Daz Studio 5 development update

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Comments

  • inquireinquire Posts: 2,213

    This is certainly impressive. But how soon could something like this be a part of jazz studio? Would this be possible with DAZ Stuio 5?

  • How about supporting "AMD Radeon ProRender" in DS 5 as an alternative to IRay?  ProRender supports any GPUs that support OpenCL and/or DirectX12.

    https://www.amd.com/en/products/graphics/software/radeon-prorender.html

    https://gpuopen.com/radeon-pro-render/

  • robertswwwrobertswww Posts: 790
    edited February 16

    @nakamuram002 ProRender would be a nice addition since it supports AMD GPUs, OpenCL, and Apple Metal, this in addition to current nVidia iRay support, would make Daz Studio work with just about any popular GPU greatly expanding the market for Daz.

    Post edited by robertswww on
  • inquireinquire Posts: 2,213
    edited February 17

    robertswww said:

    @nakamuram002 ProRender would be a nice addition since it supports AMD GPUs, OpenCL, and Apple Metal, this in addition to current nVidia iRay support, would make Daz Studio work with just about any popular GPU greatly expanding the market for Daz.

    I looked at these products. They're all impressive. Would they all work with the Nvidia shaders though? Would some plugin be necessary to convert the shaders? I'm also thinking the same thing about the Media2Face and the Sora.

    Post edited by inquire on
  • ragamuffin57 said:

    Interesting some more development from the change log seems we might be getting closer to a major update. Maybe  Daz 5 ?  But would not hold your hopes up laugh

    • Source maintenance

    • Extended DzPane SDK API; added metatype/typedef for QPointer<DzPane>, DzWeakPanePtr

    • Added OmniSurface shaders

      • ./shaders/iray/nvidia/OmniSurface/OmniHair.mdl

      • ./shaders/iray/nvidia/OmniSurface/OmniHairBase.mdl

      • ./shaders/iray/nvidia/OmniSurface/OmniShared.mdl

      • ./shaders/iray/nvidia/OmniSurface/OmniSurface.mdl

      • ./shaders/iray/nvidia/OmniSurface/OmniSurfaceBase.mdl

    • Addressed issues with localization

    • Addressed issues with anonymous logging

    DAZ Studio : Incremented build number to 4.22.1.62

    Are those OmniSurface thingies actually user-facing shaders, or are those something internal to the workings of the program such  that it describes to it, say, new sorts of shader "bricks" that it will now be able to recognize?  In any event, I've not been able to spot any shaders-ralated files in My Daz 3D Library or in the ...\Documents\Studio\ folders that have .MTL extensions on them, but maybe I'm looking in the wrong place.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,271

    yeah much is hidden as bricks, the triplanar addition got me excited until I realised there was no easy user facing method of utilizing it

    I had assumed would be a UV option added to the ubershader, made an a$$ out of you and me cheeky

  • robertswwwrobertswww Posts: 790

    inquire said:

    I looked at these products. They're all impressive. Would they all work with the Nvidia shaders though? Would some plugin be necessary to convert the shaders? I'm also thinking the same thing about the Media2Face and the Sora.

    A shader converter script could probably be written by one of the Daz PA script wizards, such as Code 66, RiverSoft Art, Sickleyield, V3Digitimes, and others. Here's a sample of some of their current conversion tools such as:

    Advanced Material Converter
    https://www.daz3d.com/advanced-material-converter

    RSSY Iray to 3Delight Converter And Merchant Resource
    https://www.daz3d.com/rssy-iray-to-3delight-converter-and-merchant-resource

    RSSY 3Delight to Iray Converter
    https://www.daz3d.com/rssy-3delight-to-iray-converter

    Iray Smart Converter and Advanced Skin Managers for Genesis 3
    https://www.daz3d.com/iray-smart-converter-and-advanced-skin-managers-for-genesis-3

    1-Click PBRSkin
    https://www.daz3d.com/1-click-pbrskin

    -and-


    A realtime text-to-speech or motion capture tool integrating AI technology to help with matching human lip-sync to Daz 3D animated characters could also be coded by other Daz PAs who already have experience in this field, such as LayLo 3D, NextOS, and Dobit. Here's some of their current Daz products: 

    Face Mojo - Facial MoCap Retargeting for Genesis 9
    https://www.daz3d.com/face-mojo--facial-mocap-retargeting-for-genesis-9

    D-Talks! - Realtime Talking Chatbot for Daz Characters
    https://www.daz3d.com/d-talks--realtime-talking-chatbot-for-daz-characters

    Anilip 2
    https://www.daz3d.com/anilip-2

  • Well, the main reason I was asking was to confirm in my mind whether it was an internal thing to the actual functions of Daz Studio or if it was "just another shader set" or something.

    For context, I was recently doing a render-set concisting of a dozen or so camera angles, expecting it to be maybe a 5 or 10 minute render each, since it was a fairly simple room scene with not a lot of stuff in it... but the dozen or so renders were mostly all 40 to 50 minutes each, and I was starting to cuss at the machine, and the fact that this mere dozen or so renders were gobbling up the entire day to finish, and while this was going on, I was longing for the video-games-style alternate iray render engine system purportedly arriving in Daz5 that are supposed to be a heck of a lot faster than the current ray-tracing-based iray render engine.

    Now, having noticed that there's this OmniSurface doohicky being added to Daz 4.22.something, it makes me wonder if maybe they're also back-porting the faster, video-games-style iray render engine onto Daz4, or if this just merely means that Daz4 at least will load shaders that were originally designed for Omniverse without it going "Wait, what the flip is this?!?" at them.

  • CricketCricket Posts: 461

    I hope Studio will finally recognize when there's a DForce explosion, and stop the simulation. I waited an hour and a half for it to stop after exploding, and finally had to force close the program, as hitting "cancel" simply freezes up.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,271

    I would like a bake to keyframes option for Dforce myself

    like Optitex freeze

    not just one frame like Dforce2Morph does

    it would solve a lot of issues with explosions in animation and could be saved as matching aniblocks with poses

    simply because it's a series of animated morphs thus editable and can be applied anywhere along the timeline

    I do do some manually with Dforce2Morph for short animations but it's very tedious

    as each frame needs a scene reload, simulation and save

  • MasterstrokeMasterstroke Posts: 1,989

    I am hoping on multiple Mesh Smoothing selection options.

  • Ron KnightsRon Knights Posts: 1,792

    I got all excited because I thought we're finally get some info on DAZ Studio 5.

    Oh well, I'm disappointed again!

  • AndrewJJPAndrewJJP Posts: 720
    edited April 11

    HD morphs for normal people please. I want to make pressure morps for clothes. Tight clothing is unrealistic and the base mesh doesn't give enough resolution to fix it. I've tried displacement, but it's all a bit silly I have to and it's too much hassle even for me...

    Or how about having this done in physics, so the softness of the human body can be accounted for in simulations.

     

    Post edited by frank0314 on
  • TorquinoxTorquinox Posts: 3,358

    DS5 is likely to be a watershed event, when/if it arrives. On the one hand, we should see some improvements to the software - Hopefully, we'll see some improvements. We may also see some bugs. That's normal in software development. The more complex the software, the more difficult it is to exterminate all the bugs. Unfortunately, we will likely see the end of life for a lot of scripts and plugins made for DS4. No idea what DS5 will contain, what may be included in the package. So, on that unknown future day that DS5 emerges, I'll need to keep running DS4 along with DS5.

    But. But! So far, DS5 is not a thing that we can use. We have zero new information about it. So, nothing much to do there. At least DS4 continues to receive updates and plenty of support. I guess, like everyone else here, I'll just keep watching to see if anything happens. Seems like "maybe next year" is as good a guess as any.

  • ArtAngelArtAngel Posts: 1,719

    Base on AI subscriptions, and the recent direction of Daz frustrating the user experience with bloated ads,  I am not holding my breath expecting something clean or wonderful.

  • Ghosty12Ghosty12 Posts: 2,060

    ArtAngel said:

    Base on AI subscriptions, and the recent direction of Daz frustrating the user experience with bloated ads,  I am not holding my breath expecting something clean or wonderful.

    Has me wondering as well, this sudden foray into AI has me thinking when and if Daz Studio 5 does come.

  • PerttiAPerttiA Posts: 10,024

    Ghosty12 said:

    ArtAngel said:

    Base on AI subscriptions, and the recent direction of Daz frustrating the user experience with bloated ads,  I am not holding my breath expecting something clean or wonderful.

    Has me wondering as well, this sudden foray into AI has me thinking when and if Daz Studio 5 does come.

    In my estimate, they have invested around 10 years into developing DS5 so far and as DS4 is severly outdated with the version of Qt it uses, I have no doubt in DS5 being released when it's ready for user testing, but when that is and how irritating the interface will be... That is to be seen 'soon'...

  • Ghosty12Ghosty12 Posts: 2,060
    edited April 11

    PerttiA said:

    Ghosty12 said:

    ArtAngel said:

    Base on AI subscriptions, and the recent direction of Daz frustrating the user experience with bloated ads,  I am not holding my breath expecting something clean or wonderful.

    Has me wondering as well, this sudden foray into AI has me thinking when and if Daz Studio 5 does come.

    In my estimate, they have invested around 10 years into developing DS5 so far and as DS4 is severly outdated with the version of Qt it uses, I have no doubt in DS5 being released when it's ready for user testing, but when that is and how irritating the interface will be... That is to be seen 'soon'...

    Indeed as looking at the OP an early access pre release beta build, was touted to be out around July / August 2021. We are now coming up to 3 years since that time and no word on how things are going. 

    Post edited by Ghosty12 on
  • PerttiAPerttiA Posts: 10,024

    Ghosty12 said:

    PerttiA said:

    In my estimate, they have invested around 10 years into developing DS5 so far and as DS4 is severly outdated with the version of Qt it uses, I have no doubt in DS5 being released when it's ready for user testing, but when that is and how irritating the interface will be... That is to be seen 'soon'...

    Indeed as looking at the OP an early access pre release beta build, was touted to be out around July / August 2021. We are now coming up to 3 years since that time and no word on how things are going. 

    That was about releasing a severly limited pre-beta (=alpha) version because DS4 was no longer working on newer MAC operating systems. Once they got DS4 working on MAC again, the need for releasing such crippled (and buggy) version was no longer there. 

  • Ghosty12Ghosty12 Posts: 2,060

    PerttiA said:

    Ghosty12 said:

    PerttiA said:

    In my estimate, they have invested around 10 years into developing DS5 so far and as DS4 is severly outdated with the version of Qt it uses, I have no doubt in DS5 being released when it's ready for user testing, but when that is and how irritating the interface will be... That is to be seen 'soon'...

    Indeed as looking at the OP an early access pre release beta build, was touted to be out around July / August 2021. We are now coming up to 3 years since that time and no word on how things are going. 

    That was about releasing a severly limited pre-beta (=alpha) version because DS4 was no longer working on newer MAC operating systems. Once they got DS4 working on MAC again, the need for releasing such crippled (and buggy) version was no longer there. 

    Ahh forgot about that, but still wondering what has been going on since then. I think at one point folks were thinking that the release of Genesis 9 might herald in the new Daz Studio, but that didn't happen. I suppose the other possible reason would be to try and make sure, all plugins and addons would work with the new Studio 5 when it eventually comes.

  • PerttiAPerttiA Posts: 10,024

    Ghosty12 said:

    PerttiA said:

    Ghosty12 said:

    PerttiA said:

    In my estimate, they have invested around 10 years into developing DS5 so far and as DS4 is severly outdated with the version of Qt it uses, I have no doubt in DS5 being released when it's ready for user testing, but when that is and how irritating the interface will be... That is to be seen 'soon'...

    Indeed as looking at the OP an early access pre release beta build, was touted to be out around July / August 2021. We are now coming up to 3 years since that time and no word on how things are going. 

    That was about releasing a severly limited pre-beta (=alpha) version because DS4 was no longer working on newer MAC operating systems. Once they got DS4 working on MAC again, the need for releasing such crippled (and buggy) version was no longer there. 

    Ahh forgot about that, but still wondering what has been going on since then. I think at one point folks were thinking that the release of Genesis 9 might herald in the new Daz Studio, but that didn't happen. I suppose the other possible reason would be to try and make sure, all plugins and addons would work with the new Studio 5 when it eventually comes.

    I know from experience that the last stage takes relatively long time.

    Some 20+ years ago, I was involved in closed bata testing of software and hardware for a bigger company than Daz. The products were far less complicated than DS and the testing phase still took a whole year.
    When we got the products from the in-house alpha testing, it was usually completely unusable for the intended purpose. When it was released, it was usually at the stage "Works for most of the people most of the time"

  • Ghosty12Ghosty12 Posts: 2,060

    PerttiA said:

    Ghosty12 said:

    PerttiA said:

    Ghosty12 said:

    PerttiA said:

    In my estimate, they have invested around 10 years into developing DS5 so far and as DS4 is severly outdated with the version of Qt it uses, I have no doubt in DS5 being released when it's ready for user testing, but when that is and how irritating the interface will be... That is to be seen 'soon'...

    Indeed as looking at the OP an early access pre release beta build, was touted to be out around July / August 2021. We are now coming up to 3 years since that time and no word on how things are going. 

    That was about releasing a severly limited pre-beta (=alpha) version because DS4 was no longer working on newer MAC operating systems. Once they got DS4 working on MAC again, the need for releasing such crippled (and buggy) version was no longer there. 

    Ahh forgot about that, but still wondering what has been going on since then. I think at one point folks were thinking that the release of Genesis 9 might herald in the new Daz Studio, but that didn't happen. I suppose the other possible reason would be to try and make sure, all plugins and addons would work with the new Studio 5 when it eventually comes.

    I know from experience that the last stage takes relatively long time.

    Some 20+ years ago, I was involved in closed bata testing of software and hardware for a bigger company than Daz. The products were far less complicated than DS and the testing phase still took a whole year.
    When we got the products from the in-house alpha testing, it was usually completely unusable for the intended purpose. When it was released, it was usually at the stage "Works for most of the people most of the time"

    Ahh, thank you. I often wondered how long and what it took to create software like this and other software types. smiley

  • Masterstroke said:

    I am hoping on multiple Mesh Smoothing selection options.

    Would this mean as in, giving a set of clothes more than one collision-object so someone could readily insert an arbitrary object inside a character's shirt and have the shirt just magically contour itself around that object while also continuing to contour itself around the character's body?  This is something I've been banging my head against a brick wall trying to find a way to do that.

  • Robert FreiseRobert Freise Posts: 4,458

    It'll be out wait for it DAZ SOONdevil

  • mcorrmcorr Posts: 1,093
    edited April 13

    Torquinox said:

    Noah LGP said:

    iSeeThis said:

    I asked Bard.Google.com; 

    will daz 5.0 include ai features?

    it replied;

    Yes, Daz Studio 5.0 will include AI features. In a recent forum post, Daz 3D stated that they are working on a number of AI features for Daz Studio 5.0, including:

    AI denoiser: To reduce noise and improve the quality of rendered images.
    AI upscaler: To increase the resolution of rendered images without sacrificing quality.
    AI face enhancer: To improve the realism of rendered faces.
    AI background enhancer: To improve the realism of rendered backgrounds.
    Daz 3D has not yet released any specific details about these features, but they have stated that they are still under development and that more information will be released closer to the release date of Daz Studio 5.0.

    In addition to the above features, there is also the possibility of other AI features being added to Daz Studio 5.0 in the future. For example, Daz 3D has previously expressed interest in developing AI-powered tools for posing and animating figures, as well as for generating new content.

    ---

    Is this reply from here? I've tried to get the message but found none. Anyone knows about this please tell me where to read it. Thank you!

     

    Tafi is already working on a Character Generator (AI text to 3D), it's a feature I would like to see in Daz Studio 5.

    Without sources, this is made-up nonsense.

    Without sources supporting the statement, it might still be true (you can't say either way if you don't have your own info to refute the assertion, so an agnostic approach here is logically the most defensible), but "made-up" could arguabley be correct, ... although there is stuff that has no basis in truth, and then there is stuff that is based on some (possibly partial) truth or information, which we normally call "conjecture." There ... cleaned it up for you!

    Post edited by mcorr on
  • joegerardijoegerardi Posts: 226

    What I woulds like to see is a little consistency in their posing dials, Why is is that if you move one arm positive, it moves forward, but if you move the other positive it moves backward?

     

    On G8, why when you slide the "Eyes left-right," when you slide the dial left, the eyes move right, and vice-a-versa?

     

    This is just 2 quick issues, there are dozens more, all of which simply make no sense.

     

    ..Joe

  • Richard HaseltineRichard Haseltine Posts: 101,235

    joegerardi said:

    What I woulds like to see is a little consistency in their posing dials, Why is is that if you move one arm positive, it moves forward, but if you move the other positive it moves backward?

    Because theya re on oposite sides of the figure, so the shape is mirrored but the axes for roation are set by the world. You could hide the real slider on one side and use ERC to have another drive it with a -1 multiplier, that would make them move in the "same way."

    On G8, why when you slide the "Eyes left-right," when you slide the dial left, the eyes move right, and vice-a-versa?

    I am not seeing a slider of that name on Genesis 8.1 Male - which Genesis 8 are you using, and are you counting the figure's left or your left?

    This is just 2 quick issues, there are dozens more, all of which simply make no sense.

     

    ..Joe

  • joegerardijoegerardi Posts: 226

    Richard Haseltine said:

    joegerardi said:

    What I woulds like to see is a little consistency in their posing dials, Why is is that if you move one arm positive, it moves forward, but if you move the other positive it moves backward?

    Because theya re on oposite sides of the figure, so the shape is mirrored but the axes for roation are set by the world. You could hide the real slider on one side and use ERC to have another drive it with a -1 multiplier, that would make them move in the "same way."

    On G8, why when you slide the "Eyes left-right," when you slide the dial left, the eyes move right, and vice-a-versa?

    I am not seeing a slider of that name on Genesis 8.1 Male - which Genesis 8 are you using, and are you counting the figure's left or your left?

    This is just 2 quick issues, there are dozens more, all of which simply make no sense.

     

    ..Joe

    Then why with Leg "Bend" is negative always forward, and positive always aft? Again, there's no consistency.

     

    As to the eyes, I meant "Eyes Side-Side." And I'm always looking at them from my perspective at the character. Trying to move the eyes from behind the character would be an exercise in futility. After all, I'm the one doing the poses. And I';m referring to G8, as I wrote in my original post.

     

    ..Joe

  • Richard HaseltineRichard Haseltine Posts: 101,235

    joegerardi said:

    Richard Haseltine said:

    joegerardi said:

    What I woulds like to see is a little consistency in their posing dials, Why is is that if you move one arm positive, it moves forward, but if you move the other positive it moves backward?

    Because theya re on oposite sides of the figure, so the shape is mirrored but the axes for roation are set by the world. You could hide the real slider on one side and use ERC to have another drive it with a -1 multiplier, that would make them move in the "same way."

    On G8, why when you slide the "Eyes left-right," when you slide the dial left, the eyes move right, and vice-a-versa?

    I am not seeing a slider of that name on Genesis 8.1 Male - which Genesis 8 are you using, and are you counting the figure's left or your left?

    This is just 2 quick issues, there are dozens more, all of which simply make no sense.

     

    ..Joe

    Then why with Leg "Bend" is negative always forward, and positive always aft? Again, there's no consistency.

     

    As to the eyes, I meant "Eyes Side-Side." And I'm always looking at them from my perspective at the character. Trying to move the eyes from behind the character would be an exercise in futility. After all, I'm the one doing the poses. And I';m referring to G8, as I wrote in my original post.

     

    ..Joe

    The legs are not mirrored in the same way as the arms, they hang down and their main movements are around the x axis, while the arms stick outn left and right and have a mixture of orientations for their active bends.

  • strtofloatstrtofloat Posts: 0

    As new user - i am waiting for v5 because of v4 FONTS in gui..

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