DAZ Studio Pro BETA [Release Candidate] - version 4.6.2.106!
DAZ 3D is pleased to announce the next public version of the DAZ Studio Pro BETA [Release Candidate] - version 4.6.2.106!
What is a Release Candidate?
A Release Candidate is a BETA version that has the potential to replace the current General Release, unless significant "show-stopper" caliber bugs emerge. A Release Candidate suggests that a General Release is relatively close.
What is a BETA?
Despite our best efforts, DAZ 3D cannot possibly test the software under all possible conditions. So, we are providing a version of the application to the general public in order to uncover problems that were not discovered during internal/private testing. We expect that there will still be problems and we hope that when users encounter any problems, they will report them to the Bug Tracker so that they can be validated, prioritized and fixed.
As with any software classified as being in the BETA phase of development, you should expect to encounter bugs. Any bugs you do encounter while using BETA software can vary in terms of severity, from minor features that do not work correctly to problems that cause your computer to crash. Before choosing to use BETA software for production purposes, you should decide whether the benefit of new features and bug fixes provided by the BETA version outweighs the risk of instability you may encounter.
Another Public Build, so soon?
Yes. We want to provide access to builds that fix issues you may have encountered in the General Release, earlier and more frequently. Obviously we realize that there are users who don't have an interest in using BETA software (see above). However, we also realize that there are many who are willing to use BETA software in order to gain access to fixes and/or new features, earlier.
Public Build, BETA, what is the difference?
Public Build is a release channel. BETA is a phase of development.
DAZ Studio is distributed through four separate channels; Production, Public Build, Private Build and Dev. The Production channel is where the General Release build is distributed and is open to the general public. The Public Build channel is where the builds that are not considered stable yet are provided for testing by the general public; this channel typically provides a build that is in the BETA phase of development, but technically can provide a build in the ALPHA phase. The Private Build channel is similar to the Public Build channel, except it is limited to a select group of individuals that serve as the "front line" or the "canary in a coal mine" for a time before the build is promoted to a less restricted channel; this channel is more likely to see an ALPHA build than the Public Build channel is. The Dev channel is for a much smaller group of individuals; this channel provides "bleeding edge" ALPHA builds; sometimes referred to as "nightly", although the builds are not limited to one per night nor to strictly occurring at night.
Will this Public Build replace the General Release?
While builds in the Public Build channel do eventually replace the build in the Production channel, the existence of a public build does not preclude builds that are currently in the Private Build channel from replacing the General Release before one in the Public Build channel does. One of the reasons we provide a Public Build channel is to gain broader coverage of the various fixes/additions. Sometimes fixes/additions in the Public Build channel are validated more quickly than others and can be integrated into the Production channel while the remaining, more risky, changes are allowed to "bake" a while longer.
What is new in this version? Do I need to update my copy?
The 4.6.2.106 version resolves several issues and implements several improvements since the 4.6.1.39 General Release. More detail on specific fixes/changes/improvements can be found in the Change Log, which can be viewed online within the Documentation Center portion of our site. All new downloads of the DAZ Studio Pro BETA product (SKU: 12000) will be of this version.
Public BETA 5 (4.6.2.106) highlights are:
1) Extensive work on interactive lessons; a new framework for guided tutorials
2) Fixes, additions and optimizations to ERC Freeze
3) Fixes, additions and optimizations to Transfer Utility
4) Fixes, additions and optimizations to Weight Map Brush
5) Removed exclusivity requirement from Rigidity Groups
6) Tweaked HD Morph limit, in Parameter Settings, to be smarter about indicating its max
7) Added a Purge Memory script
8) Optimized handling of orientation changes; affects loading and manipulation speed
9) Fixed #DSON-7: Fixed binding creation to lookup by asset id, not by name
10) Fixed #DS-25: Made Remove Unused Bones more conservative about which bones it deletes
11) Fixed #DS-40/CS140450: Nodes parented to the active camera were being included in the frame and aim commands; any nodes parented to the active camera should be treated as if they are part of that camera and therefore should be excluded from bounding box calculations
12) Fixed #DS-215: ERC not saving when control property is an empty morph
13) Fixed #DS-214: Fixed a possibility of uv sets not having a unique instance IDs
14) Fixed #DS-228/CS154183: Morph load issues for TriAx to TriAx auto-fit clothing
15) Fixed #DS-255: Fit to inconsistently displaying "multiple" under certain circumstances
16) Fixed #DS-259/CS157895: Fixed load of accelerator keys from actions file
17) Fixed #DS-260/CS157419: Fixed child figures getting pose data from Pose Presets in some cases
18) Fixed #DS-261: Fixed morph projection when HD morphs are on
19) Fixed #DS-266/CS157766: Smart Content displays a duplicate every 128th product
20) Fixed #DS-277: Fixed Clear Recent Files not surviving a session
21) Fixed issues with interactivity between Smart Content and Content Library
22) Added to and/or updated several classes in the scripting API
Public BETA 4 (4.6.2.72) highlights are here.
Public BETA 3 (4.6.2.66) highlights are here.
Public BETA 2 (4.6.2.48) highlights are here.
Public BETA 1 (4.6.2.23) highlights are here.
Has the Genesis Starter Essentials, the Genesis 2 Starter Essentials (Male/Female), or the Default Lights and Shaders packages been updated too?
No, the Genesis Starter Essentials, Genesis 2 Starter Essentials or Default Lights and Shaders packages provided with the product have NOT been updated beyond what is currently available with the General Release.
*Note: Install Manager users are notified of product updates when they occur.
How do I get the latest version?
If you have previously added the DAZ Studio Pro BETA product to your account, launch Install Manager, log into your account and type "DAZ Studio 4.6 Public Beta" into the filter field to filter out anything else. Then simply download and install as you would normally.
Optionally, you can locate, download and install the BETA from the Product Library [once you are logged into your account] by entering "DAZ Studio Pro BETA" into the text field near the top left of the page and clicking the "Filter" button, or by clicking here. Then, simply click the "download & install" button.
If this is your first time downloading DAZ Studio Pro BETA, simply follow this link, click the "Add to Cart" button on the page and then follow the checkout process.
*Note: This BETA version is not available as a standalone installer. It must be downloaded and installed using Install Manager. This does not impact the General Release, which will be made available through Install Manager as well as a standalone installer.
Can I have the General Release and the BETA installed at the same time?
Yes! You can have both the General Release and a Public Build (as well as a Private Build, for those involved in that endeavor), of the same major version, installed at the same time. Please be aware that the settings for each of the builds are stored independent of each other. This includes mapped content directories, layout, style and style colors, among many others.
What about the plugins I have?
The DAZ Studio 4.5 SDK has not changed in any way that causes it to be binary incompatible, which means that any plugins created for a previous version of DAZ Studio (4.5.0.114+) should continue to load and function with this build. That said, as with any new release, there is always the possibility that a plugin has had bugs fixed or features added, so the latest versions should be downloaded and installed if they are provided.
Plugins that are currently built/produced by DAZ 3D will provide a separate package specifically intended for the Public Build. 3rd party plugins that DAZ 3D creates install packages for will be updated to allow simultaneous installation into the General Release and the Public/Private builds. These packages will display as "Product Updates" within Install Manager once they have been updated.
Is there any documentation?
Yes. Check out the User Guide and QuickStart Guide that we've posted in the DAZ Studio 4.x Documentation section.
Comments
I've tried all the various options linked here, but I can't get the new RC build to show up in my Product Library or in my DIM list.
If I try to follow the link to http://www.daz3d.com/shop/daz-studio-pro-beta, all that happens is I get redirected to http://www.daz3d.com/products/daz-studio/daz-studio-what-is-daz-studio which doesn't have an "Add to Cart" button for the beta.
From there, if I click on the download button, it takes me to the sign-up/login page (it doesn't recognize I'm already logged in). When I try to login, it just takes me to my Account Dashboard page.
Betas can only be installed by DIM, in Ready To Install tab check the Display Invisible box, that worked for me.
Yeah, the links are messed up right now. Try this one:
http://www.daz3d.com/catalogsearch/result/?q=DAZ+Studio+Pro+BETA&x=11&y=5
The first item shown is what you wan't. Don't click on the image or name link or it'll redirect you to the "What is" page again. click on the Add To Cart button and then go through Checkout (no charge) then check your Product Library on your Account Dashboard . The Beta should be there.
Give it some time before you launch DIM so the product can have time to show up there, like jestmart mentioned you have to use DIM for installation.
This is all assuming of course that you haven't previously "purchased" the Beta.
Good Luck, let us know if that works.
John
That worked. Thanks, TJohn. I didn't think of trying to search for the beta in the shop.
The transfer utility could use a cancel button ;) I accidentally transferred all source morphs, with G2F being the source ... may take a while ...
Glad I could help. :)
Hi DAZ ! This BETA is absolute stable for me (64-bit on W7).
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Is there a way to save the FAVORITES from the PARAMETER TAB with a scene file ????
(Edited for ortographic mistake...)
Favorites are automatically saved with Scenes, Scene Subsets, Character Presets and Wearable(s) Presets. This is simplifying it a bit, but basically the types of saving that include objects rather than just settings for objects. Note that with Character Presets in particular, however, favorites are only loaded if the preset is used to add a figure to the scene and not when used to modify a figure that is already in the scene. The rest of the types mentioned always load new objects and so don't require the caveat.
-Rob
BTW, you should be able to get to the DAZ Studio Pro BETA product page again; the links in the OP have been updated as well - it seems someone was a little overzealous with a redirect recently, and ended up including the DAZ Studio Pro BETA product page URL by mistake.
-Rob
...so what is the latest "stable" release version now?
"4.6.1.39"
...thank yo. That means I'm current then.
I've been having issues with the betas lately when using File > Export to export out a CR2. The issue is it won't let me- whether PMD is on or off. It works fine in release version 4.6.1.39, but errors every time in 4.6.2.106. This happens with figures, props, clothing, whatever I try. All of the errors result in me having to force close DS via the task manager.
Here's what I got in the log when trying with the umbrella from Yamaki Lane:
Neither of these are what I actually wanted to export, they're just me trying anything in an attempt to narrow down what's going on.
Neither of these are what I actually wanted to export, they're just me trying anything in an attempt to narrow down what's going on.
If you haven't already, would you please report this to the bug tracker?
"7) Added a Purge Memory script"
is this when you are deleting and loading a heap of textures or clothing etc for a while before you settle on what you want, and you use that and it gets rid of everything we've tried and deleted????
I don't know how to submit to the bug tracker anymore now that it's been taken out of public view. Do I just submit a request as normal and send it to tech?
I don't know how to submit to the bug tracker anymore now that it's been taken out of public view. Do I just submit a request as normal and send it to tech?
Yes, you submit a ticket with "Technical Support". Saying that it is a bug in the title is nice too.
It gets rid of what it can. It will clean out the undo stack and delete things waiting to be deleted.
Yes, you submit a ticket with "Technical Support". Saying that it is a bug in the title is nice too.
Thanks. Done.
Will purging help when getting flashes of previous things in the viewport?
For instance, if I'm doing something with V4 and then delete her and start working on Genesis, I'll get flashes of V4 while the Genesis items load (clothing, mats, etc). This can happen too when changing mats. I'll get flashes of previous mats I've tried.
Will purging help when getting flashes of previous things in the viewport?
For instance, if I'm doing something with V4 and then delete her and start working on Genesis, I'll get flashes of V4 while the Genesis items load (clothing, mats, etc). This can happen too when changing mats. I'll get flashes of previous mats I've tried.It might. I have never seen that in DS, so I can't tell you for sure either way.
Will purging help when getting flashes of previous things in the viewport?
For instance, if I'm doing something with V4 and then delete her and start working on Genesis, I'll get flashes of V4 while the Genesis items load (clothing, mats, etc). This can happen too when changing mats. I'll get flashes of previous mats I've tried.It might. I have never seen that in DS, so I can't tell you for sure either way.
I think that has more to do with the video card memory, than the system RAM...and if this is like the older script that was around in DS3, then all it clears is system RAM. It should help with 'borderline' renders on 32 bit (about 3 GB limited) or low RAM systems.
Just clearing the undo stack will be helpful in some cases. It would be like saving the scene, then closing and re-opening DS, before rendering.
I think that has more to do with the video card memory, than the system RAM...and if this is like the older script that was around in DS3, then all it clears is system RAM. It should help with 'borderline' renders on 32 bit (about 3 GB limited) or low RAM systems.
Just clearing the undo stack will be helpful in some cases. It would be like saving the scene, then closing and re-opening DS, before rendering.
Do you happen to know what's specific to the viewport in DS that could be causing issues with my card? I don't have any issues at all with Poser's viewport, even with OpenGL, hardware shading/shadows, and mip map res cranked to 4096.
What card, size, driver version...
It's a lot like gaming. There's too many things going on to really say which is the root, but more often than not, it's driver related...and playing driver shuffle if you've got the most recent ones or updating to the most recent will fix it. But, I'd say it's either not releasing memory/buffers properly or it's having redraw issues. And from what I've seen DS is on the same level of OpenGL 'demands' as a lot of games.
I have 2 EVGA GTX460 Superclocked running in SLI. They've each got 1GB of GDDR5, but iirc DS only uses 1 card and doesn't recognize SLI, but I'm guessing Poser doesn't either. I'm running driver v331.65 (most recent release: 332.21, most recent beta: 334.67). I'm only 2 driver versions behind, not counting the betas as I don't use those, but I've had this issue with multiple versions of DS as well as the drivers.
Gaming I have zero issues with.
I'll go ahead and update my drivers just in case.
Oh, and I'm also running my primary monitor through HDMI if that makes any difference.
I'm with MJC, that sounds like a video card thing. Actually it sounds like a frame buffer not getting flushed properly. One thing you might consider, Vaskania is to actually disable SLI temporarily and see if it persists. I've had some programs where lack of support for SLI meant that they actually had graphics corruption when SLI (or ATI's CrossFire) was enabled. In theory, the drivers (or the OpenGL / DirextX layer) should handle that situation, but it seems like sometimes there is a breakdown.
My current ATI cards allow me to configure application aware profiles; so I disable CrossFire when I'm starting an app (or game) where I know it is going to be an issue. If disabling SLI works for DS for you, you might see if your drivers allow for that too.
I typed up a nice long response on the Train on the way in. Apparently I lost it though. LOL.
Let me see if I can recreate that post. :)
When you say over clocked, is that factory overclocked, or overclocking in addition to Factory settings? Is your CPU overclocked? What are your OpenGL settings under Preferences, Interface (Screen shot may help.)?
Let me give you a little insight to my thinking. At home I have a system with a pair of EVGA "Classified" GTX 570, in SLI mode running three monitors in Surround (most of the time.) At the office I have one system with an EVGA GTX 770, one with a GTS 310M and an Intel HD 4000, a third one with an ATI 5700 series card and an ATI 3000 series card. My Office Mac is running a GTS 120 card. (As the head of DAZ Software QA I get to play with lots of toys.) And that is just what is on my desk.
So when I say that I have never seen this behavior, you understand the frame of reference I am speaking from. :) Oh and clearly you do not need game level hardware to run DAZ Studio.
Since I have not seen it, I can only take an educated guess. My first guess is a bad video card driver. (nVidia occasionally lets a bad one sneak out.) My second guess, since this is a gaming rig, is hardware instability (likely minor) due to overclocking or possibly a bad card. or possibly heat in the case.
I don't see SLI causing it, but there might be sufficient differences between SLI with 460 cards and 570 cards that I could be wrong.
And the other posters are correct, it does sound like your video card frame buffer is not clearing, the question is why and how do we help you get it solved.
Still on 4.6.1.x whatever the latest PC version is at home (I'm at work on my Mac right now) I'm running a GTS 250 1 GB DDR3, the latest WHQL drivers are dated 1/7/14 but mine are from November. This is a two monitor computer, 24" LCD Landscape via DVI, 26" LCD Portrait via HDMI.
my primary LCD is the 24" at boot but gets switched through windows 7 to the 26"
If I delete a figure, then merge a new figure into the scene when the interface comes back up it will "flash" the deleted figure on the view port in it's last position before delete, then it disappears.
I don't have any games installed on the box at this time, but I'm usually running Studio in both monitors (viewport on 26", palettes on 24") and running Blender on 24" and Photoshop and/or Illustrator on the 26" at any given time. I have not verified if the "flash" happens when I don't have these other apps open but it's pretty consistent since I upgraded to 4.6.1.x or the last Nvidia drivers, I think it's more likely the drivers and how I'm pushing them. I'll upgrade to the 1/7/14 WHQL when I get some computer time later tonight unless I watch a marathon of Adventure Time or something.
I should probably clarify my 'demands' of games remark...
Not that it requires game level hardware, but the same system calls, uses of OpenGL, etc as games use...so it can and does have the same problems/reliance on drivers that games do. Especially for things that do require use of the video card...like drawing to the viewport.
And I've seen the described behavior in games and yes, it usually was a buffer not clearing and was solved by driver update/downgrade...