What's the single most annoying issue about Daz prevent you from using it more often?

245

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  • SilverGirlSilverGirl Posts: 1,022

    richardandtracy said:

    The things preventing my use of DS becoming greater in depth are

    1. Lack of time - not something DAZ can do anything about.
    2. Documentation. Or, rather, the lack of it. I don't and can't learn from videos, and they are frequently a hugely inefficient way to learn from the point of view of time spent trying to find even vaguely relevant information - and what percentage of videos are indexed? So, a decent handbook/ manual is vital for me. And also for almost anyone who can read.

    Regards ,

    Richard 

    Sympathies on both of these, though for #2 I'm the reverse... I have a lot of trouble learning from written documentation unless it's really good and has clear screenshots (a few folx on the forums are absolute superheroes at making these!), and in general the world seems to like saying RTFM. (And as someone who's written technical documentation professionally, often the manual they're offering up is something I would've been embarrassed to have in my portfolio.)

    Multi-modal instructions are so important. Not everyone absorbs information the same way, and no one should be left out just because of how their brain is wired.

    The time thing I'm just up a creek with, but that's on me. =P

  • memcneil70memcneil70 Posts: 4,227

    SilverGirl said:

    richardandtracy said:

    The things preventing my use of DS becoming greater in depth are

    1. Lack of time - not something DAZ can do anything about.
    2. Documentation. Or, rather, the lack of it. I don't and can't learn from videos, and they are frequently a hugely inefficient way to learn from the point of view of time spent trying to find even vaguely relevant information - and what percentage of videos are indexed? So, a decent handbook/ manual is vital for me. And also for almost anyone who can read.

    Regards ,

    Richard 

    Sympathies on both of these, though for #2 I'm the reverse... I have a lot of trouble learning from written documentation unless it's really good and has clear screenshots (a few folx on the forums are absolute superheroes at making these!), and in general the world seems to like saying RTFM. (And as someone who's written technical documentation professionally, often the manual they're offering up is something I would've been embarrassed to have in my portfolio.)

    Multi-modal instructions are so important. Not everyone absorbs information the same way, and no one should be left out just because of how their brain is wired.

    The time thing I'm just up a creek with, but that's on me. =P

    @Silver Girl, I am with you on both issues. Even though I am retired, I am busy and I have two cats that make sure I keep YouTube on for them and of course life issues. Training for me I need to read, watch, do, read more, watch again, and do repeatedly until it is drilled into me. And pray to the gods that Daz doesn't change the software again just as I figured out where that 'whatcha ma call it' is located. And without a deep background in modern software like so many here, I am lost when folks toss terms or acronyms around. 

    Mary

  • Good to learn everyone's struggle with Current Daz build, bugs definately is my second close issue with DAZ, a random data clust crush would corrupt all my smart content files, makes me reinstall 400G worth of file, something makes me scream like lunatic for sure.  

    Also good to know I'm not the only one put off by the slowness of Daz, other software load things much faster with more fine control, easy to understand file structure(so I can install contents on multiply disc) + same or better iray result on a fast PC.  

    I really hope Daz 5.0 can fix all issues listed here, cause I really love how easy things work in DAZ and would buy assets and use it more often 

     

     

  • Hemi426Hemi426 Posts: 222

    Most annoying to me is that text field looses focus when mouse pointer leaves it (seems to be related to the QT framework). But this won't stop me using DS, I just curse silently.

  • Richard Haseltine said:

    oddbob said:

    Paywall.

    No existing core features are behind a paywall - only things that were commercial add-ons or new things. The free version itself is still gaining new stuff (though there are also things in the new beta that are, at least for now, tied to a premier account).

    FFS... looking at the beta change list, yet another feature(auto-save) that should have been in the software for years is made a premier exclusive. Reeks of desperation.

  • Hemi426 said:

    Most annoying to me is that text field looses focus when mouse pointer leaves it (seems to be related to the QT framework). But this won't stop me using DS, I just curse silently.

    No promises, even at second hand, but I think it was said that this was true of the version of Qt used but would not be inevitable with a newer version of Qt - so it  may cease to be an issue in DS 5 (or whatever it is called).

  • MattymanxMattymanx Posts: 6,929

    ArtAngel said:

    For me, for Daz Studio, it's how buying a newly released graphics card is a paper weight for a fairly long time,until the software catches up.

     

    What do you mean?

    Iray is Nvidia's own render engine.  It will render what ever you put in the scene, whether its just primatives or a complex scene setup.

    I have a RTX 4090 and it renders much much faster then my previous dual 980TI setup.

  • Mattymanx said:

    ArtAngel said:

    For me, for Daz Studio, it's how buying a newly released graphics card is a paper weight for a fairly long time,until the software catches up.

     

    What do you mean?

    Iray is Nvidia's own render engine.  It will render what ever you put in the scene, whether its just primatives or a complex scene setup.

    I have a RTX 4090 and it renders much much faster then my previous dual 980TI setup.

    The last few times there has been a lag between the new hardware being released and Iray suport being available, so for iray having a brand new type of GPU can be a paperweight for a while.

  • Serene NightSerene Night Posts: 17,668

    For me studio and iray are poorly optimized. My ability to render large scenes and content has increasingly gone down to the point that its very limited. I used to be able to render so much more with less. Now its a slog to load two characters in a scene. 

  • MattymanxMattymanx Posts: 6,929

    Richard Haseltine said:

    Mattymanx said:

    ArtAngel said:

    For me, for Daz Studio, it's how buying a newly released graphics card is a paper weight for a fairly long time,until the software catches up.

     

    What do you mean?

    Iray is Nvidia's own render engine.  It will render what ever you put in the scene, whether its just primatives or a complex scene setup.

    I have a RTX 4090 and it renders much much faster then my previous dual 980TI setup.

    The last few times there has been a lag between the new hardware being released and Iray suport being available, so for iray having a brand new type of GPU can be a paperweight for a while.

    But that is not the fault of Daz3D, if Nvidia does not offer support for their new hardware in their own software, before the hardware is released.  

  • Speed.

    Waiting so long obliterates the creative process.

     

    JD

  • ArtAngelArtAngel Posts: 1,776

    Mattymanx said:

    Richard Haseltine said:

    Mattymanx said:

    ArtAngel said:

    For me, for Daz Studio, it's how buying a newly released graphics card is a paper weight for a fairly long time,until the software catches up.

     

    What do you mean?

    Iray is Nvidia's own render engine.  It will render what ever you put in the scene, whether its just primatives or a complex scene setup.

    I have a RTX 4090 and it renders much much faster then my previous dual 980TI setup.

    The last few times there has been a lag between the new hardware being released and Iray suport being available, so for iray having a brand new type of GPU can be a paperweight for a while.

    But that is not the fault of Daz3D, if Nvidia does not offer support for their new hardware in their own software, before the hardware is released.  

    I disagree. NVIDIA offers new software to support new graphics card on the same release day or shortly after official launch. But DAZ software takes more time to implement the changes and fully embrace supporting the new cards because DAZ needs to revisit the code and rewrite it to implemnent new cards, and oftentimes there will be bugs  or performance issues in newly written code. I suspect they have a bucket list and accomodating new cards is may not be high on that list as something that benefits the main stream users.

  • Richard HaseltineRichard Haseltine Posts: 101,965
    edited December 2024

    ArtAngel said:

    Mattymanx said:

    Richard Haseltine said:

    Mattymanx said:

    ArtAngel said:

    For me, for Daz Studio, it's how buying a newly released graphics card is a paper weight for a fairly long time,until the software catches up.

     

    What do you mean?

    Iray is Nvidia's own render engine.  It will render what ever you put in the scene, whether its just primatives or a complex scene setup.

    I have a RTX 4090 and it renders much much faster then my previous dual 980TI setup.

    The last few times there has been a lag between the new hardware being released and Iray suport being available, so for iray having a brand new type of GPU can be a paperweight for a while.

    But that is not the fault of Daz3D, if Nvidia does not offer support for their new hardware in their own software, before the hardware is released.  

    I disagree. NVIDIA offers new software to support new graphics card on the same release day or shortly after official launch. But DAZ software takes more time to implement the changes and fully embrace supporting the new cards because DAZ needs to revisit the code and rewrite it to implemnent new cards, and oftentimes there will be bugs  or performance issues in newly written code. I suspect they have a bucket list and accomodating new cards is may not be high on that list as something that benefits the main stream users.

    nVidia does has not, in the past, updated Iray at once [and it is nVidia, not Daz, that writes the code] - there was one occasion, I can't recall which product cycle, when there was an iray update that Daz did not include because they felt it had issues (and they do, of course, test the builds before releasing an updated DS that uses them - not, as far as I know, related to the nw hardware but you can see an updated added to the test branch and then removed if you look at the change log for the current beta).

    Post edited by Richard Haseltine on
  • Mattymanx said:

    Richard Haseltine said:

    Mattymanx said:

    ArtAngel said:

    For me, for Daz Studio, it's how buying a newly released graphics card is a paper weight for a fairly long time,until the software catches up.

     

    What do you mean?

    Iray is Nvidia's own render engine.  It will render what ever you put in the scene, whether its just primatives or a complex scene setup.

    I have a RTX 4090 and it renders much much faster then my previous dual 980TI setup.

    The last few times there has been a lag between the new hardware being released and Iray suport being available, so for iray having a brand new type of GPU can be a paperweight for a while.

    But that is not the fault of Daz3D, if Nvidia does not offer support for their new hardware in their own software, before the hardware is released.  

    Regardles of fault, if the new hardware can't be used it is a paperweight as far as DS is concerned - which is especially frustrating for anyone buying a new system, or forced to upgrade the GPU by a hardware failure.

  • RAMWolffRAMWolff Posts: 10,220
    edited December 2024

    FSMCDesigns said:

    Personally, I am all about AI now and don't open DS near as often as I used to. I find I can produce what is in my head much faster and more realistically with AI now than I can with DS. The only thing that will get me using DS more  would be AI tools inbedded in DS. I used to hate postwork because I always felt it was my idea of what was was right or wrong on how things looked and that I wasn;t that good at it, but with AI inpainting, i LOVE postwork now!

    AI inpainting?  What magic is this and where and what AI engine do you use and how hard is it for a non technical person to understand to make use of said technique? 

    Thanks! 

    Richard   

    Post edited by RAMWolff on
  • nonesuch00nonesuch00 Posts: 18,240

    RAMWolff said:

    FSMCDesigns said:

    Personally, I am all about AI now and don't open DS near as often as I used to. I find I can produce what is in my head much faster and more realistically with AI now than I can with DS. The only thing that will get me using DS more  would be AI tools inbedded in DS. I used to hate postwork because I always felt it was my idea of what was was right or wrong on how things looked and that I wasn;t that good at it, but with AI inpainting, i LOVE postwork now!

    AI inpainting?  What magic is this and where and what AI engine do you use and how hard is it for a non technical person to understand to make use of said technique? 

    Thanks! 

    Richard   

    I haven't used it yet, but AI in-painting can be done at NightCafe.Studio where I subscribe at a entry-level Pro subscription $16 every three months for 100 credits. They also make it use to earn "free" credits by liking others, not sure what to call them, renders, publishing your out renders, partaking in competitions, sharing, gifting credits, commenting, you know, all the usual "social media things". They also give 5 or sometimes 10 free generations of new AI engine types. It's so easy, I have accumulated 6451 credits. Careful, some sorts of AI generated images are expensive and can burn through credits fast. Now, if I ever get good at controlling the style and the primary subject content I may use those credit expensive services, but for now I mostly use credits 1 credit or 3 credits at a time. 

  • nonesuch00 said:

    RAMWolff said:

    FSMCDesigns said:

    Personally, I am all about AI now and don't open DS near as often as I used to. I find I can produce what is in my head much faster and more realistically with AI now than I can with DS. The only thing that will get me using DS more  would be AI tools inbedded in DS. I used to hate postwork because I always felt it was my idea of what was was right or wrong on how things looked and that I wasn;t that good at it, but with AI inpainting, i LOVE postwork now!

    AI inpainting?  What magic is this and where and what AI engine do you use and how hard is it for a non technical person to understand to make use of said technique? 

    Thanks! 

    Richard   

    I haven't used it yet, but AI in-painting can be done at NightCafe.Studio where I subscribe at a entry-level Pro subscription $16 every three months for 100 credits. They also make it use to earn "free" credits by liking others, not sure what to call them, renders, publishing your out renders, partaking in competitions, sharing, gifting credits, commenting, you know, all the usual "social media things". They also give 5 or sometimes 10 free generations of new AI engine types. It's so easy, I have accumulated 6451 credits. Careful, some sorts of AI generated images are expensive and can burn through credits fast. Now, if I ever get good at controlling the style and the primary subject content I may use those credit expensive services, but for now I mostly use credits 1 credit or 3 credits at a time. 

    Fooocus does it on your own PC and you only need 8GB of VRAM 

  • RAMWolffRAMWolff Posts: 10,220

    Hi Wendy so again how technically minded does one need to be to make this work?  

    And thank you nonesuch00

  • RAMWolff said:

    Hi Wendy so again how technically minded does one need to be to make this work?  

    And thank you nonesuch00

    not very, is a zip you download and extract and you click a bat file that installs all the models needed 

    https://github.com/lllyasviel/Fooocus

  • RAMWolffRAMWolff Posts: 10,220

    Downloaded, unpacked, looked at all the gazillions of files, read the ReadMe.... deleted the mess!  LOL 

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,417
    edited December 2024

    RAMWolff said:

    Downloaded, unpacked, looked at all the gazillions of files, read the ReadMe.... deleted the mess!  LOL 

    you only have to click one bat file

    run_realistic bat in my case

    it loads a gradio webui interface like you use with online image generators

    is slow at first as has to download and install stuff and set up the python environment etc but you don't actually do any of that yourself

    it runs a command promp window and does it all

    I create a shortcut for the bat file I put on my desktop

    if you had waited and asked questions people including me would have talked you through

    it's up to you if you want to download it all again wink

     

    Post edited by WendyLuvsCatz on
  • nonesuch00nonesuch00 Posts: 18,240

    RAMWolff said:

    Downloaded, unpacked, looked at all the gazillions of files, read the ReadMe.... deleted the mess!  LOL 

    I think inpainting and some of the more expensive credit renders are more difficult to setup. Getting Flux datasets to be something other than a slight variation on a prior output from a prior prompt is dificult too. Example, I have been trying to set up different Flux dataset LoRa tokens for animals that I want turned into caricatures but have failed. I have got the datasets setup, but the Flux engine is not caricaturing them, just basically downsampling the color palette to be a VGA, or even an EGA color palette.

  • nonesuch00nonesuch00 Posts: 18,240

    WendyLuvsCatz said:

    RAMWolff said:

    Hi Wendy so again how technically minded does one need to be to make this work?  

    And thank you nonesuch00

    not very, is a zip you download and extract and you click a bat file that installs all the models needed 

    https://github.com/lllyasviel/Fooocus

    Thanks, I will try. I've installed the famous engine, what's it called, SDL with a special dataset, and it was very fast but took me forever to find where it was stashing the output I requested. I wound up have to tell the engine to put it in a specific locale.

  • Without a doubt, nothing else even comes close, is the lack of documentation and opaque development of DAZ Studio.

    I, and enterprising geeks like me (and I have had the pleasure of corresponding with more and more of them) would make DAZ Studio really get up and dance, for free, if the developers just invested a little energy in helping. I mean, thanks for the C++ SDK and all, that in itself was tremendous foresight, but its value is diminished because header files and curt, painfully unhelpful comments do not help much. If it were easier to develop plugins and to get help to understand something as complicated as a 3D content creation app, DAZ Studio would be a much more powerful app. This is not a dig at the devs, DAZ Studio is basically brilliant in most areas other than animation, and there are many more interested outsiders unaffiliated with DAZ, than there are official developers. If you don't believe me, go to the SDK forum and see how many topics start out with the bright-eyed and bushy-tailed enthusiasm of someone who fell in love with DAZ Studio and has a cool idea to make it better, only to have it drain away when the person can't get even basic help for figuring out the first part of an ambitious idea. You'll get bored before you count them all. Those are incredible missed opportunities.

    I continue to dream about the day when DAZ open sources the entire app and establishes itself as "Benevolent Dictator for Life", but the instinct to clutch one's IP or the fear of losing control of it is too strong for that, I fear, which I truly do not understand because if DAZ Studio even ceased to exist tommorrow, I would still give DAZ the same amout of money. I'm paying for access to DAZ's incredible PAs, not its software.

     

  • TheMysteryIsThePoint said:

     

     I would still give DAZ the same amout of money. I'm paying for access to DAZ's incredible PAs, not its software.

     

    OMG this

    I would still be using Poser if DAZ's content actually worked in it 

    I of course still use Carrara when I can, hands down in preference to DAZ studio

    Genesis 9 actually works in Carrara with minor weightmapping conversion

    it's all about the content, getting it into Unreal could be a whole lot easier too IMO

  • richardandtracyrichardandtracy Posts: 5,786
    edited December 2024
    The help files for the script language are the most complete parts if the DS documentation. However they feel more like an aide memoir for the people who wrote the language and who expect some reminders to be enough in the future rather than a complete set of documentation. I learnt C++ from Borland's C++ Builder 4 help files, learning DS Script language from the DS Scripting help files is MUCH more difficult. One simple to create, and incredibly useful, addition would be to add in a list of every inherited method and property to an object help file rather than just list the methods and properties added by the object, and a link to the web page where it's described. Adding a second list (with links) of all the objects that inherit from the current object would be EVEN more useful. These additions would save just so much time when trying to gauge the suitability of an object for what you're trying to do, and may even trigger new and better ways of doing it. Regards, Richard.
    Post edited by richardandtracy on
  • richardandtracy said:

    The help files for the script language are the most complete parts if the DS documentation. However they feel more like an aide memoir for the people who wrote the language and who expect some reminders to be enough in the future rather than a complete set of documentation. I learnt C++ from Borland's C++ Builder 4 help files, learning DS Script language from the DS Scripting help files is MUCH more difficult. One simple to create, and incredibly useful, addition would be to add in a list of every inherited method and property to an object help file rather than just list the methods and properties added by the object, and a link to the web page where it's described. Adding a second list (with links) of all the objects that inherit from the current object would be EVEN more useful. These additions would save just so much time when trying to gauge the suitability of an object for what you're trying to do, and may even trigger new and better ways of doing it. Regards, Richard.

    Hello Richard,

    If you think learning DAZ Script is hard, try the C++ SDK where what little documentation there is is invariably of the form:

    X *Node::getX() - gets the node's X

    as if that wasn't painfully obvious already, with no discussion about anything else.

    You're a C++ programmer, so you are one of the ones who understands why this is insufficient. I'll never understand why they bother to release an SDK without a serious attempt to document it.

    And before anyone chimes in saying that the devs write the document on their own time and we should be thankful, I'll add that it really doesn't matter why there is no documentation, only that there, in fact, is no documentation. I also cannot understand why this isn't recognized as a tremendous missed opportunity. I mean, seriously, how about just having a dev properly document one method from a prioritized list every day? At my job, I spend more time goofing off in the breakroom than that would take.

     

  • Must admit I have never looked at the SDK, mostly because I'm not a very good programmer and being self taught, I have no real inkling of how much/what I don't know. At least the scripting language is comparatively simple. Having said that, looking at what you've shown, simply publishing the headers and leaving it at that would be no more uninformative. No. Not on. I have written my own 3d modeller, and have 400 pages of documentation for it so I or anyone else can use it to its maximum extent. Not to do so would leave the job unfinished, and that's deeply unprofessional. Regards, Richard.
  • richardandtracy said:

    Must admit I have never looked at the SDK, mostly because I'm not a very good programmer and being self taught, I have no real inkling of how much/what I don't know. At least the scripting language is comparatively simple. Having said that, looking at what you've shown, simply publishing the headers and leaving it at that would be no more uninformative. No. Not on. I have written my own 3d modeller, and have 400 pages of documentation for it so I or anyone else can use it to its maximum extent. Not to do so would leave the job unfinished, and that's deeply unprofessional. Regards, Richard.

    If you wrote it you allocated resources, what you spent time and effort on was purely your decision. In any event, others seem to get by with the SDK documentation.

  • Correct, I did allocate time and resources to making it as easy as possible to use the program to the fullest extent. Apparently this is an unusual thing. Shame.

    Making the learning process easy takes time and effort only once. If that time and effort is not made just once by the programming team, each and every user from now to eternity needs to spend extra time to learn what could have been done once, and only once. This is neither productive nor efficient as the original programmers can describe their program far faster than outside users can deduce its workings and the programmers need to do it just once. If only two people need to learn the SDK, they take more time than the original programmers would have done to document it, and every subsequent extra user makes this even less efficient.

    Saying that others get by with the current documentation is a valid statement as it is possible, but shows zero acknowledgement of the fact it would be a lot quicker and a lot less effort with better documentation.

    I am sure obscure documentation reduces the range of add-ons to DS by making the comprehension threshold too high for some programmers with good ideas to create add-ons, to the detriment of all DS users. This, too, is a shame.

    Regards,

    Richard.

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