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 those are ok but are not the same standard as the new big cat 2 or the dragon 3 and I have the mermaid stuff but where are the dogs cats dolphins birds and such all of the ones out just don't fix with the quality of the new big cat 2 and dragon3 that is what I would like to see is the higher quality like that in the animals more please. bears, deer, African animals sea animals aerial animals there is just not that many animals here in daz that are done with the same time and attention to detail as the daz dragon3 and the big cat 2 and the hourse2. so this is what I am hoping to see change. thank you for listening to all of us.
Personally, I think the quality of the Mertail is quite good and it certainly does not need HD details IMHO. But anyway, it would be more beneficial to open up a thread in the "Product Suggestions" sub-forum, as this thread is about DAZ Studio 5 features and content suggestions / requests are quite a bit off-topic here.
i'd like to be able to render emotes straight to an animated gif :)
Improved collisions / smoothing: Multi-source collisions and collision granularity down to individual nodes instead of entire figures.
3Delight particles. W00t!
...yes, yes, and YES!
So many times I wish I could set up collision of parts of clothing with other clothing underneath rather than just the entire outfit.
Content pane
I'd like to sort it by 'last modified date' because the 'new' banner isn't good enough if you have to click at dozens of folders before you even see the thumbs.
...oh, and when "Saving As" have it switch to the newly saved version (like other programmes, even word processors, do). So often I ended up overwriting an original file because it was still active instead of the "new" updated version.
...yes, yes, and YES!
So many times I wish I could set up collision of parts of clothing with other clothing underneath rather than just the entire outfit.
For me it's mostly making clothing collide with both the figure and their seat, instead of doing two renders and doing photoshop magic.
But yes, there has also been many a time where I have had a shirt that I want to collide with both the pants the character is wearing AND their torso. Sigh.
Ditto on the "last saved" or "last installed" sorting, especially when some of the new-installed content (older Poser freebies, for example) might not register as "New!" in DS4's metadata.
But even just the ability to multi-source collisions would be nearly worth the "DS5" label.
I'd like to have a 'Merge with recent' option in addition to my now beloved 'Open recent' option :D
I would like to see Unbiased GPU-assisted rendering.
...how about a bridge to send figures to Carrara so they poses can be adjusted to fit the scene after transfer rather than having to pre-pose a figure and import as a non poseable .obj?
I remember being able to do this with Carrara 6.
what i'd like to see? hmmm...
The amount of work it takes to set up custom non-genesis characters is simply overwhelming. it's definitely my #1 wish to see this process simplified. Especially the rigging. Or just allow us to import collada figures into the figure setup window.
A better smoothing algorithm. preferably one that doesn't inflate the clothes unnecessarily.
more cloth-fitting templates. Or at least teach us how to make our own templates. A few people have figured it out probably, but it needs to be documented! along with a host of other features that are currently shrouded in darkness... *scripting API
It being written as a true Mac application, and in the process get rid of the QT framework that drags it down both performance wise and with all kinds of odd UI quirks,
Odd UI quirks. The one that really annoys me is when you click on a search box, move the mouse cursor away so that you can see what you're doing and the seach box closes. It should work like Windows Explorer. Once you've clicked on the search box it should stay open until you click somewhere else.
Cheers,
Alex.
http://www.luxrender.net/wiki/SLG
3Delight has not developed one and Daz3d does not make rendering engines. You other alternative is Octane.
Odd UI quirks. The one that really annoys me is when you click on a search box, move the mouse cursor away so that you can see what you're doing and the seach box closes. It should work like Windows Explorer. Once you've clicked on the search box it should stay open until you click somewhere else.
Cheers,
Alex.
...I'd like it if the location you are currently at in the Content tab remained the same when you switched viewport tabs (like going from Posing to Surfacing/Rendering).
Better Content Directory Organization -- Everthing associated with a product should be under one parent directory with subdirectories that the user can specify. Subdirectory names should be standardized -- data and morphs in Data, textures in Textures, materials in Materials, associated props in Props, associated poses in Poses, etc.
That's a content, not a DS thing. Native formats do folow those stipulations fairly well, Poser content however has to be split between libraries.
A great idea, and variations have been requested many times before, but it's never worked out. Not such a problem for people using Smart Content, or who use a heavily categorised Content library, but quite a few people do neither. I really don't understand it, either — a few days ago I installed a set of Genesis clothes that had four separate top-level folders for associated props, poses, materials, etc. Why? At least (most) characters are more sensibly arranged, under /People/Genesis/Characters/Whosit/ or the G2F/G2M equivalents, but there are still a few inexplicable weirdnesses. If I didn't manually fix my content as I install it, I'd be ten times as hopelessly lost as many people were in the old Poser4 days.
That's a content, not a DS thing. Native formats do folow those stipulations fairly well, Poser content however has to be split between libraries.
Thanks Richard!! I guess we can move my posts to a more approriate discussion regarding Content.
Present DS content implementation is close, but not close enough to make me content. I always install my content to a temporary installation directory, then re-arrange the files and directories to something resembling my proposed scheme. I do this for both my DS and Poser Content, except for the DS Data directory. When I load an item, I get prompted for the location of the Geometry and Texture files, which I'm willing to put up with, since I can locate the files quickly, because I know exactly where they are. I keep thinking about writing a utility program to edit my .cr2, .duf, .pz2 files, but I'm hoping DAZ and/or Smith Micro will change their content directory format. Maybe some day I will write the utility...
A great idea, and variations have been requested many times before, but it's never worked out. Not such a problem for people using Smart Content, or who use a heavily categorised Content library, but quite a few people do neither. I really don't understand it, either — a few days ago I installed a set of Genesis clothes that had four separate top-level folders for associated props, poses, materials, etc. Why? At least (most) characters are more sensibly arranged, under /People/Genesis/Characters/Whosit/ or the G2F/G2M equivalents, but there are still a few inexplicable weirdnesses. If I didn't manually fix my content as I install it, I'd be ten times as hopelessly lost as many people were in the old Poser4 days.
I don't use Smart Content, because I believe that physical directory re-arrangement is a simpler and better solution. Knowing the exact location of my geometry and texture files is helpful to me since I sometimes modify the original product files. Some vendors are not consistent with their directory naming convention, which makes finding things a real pain-in-the ass.
I'm rigging a figure right now and I just thought of something that would be ever so valuable an asset while doing that (besides a more friendly method of rigging a figure).
A feature that prints a report on whatever figure you're working on, that lists all the bones, their names, their labels, rotation order, selection group, etc. It would be so much easier to troubleshoot when something goes wrong if I had all the information I need about the figure on a sheet of paper.
I prefer that the Content Library tab(s) can be opened to different areas in the different Posing, Lighting, and Surfacing tabs/rooms. The Geometry and Texture folders do not hold user facing files so there is no need to move nor should you move them. Look up relative addressing to understand why there is some folders and files that just should not be messed with.
True, but it's good to be able to open them from the content interface if you need to or want to make modifications to textures and geometries, or delete morphs from the data directory. A option could be made to hide or display the Geometry, Texture, and Data folders.
DAZ Studio is not a modeling program nor is it a 2D image program, there is no need to be able to see folders that contains files Studio was never meant to work with in such a direct way, it would only confuse new users. Speaking of which, why is the "UV Templates" folder not hidden inside /Runtime/Textures/ folder?
Disagree -- The default setting could be to hide Textures, Geometries, and Data.
Also, in order to hide "UV Templates" in Textures, you have to locate Textures first!! This is not as easy as it seems, since some artists use different names for the user-exposed Product, Textures and Geometries folders.
Having a single parent folder for a product would simplify installation and removal and help alleviate directory cluttering, as in DS4Content/Runtime/Textures or DS4Content/Data. It would make it easier for a user to arrange products in a directory structure that made sense to him/her.
Doesn't it already?
If this feature has not been mentioned previously -- The ability to load Poser Weight-Mapped Characters as DAZ Studio Weight-Mapped Characters.