Daz Iray ramblings. [Daz 4.14.1.22 is out / Not that much bug edition]

recreation

pure evil!
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Jun 10, 2018
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STILL NO NEW BETA!
Private build finally has the fixes for animation I'm waiting for ages now...
 

Deleted member 1121028

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Dec 28, 2018
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STILL NO NEW BETA!
Private build finally has the fixes for animation I'm waiting for ages now...
Will this build include the lastest optix features?
Will your keyframes gonna handle it (before being deleted)?
Will people stop using crappy denoiser and stop destroying any skin they may use?
Will Lightroom manage your alpha channel like for real?
Will Blender boys gonna find the render button one day?

LEARN MORE ABOUT PORN VN RENDERING IN OUR NEXT ADVENTURE NOW.
 

Deleted member 1121028

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I can at least answer that one with: ...at least it should :HideThePain:
It's been adressed in the latest private build.
That's where you're wrong kiddo^^.
Stupid drunk post aside, lastest Daz build looks neat, at least in theory.
I'm curious about fully implemented optix AI denoiser :unsure:.
 

recreation

pure evil!
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Jun 10, 2018
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That's where you're wrong kiddo^^.
Stupid drunk post aside, lastest Daz build looks neat, at least in theory.
I'm curious about fully implemented optix AI denoiser :unsure:.
I'm more interested in being able to finally update my daz when the new beta comes out, I'm still on .86 because of the non functioning timeline in newer versions, cause I need a working timeline >_>
I have a beta on my second pc for ages now, that pc is not good enough for rendering, but at least I can use it for some tests, and there's some neat new stuff in the beta I really want to play with and even use in production :(
 

mickydoo

Fudged it again.
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Jan 5, 2018
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I'm more interested in being able to finally update my daz when the new beta comes out, I'm still on .86 because of the non functioning timeline in newer versions, cause I need a working timeline >_>
I have a beta on my second pc for ages now, that pc is not good enough for rendering, but at least I can use it for some tests, and there's some neat new stuff in the beta I really want to play with and even use in production :(
What is the latest version? I can never keep up.
 

recreation

pure evil!
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Jun 10, 2018
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Mines 4.12.1 told you i can never keep up :D
The private build isn't available for public, it's an even earlier version than the beta. If you have the public build (the general release version), you're probably on the newest version (4.12.1.118).
Sorry for the confusion o_O :poop:
 

STWAdev

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Jan 14, 2020
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Just when I finally start getting semi competent in my current version of Daz things are gonna change. Curse my rotten luck.
 

Deleted member 1121028

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Stuck in render queue, so I take another look at Daz private build changelog.
They're now ~40 builds ahead of the public version o_O.

Feel like it's not Iray/Optix update for ampere cards that take time but more implementation to replace openGL (among other thing I guess).

example_materials1.jpg example_materials2.jpg

It was already removed once : Moved the Physically-Based Rendering (PBR) DrawStyle plugin, and supporting libraries/resources, back to the internal Win64 footprint; not ready for general public consumption yet.

but it makes a come back:

The introduction of DrawStyles that are not necessarily OpenGL based (e.g., Filament/PBR), but can be used to perform a 'render' prompted this change [...] The “Filament (PBR)” DrawStyle is now the default for new users (Windows) [...] “Texture Shaded” is now used as a fallback when the “Filament (PBR)” style is missing or disabled

leanshot.gif


Wonders how it's gonna be implemented tho. Could they make it work with Uber Iray shader (implement mdl definition to filament) or it will need a shader of its own ( , but I don't know)? Wonder also if it just be for kinda real-time preview or they will push it as an alternative to full-blown Iray render (a bit like Cycle/Eevee) :unsure:.

It's rather intriguing stuff.

Screen_Shot_2019-02-21_at_10.46.58_AM.jpg

Seems like tonemap setting and env. setting will be now node(s) in the scene tab.
  • A singleton node is now used for Tonemapper settings
    • Scenes that contain render settings will automatically cause the singleton node to be created/replaced
    • Application of a Render Settings Preset will cause the singleton node to be created/replaced
    • The first render performed with the NVIDIA Iray renderer will cause the singleton node to be created
    • Create > New Tonemapper Options Node… will cause the singleton node to be created/replaced
  • A singleton node is now used for Environment settings
    • Scenes that contain render settings will automatically cause the singleton node to be created/replaced
    • Application of a Render Settings Preset will cause the singleton node to be created/replaced
    • The first render performed with the NVIDIA Iray renderer will cause the singleton node to be created
    • Create > New Environment Options Node… will cause the singleton node to be created/replaced
 
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recreation

pure evil!
Respected User
Game Developer
Jun 10, 2018
6,278
22,428
Stuck in render queue, so I take another look at Daz private build changelog.
They're now ~40 builds ahead of the public version o_O.

Feel like it's not Iray/Optix update for ampere cards that take time but more implementation to replace openGL (among other thing I guess).

View attachment 855164 View attachment 855166

It was already removed once : Moved the Physically-Based Rendering (PBR) DrawStyle plugin, and supporting libraries/resources, back to the internal Win64 footprint; not ready for general public consumption yet.

but it makes a come back:

The introduction of DrawStyles that are not necessarily OpenGL based (e.g., Filament/PBR), but can be used to perform a 'render' prompted this change [...] The “Filament (PBR)” DrawStyle is now the default for new users (Windows) [...] “Texture Shaded” is now used as a fallback when the “Filament (PBR)” style is missing or disabled

View attachment 855313


Wonders how it's gonna be implemented tho. Could they make it work with Uber Iray shader (implement mdl definition to filament) or it will need a shader of its own ( , but I don't know)? Wonder also if it just be for kinda real-time preview or they will push it as an alternative to full-blown Iray render (a bit like Cycle/Eevee) :unsure:.

It's rather intriguing stuff.

View attachment 855318

Seems like tonemap setting and env. setting will be now node(s) in the scene tab.
  • A singleton node is now used for Tonemapper settings
    • Scenes that contain render settings will automatically cause the singleton node to be created/replaced
    • Application of a Render Settings Preset will cause the singleton node to be created/replaced
    • The first render performed with the NVIDIA Iray renderer will cause the singleton node to be created
    • Create > New Tonemapper Options Node… will cause the singleton node to be created/replaced
  • A singleton node is now used for Environment settings
    • Scenes that contain render settings will automatically cause the singleton node to be created/replaced
    • Application of a Render Settings Preset will cause the singleton node to be created/replaced
    • The first render performed with the NVIDIA Iray renderer will cause the singleton node to be created
    • Create > New Environment Options Node… will cause the singleton node to be created/replaced
filament seems to be a drawstyle for the viewport only, I haven't found any other mentions at least and I've read the complete changelog a while ago. I hope otherwise though, cause it's fast as hell.
One thing I really don't understand is why they didn't use AMD's prorender, I mean, it's a direct competitor to iray, even has similar shader structure AND is unbiased and free.
Okay filament is free too, but I doubt that it's that much similar, and as I understand it, filament is a work of one single man, unlike prorender.
 

Deleted member 1121028

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filament seems to be a drawstyle for the viewport only, I haven't found any other mentions at least and I've read the complete changelog a while ago. I hope otherwise though, cause it's fast as hell.
One thing I really don't understand is why they didn't use AMD's prorender, I mean, it's a direct competitor to iray, even has similar shader structure AND is unbiased and free.
Okay filament is free too, but I doubt that it's that much similar, and as I understand it, filament is a work of one single man, unlike prorender.
From github, filament seems developed by google people mostly for android. It's all speculative but once implemented, I see no real reason to be unable to render with it (I mean can render with openGL if you feel like it). Should render fast as hell like you said lol (it could also help people with potato-pc). It seems to have rather hard limitations when I read this : 'Update to Filament 1.8.0.3 - increases number of supported spotlight shadows from 2 to 6'. Big question is how it is quality wise, especially for skins, and how far you can push.

For AMD's prorender, I can't say I never used it :whistle:. Looks like they get a similar approach of 'one to rules them all'. Seems also 'lighter' than the Iray one (no dual lobe, less SSS control?) at first look tho. Couln't find any Daz skin rendered with prorender to have an idea :unsure:, but didn't googled that much.
 
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khumak

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Oct 2, 2017
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Will people stop using crappy denoiser and stop destroying any skin they may use?
I've had really wierd results with the built in denoiser in Daz. Sometimes it works fine. Sometimes it doens't do anything at all. I suspect the version I tried last (not sure if it's been updated since then) doesn't update the results of the denoising properly as more detail is added while the render progresses.

I noticed that if I set the denoiser to kick in immediately the image seems blurry and washed out and stays that way no matter how long I let the render run. If I set it to kick in after say 20 minutes then one of 2 things happens. Either it works and looks noticeably superior to when I tell it to kick in immediately, or it never engages at all and I have fireflies that never go away unless I let it run for 7 hours or whatever.

I've found that I get much better results if I just disable the built in denoiser entirely and only run a standalone denoiser on them after the fact if they have fireflies when I stop my render. So some renders are fine without any denoising while others, especially ones with dark lighting or reflections might need a little last minute denoising.

I tried standalone versions of both the Nvidia and Intel denoisers and didn't notice any difference between the two. Running both versions on the same image produced results that were entirely indistinguishable to me.
 

Deleted member 1121028

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Dec 28, 2018
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I've had really wierd results with the built in denoiser in Daz. Sometimes it works fine. Sometimes it doens't do anything at all. I suspect the version I tried last (not sure if it's been updated since then) doesn't update the results of the denoising properly as more detail is added while the render progresses.

I noticed that if I set the denoiser to kick in immediately the image seems blurry and washed out and stays that way no matter how long I let the render run. If I set it to kick in after say 20 minutes then one of 2 things happens. Either it works and looks noticeably superior to when I tell it to kick in immediately, or it never engages at all and I have fireflies that never go away unless I let it run for 7 hours or whatever.

I've found that I get much better results if I just disable the built in denoiser entirely and only run a standalone denoiser on them after the fact if they have fireflies when I stop my render. So some renders are fine without any denoising while others, especially ones with dark lighting or reflections might need a little last minute denoising.

I tried standalone versions of both the Nvidia and Intel denoisers and didn't notice any difference between the two. Running both versions on the same image produced results that were entirely indistinguishable to me.
I may be wrong, but I suspect Optix (where the AI denoiser come from) was never really 100% fully implemented or at least in a bad state. I remember quite old Daz build outright crashing or fallback to CPU if you dared to enable Optix feature, or 2 out of 5 denoising mode in Iray/Interactive mode doing absolutely nothing. It got way better with time and maybe a full Optix 7.1 implementation could bring some denoising improvement. Guess we gonna know when Daz dares to release its public build.

As for stand alone denoiser. I think they are good for hard surfaces, but in the optic that people here are making porn game and that human skins and textiles are mostly king of the show, they create more disasters (plastic doll effect, paper made clothes...) than anything imo. It completely washes any details/bump/normals and way too much destructive, even more as most people don't use any buffers with it. So far I still think the best way to deal with bad noise is a better lightning/material setting routine, or PS if everything fails.