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Already there. Let's say you have a shirt, and want to make it smart content for G3F. It's easiest if you have the Content Library pane on one side of the viewport and the Smart Content pane on the other. Load G3F in the viewport. Find the shirt in the Content Library pane and drag it to the Smart Content pane, and drop it into the category you want it in. Now when you load G3F the short will show up in Smart Content.
Sweet, thanks Richard. Ill check this out.
Agreed. While I dont use it as much anymore, I think that a variety of tools is important for any artists work.
...3DL is still very useful for creating a more "illustrative" or "painterly' look without having to resort to postwork..
I'll have to try that. One thing I notice, when I'm making new content, when I set it up to originally (like when I save out a new material preset or a pose), at first it's tagged as Mat or Pose but after a day or two the tags disappear so I'm thinking they are some how becoming uncategorized again. What's with that??
I just got around to trying this and I think I misunderstood the original question or your reply, Richard. What I want to do is add the "Select Children" to the Right-Click context menu. For example, when I click on a hand, I would like to be able to select the children (fingers, etc.) for that hand when I right-click on the hand. See attached screen shot.
I just got around to trying this and I think I misunderstood the original question or your reply, Richard. What I want to do is add the "Select Children" to the Right-Click context menu. For example, when I click on a hand, I would like to be able to select the children (fingers, etc.) for that hand when I right-click on the hand. See attached screen shot.
Ah, I see. I don't think the viewport tool right-click menu is readily customisable - I'm not sure if it could be done with a script but it isn't available in the Customise dialogue.
Ok - then it remains as a feature I'd like to see then :)
3Delight itself and/or om_Uber_Environment/Area upgraded for much better IDL/GI and Image Based Light Sources maybe? Better 3DL shaders?
3Delight Cubemap reflection support? Screen Space Reflections support? Faster renders, specially for test renders or base renders.
3Delight Bloom effect?
Self figure collision detection? or is that impossible for a reason?
I hope I'm within the topic's theme and not off topic x__x
All I want for chrismas is a floor pinning option. or a tool to make floor pinning a possiable option
All I want to see is that daz continues to support 3Delight and poser formarts like CR2 and that I am able to open old files back from DS Studio 3
BTW...they should better create better figures than new software
Aside from the likely need to add to the software to support enhanced features, the application is developed by different people from the content creatorrs.
Sometimes I do not understand Daz's marketing strategies.
They make money from the content, not the software, right?
Then why don't they publish free in-depth tutorials to create content?
Ex: Tutorial to create a Spring Jacket (in-depth) vs. basic tutorial on creating a t-shirt (way too simple).
The current quality content creators would not be penalized from this, as demand would be be stimulated and they would still be the leaders (they have a few years of experience ahead of everyone else). I even think they would make more revenues if more people were able to create content.
The more quality content that is created, the larger the userbase will be and Daz's profts will be higher. That's basic stuff I've learned in university...
your not the only one with these questions...
sometimes 'm more interested in learn something new from a tutorial, than another piece of outfit i may all ready have with a few vertex points more or less.
Still waiting on the first Zbrush and Dazstudio tutorial here. Not that i miss ZB tutorials, DT have lot of them exept the DAZ parts, i can't waste time searching true forums or youtubes for little information.
then i like to buy it in a package and save time. Time i can spend on my other hobby create music...
You should not have to dig deep on youtube or on some obscure website to find tutorials, especially for such a good piece of software as Daz Studio.
In my opinion, the reason why there are no dedicated websites with a nice list of tutorials is that the large majority of users have absolutely no idea where to start. It's difficult to create tutorials when you don't have all the information needed. And the tutorials for sale on Daz shop are either badly done (sorry) or WAY too expensive.
Just getting the skin right in Iray is a major challenge. There is a thread with about 50 pages where people try to get it right, including the pros. Daz could be of help in this case, as they know better than anyone how the IRay engine works. Meanwhile, I've bought 2 different "nice skin" shaders to see what parameters the content creators used, only to find out that the result is bad (sorry again).
We definitely need guidance.
it's the lack of some support and information, that set me on hold buy any future products here until strategy is changed and more open.
The Iray engine is leased from Nvidia not built by DAZ so they are experimenting with it just like we are.
I would actually like to see more tutorial content on effectively using and modifying the content they sell, and, for that matter, installing the content you buy. I've been a PC+ member for over a year now, and still haven's gotten Freak4 (which was my first purchase) to work properly. Why? Because the installer is inadequate and the documentation is worse. Nothing is more frustrating than buying something, being excited to use it, and then spending three or four hours figuring out that it just doesn't work out of the box.
There seems to be an assumption in the starter essential tutorials that the user is already familiar with 3D fundamentals, and that's bad for free software, since a lot of users are choosing Daz as an entry point into 3D art. If I hadn't used TrueSpace and Lightwave in the past I would have been completely lost going in. Daz could definitely profit from fixing this, providing a "layman's terms" fundamental introduction to scene-building lighting and rendering. Develop the Wiki, get a complete glossary of terms built into the software (the "what is this" function, more often than not, just repeats the tooltip), and focus on moving people forward so they keep using Daz (and thus keep buying content).
"But Aggro, there are tutorials in Daz Studio!" you say? Not really. To use the auto-fit tutorial as an example, that is weak tea. A tutorial should teach you more than "load a character, drag and drop clothes". Frankly, that was covered in every other tutorial. There is no mention of how to make adjustments and fill the gaps that autofit doesn't. No mention of how UV mapping works, or unimeshes, or anything else that applies to fitting clothing and props, which is just inadequate for beginner-level users.
Raise a ticket, and ask for help; they are always glad to do so.
Yes, of course. But I'm sure that there is at least one brain at Daz who understand the engine better than anyone else here.
Freak4 is a morph of Michael 4, do you have Michael 4?
I would like to drag a marquee over an area such as a face and have it render it at full resolution. Or at least have the scene window at full resolution scale and navigate it with a window scroll without changing the camera pov. I would also like a morph brush like Posers implementation. Would be great to adjust the environment to accommodate a figure like Victoria 7 standing on grass without the grass going through her feet and legs. Props would also benefit. Would also be nice to be able to smooth out an area with the same tool.
In the Tool Settings pane with the Spot Render Tool active you can tell it to render to a New Window.
In the mantime there are two options that allow a partial match to that - DForms with a weight map, and Push Modifiers with a Push Modifier Weight Node applied to give a weight map.
Could you point to some tutorial that explains your response, Richard? I have used DFormer and Push Modifiers but I don't understand their use in combinations with weight mapping: like when and how to do that.
DForms:
Drag the Field out of the way (unless it's providing a good starting point, but when you apply the weight map it will bake the effct of the field and that may well be undesirable). Switch to the Node Weight Paint Brush tool and open the Tool Settings pane. With the DForm selected you should see Influence Weights listed in Unused Maps - click the Add Map button. Now you can work on the weight map with the brush tool and the Geometry Editor tool.
Push Modifiers:
Select an item with a Push Modifier, or add a Push Modifier (Edit>Object>Geometry>Add Push Modifier). Go to Create>New Push Modifier Weight Node and select it. Again, switch to the Node Weight Paint Brush tool and open the Tool Settings pane. With the Push Modifier Weight Node selected you should see Push Modifier listed in Unused Maps - click the Add Map button. A slider will appear under the map in the map list, use this to control the base strength and direction. Now you can work on the weight map with the brush tool and the Geometry Editor tool.
Some new hardware support would be most appreciated, including the following:
1. Hi-DPI / HDPI /4K monitor support - DAZ UI text is way to small on these screens - HELP!
2. Intel RealSense 3d depth camera support - this $99. camera is going to be a game changer for us.
3. 3dConnexion space controllers.
Thanks!
Almost anything off of this list. And repudiation of the 4.9-suggested DRM.