Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.
Comments
Yes, I see that when I close DS, reopen it, and reload the saved scene, the Node Lists still exist, but they are no longer associated with the canvases they were previously assigned to. The canvases say Node List None. I don't know if the problem is in the saving or the reloading of the scene.
Edit: I opened that saved canvases scene (created and saved in 4.22.1.58) in 4.21.0.5, and it opened correctly with the node lists assigned to the canvases, so the error in 4.22.1.58 seems to be related to reopening the saved file, not saving the file.
well I cannot figure out how to use triplanar
there is no premade shader
I would have assumed a UV option
I guess I have to wait for a product to buy
Where has texture compression settings gone?
Was usually in Render Settings > Advanced.
Render Settings - Editor - Optimization
Thank you
This has been fixed
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log#4_22_1_71
More info about that
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log#4_22_1_40
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log#4_22_1_53
It is great to know that Daz is paying attention to user beta problems posted here! Thank you.
Edit: I have now installed 4.22.1.74 and this is fixed.
I continue to have a problem with the Toon canvas renders. The outline is applied to hair caps, eyebrows, eyelashes, even though I have given them an Iray object ID of 0,0,0. It appears that things with cutout opacity maps or values below 1 do not work correctly with the outline, but that does not explain why fiber eyebrows get outlined.
Is this outline problem a known bug?
Is there a workaround?
Am I doing something wrong?
With 4.22.1.74, in comparison with 4.22.0.15, it turns slow (laggy) when creating, renaming, deleting a Camera. Anybody has experienced this issue ? Does it result from the new feature of "current camera view is checked in View Selection menu"?
There was no such a lag in previous PB 4.22.1.58...
No, I haven't experienced this.
Thank you for the test. I do believe the issue comes from that feature... If you rename a G9 in the same scene, it's pretty fast, while renaming a Camera, at least 0.5 second lag...
When do you see the lag? Between the time you click the name and when you can type a new name? Between the time you type the new name and when the changed name appears in the Scene pane?
Like this: Select a Camera, single click on it, type in a new name, press Enter, then a lag can be seen... With 4.22.1.58 / 4.22.0.15, there's an instant change after pressing Enter.
Besides, if you delete cameras or spotlights, then Ctrl + Z, you may also find this process is slower than previous versions...
I'm not seeing a lag in either renaming or un-deleting. What else is in your scene? Can you create a simple scene in which this happens?
Pls take a look at this short video - https://mega.nz/file/bSgnBKRK#u9OC3AdApA6OCHSwN_aRKg1ZEkIiw5ZPfj4ozgfsdS8
I've never experienced such an issue before... Hope you can notice that "little bit laggy" in the video. Thank you !
PS: My General Release and Public Build have the same settings as well as the loaded plugins....
I can see that it appears slightly slower in the second half of your video. But the difference is so small, I don't think I would have ever noticed without you pointing it out. I'm not really sure if I can reproduce the lag or not. It does seems a tiny bit slower in 4.22.1.74 than 4.21.0.5, which are the two versions I have installed. But the difference is so small, I can't say for sure.
Yes, you're right... Just because it's really fast in GR, such a little lag in PB is pretty obvious to me, hoho~
Is the "Decimator Pane" what it sound like?
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log
A pane associated with the Decimator Plugin?
Reading all the references to Decimator in the change log, I don't think it is about the Decimator Plugin.
Why not? The plugin is part of DS code, it's simply not active unless you have a serial. So that would make sense that updates related to "decimator" in the log are about the plugin.
I cannot save a weight map mode D-Former preset in DS 4.22.1.88 Public Build. I'm attaching am image of the settings used to create the D-Former. All I did was use the weight map brush to add and subtract some weight to areas of a cube. Then I selected the cube and tried to save the D-Former preset.
I don't get an error pop up, but the preset is not created.
The destination folder has a .png, .png.tip, and .duf.tmp.
The log file says:
2024-02-23 02:46:30.157 [WARNING] :: \src\sdksource\fileoutput\dzassetoutfile.cpp(18568): writeNodeInstanceRecurse() failed.
2024-02-23 02:46:30.158 [WARNING] :: \src\sdksource\fileoutput\dzassetoutfile.cpp(18517): writeNodeInstances() failed.
2024-02-23 02:46:30.158 [WARNING] :: \src\sdksource\fileoutput\dzassetoutfile.cpp(790): writeScene() failed.
2024-02-23 02:46:30.158 [WARNING] :: \src\pluginsource\DzDFormPane\dzdformassetfilter.cpp(413): Failed to write a D-Former(s) Preset. See the log for more details.
2024-02-23 02:46:30.184 [INFO] :: Saved image: N:\DAZ 3D\Studio\My DIM Library\Presets\D-Formers\Cube d-former 4.22 beta.tip.png
I looked for help in the Documentation Center. This is what I found - nothing helpful
It doesn't work either with GR 4.22.0.15.... I checked the DSON file, the error happens when writing the data of "D-Former Field" ... but a d-Former with Weight Map mode has no "D-Former Field"... so it's a bug I presume... though I never use Weight Map mode.
FBX import has greatly improved
some stuff needs zeroing and LOD's removed but generally not an animated jumbled mess anymore
Couple of thoughts:
Did you select the deformer on the save (It doesn't automatically check it). Screenshot is the default dialog.
As you used a cube, did you save it as it might be looking for the figure it was made for?
Yeah, agreed. However I think you can just use a D-Former with Default Settings, with adding weight map on "D-Former Field" rather than "D-Former Base", then Attenuate in MLP works with it as well. The HeadSplit D-Former in Starter Essentials just uses this way. And it can be saved as D-Former Preset...