Auto Paver discussions [Commercial]

TotteTotte Posts: 13,965
edited March 2018 in Daz PA Commercial Products

It's finally released, https://www.daz3d.com/auto-paver and here we can discuss usage, ask for help or suggestions.
 

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Post edited by Totte on
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Comments

  • nicsttnicstt Posts: 11,715

    Looks impressive; currently in my cart, whilst I think about it. I've not yet spent anything on MM, and that gets to be habbit-forming. :)

  • Richard HaseltineRichard Haseltine Posts: 100,897

    I wonder if it would repave the Streets of London (possibly with gold), since I don't think its cobbles work in Iray

  • Oso3DOso3D Posts: 15,011

    I've managed to get Streets of London streets to behave in Iray, but it takes a lot of annoying fussing with it.

     

  • srieschsriesch Posts: 4,241

    Can't quite read the screenshots in the promos, could you post a slightly larger one here where you can see all the text on those three example screens?

    Looks interesting.  I could see it possibly being useful for things other than just paving too, although I'll have to read up on how it works to verify. (roof tiles?  arranging city blocks? )

    Any chance it works with the old DS4.8 as well as current DS versions?

  • TotteTotte Posts: 13,965
    sriesch said:

    Can't quite read the screenshots in the promos, could you post a slightly larger one here where you can see all the text on those three example screens?

    I'll give ut a shot, i a few.

    sriesch said:

    Looks interesting.  I could see it possibly being useful for things other than just paving too, although I'll have to read up on how it works to verify. (roof tiles?  arranging city blocks? )

    Anything that has the same level (not stacks(, but nothing prevents you from rotating a pavement 89degrees into a wall.
     

    sriesch said:

    Any chance it works with the old DS4.8 as well as current DS versions?

    Nope - the things I need to get it to work isn't in the older DS:es, sorry.

     

  • BeeMKayBeeMKay Posts: 7,019
    sriesch said:

    Can't quite read the screenshots in the promos, could you post a slightly larger one here where you can see all the text on those three example screens?

    Looks interesting.  I could see it possibly being useful for things other than just paving too, although I'll have to read up on how it works to verify. (roof tiles?  arranging city blocks? )

    Any chance it works with the old DS4.8 as well as current DS versions?

     

    I'm using the 4.10 Beta next to my main work horse 4.8. That way, I can use all the scripts (like the fantastic Look At Me), or dForce, and then reload things in 4.8 again.

  • TotteTotte Posts: 13,965
    sriesch said:

    Can't quite read the screenshots in the promos, could you post a slightly larger one here where you can see all the text on those three example screens?

    Here you go!

     

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  • nicsttnicstt Posts: 11,715
    edited March 2018

    Loving it so far.

    Trying out he Paving Set Builder; it's stuck Analising the loaded Props. 13 minutes as I type this; the log contains nothing useful.

    2018-03-05 21:38:32.175 Loading script: E:/Documents/Daz 3D All Libraries/Custom Scripts/Scripts/Code 66/Auto Paver/Paving Set Builder.dse

    I had to kill studio in Task Manager.

    Studio 4.10 btw; latest build.

    Out of curiosity, I moved a set of your props and tried again, same result, ergo: none.

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    Post edited by nicstt on
  • TotteTotte Posts: 13,965

    Hmm, which props did you use?

    I have tested with at least fifty different sets. If they are vey different in size and ratio it might take a while, but NOT that long.

     

     

  • nicstt said:

    Loving it so far.

    Trying out he Paving Set Builder; it's stuck Analising the loaded Props. 13 minutes as I type this; the log contains nothing useful.

    2018-03-05 21:38:32.175 Loading script: E:/Documents/Daz 3D All Libraries/Custom Scripts/Scripts/Code 66/Auto Paver/Paving Set Builder.dse

    I had to kill studio in Task Manager.

    Which props?

  • TotteTotte Posts: 13,965
    nicstt said:

    Loving it so far.

    Trying out he Paving Set Builder; it's stuck Analising the loaded Props. 13 minutes as I type this; the log contains nothing useful.

    2018-03-05 21:38:32.175 Loading script: E:/Documents/Daz 3D All Libraries/Custom Scripts/Scripts/Code 66/Auto Paver/Paving Set Builder.dse

    I had to kill studio in Task Manager.

    Studio 4.10 btw; latest build.

    Out of curiosity, I moved a set of your props and tried again, same result, ergo: none.

    That's more that weird! All sets are build using Paving Set Builder. Hmm, I wonder what goes wrong? Where is conditional logging where you need it ;-)

    Analyzing props really is all about load them into the scene to get the bounding box, remove, load the next. 

     

  • nicsttnicstt Posts: 11,715
    edited March 2018
    Totte said:

    Hmm, which props did you use?

    I have tested with at least fifty different sets. If they are vey different in size and ratio it might take a while, but NOT that long.

     

     

    The first I tried were my own custom ones. So figured maybe I did something wrong there.

    Then I moved yours to another folder to try: AP Cobble 16x16 1

    I haven't tried placing them in the same folder, am about to try that now; could that be the issue? Well the timer appeared, and then nothing, when trying in your folders.

    Post edited by nicstt on
  • TotteTotte Posts: 13,965
    edited March 2018

    You should not move anything from Content directory structures, and to load a prop, it needs to load it "through the content manager APIs", so if it is outside a mapped content directory , I never tested that, but it will surely wreck havoc. Navigate to the location IN the content directory structure.

    I put that on the todo list for an update, check and yell if outside a mapped content directory!

    Post edited by Totte on
  • nicsttnicstt Posts: 11,715

    Items are in mapped directories.

  • TotteTotte Posts: 13,965

    If you just run a built in one using Auto Paver, does it work? 

    If you run Paving Set Builder and load an existing set, does it load?

    If you run Paving Designer ad either load a design or create a new, does it work?

    Trying to establish what goes wrong here.

  • nicsttnicstt Posts: 11,715
    edited March 2018

    Everything else works; I've create paving sets with the including props. I've created a new designer after loading an existing one.

    I've uninstalled, and reinstalled to main Daz Library; no change. I'm redownloading, not because I expect it to work, just covering some bases. No it doesn't work using just one of the props you include; or AP Cobble 16x16 1, 2 and 3.

    Re-downloaded. Installed fine and I can create Paving Designs (after loading a script), and create Pavings from default and the Custom I created just previousIy.

    Still can't Build though.

    Edit:

    The last entries in the log. Doesn't show that I loaded Paving Set Builder; the last item in the log is the base colour jpeg from a previous action.

    2018-03-05 22:42:02.880 Loading script: E:/Documents/Daz 3D All Libraries/Custom Scripts/Scripts/Code 66/Auto Paver/Auto Paver.dse
    2018-03-05 22:42:13.747 File loaded in 0 min 0.0 sec.
    2018-03-05 22:42:13.748 Loaded file: AP London 80x60.duf
    2018-03-05 22:42:13.801 File loaded in 0 min 0.0 sec.
    2018-03-05 22:42:13.803 Loaded file: AP London Old Mat 1.duf
    2018-03-05 22:42:13.859 File loaded in 0 min 0.0 sec.
    2018-03-05 22:42:13.860 Loaded file: AP London 60x60.duf
    2018-03-05 22:42:13.920 File loaded in 0 min 0.0 sec.
    2018-03-05 22:42:13.920 Loaded file: AP London Old Mat 1.duf
    2018-03-05 22:42:13.973 File loaded in 0 min 0.0 sec.
    2018-03-05 22:42:13.973 Loaded file: AP London 60x60.duf
    2018-03-05 22:42:14.038 File loaded in 0 min 0.0 sec.
    2018-03-05 22:42:14.040 Loaded file: AP London Old Mat 3.duf
    2018-03-05 22:42:14.092 File loaded in 0 min 0.0 sec.
    2018-03-05 22:42:14.093 Loaded file: AP London 20x60.duf
    2018-03-05 22:42:14.154 File loaded in 0 min 0.0 sec.
    2018-03-05 22:42:14.156 Loaded file: AP London Old Mat 4.duf
    2018-03-05 22:42:14.213 File loaded in 0 min 0.0 sec.
    2018-03-05 22:42:14.214 Loaded file: AP London 40x60.duf
    2018-03-05 22:42:14.270 File loaded in 0 min 0.0 sec.
    2018-03-05 22:42:14.272 Loaded file: AP London Old Mat 2.duf
    2018-03-05 22:42:14.331 File loaded in 0 min 0.0 sec.
    2018-03-05 22:42:14.332 Loaded file: AP London 60x60.duf
    2018-03-05 22:42:14.389 File loaded in 0 min 0.0 sec.
    2018-03-05 22:42:14.391 Loaded file: AP London Old Mat 4.duf
    2018-03-05 22:42:14.441 File loaded in 0 min 0.0 sec.
    2018-03-05 22:42:14.442 Loaded file: AP London 60x60.duf
    2018-03-05 22:42:14.506 File loaded in 0 min 0.0 sec.
    2018-03-05 22:42:14.508 Loaded file: AP London Old Mat 2.duf
    2018-03-05 22:42:14.564 File loaded in 0 min 0.0 sec.
    2018-03-05 22:42:14.565 Loaded file: AP London 40x60.duf
    2018-03-05 22:42:14.622 File loaded in 0 min 0.0 sec.
    2018-03-05 22:42:14.624 Loaded file: AP London Old Mat 1.duf
    2018-03-05 22:42:14.675 File loaded in 0 min 0.0 sec.
    2018-03-05 22:42:14.676 Loaded file: AP London 20x60.duf
    2018-03-05 22:42:14.739 File loaded in 0 min 0.0 sec.
    2018-03-05 22:42:14.741 Loaded file: AP London Old Mat 2.duf
    2018-03-05 22:42:14.798 File loaded in 0 min 0.0 sec.
    2018-03-05 22:42:14.798 Loaded file: AP London 20x60.duf
    2018-03-05 22:42:14.856 File loaded in 0 min 0.0 sec.
    2018-03-05 22:42:14.858 Loaded file: AP London Old Mat 3.duf
    2018-03-05 22:42:14.908 File loaded in 0 min 0.0 sec.
    2018-03-05 22:42:14.909 Loaded file: AP London 80x60.duf
    2018-03-05 22:42:14.974 File loaded in 0 min 0.0 sec.
    2018-03-05 22:42:14.974 Loaded file: AP London Old Mat 3.duf
    2018-03-05 22:42:15.062 Loaded image LondonStyle_mat1_BaseColor.jpg

    Post edited by nicstt on
  • AlmightyQUESTAlmightyQUEST Posts: 2,003

    So even if it is in a mapped content directory, the files all need to be in the exact location in the separate script, prop, and shader presets folders for the scripts to work correctly? If I'm understanding that correctly, that is unfortunate, as I always move content to where I can find it in one place. Since the scripts are all encrypted, there isn't a way this can work with at least the props and shaders all under the same folder in scripts, is there? Ultrascatter already had to be in the standard scripts folder so I don't mind having another item there.

  • NathNath Posts: 2,804

    I was having the same issue as Nicsst last night, but didn't have time to look into it further. I'll try again tonight and let you know what I run into.

  • TotteTotte Posts: 13,965

    This must be something strange that was missed beta, but I will send a special version to Nicsst that will say what it does and this issue can be tracked down.
     

    I just need to put it together.

  • TotteTotte Posts: 13,965

    I'm onto something, I could successfully force this to happen, now I just need to figure out why.
     

  • TotteTotte Posts: 13,965

    OK, I've tracked down the issue, and is very weird indeed.

    The problem occurs only when you have DS set to automatically create a "Default Camera" when a new scene is created, but it doesn't occur if you do not but create the camera manually after the scene is created.

    Workaround until I've solved the issue and pushed an update is to disable the setting in Preferences, Scene, Create a "Default Camera", Apply, Accept and restart DS.


     

     

  • NathNath Posts: 2,804

    Okay, wow, that is weird (and I do automatically create a default camera in my initial scene).

  • TotteTotte Posts: 13,965
    edited March 2018
    Nath said:

    Okay, wow, that is weird (and I do automatically create a default camera in my initial scene).

    What happens is that the automatically created camera is becoming deleted when the first scene object is added so when I loop through the list of objects (to find which one was added, DS scripts chokes that the objects Camera that I just got from the scene list now is deleted and therefore cannot be accessed (to see if it was one of the objects that was ion the scene before the new one was added)

     

    Post edited by Totte on
  • NathNath Posts: 2,804

    I'll give it a go tonight:-)

  • SimonJMSimonJM Posts: 5,982
    Totte said:
    Nath said:

    Okay, wow, that is weird (and I do automatically create a default camera in my initial scene).

    What happens is that the automatically created camera is becoming deleted when the first scene object is added so when I loop through the list of objects (to find which one was added, DS scripts chokes that the objects Camera that I just got from the scene list now is deleted and therefore cannot be accessed (to see if it was one of the objects that was ion the scene before the new one was added)

     

    My first attempt caused a hang - I also have DS set up to create a defualt camera on starrt up ... 

  • TotteTotte Posts: 13,965
    edited March 2018
    SimonJM said:
    Totte said:
    Nath said:

    Okay, wow, that is weird (and I do automatically create a default camera in my initial scene).

    What happens is that the automatically created camera is becoming deleted when the first scene object is added so when I loop through the list of objects (to find which one was added, DS scripts chokes that the objects Camera that I just got from the scene list now is deleted and therefore cannot be accessed (to see if it was one of the objects that was ion the scene before the new one was added)

     

    My first attempt caused a hang - I also have DS set up to create a defualt camera on starrt up ... 

    I'm working on a fix - I have a plan, just needs it work in all conditions ;-)

     

    Post edited by Totte on
  • TotteTotte Posts: 13,965

    Bug stomped!
    I'm issuing an update right now. It only effected Paving Set Builder but the whole set has to be uploaded.
     

     

  • TotteTotte Posts: 13,965

    So, to see the weird issue that caused this, if you have DS set to create default camera, to the following,
    - Create a new scene (the camera "Default Camera" is created
    - Rename that camera to "Default Camera A"
    - Now add any prop to the scene from the content library
    - Now check, what is the name of the Camera again?

    So, that caused the crash, as I grab a list of items in the scene, add the item, grab the list again and compare to see which is new, but, DS, when adding the first prop, if in "default Camera mode", deletes the old camera and places a new there, so when I started to compare the list, the camera in the list that recently was there, isn't anymore, and DS complaied that I accessed a deleted object.


     

  • TotteTotte Posts: 13,965

    So, an easier workaround: Create a Group Node first, this will prevent DS from reinitating the scene and the camera from going away. The fix is uploaded btw.

     

     

  • UthgardUthgard Posts: 863
    edited March 2018

    This product looks like something I could really use, but I have a question: does it work on a selected surface or does it create the whole ground? I mean, both have its pros and cons, but I would really like something that could pave a part of an existing scene (like making a path in a curved grass plain) or repave something like Stonemason's Streets of London.

    Post edited by Uthgard on
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