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Look on the previous page... near the end of my last post:
Okay, I wasn't sure that's what that meant! That's BLOODY AWESOME! I'll Get this tomorrow!!!
This is probably just an issue with menu updating. You can put it back by going to Window > Workspace > Select Layout... and re-apply your chosen layout, your you can re-add it with the Customize Dialog (Window > Workspace > Customize...)
Thanks! That did the trick. I chose your second option because I customized my layout and did not save it recently, so I didn't want to lose my customization.
Forgot to add that I also tried SubD on some medieval cups and it made a huge difference. Guess I hadn't tried it on the right things before today. Thanks for the inspiration. :)
I did a test, assigning Hiro 5's like-textured material zones into 4 groups: Head, Torso, Limbs, Eyes. Then, to test the spot render to new window feature, I grabbed a portion of my scene and sent it over to LuxRender, via Luxus. Rendered just fine.
Also, maybe you meant something else by your question. The original material zones are listed in a main group at the bottom of the list, so they are still receiving individual settings and you can continue to edit them individually. So, I believe Luxus and Reality will probably refer to this final list when exporting material data to LuxRender. Hopefully, I am wrong, because like you said with the Supersuit as an example, if I only have Black Leather, silver trim, and chain mail comprising my entire suit, it would be nice for Lux to recognize it as only 3 materials, rather than 120 or whatever supersuit has! I may test it later to find out, but assigning the groups is going to be tedious.
External renderers will see whatever the developers of the respective translators/convertors/exporters want them to see; where there is a will, there may be a way. That being said, collapsing/baking Surface Selection Sets into actual surfaces can get very complex, impractical even, very quickly... because a surface can participate in any number of selection sets (for quick access to a specific subset of their collective parameters) and those selection sets may or may not also be hierarchical. Quite a bit of potential for conflicts (in the values of the various parameters) while attempting to define a "surface" in that case.
The collapse/bake was more wishful thinking than anything.
What I'm worried about is since you say they are in the same namespace as the base surfaces, that Reality for example will end up seeing both the surface selection sets AND the base materials until such time as it's updated to have native knowledge of the surface selection sets. If it sees both of them, it will end up trying to export the material (and hence geometry) multiple times, which would be bad.
Put another way, the SDK needs to work such that existing plugins only see the original base surfaces of the object and only ones specifically updated should see the surface selection sets as they'll have the appropriate knowledge of how to deal with them.
I just set up a selection set on Michael 5, then applied Benjamin material preset and the new setting went into the texture set I created perfectly! Then, I tried saving the material, with selection sets, as a material preset, but unfortunately when I reloaded Michael 5 and applied the saved preset, the selection sets were gone. Hopefully there is a way to save them out that we don't know about yet.
..so in a sense, a "mini multi pass render". Fascinating. Been struggling all day with a portion I couldn't get to light properly without having to run the whole thing over again and again. Thus would have saved a lot of time
...very tempting but going to wait as I am still figuring all the new stuff out in the last version. 5 years at this and 4.5 made me a n00b again.
Just updated my own "SuperSuit" (still trying to figure out how to make concentric circles using ZBrush, hmmph) and found the Transfer Utility had moved below the divider, which confused me for a minute or two as I kept selecting Transfer Active Morphs instead and kept getting an error message! LOL Once I got that through my thick head I was good to go but then noticed that the suit was not instantly working with Genesis, had to save it out and then reload it. Also noticed that the Fit To seems changed somehow. Not sure if there was something changed but seems different *shrugs*.
Other than that all seems stable so far. Brought in the obj to rename the group nodes and then create surfaces with them and well in the previous version it crashed here and there doing stuff like that. This stayed nice and stable through the whole process. There are 18 zones in my suit so got me nervous about 3/4's the way down the list! lol
Looks like the weight mapping is displaying a bit differently or am I just seeing things?? Could be, it's late here.....
Thanks for the update. :coolsmile:
This sound like the solution to my problem. I need change the same parameter in the shader for multiple surface in several figures and change parameters in an UE light. It is a total torture select and re-select all those surface.
I installed the 32-bit version of the beta because I already have 64-bit for 4.5, then decided I liked it enough to go 64-bit with the beta. Somehow, installing the 64-bit version, I lost access to the Mimic plugin. It was there in the 32-bit version, and even though I uninstalled 32bit and installed correct 64bit version, it won't appear in my panes list. I checked the plugins and it is there, but unregistered and I didn't get serial #'s with this. I'm not extremely worried about it because I have yet to want to do an animation, but it would be nice to play with for a bit. Also, haven't been able to figure out dynamic clothing pane yet, but then I just winged it without reading first, so I will give that a go tomorrow.
3) Added support for TriAx to TriAx Auto-Fit.
This means???
5) Added support for Ptex.
Can I think in this like a new toy for shader builder too?
6) Added support for independent UV set selection on Geometry Shells.
Wow
I like the way Catmull-Clark subdiv is now labeled as 'Legacy' :-)
The new methods alter my models a bit but they haven't broken anything yet.
So far, I actually prefer the slightly more rounded and expanded shapes the newer algorithms produce.
I'll have to make something with more holes and internals and see if that expansion has an effect on it.
It looks like I wont have to throw away Cinema just yet, though I need to get a Ptex plugin. :coolsmile:
In future, will there be the same control over the Render subdiv levels as we have over the Preview subdiv levels?
We have to remember that the new features are something we are moving forward with. While little or nothing can take direct advantage of it at the moment, DAZ3D is making DS more advanced for the future by adding in these new features now. Like all new things, support will come in slowly at first and then increase. I am looking forward to the future of DS and what it can do.
How these new features get translated into another render engine is up to those who make the other render engine and those who make the exporters. Lux Render is free and Open source so if anyone wants to help them add Ptex and OpendSubdiv support, they can.
Mimic in DS (LipSync) is 32 bit only, though the standalone version will write pz2 files that can be used in any version.
As I am in the middle of something, I can't test - but could somebody take a look whether the DeepShadowMap artifacts issue is solved?
http://www.daz3d.com/forums/discussion/20152/
Ramwolff - note that one of the changes in the rigging tools is the ability to turn normalisation off, which should make handles (including your cape) much easier to implement.
I haven't noticed the DSM issue, though it's a random thing so that's hardly conclusive.
As a semi-related note - with gamma correction on the point lights in DS now produce a useful effect. Of course that does mean old scenes may need adjusting - I wanted to turn the lights down a touch.
I did a test, assigning Hiro 5's like-textured material zones into 4 groups: Head, Torso, Limbs, Eyes. Then, to test the spot render to new window feature, I grabbed a portion of my scene and sent it over to LuxRender, via Luxus. Rendered just fine.
Also, maybe you meant something else by your question. The original material zones are listed in a main group at the bottom of the list, so they are still receiving individual settings and you can continue to edit them individually. So, I believe Luxus and Reality will probably refer to this final list when exporting material data to LuxRender. Hopefully, I am wrong, because like you said with the Supersuit as an example, if I only have Black Leather, silver trim, and chain mail comprising my entire suit, it would be nice for Lux to recognize it as only 3 materials, rather than 120 or whatever supersuit has! I may test it later to find out, but assigning the groups is going to be tedious.
LuxRender? via Luxus? I am so behind the times. Still trying to put Eilir Works BSP Atmosphere Clouds into Daz 3. And, it won't let me. It says it can not find Daz. I have Daz 3 and Daz 4 Pro. Back to this LuxRender and Luxus. What are they? Where can I get more information on them?
By name space we simply mean that you should not create a surface selection set that has the same name as another material or selection set. That said the selection sets are a separate list provided by separate functions, so plugin developers current code will continue to work as it does without update, unless they wish to use the surface selection sets for something in an update to their plug-ins.
Surface Selection Sets are currently saved with scenes, scene subset, and wearables.
LuxRender (wikipedia)
LuxRender home
Luxus at DAZ
Couple notes on the new subdivision. Its more "correct" according to industry standards so it will be a little different for most shapes and completely different for others. It is also more sensitive to ill formed geometry things like topology construction, errant welding, and winding order matter significantly. We kept the legacy for cases where this cause strangeness in the subdivision.
Ptex variables are activated whenever a material has a property using a PTex map. Should be able to use it with Shader Mixer and Builder.
LuxRender (wikipedia)
LuxRender home
Luxus at DAZ
Thanks araneldon! Going to check it out....
I am very happy about two new features, the independent UV for Geometry Shells - my Body Jewels are so much more versatile now! :) and the Spot Render in a new window, saves a lot of time when only a small detail has to be changed and you don't need to render the whole image again - I so missed this feature when switched from Poser to DS for a scene with Genesis.
That's a fantastic set of features! Thanks DAZ!
Sounds great. Don't know what you said but sounds great. :P Not sure what Normalisation is or does.
One thing I've not had a chance to ask is with all these new subdivision options will there be one that will be a little less intensive so when I pose Bruno's arms up the weight mapping doesn't over extend itself and cause bulbous shoulders?? Just thought I'd ask.
On the weight mapping, I guess since I'm getting a little better at it, is there a way to save out an altered weight mapping that fixes these areas to include with Bruno when he's finally released?