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I know ppl have complained a lot about the physics in Daz 4, my only hope will be the bridge of Daz5 to Omniverse, I heard the physics are excellent in Omniverse, it could be my savior.
However, maybe they can add suface painting in Daz5, therefore relaying on GSO product will be no more, and I can finally apply them without losing paint jobs on my figures.
Happy Anniversary!
Man, the year zipped by, didn't it?
Unless I've missed it, still no estimate for DAZ Studio 5; lots of updates to Version 4.x.x, which, to be honest, I'm not sure gets us closer to Version 5 or farther away. A pre-Beta version was working three years ago (one that had Filament working for the Mac); if they'd released an actual features-light version of DAZ Studio 5 in January, 2022 they'd have had 30 months to add all the features into DAZ Studio 5 that we have now and testing them on an actual version of DAZ Studio 5. Hopefullly when they do release DAZ Studio 5, all of the features they've been adding to version 4 will still work.
At any rate, fingers crossed for DAZ Studio 5 some time this year, or at least a status update.
I've just started using DAZ Studio again after a prolonged break of the whole of this year so far. I had a pet fantasy that when I started again, DS5 would be waiting for me. Alas, a forlorn hope. I did install the latest GR version but I struggle to see much of a difference to what I remember.
Happy anniversary Walt ... I'll check the thread in 12 months time again to see if there is any change...
in the meantime.... back to the cubes
I'm disappointed that DS5 has not arrived yet.
I understand that migrating both versions (Mac and PC) to a more modern version of the Qt cross-platform development environment is challenging. DAZ Studio is essentailly (mostly?) a framework of plug-ins. The newer Qt breaks compatiblity with the older version, so (almost?) every plug-in needs a rewrite. That seems daunting from a developer standpoint and I'm sure takes a lot of time for coding and testing. There may be plug-ins that are more challenging to update. Even the database software needs to be stable with Qt and the latest operating systems across both platforms.
The DAZ Studio developer(s) have their hands full supporting DS4 while chipping away at DS5. We've been told that DS4 has been getting some benefits from DS5 development, and that's nice.
From a Mac user perspective, it's been years without having a version of DS capable of running natively on Apple Silicon systems. With Apple's assistance, the DAZ developers did get DS4 running under emulation on modern Macs. I'm grateful for that as it allowed me to continue enjoying my passion for 3D rendering.
As others have asked for, I'd also like to see some progress/status reporting from DAZ regarding DS5 development. I keep waiting for DS5 to arrive before picking up a new Mac. I'm also just putting items in my wishlist and shopping cart without buying anything, no matter how nice the items are. So my spending has dropped to zero over the last month or so.
The last time I stopped spending here was in 2022 due to product and site quality issues. I used the money I had set aside for technology and graphics (DAZ purchases) and bought a 2022 Chevy Bolt EV. This time around, I repeated the process and bought a 2024 Tesla Model Y from that same account and have been enjoying the new car for the past 4 weeks. I still run DS4 on my Macs (and sometimes my HP Omen 40L PC), but really, really, really would like to have a modern, quick, and stable DS5 on the Mac. With more feature alignment with the PC version.
Pull back the cloak of secrecy a tiny bit and let us know what's going on with DS5. Give us estimate on when we'll see it, expected enhancements (Filament on Mac, native Apple Silicon version, rendering performance improvements, etc.)
I'm waiting to upgrade my current Mac(s), but if development drags out much longer, my interest in DAZ will diminish and I'll find other alternatives. I dropped Poser after faithfully using it since the first version when I moved to DS. I can do the same with DAZ, especially since we're seeing more AI based tools out there. Do I prefer using DS over AI? Yes, absolutely, as I want as much control over what I'm rendering as possible.
Anyway, that's just a few of my personal thoughts today. Others would and should have different takes on DS5. I'm just getting impatient. LOL!
Lee
+1 I really feel the same way. I too have stopped purchasing and have added things to my wishlist without buying, no matter how nice they seemed. I also have started experimenting with AI, both here and on another site.
I'd never tried AI until DAZ made AI Studio available. After playing with it for a few weeks and getting some pretty awesome images, I put it aside and went back to DAZ Studio. I see the attraction of generative image creation, but I need something that gives me as much fine control as possible. On the other hand, the gorgeous render style that AI Studio (and other AI systems) create left me wanting more from DAZ Studio/Iray. Perhaps DS5 will be amazing and address DS4's shortcomings for both platforms. That'd be quite nice. DAZ certainly has to balance getting 5 out the door with the correct features and stability in order to keep existing customers and to attract new ones. Releasing it unpolished could have a negative effect on sales/customer satisfaction. It sounds like you and I are a bit tired of waiting (for DS5 or some informative PR updates on it), inquire. :)
Lee
Essentially everything added in 4.20+ is DS 5 (or whatever it ends up being called) that can be made to work in the older version of Qt, and so has been released as 4.x updates.
That's truly great to know that DS 4 is getting updated with fixes/features that are compatible with the newer Qt (and DS 5).
I wonder how much longer it will take for the remaining DS 4 features to be rolled into a viable, shipping DS 5? Native Apple Silicon processor support (non-emulated), Filament, fixed GUI glitches, fixed keyboard shortcuts, etc.? I'm primarily interested in performance improvements within DS and the bug fixes with the interface and shortcuts. Don't know if Iray rendering is emulated or not, but if any aspect of the internal Iray render pipeline (between DS and Iray) can be improved for native performance, that would be most welcome.
Surely there's a project management methodology being used to track milestones and obstacles during development. A high level/forward looking update on DS 5 progress is what we're looking for since we don't have a product yet. It would help build customer confidence. Or not if we're still years away from seeing DS 5. :)
Thanks, Richard! We always appreciate the updates and insights you're able to give us. :)
Lee
One of the other things I've seen suggested might come with Daz5 was the non-raytrace, video-game-optimized version of Iray, brought over from Omniverse, since Omniverse aleady uses that natively. This other version of Iray was said to render a LOT faster than the current, raytrace version of Iray that comes with Daz4, but renders from this other Iray are said to look almost as good as renders done with the raytraced version of Iray.
If it is the case that the way-faster, non-raytraced Iray is going to ship natively with Daz5, and if this version of Iray could be back-ported into near-future versions of Daz4 like it was said here that some of the other Daz5 improvements were, I'd be a happy camper, because a purported way-faster Iray renders is the main thing I'm waiting on Daz5's release for.
I do hope you are right. That sounds like something similar to the new Eevee Next, coming to Blender - purpotedly "real time".
Filament is interesting as a level of screen detail, but it isn't anywhere up to the image quality of the game engine render engines, particularly when considering transparency. If the Omniverse non-raytraced version could be added to the toolset to compliment or replace Filament, I think that would be fantastic.
Regards,
Richard
So we won't lose all the plugins/addons/scripts?
As long as they release 4.x versions which do not break the SDK, plugins remain compatible.
Once they release DS5, plugins and maybe scripts will need an update due to the Qt framework changing, which means some of them will never work in DS5 due to no one being there to update them. That has not changed.
I don't see what they could do that would surpass the "improved search" and "enhanced licensing tags" of DAZ 4.23. Maybe there's no more we could ask for.
Better optimization of the code so that it does not start to chug along the more you do in it. Also make better use of peoples RTX GPU's, although this depends on what Nvidia are up to with their iRay render engine. And with cartoon rendering coming in a later version of Daz Studio, go deeper into developing that part of it as well.
As I understand it, while Omniverse does indeed use Iray itis not the only render engine it can use and Iray isn't used for the non-ray traced rendering.
Those were certainly features for which there was much demand.
Is there finally something added in DS to produce controlnet maps? It seems trivial from the technical point of view.
The thing that worries me about the looooong delay of DS 5 is the lack of support for 4K monitors with DS 4. Technology is marching on, and I can't upgrade my monitor to new technology until DAZ Studio supports higher resolution. Non-scaling fonts and UI elements mean my display is frozen at 2560x1440, which works well, but I dream of trading two monitors for one big, 4k monitor.
If it is trivial (I'm not sure what it is) then the script development kit and/or SDK are available to roll your own.
It sounds like you create a scene in DAZ Studio and the AI turns it into a better looking scene. Maybe the "trivial" part is making DAZ Studio send the image to the AI system.
Wasn't impressed didn't see any improvement in the search as for the licensing tags that should be done automatically when the product is downloaded and installed
using the current beta?
Yeah
What am I missing here? Seven years ago, I purchased two LG UC99-W 3840 x 1600 38" 4K Class 21:9 UltraWide® WQHD+ IPS Curved LED Monitors back in March of 2017, specifically for using with DAZ Studio. No problems here.
A wish, a fundamental change. Muscles should span joints. It seems simple, but DAZ models this principle characteristic wrong.
I'm well aware Omniverse itself supports multiple different render engines.
Anyway, I had to wrack my brain for it, but I remember reading in one of the Omniverse-related docs online about the Iray render systems used in Omniverse. There was the ray-traced version of Iray we're familiar with here, and I believe the other iray engine mentioned might have been (at least partly?) path tracing or something similar. Anyway, from somewhere else, I have hazey recollection that someone, somewhere had said that the path-tracing Iray engine might have been, or was going to be, lifted out of the Omniverse stuff and placed into Daz 5 as and of itself, but I don't remember where it was mentioned, and it was something said in passing in some only-semi-related forum-post somewhere. Probably here on this forum, but I don't remember what thread. I don't think it explicitely said that the code for path-tracing Iray was being plucked from one and plopped into the other, but it seemed to be strongly inferred at least.
Actually, now that I think back on it, from that passing comment in that other thread, it kinda sounded to me like, once Omniverse was in Daz5, that users of Daz5 would then "inherit" the path-traced Iray engine internally to Daz5, locally, since the code for it was right there in the Omniverse stuff, and so it would be trivially easy to just use that for regular Daz Studio renders, too..
That said... when you're looking at a scene in Omniverse where the shaders of that scene are all Iray shaders, what system does Omniverse use to display the iray scene when you're exploring around in it, and what system does Omniverse use when you're rendering that iray scene in it? The ray-tracing one, or the path-tracing one?
richard: e.g. a convenient way to make a depth map, or a mask for a given figure/prop, and ideally a way to stream all artefacts into an AI prozessor along with prompts...
I do not understand why daz did not go this road. it would boost the value of both daz and its products by 1000%
(stack the ai on top of the render pipeline - so just the other way around compared to ai studio)
Fixes for the many bugs? Better animation tools? Integrated lipsynch? Better render engines? Support to multiple MP3 audio tracks? Improved support to video export? Native batch video and image sequence rendering?
It's really too much to ask?