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to see why this is tricky take a copule of books flat on the tablle, and decide which way is "clockwise" for rotating around the horizontal, vertical and depth axes. Take one of the books, rotate it a quarter turn around the horizontal axis (of for world), then the vertical, then the depth. Take the other book, rotate it a quarter tirn around the vertical axis, then the horizontal, then depth. The same three quarter-turns, in a different order, produce a different result.
A real time way to rotate shader textures.... yea, that's needed.
Cool, hadn't thought of it that way - Still, at no point does 'rotate clockwise' produce the same result in two planes of rotation such that it can't be rotated in one plane (either by object or in world).
Edit: Is this because the object's x-axis gets lined up with the world's z-axis and vice-versa?
Then again, I'm sure if it was simple, somebody would have sorted it out already. So I guess I'll stick to either planning ahead or using a null.
Thanks :)
Edit: On another topic:
How about n-gon support? Would make my modelling much easier. But does this cause problems with uv-maps, etc?
That is using the parameter sliders! What is this viewport widget of which you speak?
How did I translate the hip node? All I did was load the figure, load the pose, and try to rotate it when, Wheee! Off on a carnival ride!
That's the only way that I've found, but it's a pain in the patooty.
+1
If you use the Universal tool, or the Rotate tool, there are controls on the bone in the viewport that can be used to rotate (and translate and scale with the Universal tool) the bone. Depending on the Tool settings pane option for axes they may affect more than one paraemeter at once.
If a pose set from the store uses the hip to translate a figure (other than relative placement within a couple of group pose) please report it as a bug. Ideally only placement poses and group poses should move the figure at all (other than y-translation of the hip to keep the feet on the floor) - by the figure node and the hip node respectively.
Wow. That would have saved me a ton of time in the past if I'd known that. I've just tried it and will be using it lots now that I do know. Many thanks for all the future hours of my life that you've just given back to me :)
once like almost internetvirgin lol
offline is no once
would like a render engine optimized for xeon cpus
Whatever figure comes with the new DS5, please don't make their HD-morphs default. When creating custom morphs, it is hard to avoid, that those HDmorphs get baked in and lead to unwanted results. So whenever you wonder, why your character's teeth look weird, there might be some extra unwanted mouthHD morphs in there.
Stop having the posing tools default to rotate and have it default the tab General. Its extremely annoying to have to change the pose tab from rotate. I never use the rotate tab first and if I am not paying attention I can easily mess up the scene because its on rotate first (which makes no sense, rotation is fine tuning, moving it left, right, up, down, backwards and forwards is done first in most cases). Plus, the rotation buttons are halfway down the subcategories so its not very intuitive to have it there.
I posted this topic time ago. I would like to see an improvment Content Management Service.The last improvements are very good but I have a bad feeling when I have to move my content again. My idea would be a small backround program which creat a single file with the informations and links of the product.
An example: I bought a clothing set for G3F. I sorted the full set in People-G3F-Clothing-Sets in the CMS. The Pants in People-G3F-Clothing-Pants and in People-G3F-Clothing-Pants-Set-Name. In all three files are the pants but the original file (from DAZ Studio) are only saved once. My idea is a single file in the original file which save the informations of the CMS. When you move the content the CMS informations move with the files. Instead of the in opinion complicated move away method descriped in the forum.
I love how this topic was created in 2012 and Daz Studio 5 isnt even out yet lmao :P
While literally true, that does ignore the fact that there have been significant upgrades to 4.x that would have justified more than one version increment in an application that was sold in its own right.
(1) lights that can be set to only work only on selected, individual objects
(2) shadows that are or are not cast by objects (and cast on only selected objects)
(3) simple copy and paste of any 3d object in the scene
Amen. I'd love to see this too. As a Vue user, I've come to think of it as basic (as well as simple copy and paste of 3d objects in the scene).
1) I believe this can be done; hopefully Richard will stop by and tell me I'm wrong, or explain how.
2) Not sure if there is something for this or not, but know Iray can do something with shadows - Richard needed again.
3) Edit > Duplicate > Duplicate Node Hierarchies works very well (obviously select item first).
...not sure if I already mentoned this, but provide a way to select an item (clothing, character, etc) and reduce its texture/map resolution in the scene being worked on instead of having to do so in a separate 2D programme to help reduce render load/times.
You don't need to use either Connect or DIM; you can, and some folks do, simply download and unzip the files and place them manually in whatever folder you use for your files. It's also the way you would install content from other stores.
...part of the reason I am only dealing with the Beta releases and still doing my primary work in 4.8 (so yeah, I don't have a working SSS in Iray).
I still like to be able to use content in Carrara an Bryce as with DRM I'm stuck with new stuff only being useable in Daz Studio.
Possible using the AoA Advanced lights in 3delight, or using Light Path Expressions in Iray (that requires using the Canvasses tab under the Advanced tab in the Render Settings pane)
Basic shadow-casting in 3Delight is already an object level setting, and it is also available in Interactive mode for iray but not for Photoreal mode. Selective sahdow reception is possible in 3Delight with the AoA lights and some surface shaders, I'm not sure if it's possible with Light Path Expressions in Iray
As noted above, the Edit>Duplicate sub menu
Rename or relabel? Renaming will break existing presets and may cuase errors, relabelling should be saved with the scene or you can resave the asset (but of course any update will then revert the labelling). Moprhs are sorted alphabetically within their groups - if you find the listing confusing try disabling Show sub-items at bottom right, that will limit you to showing only the morphs, in alphabeitcal order, from the currently selected group.
The focus issue is annoying - I have learnt to conciously move the pointer to a safe area such as a tool bar (the defocus happens when the pointer strays over another slider, casuing the UI to draw that and so give it focus).
Not sure the technical term for this, but a way to simplify all the geometry in your scene as your working. Just as a preview, not a final render. Lately I've been building more complicated scenery and it gets to a point when I pan or navigate, or move an object around, the whole scene lags. I do shut things off and that helps, but it'd be nice if you could simplify everything in one shot and then revert it back to normal.
So how do you turn off all of the connecting tethers in the software?
I never logged into DAZ Connect when I installed 4.9, and told it I didn't want to see the login dialog again, if that's what you meant. Whether or not you use DIM, you can tell DAZ Studio where to find your content, just like you could in older version before it was available to install things for you. As for the database stuff, I installed it, but don't use smart content all that often, since it's faster for me to use the content library like I've always done.