extra good. The only thing I see can drag on is doing the documentation and licensing terms stuff. Of course, you can just refer to a Creative Commons license if you don't want to write them out. Might be a good idea for the existing Radium kit too.
https://creativecommons.org/licenses/
Oh yeah, the CC licences are the way to go. The script part of the kit uses the same one as the samples in the current DAZ wiki (I just forgot to include the readme in the alpha, my bad), and I believe my shader source code should be licenced under something similar, but with minor additions.
I tested how the new G3F looks with my shaders, BTW (a quick render is posted on my wordpress blog), and it's sad to see again that the eyes aren't much suitable for RT SSS because of the iris being effectively a separate mesh. Maybe I will find a setting where diffuse masks the resulting darkened seam edge, but maybe not. It would be so much easier if the eye mesh was welded.
Plus there's no more separate nostrils morph. Should be easier to get glowing nostrils with that figure. :D
Oh yeah, the CC licences are the way to go. The script part of the kit uses the same one as the samples in the current DAZ wiki (I just forgot to include the readme in the alpha, my bad), and I believe my shader source code should be licenced under something similar, but with minor additions.
I tested how the new G3F looks with my shaders, BTW (a quick render is posted on my wordpress blog), and it's sad to see again that the eyes aren't much suitable for RT SSS because of the iris being effectively a separate mesh. Maybe I will find a setting where diffuse masks the resulting darkened seam edge, but maybe not. It would be so much easier if the eye mesh was welded.
I've found that the iris can be left with default DS shader...
XD
What I found the most distracting were all those extra bones.
Just noticed this bit about 3delight Studio Pro 12
The free version now supports up to 8 core/threads So, I guess this makes it free to use with just about any desktop CPU out there.
:D
A novice 3delight cluster is sounding more feasible now.
A novice 3delight cluster is sounding more feasible now.
Usually that 'start delay' only happens the first time...or if you change image/texture files. Throwing more cores at it isn't going to do all that much to remove it, as most of it is studio induced (I'm pretty sure that Studio passes the images to tdlmake, by way of Timbuktu, Marrakesh, Lima AND Tokyo...sequentially).
Usually that 'start delay' only happens the first time...or if you change image/texture files. Throwing more cores at it isn't going to do all that much to remove it, as most of it is studio induced (I'm pretty sure that Studio passes the images to tdlmake, by way of Timbuktu, Marrakesh, Lima AND Tokyo...sequentially).The delay I refer to is after any Texture 'Optimization', tho I had considered as much. The optimization dose only happen the first time a spot render is done, all the spot renders after that, that sit at 0% for over three minutes, well.
http://www.daz3d.com/forums/discussion/47663/
After 60 seconds, I'm going to look for another way to fix things.
The attached image, I was trying to get the shirt tucked into the shorts, and not have poke-threw (I couldn't just make the figure invisible)
Usually that 'start delay' only happens the first time...or if you change image/texture files. Throwing more cores at it isn't going to do all that much to remove it, as most of it is studio induced (I'm pretty sure that Studio passes the images to tdlmake, by way of Timbuktu, Marrakesh, Lima AND Tokyo...sequentially).The delay I refer to is after any Texture 'Optimization', tho I had considered as much. The optimization dose only happen the first time a spot render is done, all the spot renders after that, that sit at 0% for over three minutes, well.
http://www.daz3d.com/forums/discussion/47663/
After 60 seconds, I'm going to look for another way to fix things.
The attached image, I was trying to get the shirt tucked into the shorts, and not have poke-threw (I couldn't just make the figure invisible)
Use a different skin shader base...both Uber and AoA are horrible at pre-calc. (or turn off the SSS until ready to do a 'final' render).
http://www.daz3d.com/forums/discussion/47663/
After 60 seconds, I'm going to look for another way to fix things.
The attached image, I was trying to get the shirt tucked into the shorts, and not have poke-threw (I couldn't just make the figure invisible)
Use a different skin shader base...both Uber and AoA are horrible at pre-calc. (or turn off the SSS until ready to do a 'final' render).Yea, I'm getting rather proficient at adjusting FW Eve's AltShader (CTRL-Click, ignore maps) for other G2F figures. The quick run-threw with G3F was not my first time, and I kind of had an idea what colors to set for the maps before I started, lol. It's the Eyes, I'm still not sure what to do with. There just so different from G2F with the layers.
Tho, for a materials preset, that is nothing more then a 'Starting AltShader' for other figures in the future, it can wait till after the 3rd.
The Intel Xeon E5-2630 is probably the best to go with. 8 cores, 16 threads, priced below USD 1000 and supports 2-way systems. I figured two of them plus a motherboard is just slightly more expensive than two GTX980Ti. Need to upgrade to the unlimited core license for that machine though.
The free download is limited to one per customer. I'm guessing that means network rendering won't work since it uses more than two machines. Though technically, you can manually spread out exported .rib to nodes.
Extra licenses comes at USD 600, so definitely not cheap. It's cheaper than Arnold or Houdini, but more expensive than Renderman. The only other renderer that has similar licensing structure (one free license, paid extra licenses) is Guerrila Render.
Judging by the continuing flexible licensing per version (from two, to four and now eight threads), maybe the next version will ship with mroe than one license nodes. I would love the ability to rent additional licenses ala Arnold or have more licenses node ala Corona Renderer.
The free download is limited to one per customer. I'm guessing that means network rendering won't work since it uses more than two machines. Though technically, you can manually spread out exported .rib to nodes.
Extra licenses comes at USD 600, so definitely not cheap. It's cheaper than Arnold or Houdini, but more expensive than Renderman. The only other renderer that has similar licensing structure (one free license, paid extra licenses) is Guerrila Render.
Judging by the continuing flexible licensing per version (from two, to four and now eight threads), maybe the next version will ship with mroe than one license nodes. I would love the ability to rent additional licenses ala Arnold or have more licenses node ala Corona Renderer.well I do gasp at that price. Tho given the price for other 3D stuff floating around, it's still cheaper then some tools for making 3D stuff to render in it.
So, I guess I'm back to trying to get more CPU's into this pathetic computer, lol.
Still, to entertain the thought. I have an aging 'SPICE' ROCKS cluster in the other room, already linked to Tina (circuit simulation tool). The version of ROCKS I'm running was released by NPACI, quite some time ago (It's more then sufficient for designing complex analog circuits). So I imagine using 3delight drones with a Job-queue is not that difficult to get going. Especially given something I vaguely remember about IP addresses in 3delight standalone. The bigger Q, is getting it to work inside Daz Studio on the Job-queue server/workstation. Has anything remotely similar to this been done before?
So, I guess I'm back to trying to get more CPU's into this pathetic computer, lol.
Still, to entertain the thought. I have an aging 'SPICE' ROCKS cluster in the other room, already linked to Tina (circuit simulation tool). The version of ROCKS I'm running was released by NPACI, quite some time ago (It's more then sufficient for designing complex analog circuits). So I imagine using 3delight drones with a Job-queue is not that difficult to get going. Especially given something I vaguely remember about IP addresses in 3delight standalone. The bigger Q, is getting it to work inside Daz Studio on the Job-queue server/workstation. Has anything remotely similar to this been done before?
The eight core license can be networked...but you are limited to 8 cores...total whether that is a single machine or 8 single core machines...
Probably do things manually, with some batch files for automating some tasks.
I forgot another option - Carrara. Technically it's not DAZ Studio, but it can use most DAZ assets. The Pro version comes with a 50 node license out of the box. Though i haven't touched it in years. :)
Just tried rendering between DS 4.7 and the newest 3Delight standalone. Same shaders, settings etc of a clothes figure with SSS. It's just a hair faster (10 seconds) between 1 min 45 secs and 1 min 35 secs. Resolution was my usual 10:13 ratio of 800x1040.
That's understandable mjc1016. Novice Q. I'm trying to pack up my test-chamber. I got the room done, the light rig is throwing me a curve ball.
I expected an error telling me where that light shade obj got put when I imported and saved it as a scene-subset a long time ago. However Daz Studio is creating an "auto_adapted" folder and putting it there instead (I think?). What should I do?
copy that new dsf (where) and reload it onto the lights, then re-save the scan-subset?
(EDIT)
Never mind, I think I figured it out now. Just do it from scratch, in an empty CL.
Probably do things manually, with some batch files for automating some tasks.
I forgot another option - Carrara. Technically it's not DAZ Studio, but it can use most DAZ assets. The Pro version comes with a 50 node license out of the box. Though i haven't touched it in years. :)
Just tried rendering between DS 4.7 and the newest 3Delight standalone. Same shaders, settings etc of a clothes figure with SSS. It's just a hair faster (10 seconds) between 1 min 45 secs and 1 min 35 secs. Resolution was my usual 10:13 ratio of 800x1040.The difference between 4.7 and 4.8 was incredible, especially with Progressive mode spot-renders.
Probably do things manually, with some batch files for automating some tasks.
I forgot another option - Carrara. Technically it's not DAZ Studio, but it can use most DAZ assets. The Pro version comes with a 50 node license out of the box. Though i haven't touched it in years. :)
Just tried rendering between DS 4.7 and the newest 3Delight standalone. Same shaders, settings etc of a clothes figure with SSS. It's just a hair faster (10 seconds) between 1 min 45 secs and 1 min 35 secs. Resolution was my usual 10:13 ratio of 800x1040.
Which shaders? Uber or Kettu's?
There's a bit more of a speed up with Kettu's or other RTshaders than with Uber...though there is a speed up with Uber. I haven't noticed all that much of a difference with AoA's shader...but I think that may be because it's a ShaderMixer one.
I was just doing a quick test render. Incredible difference having a map (OmDawn_EnvM.tif) in the UE2 thing makes.
This kind of implies, I've been using a map, I can't share, and is needed. It was from the "Surfer guy" tutorial thing that came with Studio, still I must guess not everyone has access to that? hmmm.
OmDawn_EnvM.tif SHOULD be one of the standard, included UberEnvironment HDRs and everyone, since one of the DS3 builds should have it.
(EDIT)
It is done.
http://www.sharecg.com/v/81375/view/21/DAZ-Studio/ZdgTestChamber-v2.2-UE2-for-Daz-Studio
and the same file is also at DA
http://zarcondeegrissom.deviantart.com/art/ZdgTestChamber-v2-2-UE2-for-Daz-Studio-543097364
There are HDR versions of these maps included now (have been since a few DS builds). These seem to be a bit brighter (32 bit vs 16 bit?).
Something I noticed.
It seems that UberArea shader doesn't always play well with specular models in the bsdf() shadeop. Either it has been somehow changed for the recent build, or I just never ran into this before. I can't say for sure.
UberArea will sometimes create these rainbow fireflies. Sometimes they're barely noticeable. Here's an example particularly heavy with them. The render without them is with UberArea surfaces swapped with my area light shader (it's a very simple one). As you can see, I was building the scene; there were a few test renders inbetween, and fireflies never appeared with my area lights.
Puzzling.
It's a samples thing...crank the samples on the Uber to astronomical numbers and they go away. I've had to take them up as high as 1024 to get rid of them.
PS: Doing that will increase render time.
Wouldn't you know it...trying to get the 'Twilight Effect' to show on demand isn't working...but upping the samples in UAlight almost tripled the render time (from just over 1 min to about 3 mins).
Yeah, this is tricky to replicate at will, but it will pop up and bite when you least expect it.
Fun stuff: my area light is running at 16 samples. Sixteen. No fireflies.
...maybe it's because it's invisible in reflections? I'll check now...
There was something on the 3DL forums about the differences in samples...I think it was one of the plausible shading threads. Basically the 'old' shaders needed a lot more samples to do the same job as the new 'trace' does, at much more sane levels.
And if you are using 4.8, the 'auto' setting for the camera headlamp is worthless when it comes to Area lights...you need to turn off the headlamp, especially if you do away with the blocker or you had another light in your scene and it wasn't created on load.
And are you excited about OSL?
Yes, OSL could be very very useful for PBS. And as I understood Aghiles, while you won't be able to mix RSL and OSL in the same scene, you'd still have a choice between one or another if you want.
I use my GI light, so the autolamp is off. It wasn't specular visibility. I'll try diffuse visibility next because UberArea is visible in diffuse. The UberArea fireflies don't go away in 3DL 12, BTW.
More fun stuff: my area light is an oldschool kinda one, this is why it's bsdf() sampling it, not trace(). Here's the source sans the dzTexture() lines; there is also the rendertime script setting the "light" "integer samples" RiAttribute :
!- UPD: I broke down the Cl line for the sake of saving the forum formatting from breaking ---
As you can see, there is an extra sampling control for transmission() just in case, but I'm not using a samplecone, so those samples are set to 1.
...Nope, it's not visibility settings that are creating the fireflies. It must be something about the code itself.
The code block broke the window size...and with the colors of the forum, it's hard to read...
But, I'm betting that Uber does use a sample cone. That could be a difference.
And no, I haven't exported any that have that problem as I generally don't use UberArea...I use yours or one of the other ones (I brought in a couple other ones), but mostly yours.