Gameworks for DAZ Studio

https://www.youtube.com/watch?t=2&v=ZrY35EBQAro

I have been reading up on Nvidia Gameworks and it seems that DAZ could use something just like this --especially since they already have NVidia Iray. We've all come to love a lot about the models of DAZ studio --just as much as we've lamented the lack of animation and physics. Right here is something that would give a lot of us DAZ users just about everything we've wanted out of DAZ Studio. It's a suite of tools for 3D applications that include:

Solutions Provided in NVIDIA GameWorks


VisualFX

Provides solutions for rendering and effects including:

  • HBAO+ Enhanced Horizon Based Ambient Occlusion
  • TXAA Temporal Anti-aliasing
  • Soft Shadows Improves on PCSS to reach new levels of quality and performance, with the ability to render cascaded shadow maps
  • Depth of Field Combination of diffusion based DOF and a fixed cost constant size bokeh effect
  • FaceWorks Library for implementing high-quality skin and eye shading
  • WaveWorks Cinematic-quality ocean simulation for interactive applications
  • HairWorks Enabling simulation and rendering of fur, hair and anything with fibers
  • GI Works Adding Global Illumination greatly improves the realism of the rendered image
  • Turbulence High definition smoke and fog with physical interaction as well as supernatural effects

Physics

Rigid bodies, cloth, destruction, particles and fluids:

  • PhysX Scalable multi-platform game physics solution supporting a wide range of devices, from smartphones to high-end multicore CPUs and GPUs
  • Clothing Quickly generate dynamic clothing. Artist focused with intuitive and easy authoring tools
  • Destruction Enables artists to quickly generate pervasive destruction significantly enhancing the gaming experience
  • Particles & Fluids Particles enable artists to easily provide a much more immersive environment by using physical particles which can interact e.g. with wind and explosion force fields. Particles can also be used to simulate fluids

 

This is something that I would really like to see in DAZ Studio along with a proper animation control rig with FK/IK. If they implemented those things, then I would definitely never go anywhere else for my animation needs. Sigh...

Comments

  • Morph3D is a DAZ3D company with character models that work in Unity game engine

    https://www.morph3d.com/

  • ToyenToyen Posts: 1,888

    I have not fully looked into that, but some of the gameworks plugins require Autodesk products to work with them (Max, Maya).

    I feel like this might be an issue.

    I know for fact that in order to create Hairstyles with Hairworks, you must use Maya or Max for example. So implementing this to Daz Studio wont be that easy.

    Also, dont forget that those things are for real time game rendering which might also not be what DS developers are looking for.

  • That's not actually true. Nvidia Gameworks is a suite of technologies --think of if like Bullet Physics. It's implemented in Maya, but each technology is able to be implemented in other softwares. The SDK allows for them to be developed for other platforms. You could implement them in say Modo or DAZ or Lightwave or 3DS Max. Autodesk has a close relationship with Nvidia, and with them being the industry standard  animation application it was only natural to implement Gameworks. That doesn't mean that it can't be implemented on other platforms. And since DAZ has moved to an Nvidia Render engine, implementing Hairworks or Physx or Turbulence or Apex cloth should have been a natural step. You can actually download the SDK right now and make an implementation for DAZ studio if you had the programming skills. I am hoping that DAZ studio will adopt at least Hairworks, Apex Cloth and Physx, I'd be a happy man if they did that.

  • larsmidnattlarsmidnatt Posts: 4,511
    edited September 2015

    Iray is not related to game works though, so it's not a natural step to assume any work with Gameworks...As already stated. Gameworks targets realtime applications.

    Post edited by larsmidnatt on
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