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yeah but i think he means a real time automatic collision system.
like hands auto pose around the object and not move inside it.
or legs and hands not move inside the genesis body mesh but bend nice around it (like fingers around the hip or the other arm or leg).
that's what you can't do in daz.
and the big need of a "real time collision system".
CUDA acceleration would be nice. Offload some of the rendering and preview work on to the GPU.
Yeah, that would be useful. In which case I would want turn off switch. Perhaps, options to designate what is solid and what is not solid in the scene.
Forget all the fancy new features and perfect the present ones. Has anyone mentioned
1 stability ??????
2 documentation??????
Cheers
GG ;-)
...that's just wishful thinking. ; )
What I'd like to see is a transform control where one could rotate texture tiles in the surfaces tab. So often I find a great tiled texture to use but it's "grain" (for lack of a better term) is following the wrong line (axis?) when applied.
You can rotate textures (in 90 degree increments only) using LIE, Layered Image Editor.
...I know, but when you have set elements that are at an angle or want a different angle for effect (say 30°) you are still out of luck.
As a workaround, rotate it in a graphics program and save it out as a separate copy.
...but wouldn't that mess up the tiling?
Apologies for all the questions but I'm still fairly new to this aspect of 3D.
Rotation can be done with the Shader Mixer, but of course that requires that the whole shader be set up there - you can't feed a rotated texture into one of the standard shaders (except for the DAZ Default Shader, which can be copied into Shader Mixer)..
Sorry if this one has already been mentioned... Didn't have time to read the whole thread but really want to put in my 2¢
I would love to the se constraints added to the "Point To" function so that we can enable rotation by axis. Also a function to make figures' heads face cameras or whatever other object.
I think I have seen a script for that somewhere but can't seem to find it now
Never really dipped into this thread before now.
Yes, I'm seeing the difference very clearly right now as I'm resaving a bunch of old A3/H3-based characters originally created in D|S1.8 and 3 so they're at least reliably loading in D|S4.6 — and some of these differences are really glaring.
* In D|S3 I open a folder in the Content tab, the top level of the folder snaps to the top of the tab and the folders inside run neatly down the tab. It makes drilling down through folder levels easier and faster. In D|S4 the folder opens but doesn't snap to the top. It adds a bit of scrolling time for every level I drill down. The old behaviour was much more intuitive.
* About that scrolling with the mouse scroll wheel in the Content tab (also Parameters tab and probably others I never use): it's neat and controlled in D|S3, just like in Windows itself and all other programs I use, but less accurate and constantly runs away with me in D|S4, and I can't find any settings to change this.
* Still in the Content tab: looking at the ordering of filenames in D|S3 and D|S4, why was this changed? I used to use "~" in the name to force an item to the top of a list, in D|S4 this forces it to the bottom.
* Editing parameter dial settings. "Double-click on the name" in D|S3 gave instant access to the settings, it would be nice to have this again. In D|S4 it requires more accurate clicking on smaller targets.
As for the D|S UI itself, a lot of us old-timers would still love to see the actual Classic layout return as an option. I think we can all agree now that the old reason "Qt changes and the new D|S capabilities mean the Classic features can't be recreated" isn't the answer to the question we've actually been asking. There are a lot of the new features I don't use, but I've seen lots of screenshots, and I have yet to see anything that won't look right in Classic. Even with the City Limits layout, the Highway or Darkside styles are bulkier and clumsier than Classic. (And no, Darkside isn't based on D|S3 Classic, it's based on D|S3 Nouveau Dark. Close, but no Cuban nicotiniferous products.)
I agree with all you mentioned SpottedKitty!
Oh! Oh! I just remembered one.
Using a transparent png as a diffuse map applies the alpha channel of the png to the opacity map as well (which can be over ridden by applying another opacity map image).
...well that's a pain, especially as I think this should work with premade shader tiles.
Say I have a nice black & white stripe tiled pattern that is vertical, but would like to apply it at an angle on a 60s mod style dress (actually saw someone wearing such a dress the other day). It would mean instead of using the premade tile I already have I'd have to create my own shader from scratch in the Shader Mixer? That's a lot of extra work.
If one can already move the map horizontally and vertically, why can't there be a control to rotate the angle of the map as well? It would make things a lot simpler.
...well that's a pain, especially as I think this should work with premade shader tiles.
Say I have a nice black & white stripe tiled pattern that is vertical, but would like to apply it at an angle on a 60s mod style dress (actually saw someone wearing such a dress the other day). It would mean instead of using the premade tile I already have I'd have to create my own shader from scratch in the Shader Mixer? That's a lot of extra work.
If one can already move the map horizontally and vertically, why can't there be a control to rotate the angle of the map as well? It would make things a lot simpler.
Not necessarily from scratch - if it uses the DAZ Default Shader open Sahder Mixer, in its File menu choose copy from scene, Accept. Then as i recall the Shader Mixer tutorial in the store includes a Rotate brick you could drop in between the Tile brick and the actual image map, or creating one of your own for recycling as needed is pretty simple.
Building on KK's and Ghastly's requests: Make the LIE into GPIE, General Purpose Image Editor with as many of the features/tools you would find in IrfanView or XnView.
Kind of building on Kattey's and RamWolfe's requests: I would like to see a better default UI and stick with that one and only one UI. Then provide better tools and instructions for customizing the look, function and layout and even the icons/theme.
Hmm. this is a small one but would love a 'save and quit' option. Too often I have a big project I am saving and I have to quit manually after saving.
Would like a better method for making clothing appear realistic Clothing seems to be less realistic than the figure lots of times.
Lighting to be more intuitive. I find lighting to be a chore, and it is not very intuitive. It would be awesome if there were better controls to make lighting simpler for folks.
Unfortunately, what we have now is the "intuitive and simpler" option, at least looking at the lights that come out of the box in D|S — the problem with lighting is that it really is hideously complicated and takes a lot of getting used to. I've been using D|S since the early beta days, and I can't say I was really using lights easily or well until I finally began to get my head wrapped around the subject with D|S4.5.
Thanks, I know I'm not alone in this, but it's nice to hear from others. And now a couple more...
* The controls around the Viewport. These were in the top left corner before D|S4, then for no reason they were moved to the top right corner. I just can't get used to the difference, especially since I use both D|S3 and D|S4.
* If I use the "Docked View Controls" option I get them back in the proper corner, but I lose the Cube View. This is IMHO one of the major camera control improvements in D|S3; although it took me a little while to get used to it, I now really miss it when I can't use it. I can't think of any reason the two settings can't be combined, it's a nuisance having to bounce back and forth between the two modes.
Someone else's turn now. ;-)
Edit: Whups, didn't realise that earlier reply was in the same thread... :red:
Well, if you quit without saving you should get a prompt to save - backwards, but it would (I think) achieve the desired end result.
...yes.
Well, if you quit without saving you should get a prompt to save - backwards, but it would (I think) achieve the desired end result.
...how about an improved save function that updates better?
In 4.6 I find sometimes I accidentally end up saving scene changes to my scene subset files (which are usually my individual characters). I'll point the "save as" to the Scenes folder, enter the new name, but when it is finished saving the name of the working file in the top right hand corner is still that of the scene subset file, not the new scene (for example "Leela4" [the subset file] instead of "Leela at the beach" [the full scene with the Leela character in it]).
So, if somewhere along the line I click just "save" (and I still perform frequent intermittent saves, an old habit from working on 32 bit when I had a lot of crashes), it appends all the scene elements to the character file saved in the Scene Subsets folder, not the full scene in the Scenes folder. When this occurs I have to close and reload the subset file save it again as the scene with the that name (getting the warning there is already a file with that name) then close that, reload the file a second time, remove all the scene components, and save it again so I only have the character saved as the scene subset.
This kind of feature works in almost all other software I use from 2D, to spreadsheet, to word processing. You "save as [new name]", and that is the file you are now working on, not the parent one.
Bug report that, please.
This is going to be a really stupid idea, I know, because I guess it could have been used long ago.
BUT........ why can't the plug-ins that are used in DS 4.6 be used also in DS 5.0 ?
Can DS be built for this to be possible?
...that actually depends on the PAs who create the plugins. They would need the Studio5 SDK to upgrade their products.
Right.... that is how it works and has worked.
Why can't DS 5 be built so it is able to use the plug - ins that are presently available for DS 4.6 ?
It seems very inefficient to have to rebuild the plug - ins every time a new version of DS comes out, and it costs us a lot of money to upgrade the plug - ins when moving to a new version of DS.
Plug-ins are built using a scripting language, if the language is updated along with Studio then the plug-in has to be updated also.
But I thought the plug - ins for Poser could be used across iterations of Poser.
Am I misinformed in that?
But I thought the plug - ins for Poser could be used across iterations of Poser.
Am I misinformed in that?
Yes.
Coldrake