Daz Studio 5 development update

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Comments

  • Eustace ScrubbEustace Scrubb Posts: 2,698

    WendyLuvsCatz said:

    there is always Luxrender and Reality is now OpenSource

    "Reality" is OpenSource?  Where can I find it?

  • frank0314frank0314 Posts: 14,063

    Since Iray came out I hadn't needed to use reality. I personally think Iray is better, but that's just my opinion. Other will probably feel different, but that ok, your allowed. To me Reality was a lot of work to maybe get good results when Iray is actually more user friendly and with better results. I spend less time in Iray than I do in Reality to get the same or better results. However, I do really enjoy Reality. It does have it's place.

  • TaozTaoz Posts: 9,941

    I definitely hope the last version of 4.15 will be reasonably well done.  I just worked for 3 hours on a render in 4.15.0.2, then suddenly it crashed when I adjusted a pose.  I'd just saved the scene a minute before so no big deal I thought, but it would not open, DS kept crashing every time I tried. 

    Then I recalled that I have an old 4.12 beta installed, so I tried to open the scene in that.  Didn't really expect it would work, but it actually opened without problems and rendered fine as well.  After a few adjustements I saved the scene with a new name in 4.12, and that scene opened fine in 4.15.  So here's another good reason for letting people have access to older versions, saved me several hours of work.

  • notiuswebnotiusweb Posts: 110
    edited July 2021

    PerttiA said:

    wsterdan said:

    notiusweb said:

    j cade said:

    notiusweb said:

    There is no mention of any new figure base or function set.  This is probably just a "relevancy" update, mostly in name only, to stay current with other industry releases (ie Unreal Engine "5", Daz "5"). 

    They did it before with Genesis 3 to 8, mostly a name-only update.  Nothing wrong with this at all, but not ground-breaking either.  The exciting part almost is them saying plugins may no longer work, maybe signaling major structural upgrade as code & boot-dependencies change.

     I mean its pretty been pretty well known for a while that in order to get it working in the newest mac os DS would need to switch from QT4 which is basically the entire underlying structure of the software - thats what this is, so not so much "in name only"

    We are only speculating on extent to an update to the underlying structure of the software.  It is not even ready, it is only in development, promising that it will work on Macs at this point    And if you have on Windows, it's not really meaningful to you anyway.

    Thus the timing of this announcement reveals the relavancy of the name, because even with a systematic re-write to allow Daz to work on Macs, without a new figure or announced feature-set update, the already-existing user won't see a difference. 

    So the name here is what is most relevant....Daz needs the "5.0" now to markedetly stay relevant with Unreal Engine "5.0".  Daz indeed has an official plugin sending characters to UE4, so the linkage already exists, and UE"5" will be linked to this Daz"5".

    I dare say we would have UE5 to thank for this update.  And it's not just Daz that is making moves in response, it's the whole industry.  Meta Human + UE5 abruptly woke them all from their slumber like a screaching fire alarm.

    No. It's being named "5" becasue it's the next number after "4" and it's a major stuctural rewrite. It has absolutely nothihg to do with "UE"'s numbering.

    It is not speculation as to how major an undertaking this is, DAZ has been telling us for years that the next version, DAZ Studio 5, would be a complete overhaul and that many things would break, and were telling us this long before Big Sur was announced, let alone released. We were told how huge a change version 5 was going to be long before there was a UE5.

    -- Walt Sterdan 

    Exactly... And looking back, I would estimate that they have been working on it for some 5-6 years already.

    So you are saying there have been a stream of promises for 5-6 years....

    And now all of the sudden, after going from 4.0, 4.01, 4.02, 4.03, 4.04, 4.05, 4.06, 4.07, 4.08, 4.09, 4.10, 4.11, 4.12, 4.13, 4.14, to 4.15, now we bypass 4.16 - 4.99 all the way to 5.0.... 

    My point exactly!

    And I'm not saying this to minimize the interest in seeing a better Daz.  Quite the contrary, Daz has an opportunity, with an HD-bust + body figure model to not only provide us with a superior characrter modeling suite, but it has anopportunity to bypass the MH in development.  Because, the MH developers  are just sitting on their release, leaving users with very limited design options and abysmmal bodies and clothes.....

    BUT - Think of all of Daz's clothing and morphs...on an HD bust MH-compatible figure!  Their lack of design-paradigm opens up a HUGE lane for the Daz marketplace to take in business, because every MH user will be salivating for Daz content!  More $$$$$ than Daz could imagine!

    Post edited by notiusweb on
  • AbyssalErosAbyssalEros Posts: 289
    edited July 2021

    Taoz said:

    I definitely hope the last version of 4.15 will be reasonably well done.  I just worked for 3 hours on a render in 4.15.0.2, then suddenly it crashed when I adjusted a pose.  I'd just saved the scene a minute before so no big deal I thought, but it would not open, DS kept crashing every time I tried.

    That's exactly one reason why I stay with my DAZ 4.14, as it rarely crashes on me. A lot of my fellow creators have similar issues as you with DAZ 4.15.
    And to be honest, when DAZ needs up to 5 mins to start (constantly checking for connect-updates that it is unable to fix) and then needs 20+ minutes to load the scene, such crashes are absolutely unacceptable if you wish or need to create more than one image per week.
    Loading times of my scenes are often longer than render times with render quality 3 and less. Every crash because of a faulty implementation of the new posing mechanics is a huge problem.

    Post edited by AbyssalEros on
  • Richard HaseltineRichard Haseltine Posts: 100,969

    notiusweb said:

    PerttiA said:

    wsterdan said:

    notiusweb said:

    j cade said:

    notiusweb said:

    There is no mention of any new figure base or function set.  This is probably just a "relevancy" update, mostly in name only, to stay current with other industry releases (ie Unreal Engine "5", Daz "5"). 

    They did it before with Genesis 3 to 8, mostly a name-only update.  Nothing wrong with this at all, but not ground-breaking either.  The exciting part almost is them saying plugins may no longer work, maybe signaling major structural upgrade as code & boot-dependencies change.

     I mean its pretty been pretty well known for a while that in order to get it working in the newest mac os DS would need to switch from QT4 which is basically the entire underlying structure of the software - thats what this is, so not so much "in name only"

    We are only speculating on extent to an update to the underlying structure of the software.  It is not even ready, it is only in development, promising that it will work on Macs at this point    And if you have on Windows, it's not really meaningful to you anyway.

    Thus the timing of this announcement reveals the relavancy of the name, because even with a systematic re-write to allow Daz to work on Macs, without a new figure or announced feature-set update, the already-existing user won't see a difference. 

    So the name here is what is most relevant....Daz needs the "5.0" now to markedetly stay relevant with Unreal Engine "5.0".  Daz indeed has an official plugin sending characters to UE4, so the linkage already exists, and UE"5" will be linked to this Daz"5".

    I dare say we would have UE5 to thank for this update.  And it's not just Daz that is making moves in response, it's the whole industry.  Meta Human + UE5 abruptly woke them all from their slumber like a screaching fire alarm.

    No. It's being named "5" becasue it's the next number after "4" and it's a major stuctural rewrite. It has absolutely nothihg to do with "UE"'s numbering.

    It is not speculation as to how major an undertaking this is, DAZ has been telling us for years that the next version, DAZ Studio 5, would be a complete overhaul and that many things would break, and were telling us this long before Big Sur was announced, let alone released. We were told how huge a change version 5 was going to be long before there was a UE5.

    -- Walt Sterdan 

    Exactly... And looking back, I would estimate that they have been working on it for some 5-6 years already.

    So you are saying there have been a stream of promises for 5-6 years....

    And now all of the sudden, after going from 4.0, 4.01, 4.02, 4.03, 4.04, 4.05, 4.06, 4.07, 4.08, 4.09, 4.10, 4.11, 4.12, 4.13, 4.14, to 4.15, now we bypass 4.16 - 4.99 all the way to 5.0.... 

    My point exactly!

    And I'm not saying this to minimize the interest in seeing a better Daz.  Quite the contrary, Daz has an opportunity, with an HD-bust + body figure model to not only provide us with a superior characrter modeling suite, but it has anopportunity to bypass the MH in development.  Because, the MH developers  are just sitting on their release, leaving users with very limited design options and abysmmal bodies and clothes.....

    BUT - Think of all of Daz's clothing and morphs...on an HD bust MH-compatible figure!  Their lack of design-paradigm opens up a HUGE lane for the Daz marketplace to take in business, because every MH user will be salivating for Daz content!  More $$$$$ than Daz could imagine!

    No, theya re saying that this has been incremental work but MacOS big Sur has forced the pace. Calling it DS 5 is useful as it means DS 4 can be left in people's histroies for plug-in compatibility while DS 5 is the future version. The idea that they would fgeel obliged to update the version number purely because of one other application going forward a version is completely without merit - after all, they never bothered about matching Poser versions, and that is a much more immediate comparison than one of the game engines.

  • inquireinquire Posts: 2,202

    frank0314 said:

    Since Iray came out I hadn't needed to use reality. I personally think Iray is better, but that's just my opinion. Other will probably feel different, but that ok, your allowed. To me Reality was a lot of work to maybe get good results when Iray is actually more user friendly and with better results. I spend less time in Iray than I do in Reality to get the same or better results. However, I do really enjoy Reality. It does have it's place.

    +1 

  • TaozTaoz Posts: 9,941

    AbyssalEros said:

    Taoz said:

    I definitely hope the last version of 4.15 will be reasonably well done.  I just worked for 3 hours on a render in 4.15.0.2, then suddenly it crashed when I adjusted a pose.  I'd just saved the scene a minute before so no big deal I thought, but it would not open, DS kept crashing every time I tried.

    That's exactly one reason why I stay with my DAZ 4.14, as it rarely crashes on me. A lot of my fellow creators have similar issues as you with DAZ 4.15.
    And to be honest, when DAZ needs up to 5 mins to start (constantly checking for connect-updates that it is unable to fix) and then needs 20+ minutes to load the scene, such crashes are absolutely unacceptable if you wish or need to create more than one image per week.
    Loading times of my scenes are often longer than render times with render quality 3 and less. Every crash because of a faulty implementation of the new posing mechanics is a huge problem.

    Actually 4.15 rarely crashes for me, and it loads in about a minute (maybe because I use DIM only, and never Connect).  I only have 8 GB RAM and 8 GB VRAM in my render PC so I can't create huge scenes so loading time isn't that big either.  I think long scene loading times, at least in cases when using newer characters, may have to do with having a lot of these characters and their morphs packs installed which slows down character load, which is well known.  After uninstalling 80+ % of my characters, character load time dropped drastically.  But this is a general problem, not a particular 4.15 problem, AFAIK.

    4.15 has issues, but for me and what I use it for it's not a big problem, I just don't like the idea that when I save a scene I can't be sure that I can load it again, and I hope it's not something that's going to plague future versions.

  • nonesuch00nonesuch00 Posts: 18,131

    Eustace Scrubb said:

    WendyLuvsCatz said:

    there is always Luxrender and Reality is now OpenSource

    "Reality" is OpenSource?  Where can I find it?

    You will have to strip out the license key logic. He explains that.  That's actually the easiest thing for you to do.

    More troublesome is since the open sourcing of Reality, you will need update it as to not violate the now stricter Windows 10 security. Then once you get those working you should strip out and update to use the newest LuxRender renderers but not bundle LuxRenderer with Reality anymore. I suppose you could package the LuxRenderer installer as a DIM installer package installed like DAZ Studio itself but seperate from Reality DIM installer.

    Seeing as DAZ Studio is updating to QT 5 you'd also want to update Reality to QT 5 which would likely fix the problem with Windows 10 security in the same go.

    I think you should strip out the TCP/IP that Reality uses and use DSON files instead like other DAZ Studio render engines do. It is more secure. It will reduce the amount of code updates you have to do relevant to the network code (because they'll be none unless you integrate the DAZ Studio Render Farm API calls into Reality in the Render Parameters Configuration Options) and QT code both.

    So get it working correctly on DAZ Studio 4.15 but at that time, don't update the bundled version of the LuxRenderer just yet, and then when DAZ Studio 5 is released you can update the QT API code and then update the LuxRender API version. You want to write it so that you need not bundle LuxRender with Reality but force the endusers to install the latest version of LuxRenderer themselves.

    I'm not sure, if you don't enjoy coding for the sake of a hobby, how much time and effort you spend on Reality; as in DAZ Studio, Filament renderer features will be expanded, bugs fixed, and the memory footprint descreased, optimized, and improved. Ray tracing is ray tracing when it comes down to it and Filament does support muliple types of different vendor hardware that nVidia iRay does not support.

    Also, I've noticed I've not got DAZ Studio Public Beta updates for some months now; so I think all DAZ Studio feature and bug fix work is stopped except the updating to QT 5. I could be wrong though.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,224

    my point is Reality if it were intigrated into D|S5 could suit the Mac users and those without Nvidia graphics cards

    if they go with a Linux build it could be compiled for that too I imagine

  • AbyssalErosAbyssalEros Posts: 289

    I know that the loading time is because of all the stuff I have installed and that it is a general issue. But huge loading times and crashes, which are way too often, proven by all the people who experience them and complain about them in forums not allowed to be mentioned here, do not combine well.
    So, no 4.15 for me.
    And aside from the eyes, G 8.1 is totally uninteresting. And after all, there are good assets here in the store that already provided awesome eyes for G8. 

  • inquireinquire Posts: 2,202

    nonesuch00 said:

    Eustace Scrubb said:

    WendyLuvsCatz said:

    there is always Luxrender and Reality is now OpenSource

    "Reality" is OpenSource?  Where can I find it?

    You will have to strip out the license key logic. He explains that.  That's actually the easiest thing for you to do.

    More troublesome is . . .

    It does seem like a great deal of work. If I remember correctly, the reason Paolo turned Reality into OpenSource is, he complained, that the OSes just kept changing too rapidly, and it was an enormous burden keeping up with this.

  • Richard HaseltineRichard Haseltine Posts: 100,969

    The speculative numerology discussion has been ended, it was not going anywhere and was a distraction from the main topic.

  • When daz release 5 Beta , at least show some screen shot photos to us .

  • nonesuch00nonesuch00 Posts: 18,131

    inquire said:

    nonesuch00 said:

    Eustace Scrubb said:

    WendyLuvsCatz said:

    there is always Luxrender and Reality is now OpenSource

    "Reality" is OpenSource?  Where can I find it?

    You will have to strip out the license key logic. He explains that.  That's actually the easiest thing for you to do.

    More troublesome is . . .

    It does seem like a great deal of work. If I remember correctly, the reason Paolo turned Reality into OpenSource is, he complained, that the OSes just kept changing too rapidly, and it was an enormous burden keeping up with this.

    For sure. That's why anybody that cares to update it should reduce it to being nothing more than translating DAZ duf files directly into the LuxRender compatible renderable scenes and isolate Reality from direct LuxRender integration as much as possible. And then most of the OS changes will be isolated and hidden in DAZ Studio's integration with QT API.

    The porter might get a decent assist by looking at the coding work that Larsson has done with Diffiomorphic.

  • kyoto kidkyoto kid Posts: 41,058

    frank0314 said:

    Since Iray came out I hadn't needed to use reality. I personally think Iray is better, but that's just my opinion. Other will probably feel different, but that ok, your allowed. To me Reality was a lot of work to maybe get good results when Iray is actually more user friendly and with better results. I spend less time in Iray than I do in Reality to get the same or better results. However, I do really enjoy Reality. It does have it's place.

    ...the one feature of Reality I liked was the fact that once all the scene information was sent to the engine, you could close the file in Daz and even shut the Daz programme down to save resources then set it up to render in background.  Unfortunately the Open Source version of Reality requires some skill with Python scripting even to get it to work with other software like Blender.

    Would be nice if Daz would do something similar with Iray.  True, there is batch rendering available, but at an added cost in software (Iray Server), and hardware (separate render box).  Another option would be Daz offering rendering services as part of the new update.

  • kyoto kidkyoto kid Posts: 41,058

    Taoz said:

    AbyssalEros said:

    Taoz said:

    I definitely hope the last version of 4.15 will be reasonably well done.  I just worked for 3 hours on a render in 4.15.0.2, then suddenly it crashed when I adjusted a pose.  I'd just saved the scene a minute before so no big deal I thought, but it would not open, DS kept crashing every time I tried.

    That's exactly one reason why I stay with my DAZ 4.14, as it rarely crashes on me. A lot of my fellow creators have similar issues as you with DAZ 4.15.
    And to be honest, when DAZ needs up to 5 mins to start (constantly checking for connect-updates that it is unable to fix) and then needs 20+ minutes to load the scene, such crashes are absolutely unacceptable if you wish or need to create more than one image per week.
    Loading times of my scenes are often longer than render times with render quality 3 and less. Every crash because of a faulty implementation of the new posing mechanics is a huge problem.

    Actually 4.15 rarely crashes for me, and it loads in about a minute (maybe because I use DIM only, and never Connect).  I only have 8 GB RAM and 8 GB VRAM in my render PC so I can't create huge scenes so loading time isn't that big either.  I think long scene loading times, at least in cases when using newer characters, may have to do with having a lot of these characters and their morphs packs installed which slows down character load, which is well known.  After uninstalling 80+ % of my characters, character load time dropped drastically.  But this is a general problem, not a particular 4.15 problem, AFAIK.

    4.15 has issues, but for me and what I use it for it's not a big problem, I just don't like the idea that when I save a scene I can't be sure that I can load it again, and I hope it's not something that's going to plague future versions.

    ...can you completely disable or delete Connect and Daz Central?

  • mcorrmcorr Posts: 1,089

    kyoto kid said:

    ...the difference is Pro Render is free and could be ingenerated into Daz while Octane is only available by subscription.  Making Pro Render available to both M1 and PC users would be an sensible move for Daz.  It would also open GPU rendering to PC users with AMD GPUs, a "win-win" all around. 

    Pro Render is also used by more software vendors than Iray including C4D, Modo, and Solidworks (integrated) as well as via plugin for 3DS Max, Houdini, Maya, and Unreal Engine. 

    All valid good points. DAZ just seems to have its limits with regard to development resources (including hands) that it has available. That said, not being dependent on nvidia for ones core supporting app driving store sales would seem worth the expense and outlay ... if possible along side nvidia (since render pro is free). People just can't endlessly upgrade to expensive nvidia gpus. That is--in the longrun--a losing proposition because it will bankrupt lots of folks, except the rich, those making money off the store, or crypto miners who are impervious to nvidia prices, chip shortages, or whatever. Render Pro, if it works with MACs, is also a way to retain the MAC folks, since Apple and nvidia are unlikely to kiss and make up any time soon.

  • mcorrmcorr Posts: 1,089

    inquire said:

    nonesuch00 said:

    Eustace Scrubb said:

    WendyLuvsCatz said:

    there is always Luxrender and Reality is now OpenSource

    "Reality" is OpenSource?  Where can I find it?

    You will have to strip out the license key logic. He explains that.  That's actually the easiest thing for you to do.

    More troublesome is . . .

    It does seem like a great deal of work. If I remember correctly, the reason Paolo turned Reality into OpenSource is, he complained, that the OSes just kept changing too rapidly, and it was an enormous burden keeping up with this.

    Yes, another insane feature of what underpins "development" in this area. It also forces people off the play field.

  • TaozTaoz Posts: 9,941

    kyoto kid said:

    Taoz said:

    AbyssalEros said:

    Taoz said:

    I definitely hope the last version of 4.15 will be reasonably well done.  I just worked for 3 hours on a render in 4.15.0.2, then suddenly it crashed when I adjusted a pose.  I'd just saved the scene a minute before so no big deal I thought, but it would not open, DS kept crashing every time I tried.

    That's exactly one reason why I stay with my DAZ 4.14, as it rarely crashes on me. A lot of my fellow creators have similar issues as you with DAZ 4.15.
    And to be honest, when DAZ needs up to 5 mins to start (constantly checking for connect-updates that it is unable to fix) and then needs 20+ minutes to load the scene, such crashes are absolutely unacceptable if you wish or need to create more than one image per week.
    Loading times of my scenes are often longer than render times with render quality 3 and less. Every crash because of a faulty implementation of the new posing mechanics is a huge problem.

    Actually 4.15 rarely crashes for me, and it loads in about a minute (maybe because I use DIM only, and never Connect).  I only have 8 GB RAM and 8 GB VRAM in my render PC so I can't create huge scenes so loading time isn't that big either.  I think long scene loading times, at least in cases when using newer characters, may have to do with having a lot of these characters and their morphs packs installed which slows down character load, which is well known.  After uninstalling 80+ % of my characters, character load time dropped drastically.  But this is a general problem, not a particular 4.15 problem, AFAIK.

    4.15 has issues, but for me and what I use it for it's not a big problem, I just don't like the idea that when I save a scene I can't be sure that I can load it again, and I hope it's not something that's going to plague future versions.

    ...can you completely disable or delete Connect and Daz Central?

    I don't know, I just don't use Connect/Smart Content, or log in with DS.  I did for a short period once but dropped it again.  DAZCentral I've never used, I've always used DIM.  I recall DS sometimes offer to download and install content when loading an item that needs something I own but haven't installed, I guess that uses Connect, but I just say no and use DIM instead.  It's either the one or the other, to me.

     

  • Windamyre said:

    kyoto kid said:

    PerttiA said:

    richardandtracy said:

    If I can make a plea for continued Win 7 support I'd like to make it. Or at least don't put in something un-necessary to break Win 7 support. There are still a number of Win 7 machines with a reasonable life left and sufficient grunt to cope with what can currently be thrown at them, and can probably cope with future stuff adequately for a few years. Shortening their useful lives would be a shame.

    Same plea for continued Windows 7 support and/or adding Linux to supported operating systems. 

    ...+1 particularly for Linux. Love to dodge the whole W10/11 issue altogether.

    Another +1 for linux support.

    Another +1 for Linux support or at least Win7

  • AbyssalErosAbyssalEros Posts: 289

    kyoto kid said:

    Taoz said:

    AbyssalEros said:

    Taoz said:

    I definitely hope the last version of 4.15 will be reasonably well done.  I just worked for 3 hours on a render in 4.15.0.2, then suddenly it crashed when I adjusted a pose.  I'd just saved the scene a minute before so no big deal I thought, but it would not open, DS kept crashing every time I tried.

    That's exactly one reason why I stay with my DAZ 4.14, as it rarely crashes on me. A lot of my fellow creators have similar issues as you with DAZ 4.15.
    And to be honest, when DAZ needs up to 5 mins to start (constantly checking for connect-updates that it is unable to fix) and then needs 20+ minutes to load the scene, such crashes are absolutely unacceptable if you wish or need to create more than one image per week.
    Loading times of my scenes are often longer than render times with render quality 3 and less. Every crash because of a faulty implementation of the new posing mechanics is a huge problem.

    Actually 4.15 rarely crashes for me, and it loads in about a minute (maybe because I use DIM only, and never Connect).  I only have 8 GB RAM and 8 GB VRAM in my render PC so I can't create huge scenes so loading time isn't that big either.  I think long scene loading times, at least in cases when using newer characters, may have to do with having a lot of these characters and their morphs packs installed which slows down character load, which is well known.  After uninstalling 80+ % of my characters, character load time dropped drastically.  But this is a general problem, not a particular 4.15 problem, AFAIK.

    4.15 has issues, but for me and what I use it for it's not a big problem, I just don't like the idea that when I save a scene I can't be sure that I can load it again, and I hope it's not something that's going to plague future versions.

    ...can you completely disable or delete Connect and Daz Central?

    I only use DIM. Not DAZ Central. When I start DAZ in online modus or activate it DAZ tries to actualize Smart contents. Apparently, it always tries to update the same 6 items and fails for 2. But I cannot figure out which. Next start it resumes the same process.

  • notiuswebnotiusweb Posts: 110

    With regards to a Daz-Win and a Daz-Mac early access sessions - are the versions exclusive separate-entity products subject to their own tracking-development, or will any findings from early access be applicable to both, as in a 'universal' version.  Wondering if any limitations of a Mac version or a Windows version will be considered such theat the final release is near-identical, or might one be more advanced and "have more" if say one version has an easier time with things than the other.   

    Also was imagining could it at somepoint even be web-based so that any user could access on any platform, or is that not possible given individualized user content inventories.

  • namffuaknamffuak Posts: 4,146
    edited July 2021

    kyoto kid said:

    Taoz said:

    AbyssalEros said:

    Taoz said:

    I definitely hope the last version of 4.15 will be reasonably well done.  I just worked for 3 hours on a render in 4.15.0.2, then suddenly it crashed when I adjusted a pose.  I'd just saved the scene a minute before so no big deal I thought, but it would not open, DS kept crashing every time I tried.

    That's exactly one reason why I stay with my DAZ 4.14, as it rarely crashes on me. A lot of my fellow creators have similar issues as you with DAZ 4.15.
    And to be honest, when DAZ needs up to 5 mins to start (constantly checking for connect-updates that it is unable to fix) and then needs 20+ minutes to load the scene, such crashes are absolutely unacceptable if you wish or need to create more than one image per week.
    Loading times of my scenes are often longer than render times with render quality 3 and less. Every crash because of a faulty implementation of the new posing mechanics is a huge problem.

    Actually 4.15 rarely crashes for me, and it loads in about a minute (maybe because I use DIM only, and never Connect).  I only have 8 GB RAM and 8 GB VRAM in my render PC so I can't create huge scenes so loading time isn't that big either.  I think long scene loading times, at least in cases when using newer characters, may have to do with having a lot of these characters and their morphs packs installed which slows down character load, which is well known.  After uninstalling 80+ % of my characters, character load time dropped drastically.  But this is a general problem, not a particular 4.15 problem, AFAIK.

    4.15 has issues, but for me and what I use it for it's not a big problem, I just don't like the idea that when I save a scene I can't be sure that I can load it again, and I hope it's not something that's going to plague future versions.

    ...can you completely disable or delete Connect and Daz Central?

    Connect is easy - just don't log in to your account from Studio - ever. If you log in, Studio/Connect will automatically download and install any and all metadata updates which can put your smart content out of sync with your content library.

    Central is pretty much the same - just don't use it. Use DIM or download and install products manually.

    Post edited by namffuak on
  • hjakehjake Posts: 895

    WendyLuvsCatz said:

    there is always Luxrender and Reality is now OpenSource

    Maybe that is what Ron Knight was channeling when he wrote to face Reality.  laugh

  • wsterdanwsterdan Posts: 2,348

    notiusweb said:

    With regards to a Daz-Win and a Daz-Mac early access sessions - are the versions exclusive separate-entity products subject to their own tracking-development, or will any findings from early access be applicable to both, as in a 'universal' version.  Wondering if any limitations of a Mac version or a Windows version will be considered such theat the final release is near-identical, or might one be more advanced and "have more" if say one version has an easier time with things than the other.   

    Also was imagining could it at somepoint even be web-based so that any user could access on any platform, or is that not possible given individualized user content inventories.

    It's been my experience DAZ tries very hard to keep both versions on par with each other; occasionally it's not possible, such as with Filament. Mac users don't have Filament yet, but as it's been explained to me it's not because of Big Sur, it's because of the version of Qt that's currently being used and updated. Filament works on Windows with the current level of Qt, but the Mac requires a newer version. Updarting Qt (which has been in the works for longer than Filament, Big Sur or m1 Macs) kills a number of birds with one stone, Filament for Mac, Big Sur for Mac, newer UI code (which, hopefully, will allow more font size and other interface customization for Windows and Mac users), and a host of other things they no doubt have up their sleeves. With the the pre-beta (and the betas to come) there may be different things working on either platform and not on the other or both working or both not working; the point of the betas is to try to iron out the little quirks. It is probable that a bug in the code will affect both versions and killing the bug will fix both. When they first launched DAZ Studio, the initial release was, if I remember correctly, delayed for a few weeks because the Mac version wasn't ready yet and they wanted a simultanous release; as a Mac user I thought that was very considerate, but I wouldn't have minded the Windows people getting it early as I was confident that the Mac version was "almost there". As to a web version, always possible but I doubt very much they'd go with the cloud-based model. Many people still have fairly slow internet, some people would have to pay for the kind of extra usage that would cause, running anything and I personally abhor the thought of not being able to run a program because the Internet was down. 

    -- Walt Sterdan

  • wsterdanwsterdan Posts: 2,348

    mcorr said:

    kyoto kid said:

    ...the difference is Pro Render is free and could be ingenerated into Daz while Octane is only available by subscription.  Making Pro Render available to both M1 and PC users would be an sensible move for Daz.  It would also open GPU rendering to PC users with AMD GPUs, a "win-win" all around. 

    Pro Render is also used by more software vendors than Iray including C4D, Modo, and Solidworks (integrated) as well as via plugin for 3DS Max, Houdini, Maya, and Unreal Engine. 

    All valid good points. DAZ just seems to have its limits with regard to development resources (including hands) that it has available. That said, not being dependent on nvidia for ones core supporting app driving store sales would seem worth the expense and outlay ... if possible along side nvidia (since render pro is free). People just can't endlessly upgrade to expensive nvidia gpus. That is--in the longrun--a losing proposition because it will bankrupt lots of folks, except the rich, those making money off the store, or crypto miners who are impervious to nvidia prices, chip shortages, or whatever. Render Pro, if it works with MACs, is also a way to retain the MAC folks, since Apple and nvidia are unlikely to kiss and make up any time soon.

    I still like kyoto kid's idea.

    While I do very little photorealistic work (I focus on "lower end" render styles) I really enjoy what I've seen of the Render Pro stuff. While some people have said it's not up to par with iRay, in many cases it just doesn't have to be. I love looking at the iRay renders folks here do, and I freely admit enjoying checking out the store previews each day, it's like touring little art museums over coffee every morning, but I just have no interest in doing it myself. I've noticed for a lot of the hobbyists here, making art for themselves, part of the hobby is trying to do more and more photorealistic renders until the whole purpose is to see how good you can get and how fast you can do it, and compare notes with others doing the same, and that's great for them; it's kind of like working on your hot rod or vintage car, even though you'll never use it full-time insead of your "real" car. Comparisons between these high-end prints, or between Render Pro and iRay remind me of reviews in old camera magazines that I used to revel in back in the 80s; experts would compare shots by zooming in 500x or 1000x to see which camera/film/lense/flash was better, but most people don't do that. I'm confident if you printed out glossy renders from Render Pro and iRay at their best and showed them to your neighbour Larry from down the street, he's not going to see any real difference. In the printing business, a lot of "accurate" colour prints are changed to "pleasing" colour for different markets or different printers.

    With DAZ being up to their necks just getting a stable relase out in the next few months, I'm sure they can't really answer what GPUs or features (new or old) will be in the final release, I doubt they're close enough to a finished product to safely guess. I doubt they have time or manpower to add and support a new rendering engine, like Render Pro, but I can see it as a possibility down the road (even if via a Published Artist). It wouldn't replace iRay, obviously, but I wonder if it might replace 3DL? DAZ uses a very limited, older version of 3DL if I'm not mistaken, and I doubt they're interesting in investing in a higher-priced license when they aleady have iRay, but if Render Pro is as good or better then the current version of 3DL (which doesn't use GPUs), uses GPUs if you've got them, of any kind, and is open source, it might be a good move for them in the future. Drop support for an engine with a licensing fee for an open source one without the fees, and probably the same amount of tech support once it's up and running.

    Lots to dream about, but I think we shouldn't speculate or worry too much until we have at least an actual beta in our hands (not the pre-beta), by then we'll be able to get a better handle on what we're going to be working wth.

    -- Walt Sterdan

  • kyoto kidkyoto kid Posts: 41,058

    wsterdan said:

    notiusweb said:

    With regards to a Daz-Win and a Daz-Mac early access sessions - are the versions exclusive separate-entity products subject to their own tracking-development, or will any findings from early access be applicable to both, as in a 'universal' version.  Wondering if any limitations of a Mac version or a Windows version will be considered such theat the final release is near-identical, or might one be more advanced and "have more" if say one version has an easier time with things than the other.   

    Also was imagining could it at somepoint even be web-based so that any user could access on any platform, or is that not possible given individualized user content inventories.

    It's been my experience DAZ tries very hard to keep both versions on par with each other; occasionally it's not possible, such as with Filament. Mac users don't have Filament yet, but as it's been explained to me it's not because of Big Sur, it's because of the version of Qt that's currently being used and updated. Filament works on Windows with the current level of Qt, but the Mac requires a newer version. Updarting Qt (which has been in the works for longer than Filament, Big Sur or m1 Macs) kills a number of birds with one stone, Filament for Mac, Big Sur for Mac, newer UI code (which, hopefully, will allow more font size and other interface customization for Windows and Mac users), and a host of other things they no doubt have up their sleeves. With the the pre-beta (and the betas to come) there may be different things working on either platform and not on the other or both working or both not working; the point of the betas is to try to iron out the little quirks. It is probable that a bug in the code will affect both versions and killing the bug will fix both. When they first launched DAZ Studio, the initial release was, if I remember correctly, delayed for a few weeks because the Mac version wasn't ready yet and they wanted a simultanous release; as a Mac user I thought that was very considerate, but I wouldn't have minded the Windows people getting it early as I was confident that the Mac version was "almost there". As to a web version, always possible but I doubt very much they'd go with the cloud-based model. Many people still have fairly slow internet, some people would have to pay for the kind of extra usage that would cause, running anything and I personally abhor the thought of not being able to run a program because the Internet was down. 

    -- Walt Sterdan

    (emphasis mine)

    ...and that happened with my provider last night several times. with no reson or warning given (In the old mainfame days, sysops would give useres ample warning to save your their work and sign out whan a shutdown was for scheduled maintenence), and my account with thme is current. 

    Would really be fumed to suddenly lose work because of that.  

    It's also not only outages, but it would penalise those with download or usage limits as well as with slow connect speeds.  

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