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I have an idea or two now...
After running into some problems with pwToon, I gave the Default Toon Shaders another look and found that they're not as poorly featured as I'd thought. They're actually pretty good! Which got me thinking... How about a tweak or two of the Default Toon Shaders?
1) The ability to choose the shadow color. While the default is good, allowing the change could offer more vibrant renders.
2) Offer an option similar to pwToon for Rim Shading, with interior and exterior colors and blending modes for them.
I know that the default shaders are meant as a kind of starter set before moving on to more featured shaders like pwToon or the Visual Style shaders, but with a few tweaks it'd be possible to bring a few more of those functions into the default sets.
Oh, another tweak for the Default Toon Shaders: Allow for texture tiling. I was doing some experiments last night and notices that some brick wall textures got blown out of proportion. Turns out there are no tiling abilities in the Toon Shaders. I know I can get tiling in pwToon (whether by design or happy accident, I don't know), so maybe a tweak for this as well?
extra pinning strength.
Would like to be able to absolutely pin hands and feet and be able to twist hip, etc, without moving hands and feet.
i posed 2 genies holding hands, pinned hand all the way up to collars, they still pulled away when i turned her hip.
undo robustness
would like undo to unload a just loaded library item, undo a pose. an option to ignore camera movement in the undo stack.
edit: undo is undoing poses last night. amending undo to be more dependable. :lol:
mirror pose option. swap arm, leg pose
duplicate selected object.
batch rendering :cheese:
an easy way to swap a selected light for it's advanced counterpart light.
the right side of the slider, where the value is, is a dark grey. gives me eye strain, is there a way to make that font white?
How about overhauling the god-awful content library system? Stuff is all over the place because the content creators make these ridiculous folder structures that I, the end user, have to manually fix.
It's awful.
Content creators do this because it always keeps all their products together in ones runtime so you don't have to go searching your entire runtime for another one of their packs. This is not the case with all DAZ O's. It is in the uppermost level of the runtime library folder. Whic in my opinion is more of a pain is the butt cause you do have to search through the whole runtime to find another of that artists products. You are free to move the file to wherever you want but it is placed how it is as an ease of use. Your taste is just different than the majority.
...,I would rather it have the name of the product/item than the vendor's name. So much easier when looking for a say ,a dress, hair content, or especially, a specific prop that I know I have.
I'd like skirts that react to their wearer's legs much better.
That is exactly what the product list is for.
That is the problem that smart cont is designed to solve.
+1
indeed, really frustrating, if we chose another drive for installation or content folders...
then don't create hidden stuff in the users main drive!
Yep +100
IClone 6 did a good job implementing Apex cloth. Gradient map, fabric types. Made it fun to use too. I made a few self-colliding physX cloth hair and dresses in no time. Steal their ideas!
Or, at the least, implement Poser type Bullet Soft Body dynamic clothing.
Either way it'll more useful and fun than Optitex.
Hiya Spooky,
Have a question about the bridge between ZBrush and DAZ Studio. SO when I update the mesh in ZBrush and send it back to DS and select the "update base mesh" and then save out the suit again I'm not seeing the changes stick when reloading the newly re-saved out outfit! Am I doing something wrong or is this function of the bridge just not making sense to me?
Also what is the function of Save As> Support Asset > Save Modified Assets? I would think that instead of having to resave out the entire suit again and again and again that using this function would simply update the changes to the suit. Again, I'm either misinterpreting it's use or the function is busted.
Thanks much for helping me understand this.
That is exactly what the product list is for.
...doesn't help if more than 2/3 of your content was installed with the old pre-4.0/DIM .exe installers.
That is the problem that smart cont is designed to solve.
How do you get it to do that? I've purchased a number of items from other sites (like Renderosity) by artists that sell at DAZ as well, put them in the proper folders, reindexed the database, and they don't show up in Smart Content. It's only by right-clicking on an item in Content Library and copying it over, then renaming it (which changes the name of it in Content Library and messing that up) and doing something else that I can't remember right now have I been able to get about 4 characters to show up in Smart Content, but wow, what an ordeal. Is there an easier way that I'm missing? I'd love to have all my stuff in Smart Content where I an see a graphical representation of it as I do a quick browse through similar content (like hair, for example). Perhaps there's some kind of linking file that DAZ puts in to make that work that is missing in packages from other sites?
If you have the base figure loaded and selected then you can drag an item from the Content Library pane to the Smart Content pane category you want and it will be smart for the selected item. Assuming that that iss et up as a product of course.
Whoa. If it's that easy that will be amazing! I'll definitely try that when I get home. This has been a huge issue for me as I have so much that I forget I have because it's difficult to find.
Now, just to be sure I'm clear on this, when you say 'base figure' do you mean Genesis/G2F, or do you mean something like Aeko or Mei Lin (which is technically based on G2F already)?
How about props (things like furniture/vehicles/etc)? Any way to do those as well?
I don't know if this has been covered yet but one thing I'd like to see would be negative smoothing modifiers that instead of moving the geometry above another piece of geometry it moves it below it. So shirts could be tucked into pants or under jackets and hair would fit under hats.
Also have an option so that smoothing modifiers will only respond to like face groups. So when you fit a shirt to Genesis and apply a smoothing modifier only the polygons that are assigned to the abdomen face group will smooth to the figure's abdomen face group. This will prevent the liquid latex effect where if an arm or finger gets too close to the clothing mesh the mesh envelopes the appendage like the blob.
Smoothing doesn't have an inherent direction, but I think what you're saying is that the normal smoothing algorithm checks where the bulk of the vertices are and moves the stragglers to that side, so you would want an option to declare to the smoothing algorithm that most of the vertices are on the wrong side? I would imagine what would work is a separate function from smoothing (since you only want it to happen once, rather than iteratively) which moves all the vertices to the opposite side, so if the shirt was hanging outside the pants this would push all the vertices to the other side of the pants, so that smoothing would then keep them on the inside?
Smoothing doesn't have an inherent direction, but I think what you're saying is that the normal smoothing algorithm checks where the bulk of the vertices are and moves the stragglers to that side, so you would want an option to declare to the smoothing algorithm that most of the vertices are on the wrong side? I would imagine what would work is a separate function from smoothing (since you only want it to happen once, rather than iteratively) which moves all the vertices to the opposite side, so if the shirt was hanging outside the pants this would push all the vertices to the other side of the pants, so that smoothing would then keep them on the inside?
Yes exactly. Instead of the normals being just above the geometry you set as the collision item they are set just below it.
In the Doc center there is an article as to how to do that. Note the article is older than the drag and drop functionality.
Once they are products you can drag and drop, with something selected like Genesis 2 Female, it will be associated with Genesis 2 Female. Perfect for clothing, material presets, characters, smart props,etc. If nothing is selected then that is for a stand alone item, like a prop, light, environment, etc.
Note you can also drag and drop from the smart content pane to a different category, if that makes more sense to you. (Same rules apply.)
I personally tend to use the "Cross Figure Tool" for things like uniforms so they fit both G2F and G2M so I will associate the clothing with the other gender when I am done and then they show up for either. I also save out items I have used Transfer Utility or autofit on as an asset and then associate it with the new character.
EASIER RIGGING!! PLEASE!
Easier how? It isn't made wilfully difficult, so in order to be useful your request needs to identify the hard bits and, ideally, to suggest possible improvements.
Easier how? It isn't made wilfully difficult, so in order to be useful your request needs to identify the hard bits and, ideally, to suggest possible improvements.
Thanks for the response. Well.. I guess it's all in my ignorance that I find it exceedingly difficult. I didn't go into specifics as I did not want to risk the appearance of seeking instructions as I realize there are other forums for that. After a few days of constantly trying to follow tutorials, video and text format.. I figure anything that can be done to improve the process would be good thing. But since you asked... The process as I understand it requires several steps. About as far as I could get is that I created the figure, built the bone hierarchy, then saved the figure out. In my limited understanding, you bring the figure back in and weight map it.. There's where I find it exceedingly difficult. My figure has designated zones. For movement the zones include head, neck regions, thighs, shins, feet and toes. When I put in the bones, could it not be setup to "see" the regions, look at the bone placement in the mesh and the hierarchy and weight map it automatically? I think one reason it seems so difficult is that tutorials themselves are hard to follow. Different versions, and layouts of the same version, have tools in different places.
I'll learn it eventually I'm sure.. But ANYTHING that can streamline this process would be priceless.
You can floodfill the bones by right-clicking with the Node Weight Map brush and selecting Weight Editing>Fill By Bone Selection group(s). You may then be able to smooth the weight maps, depending on the nature of the model, but that should at least give a starting point.
I could imagine it has been said 10.000 times here, but my biggest wish would be an improvement for Dynamic Clothings! Easy to use, please!
Tried it.. nothing happened.. After several long days and evenings of messing with this...I must admit that right now I'm so sick of the complexity of it that I could chuck my computer out of my upstairs office window! .....But with over 1000 items in my library.. I'll just have to leave it alone for a few days. There has GOT to be a better way to get a simple, two legged character with no arms rigged.
I'd like a way to batch rename a hierarchy of objects. E.g., when working on a character, I name the character something, and then all clothing the character is using is named 'character '. This helps keep things separate when merging multiple characters into a scene, so you don't end up with things like "Boots (2)", "Gloves (3)" etc.
But woe be unto the one that chooses to rename the character later on, since it morphed into a different idea over the course of character design... I've resorted to saving the scene as text and doing bulk find & replace in a text editor, but that's easy to screw up things that shouldn't be renamed. And many artists would probably be terrified at looking at a raw .duf file in a text editor. So a batch rename in the UI that lets you specify a subset of a name to replace would be handy. Bonus points for a batch prepend operation.
Although I assume this would really be implemented as a DAZ Script rather than something requiring a "Studio 5".
I say it every time I see this, but having collision objects based on node and not figure would be a godsend (have child nodes override parent collisions).
Also, have an option to disable this as well. This functionality works for figures parented to other figures, which can be infuriating. If I put a smoothing modifier on my figure, changing the dials affects the smoothing for all the parented figures, too. All the hair and all of the clothing, for example.
To reiterate, allowing nodes to have their own collisions would be the best thing I've seen in DS. Only thing topping that would be a cloth room.
I have a Batch Relabel script in my Selection Tools package - I think there should be a link in the list of free scripts and plug-ins, in my signature.
I'd like to see the ability to sort the icons in the DAZ Studio Content Library display panes by alphabet, or by date newest, or date oldest. Sometimes I like to find recent scenes or old scenes I was working on but forgot what I named them.
Some people organize their desks (real desks) chronologically with the oldest stuff on the bottom. It's a sort of time indexed spatial database.
as Nvidia made Physx is Free now, and daz launched Iray...
https://developer.nvidia.com/content/latest-physx-source-code-now-available-free-github
- dynamic hair
- constrained rigid body dynamics
- collision detection
- character controller
- particles,
Nvidia PhysX Hair