Hope Daz 5.0 Blows Us Away
bohemian3
Posts: 1,034
I was totally charged when DAZ introduced iRay as a major player. The two major players I'd like to see for 5.0 are
1) A physics engine such as https://en.wikipedia.org/wiki/PhysX now since they have formed a relationship with nViidia
2) Integrated Cloud rendering on a render farm. Cost of course would be everything if its affordable. I thought this was in the works. Would love to see something like 5 free cloud renders for Premium Members, though have no idea on the feasability of that. IT would draw those of use old long standing customers who have tons of content.
Anyway, I still remain a devoted fan, though I like everyone I do throw my temper tantrums from time to time. Look forward to 5.0.
Post edited by bohemian3 on
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By "Blows Us Away", I hope you don't mean makes all of our present content worthless!!!!!!!
dang..I am not even used to 4.9 yet
Would definitely like to see a physics engine. But what's I'd really like Daz3D to do -- beyond all else -- is to allow standard rigs (e.g. FBX) to be used with their software. Daz is actually pretty great tool for rigging and weight mapping, and could be a major player in the greater 3D industry if they simply opened up their software a bit. I'm an early adopter of Morph3D, but Daz Studio is way better for actually creating content.
Wholly agree - I would like to see the ability to fully integrate FBX content as well - like you said, that would position DAZ to be a Major Player in the industry. Right now the FBX import / export is wonky and idionsyncratic. This is always the 'gothca' when I try to convince other game developers to give it a try.
Agreed. If they can't or won't do it with Daz Studio, then I'd like to see a branch of the software devoted to Morph3D and FBX content specifically.
Yup, in a positive way, I hope so too.
Dynamics - hair and clothes, especially hair perhaps; the hair system sucks.
FBX content is always going to be problematic until gaming HW/SW can support all the features of programs like DAZ 3D and Maya which they don't and can't yet.
Way back when I first bought Poser 4 on impulse at the Orel Fussli not even know such a program existed, I really only had interest in using it to customize models for games and that's still my only interest for the most part. I'm still a novice at this although I've learned alot, it's mostly been in Blender, but the new versions of DAZ Studio and Poser really have improved. Now until the last 2 or 3 years actually doing that with DAZ or Poser content wasn't advisable or even legally possible. At last though, the modern HW/SW is making it feasible with much less & less jumping through hoops.
With each new generation of 3D HW/SW being developed now, Metal, Vulkan and DirectX 12, currently, that gap is becoming smaller and smaller but it's FBX is still dependant on Autodesk adding those capabilities to the open FBX standard and the thing is if that FBX standard matches the capability of their Maya and 3DS Max program standards and other businesses impliment those standards in their own SW, Autodesk losses a big competitive edge. Ultimately, they will be loosing that technological edge anyway so it does them no good to keep the FBX standard watered down. Blender is becoming quite good and the other commercial products likewise improving.
If Autodesk does not up the FBX capabilities then maybe game engines will be replacing it's use with something like an open Blender standard, which is probably in their best interests anyway.
They are doign a good job of that already I jstu refunded a product due to only being able to install if I had 4.9, goo dway to hurt vendors and turn customers off with this new content install crap -
Not sure I understand why FBX content could not be compatible with Daz3D. It operates with the same general rules. Gaming doesn't have to be compatible, but FBX should be able to play in the Daz Studio environment.
I just hope they won't abandon 3 DLight because i do not like Iray much...
ced
Out of the over 18,000 items in the store you picked one of the few encrypted ones? I guess you do have a right to be annoyed about that, but please don't claim that Connect is going to scare off customers; I'm sure a lot of users like being able to download and install their new purchases while working on an existing project.
One example: nurbs surfaces must be converted to polygons is simplest, another sub-d is not supported and other such vendor unique implementations of 3D modeling, but DAZ 3D says explicitly that Genesis 3 includes improvements meant to ease use in games and implicit in that is FBX support has been improved. It's not just DAZ that's been making improvement here is is the specifications and the SW used to create the FBX files that have been improving over the years.
So in short: you will not export a Genesis character as an FBX in DAZ and then be able to reimport the FBX in DAZ and have all those Genesis features of the original Genesis character stay intact. I like you would be curious as to which features would be lost exactly but I could not find a reference because people typically make mods to the original unexported character everytime and re-export.
You might
https://www.renderosity.com/mod/tutorial/?tutorial_id=2878
Because as an exchange format FBX isn't really all that good. Heck it isn't even 'self compatible'...meaning that different 'years' aren't usable without running through a separate converter.
They renewed the 3DL license, and DS4.9 has an updated 3DL.
which ones????, can't see nothing from here.
When I was reading about the Girl 7 it was that claim that had me buy The Girl 7. Yes, that claim probably got me to buy the Girl 7 rather than stick with Callie 6.
http://www.daz3d.com/the-girl-7-pro-bundle
...can't find the source but it was DAZ 3D ad copy from DAZ 3D...
If you read the description on this page I linked about you'll notice this (Read More) at the end of some sections of ad write up but unfortunate those don't expand with the extra detail anymore (I think) but I'm not absolutely sure except that a very similar statement about being improved for game use was included in some DAZ 3D ad copy I can't find on the Girl 7 or Genesis 3 product write-ups on their site anymore. Maybe it was on their Facebook feed instead.
Additionally, they don't state this explicitly as part of that effort to improve Genesis 3 characters for games but when they did things like add more details around the mouth, fingers, and so on, my guess is that was in part to remedy how the area around the mouth and those others areas is among the 1st to degenerate when decimating. Now if will be possible to decimate more and the structure around the mouth and those other places not degrade so rapidly. Also, in games the mouth and hands are among the more animated of things in a game that there will be close ups of.
Why not make such a claim?
Nobody uses Gen3 figures on a AAA videogame enterprise, for many reasons, dense meshes, big textures, no unified uv mapping, broken mesh, and 3rd party licensing are some issues of them and thus, royalties would be divided, that's a no-no, and decimator is an option for hobbysts, and we know the results when lower polygon count below 5K, specially on the face...
it's better for such case modeling entire assets on Zbrush, then use Retopology, that's the way of Pro Leagues. But Indie productions can be benefical of FBX on UE4 like a Start, and produce HQ games like Rising Thunder.
that licensing stop me to create the first Unreal Engine 4 Fighting game with the quality of a Rising Thunder Game...
Who's talking triple A here? They typically use low light and high contrast as a cure all.