Daz Studio 5 development update

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  • WendyLuvsCatzWendyLuvsCatz Posts: 38,214
    edited October 2022

    Gator said:

    Masterstroke said:

    DAZ should have choosen Octane instead of IRAY at that time.
    An Octane plug in is no replacement for a well integrated and shader supported render engine.

    That would be awesome, I have an Octane license back when I used it with Poser.  I don't believe one is vastly superior over the other, but we wouldn't be locked into Nvidia cards only.

    I imagine it would have cost much more and can see why it wasn't chosen. 

    I have the Carrara Octane plugin and it is well integrated 

    not patched on like the D|S one

    DAZ could do it and have Embergen (mine only OR4 no Embergen)

    we don't know what they pay for iray

    Post edited by WendyLuvsCatz on
  • inquireinquire Posts: 2,196

    wolf359 said:

    Poser 12 uses a Blender-based renderer as one of it's options, so why can't Daz Studio?

     

     

    Posers implementation of “cycles” does not even include Viewport rendering display mode. and it  is still missing several important nodes

    +1

  • PerttiAPerttiA Posts: 10,024

    wsterdan said:

    As for the final Daz Studio 5 release:
    - The timeline for this is to have it out near the very end of this year.
    - Features and enhancements will be rolling in through the rest of the year.

    Comes down to which year the Features and enhancements was meant to be 'rolling in', if it was this year (2022), then the release in the end of 2021 would not have been fully functional inspite of being 'final'

  • wsterdanwsterdan Posts: 2,348

    That's exactly correct. Had they released it by the end of the year (2021, as per the date of the post) they would have been "rolling in" from January until now. Instead, they didn't release the not-quite-finished version in December, 2021 but have had 11 months since then to -- hopefully -- add the additions and enhancements.

  • PerttiAPerttiA Posts: 10,024

    wsterdan said:

    That's exactly correct. Had they released it by the end of the year (2021, as per the date of the post) they would have been "rolling in" from January until now. Instead, they didn't release the not-quite-finished version in December, 2021 but have had 11 months since then to -- hopefully -- add the additions and enhancements.

    11 months is a short time when developing such software, I guess they have started working on it when they finished DS 4.5 and stopped updating Carrara, Bryce and Hexagon.

    I know from experience that the final stage before release can be very time consuming.

  • inquireinquire Posts: 2,196

    I'm hoping Mac users could render with Metal, but maybe that's never to be.

  • wsterdanwsterdan Posts: 2,348

    11 months is a short time for software development, agreed, but they had a pre-Beta read to go 15 months ago; you're correct, DAZ 5 has been in the works for quite a while; hopefully, we'll get it earlier next year rather than later.

  • wsterdan said:

    11 months is a short time for software development, agreed, but they had a pre-Beta read to go 15 months ago; you're correct, DAZ 5 has been in the works for quite a while; hopefully, we'll get it earlier next year rather than later.

    However, we don't know that soem of the DS 5 work has not been rolled into DS 4 instead.

  • wsterdanwsterdan Posts: 2,348

    Richard Haseltine said:

    wsterdan said:

    11 months is a short time for software development, agreed, but they had a pre-Beta read to go 15 months ago; you're correct, DAZ 5 has been in the works for quite a while; hopefully, we'll get it earlier next year rather than later.

    However, we don't know that soem of the DS 5 work has not been rolled into DS 4 instead.

    Excellent point, that would mean that we should still be closer to DAZ Studio 5 being released, and when it is those features will already have been tested live. Win-win! 

  • Ron KnightsRon Knights Posts: 1,785

    This conversation isn't really about the DAZ Studio 5 Update.

  • So when I install studio 5, it won't crash studio 4.21 like every other update has?

  • GordigGordig Posts: 10,056

    It won't affect Studio 4 at all, because it will be a new program. 

  • fred9803fred9803 Posts: 1,564

    Think of it like the NASA/SpaceX testing program. The more testing they do the better and more reliable the program will [should] be in the end. I'd rather wait a while rather than get a program full of faults that needs multiple fixes down the line. There wil invetibly be tweaks needed like all previous versions but starting from a solid base keeps that to a minimum. So take all the time you need Daz and/but give up something good with DS5.

  • fred9803 said:

    Think of it like the NASA/SpaceX testing program. The more testing they do the better and more reliable the program will [should] be in the end. I'd rather wait a while rather than get a program full of faults that needs multiple fixes down the line. There wil invetibly be tweaks needed like all previous versions but starting from a solid base keeps that to a minimum. So take all the time you need Daz and/but give up something good with DS5.

    I think everyone got your meaning, but you could not have used two entities with procedures any more different than the two you mentioned :)

  • fred9803fred9803 Posts: 1,564

    You don't wnat something fully tested and good?

  • shadowhawk1shadowhawk1 Posts: 2,195

    wolf359 said:

    Poser 12 uses a Blender-based renderer as one of it's options, so why can't Daz Studio?

     

     

    Posers implementation of “cycles” does not even include Viewport rendering display mode. and it  is still missing several important nodes


    Look for IRAY renderer and how much they charge you for that. It comes free with DAZ Studio
    (EDIT:
    IRAY for Rhino, Maya, 3dsMax or the IRAY Server is about 295$ right now.)

    Cycles on the other hand, comes free with Blender, but you have to pay for Poser's included Blender-based renderer, which means you do also pay for this renderer.

    Indeed and  to gain access to the Iray plugin in iclone,
    you pay $540 USD for iclone  plus $99 USD for Iray .

    With Poser you get a crippled version of Cycles for $250 USD
    and Zero G8/9 Support.

    Daz studio alone, or  with one of the free game engines or Blender
    remains the Absolute $$BEST value$$ not matter how you look at it.
    As I demostrate here

     

     

    Having been a Poser user, we will have to agree to disagree... Poser is far more intutitive to use and so much easier to create shaders in... Oh yeah, and it has a USERS MANUAL!!! So there is no need to search for hidden shortcuts or features that daz decides not to share with everyone. 

  • vrba79vrba79 Posts: 1,398

    That was one of my favorite things about Poser. You could easily make some complex shaders with it's Material Room.

  • IceCrMnIceCrMn Posts: 2,129

    Users can make their own custom shaders in DS.

    Windows>Panes>Shader Mixer

    This is the shader for the hat.

    I didn't change anything, it's just imported from the scene I'm currently working on.

    I don't know anything about making shaders so this is just an example, but looks complex to my uninformed view.

    There's also one called "Shader Builder" which I think is for making 3DL (renderman shaders).

    Not sure, as I don't mess with the shaders at this level.

    screenshot005.jpg
    3840 x 2092 - 1012K
  • ravenzvideoravenzvideo Posts: 40
    edited November 2022

    DAZ_Rawb said:

    Hi everyone. Drum roll please...

    As Director of Technology for Daz 3D, I wanted to give you some big news.  The Daz Studio team has been hard at work on a massive foundation change for Daz Studio that will be released as Daz Studio 5! Our project has been the #1 priority for the team for quite some time now, and it's almost done. Since we know how important getting a Mac version of Daz Studio is to all of you, we are switching up our release plans (from our normal releases) to get you a look at the upcoming Daz Studio 5 as soon as possible.

    Details of the upcoming Daz Studio 5 early-access Pre-Beta:
    - Release timing for this early-access preview is coming soon, at the very end of this month (July) or sometime next month (August).
    - This will be a pre-beta release. Normally we wait until the software is completely finished before releasing it.
    - Major Update will be Daz Studio release running for Macs, no other major features in the Pre-Beta.
    - All Plugins and some scripts will be broken. The SDK won't be available with this first release, but will be following it up at a later date. Some other less used features won't work at launch, but will be coming online throughout the year.
    - This release will work on at least x86 Macs (with both Filament and Iray). We are still investigating if this initial early-access release will run either natively or through emulation on M1 macs, but M1 support will come during the continued development of Daz Studio 5.
    - It will install into a new location, so you can run it along your current Daz Studio (release/beta) without problems.

    As for the final Daz Studio 5 release:
    - The timeline for this is to have it out near the very end of this year.
    - Features and enhancements will be rolling in through the rest of the year.
    - Anyone who has Daz Studio 4 in their account will be able to keep it. You'll be able to continue to download and use it for the foreseeable future.

    I hope everyone is just as excited about Daz Studio 5 as we are.

    Applause, applause...  Thank you very much for the great news.  I am beyond excited.  Beyond words.  Please, don't work too hard and forget that we are only human and all need some sleep. :)  Good Luck!

    Post edited by ravenzvideo on
  • Please don't turn this into an App War.

  • shadowhawk1shadowhawk1 Posts: 2,195

    IceCrMn said:

    Users can make their own custom shaders in DS.

    Windows>Panes>Shader Mixer

    This is the shader for the hat.

    I didn't change anything, it's just imported from the scene I'm currently working on.

    I don't know anything about making shaders so this is just an example, but looks complex to my uninformed view.

    There's also one called "Shader Builder" which I think is for making 3DL (renderman shaders).

    Not sure, as I don't mess with the shaders at this level.

    I know you can make custom shaders in studio, I was jsut saying it was easier to do in poser and I will leave it there since the wielder of the ban hammer is watching. 

  • wsterdanwsterdan Posts: 2,348

    vrba79 said:

    That was one of my favorite things about Poser. You could easily make some complex shaders with it's Material Room.T

    True, but I think a good part of that comes down to the core philosophy for the two programs. DAZ is first and formost a 3D asset company with DAZ Studio being a very, very decent shell for using the assets (a very decent "razor" for some of the world's best "blades", not to mention the adapters/bridges they provide for customers to use their "blades" in other people's razors). Where Poser has an exellent material room, DAZ sells over a thousand shader packs; it's important to note, as well, that despite not having a great manual, Published Artists have been able to make those 1000+ shader packs using the same DAZ Studio built-in features that we have access to. The average artist here most likely uses pre-made shadres, whereas Poser uses are almost forced to build their own.

    Both applications are excellent, each with their own pros and cons.

  • shadowhawk1shadowhawk1 Posts: 2,195

    wsterdan said:

    vrba79 said:

    That was one of my favorite things about Poser. You could easily make some complex shaders with it's Material Room.T

    True, but I think a good part of that comes down to the core philosophy for the two programs. DAZ is first and formost a 3D asset company with DAZ Studio being a very, very decent shell for using the assets (a very decent "razor" for some of the world's best "blades", not to mention the adapters/bridges they provide for customers to use their "blades" in other people's razors). Where Poser has an exellent material room, DAZ sells over a thousand shader packs; it's important to note, as well, that despite not having a great manual, Published Artists have been able to make those 1000+ shader packs using the same DAZ Studio built-in features that we have access to. The average artist here most likely uses pre-made shadres, whereas Poser uses are almost forced to build their own.

    Both applications are excellent, each with their own pros and cons.

    PA's have also been given access to tools the common user hasn't. 

  • wsterdanwsterdan Posts: 2,348
    edited November 2022

    shadowhawk1 said:

    wsterdan said:

    vrba79 said:

    That was one of my favorite things about Poser. You could easily make some complex shaders with it's Material Room.T

    True, but I think a good part of that comes down to the core philosophy for the two programs. DAZ is first and formost a 3D asset company with DAZ Studio being a very, very decent shell for using the assets (a very decent "razor" for some of the world's best "blades", not to mention the adapters/bridges they provide for customers to use their "blades" in other people's razors). Where Poser has an exellent material room, DAZ sells over a thousand shader packs; it's important to note, as well, that despite not having a great manual, Published Artists have been able to make those 1000+ shader packs using the same DAZ Studio built-in features that we have access to. The average artist here most likely uses pre-made shadres, whereas Poser uses are almost forced to build their own.

    Both applications are excellent, each with their own pros and cons.

    PA's have also been given access to tools the common user hasn't. 

    My mistake, I wasn't aware there were special developer tools for shaders. I thought, as far as shaders went, they only had the tools end-users had.

    Post edited by wsterdan on
  • shadowhawk1shadowhawk1 Posts: 2,195

    wsterdan said:

    shadowhawk1 said:

    wsterdan said:

    vrba79 said:

    That was one of my favorite things about Poser. You could easily make some complex shaders with it's Material Room.T

    True, but I think a good part of that comes down to the core philosophy for the two programs. DAZ is first and formost a 3D asset company with DAZ Studio being a very, very decent shell for using the assets (a very decent "razor" for some of the world's best "blades", not to mention the adapters/bridges they provide for customers to use their "blades" in other people's razors). Where Poser has an exellent material room, DAZ sells over a thousand shader packs; it's important to note, as well, that despite not having a great manual, Published Artists have been able to make those 1000+ shader packs using the same DAZ Studio built-in features that we have access to. The average artist here most likely uses pre-made shadres, whereas Poser uses are almost forced to build their own.

    Both applications are excellent, each with their own pros and cons.

    PA's have also been given access to tools the common user hasn't. 

    My mistake, I wasn't aware there were special developer tools for shaders. I thought, as far as shaders went, they only had the tools end-users had.

    Not going to start a fight, just saying that PA's have been show and given acces to features and tools others are not aware of. At least that was the case when I was a PA here.

  • shadowhawk1 said:

    wsterdan said:

    shadowhawk1 said:

    wsterdan said:

    vrba79 said:

    That was one of my favorite things about Poser. You could easily make some complex shaders with it's Material Room.T

    True, but I think a good part of that comes down to the core philosophy for the two programs. DAZ is first and formost a 3D asset company with DAZ Studio being a very, very decent shell for using the assets (a very decent "razor" for some of the world's best "blades", not to mention the adapters/bridges they provide for customers to use their "blades" in other people's razors). Where Poser has an exellent material room, DAZ sells over a thousand shader packs; it's important to note, as well, that despite not having a great manual, Published Artists have been able to make those 1000+ shader packs using the same DAZ Studio built-in features that we have access to. The average artist here most likely uses pre-made shadres, whereas Poser uses are almost forced to build their own.

    Both applications are excellent, each with their own pros and cons.

    PA's have also been given access to tools the common user hasn't. 

    My mistake, I wasn't aware there were special developer tools for shaders. I thought, as far as shaders went, they only had the tools end-users had.

    Not going to start a fight, just saying that PA's have been show and given acces to features and tools others are not aware of. At least that was the case when I was a PA here.

    While PAs may get helpers, and help, they don't have any special tools for shader creation - which is probably why few do it.

  • wsterdanwsterdan Posts: 2,348

    Thanks for the clarification, Richard, much appreciated.

  • vrba79vrba79 Posts: 1,398
    edited November 2022

    My main speculative takeaway is that we're gonna be stuck with IRAY as the mainline and glorified preview renderers like OpenGL and Filament as our only options going forward, starting with DS5.

    I'd love to be surprised and proved wrong, but that's just not the vibe I'm picking up.

    Post edited by vrba79 on
  • I feel the pain of a lot of people here, dissatisfied with their viewport and render options, and would like to again offer a suggestion.

    Between Diffeo and Sagan, it is actually pretty easy nowadays to get DAZ content into Blender. Becoming competent with Blender's material node system is admittedly a journey, but it's a fun one, and the joy of being able to say "I honestly wouldn't care a fig if IRay were discontinued tomorrow" is priceless. Cycles's completely transparent development process where I don't need to wonder about anything because I can talk directly to the guys developing it is worth something as well.

    I really regret Blender's reputation as being difficult to use that I think precludes a lot of people from freeing themselves from a lot of limitations, like the proverbial puppy in the Skinner Box. If you just want to render in Blender, not model or animate, you'd have to learn even less. A month of studious application from now, you won't even remember what you thought was so difficult.

  • wsterdanwsterdan Posts: 2,348

    vrba79 said:

    My main speculative takeaway is that we're gonna be stuck with IRAY as the mainline and glorified preview renderers like OpenGL and Filament as our only options going forward, starting with DS5.

    I'd love to be surprised and proved wrong, but that's just not the vibe I'm picking up.

    Well, for the vast majority of both the users and the content creators iRay has been the mainline for quite a while now. DAZ not supplying 3DL options for the launch of the Genesis 9 characters doesn't look great for us 3DL users, but again, it's been coming for quite a while.

    I've only used Filament a little bit, but it did a better job for me than OpenGL so I'm still very much looking forward to it, as for me, it's what I need right now. I suspect that OpenGL, once the Mac has Filament, will probably pass away quietly.

    Honestly, I'm not sure at this point if 3DL will be left behind completely, or possibly replaced by a more robust rendering engine. People with very powerful non-Nvidia cards would no doubt love it, but I'm not sure how easy it would be to talk the PAs into supporting two engines.

    I guess we just have to wait until DAZ Studio 5 does come out, but it really would be nice to get some advance notice from DAZ to help us plan a bit.

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