Hello, I intended to create and work on this thread earlier, but I ended up taking a long break from LC. I do not have a lot of free time anymore, but I know some of my buddies here are trying to learn Daz, so I want to communicate my own perspective/experience with the software, which is why I'll be posting in this thread. I hope you, reader, find value in these posts too. The format will consist on short tutorials on different aspects of the software that I consider to be essential, tricky, or just simply not covered enough.
Also, please keep the thread on topic: This thread is meant to be strictly about learning DAZ Studio. "Daz" and "DAZ Studio" will be used interchangeably.
Anyway, let's begin:
Index
Things to Consider Before Installing DAZ Studio
I will talk about some things I wish I knew before learning Daz.
Objectives and Alternatives
What do you want to use Daz for? Set yourself an objective, because learning the software is a considerable time investment, even if you just want to use it as a "drag and drop". I want to give my insight in what I consider Daz to be good/bad at.
Daz is good for:
Rendering on Daz: Can my PC handle it?
This topic is (generally) not properly documented, and to be fair can vary considerably depending on the user. However, I will try to explain what I believe the minimum requirements are for an average user to have a "pleasant" experience when rendering in DAZ Studio.
Firstly, there are two "main" rendering engines that you'll notice inside of Daz Studio: 3Delight and Iray:
Quick Iray render example: 1000 iterations in 5 minutes, Nvidia denoiser.The example above (3 min setup, 5 min render) shows how the engine is capable to produce an image without even lighting properly, and in a difficult rendering scenario (reflections, scarce light sources). The Iray engine is much more robust (and fast) than people usually give it credit for.
But what about Filament? What is the PBR thingy on the menu? Filament is another physically based renderer, and you can use it to preview your scenes inside of Daz. I don't recommend it as it works differently on surfaces and Iray assets will most likely look really strange.
From now on I'll assume you'll be working with Iray, as it's the renderer that will likely cause trouble for most users. The reason why Iray is resource intensive is because it's trying to simulate how electromagnetic radiation behaves in real life; light can be absorbed, reflected or refracted, so depending on what's going on inside your scene Iray could behave differently. The specifications I'd seriously consider in the present year are the following:
There is no standard practice when it comes to rendering. You can be one of those really hardcore artists that oversample in 4K with 12000 iterations so then they can postwork and reduce back to 1080p with no loss of detail for the upcoming contest, or you can be the average Joe that just throws in 500 denoised iterations in 1080p for his okay-looking visual novel. Both routes are valid and will strictly depend on what you want as an artist, and the budget you have to work with.
My suggestion is: Try out everything you can while you're still learning. Don't settle on the predetermined values for the software (upcoming tutorial on this) and try to figure out your style. There's a demand for everything. A render can take as low as 1 minute, and you could also leave your PC working all day for a single picture. Keep in mind everything in 3D works with diminishing returns and you just have to find you optimal point of operation.
A final thing to consider would be rendering farms, which are private services associated to different 3D software and offer you remote rendering of your work for a hopefully fair price. You upload your scenes, they render them, you download them. This could be a solution for an artist that needs speed but doesn't have access to a powerful card.
Also, please keep the thread on topic: This thread is meant to be strictly about learning DAZ Studio. "Daz" and "DAZ Studio" will be used interchangeably.
Anyway, let's begin:
Index
- Things to Consider Before Installing Daz Studio (this post)
- Custom Content
- Panes and Tabs
- First Render: A Look Into Render Settings and Previews
- Movement and Scene Navigation
- Assets: Types and Suggestions
- D-Formers
Things to Consider Before Installing DAZ Studio
I will talk about some things I wish I knew before learning Daz.
Objectives and Alternatives
What do you want to use Daz for? Set yourself an objective, because learning the software is a considerable time investment, even if you just want to use it as a "drag and drop". I want to give my insight in what I consider Daz to be good/bad at.
Daz is good for:
- Amateur graphic artists: If you need a tool to pump out images but you're not a designer that can make it's own models and meshes.
- Rendering still images in a photorealistic style: This is why a large portion of AVNs are made either in DAZ Studio or using Daz assets.
- Low-complexity scenes: Think about "a small group of people doing some activity at a random place", with a photoreal aesthetic. While this doesn't mean you can't do a complex-looking scene, you have to understand that DAZ Studio is NOT a game engine. The software doesn't properly handle big scenes such as cities or forests, even if you have good hardware. It's just not optimized in such a way, so don't expect newer technologies to be implemented into it in the near future.
- Assets: There is an extensive history of Daz assets, and a considerable amount of new assets being made each day. You're very likely to find assets that suit your taste.
- People with money: If you like shopping, browsing through stores and spending money, the Daz store has you covered.
- People who want to try their hand at 3D for free: It would seem contradictory to what I said before, but it is a free software, and you can also... You know, share.
- Asset creation: While you can create objects inside of Daz, it's more of a feature than a core functionality.
- Asset consistency: Asset quality varies a lot, and you can usually find yourself in a situation where an asset looked good in the store but not in the software, or great assets (hidden gems) that are marketed like trash.
- State of the art technologies: You won't see AI, face tracking, soft bodies, or innovative techniques such as Lumen or Nanite. Daz has been the same for almost a decade, even if they try to convince you Genesis 9 is a big leap forward. In my opinion Daz devs are entirely focused on selling assets, not making the software better.
- Animation: Even the most simple animation loops are a pain to work with. You can learn, I did, but I'd say it's a waste of time.
- Generality: You're pretty much funneled into Genesis models. You can make other assets work inside the software, but not to the same depth.
- Cross-compatibility: There are several projects built around making Daz assets work on other software, but it's tedious and time consuming. The official support is lacking.
- Real-time games: Most products require a different license (way more expensive) to be used in such games, which is really scummy considering it's a gamble whether something works outside of Daz or not (yeah it's the latter one...).
- Real Pro's: If you've been working on 3D design and already understand the ins and outs, aim for a more complex software. Daz will limit you.
- Blender: Way steeper learning curve, and a far larger software in every aspect. Blender is what DAZ Studio could be. You can do everything in Blender, from modding games to producing pro-looking animations. Be aware though, this is not a software for people that is looking for fast results with stock assets. You're not likely to have instant results with the same simplicity and quality as Daz can. I'm currently learning this one.
- Unreal Engine + Metahuman: While focused on real-time games, the Unreal Engine has proven to be one of the most ambitious projects in terms of new technologies and flexibility. If you're open to learning a bit of programming and have a good SSD with tons of space, Unreal 5 can be an interesting and luxurious alternative to Daz.
Rendering on Daz: Can my PC handle it?
This topic is (generally) not properly documented, and to be fair can vary considerably depending on the user. However, I will try to explain what I believe the minimum requirements are for an average user to have a "pleasant" experience when rendering in DAZ Studio.
Firstly, there are two "main" rendering engines that you'll notice inside of Daz Studio: 3Delight and Iray:
- 3Delight is a CPU-based rendering engine, designed under the Pixar philosophy of 3D simulation. It's older, and has a tendency to look cartoonish, as it handles surfaces differently. If you're aiming for photorealism you should try to avoid this one, however, if your projects are classic, or even anime style, and you have a booming CPU, 3Delight will work just fine. You shouldn't use Iray assets on 3Delight, they won't look as intended.
- Iray is Nvidia's GPU-based engine. It's a physically based rendering tech specifically designed to produce photorealistic imagery. It benefits from the CUDA cores in your GPU and has it's own denoising. Iray is not necessarily cutting edge technology today, but it works amazingly if handled properly, and can also work fine if handled poorly.
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Quick Iray render example: 1000 iterations in 5 minutes, Nvidia denoiser.
But what about Filament? What is the PBR thingy on the menu? Filament is another physically based renderer, and you can use it to preview your scenes inside of Daz. I don't recommend it as it works differently on surfaces and Iray assets will most likely look really strange.
From now on I'll assume you'll be working with Iray, as it's the renderer that will likely cause trouble for most users. The reason why Iray is resource intensive is because it's trying to simulate how electromagnetic radiation behaves in real life; light can be absorbed, reflected or refracted, so depending on what's going on inside your scene Iray could behave differently. The specifications I'd seriously consider in the present year are the following:
- GPU: Firstly, Iray in Daz only works with Nvidia GPUs, which means if you're using AMD Iray will default back to your CPU (significantly longer render times). If you are using Nvidia, your best bet is to go for an RTX card. GTX still works (GTX1080ti will always have a place in my heart), however, GTX will have to use part of it's memory to emulate the RTX features. The usual way of thinking is newer = better, but as I mentioned before, in Daz you only have to focus on the amount of VRAM and how many CUDA cores the card has.
More VRAM will allow you to fit more geometry into the rendered scene; at 6GB your card might struggle with 3xGenesis8 characters with subd2 (a level of detail we'll touch on another day), at 12GB you can easily replicate almost all of the scenes you see on AVNs (unlikely to have problems even at subd3), and at 24GB you're not likely with struggle with anything (that's not a highly subdivided jungle with animals, rain, particle effects and a team of explorers trying to reach a hidden temple).
More CUDA cores directly affect how fast the render is going to go. As a reference, using the same scene, the RTX3090 is twice as fast as the RTX3060, and the RTX4090 is twice (a bit more even) as fast as the RTX3090.
This is why you need to reach a sweet spot, balancing operating costs, VRAM, CUDA and initial investment. I personally recommend the RTX3060 (12GB) as a good deal (or entry point), even if it's slow, you're not likely to run into issues with VRAM. The absolute best you can go for as an amateur artist is an RTX4090 (24GB).
If you're planning on using dual (symmetrical) GPU, just keep in mind that the total VRAM doesn't add up, so 2x6BG cards are still 6GB VRAM. Also, it does NOT cut render times in half, and the more GPUs working alongside the least efficient it will get. 1xRTX3060(12GB) > 2xRTX2060(6GB). - CPU: Daz is not CPU intensive, simple as that. If you're on a budget you're absolutely good on cutting down a bit on CPU. That said, Daz does use CPU for a couple of things, such as smoothing iterations. If you're doing a lot of smoothing (which you should absolutely not, tutorial on this later) your CPU will start to feel the strain. Any relatively high performance core CPU today will do the job. You could even go with an old 9th gen i5 and not have any issues. Consider investing into a powerful and modern CPU if you're planning on using it to render (not recommended).
- RAM: The goal here is simply not bottlenecking the rest of the system, generally your system will always benefit from more RAM, as it can comfortably hold more data in it's immediate memory. A simple rule you can follow is double the VRAM your GPU has available, and round it up to the next power of two. So if 12GB VRAM -> 32GB system RAM, if 24GB VRAM -> 64GB system RAM, etc...
An aspect that a lot of people miss when upgrading RAM sticks is it's velocity. You should aim to get at least 3200-3733MHz sticks. - Storage: You'll likely get addicted to downloading and trying out assets, so prepare to use the equivalent of a modern videogame title worth of storage. My advice is always try to get an SSD, but that's not always possible, so try to get a fast 2TB HDD and you're good to go.
- Monitors/screens: If you want to publish your work then consider having two monitors, from different spectrums... So basically a good monitor with good colors and a shitty monitors. The same image can look very different through different screens, so if you're into AVNs consider a big portion of your audience will see your renders on a dull 1280p. Same rule as music... Mix for the iPhone speakers lol.
There is no standard practice when it comes to rendering. You can be one of those really hardcore artists that oversample in 4K with 12000 iterations so then they can postwork and reduce back to 1080p with no loss of detail for the upcoming contest, or you can be the average Joe that just throws in 500 denoised iterations in 1080p for his okay-looking visual novel. Both routes are valid and will strictly depend on what you want as an artist, and the budget you have to work with.
My suggestion is: Try out everything you can while you're still learning. Don't settle on the predetermined values for the software (upcoming tutorial on this) and try to figure out your style. There's a demand for everything. A render can take as low as 1 minute, and you could also leave your PC working all day for a single picture. Keep in mind everything in 3D works with diminishing returns and you just have to find you optimal point of operation.
A final thing to consider would be rendering farms, which are private services associated to different 3D software and offer you remote rendering of your work for a hopefully fair price. You upload your scenes, they render them, you download them. This could be a solution for an artist that needs speed but doesn't have access to a powerful card.
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