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Yes, but I am not a fan of strawberry.... chocolate, always.
I've no idea if anyone else has already suggested it and I'm not reading 64 pages just to find out, but another thing I'd like to see is an infinite plane (so that deserts and oceans etc can stretch endlessly towards the horizon). I'd also like a 'microwave render' button so that we can zap renders for three minutes instead of cooking them for two hours in exchange for sacrificing a certain amount of flavour, but without risking much in the way of burnt edges. I'm mostly asking for this in order to make the infinite plane look simple enough in comparison to be immediately added to the 'let's do it!' list instead :)
How does this sound?
I want a mesh-based "Edit Falloff" (aka D-Former), defined by the Geometry editor, acting in the direction of the normals (possibly modified by the Normal Map), with the ability to layer the meshes that it acts on.
That sounds fantastic....I don't what it means at all and my simple little mind is impressed with how impressively impressive it sounds. :)
What would that enable us to do? :)
What they want is a better Smoothing Modifier with definable collision groups.
These 4 would be my main requests - especially the two in the middle.
Also, additional physics like wind or gravity wouldn't be bad either.
And a little "Add vertex / line / face" command would also increase the programs' usefulness; allowing for simple mesh-edits to be handled without ex- and importing.
D-Formers with "profile" and being normal-map aware (to shorten your description) would also be a very welcome idea to me.
But, and I apologize for my ignorance, what could you do with it?
It would improve modeling-capabilities inside DS... At the moment, you can only use D-Formers to move a group of points all by the same amount - add a profiling-curve to that and creating believable deformations gets a lot easier.
Well, there is a profile curve, I thought. Let me look after work. Now being able to PAINT SPECIFICALLY what points are eaffected would be awes0ome. Bonus points if you can real-time "paint" a morph in.
Isn't something like that in already? Admittedly haven't used it yet, but there was some different selection-option else then the default "field"-method, and it had something to do with painting, I think...
Profile-curve on the other hand I didn't see yet... but maybe I overlooked it?
Would love to see "barn doors" on the lights, just simple sliders where you could cut the light from all four sides would be a tremendous help. That way you could put a slash on the wall or cut the light in a "non-round" way without floating multiple planes in front of the light. It would speed up the lighting process quite a bit.
That, and beefing up the animation features in DAZ studio so you didn't have to rely on multiple funky pluggins, would probably be the biggest things I would want to see.
Make a "collapse all" button for the content liabary. Like what you have on the scene tab.
This.
Also, just in general better stability. I'm running DAX on a Core I7 laptop with a GTX card and 16Gb of RAM. I don't do huge scenes, just portraits and small stuff, yet DAZ is very buggy and crashy - always has been, even on my other rig.
I'd also like to have an autoinstall feature for non_DAZ Store bought content, if possible.
The ability to add a keyframe that applies to all animatable properties on the selected character, so pose-to-pose animation will work as expected.
Vray plugin.
dynamic hair with true curves, like renderman
I know there have been many requests for autosave but I don't know if anyone has made the argument that this is one od the things separates software for hobbyists from the pros. I use Zbrush, Modo, Photoshop and Daz Studio. The others all have autosave (Photoshop has a recovery file that is constantly updated). In Zbrush and Modo the user sets the save increments--you can turn it off if you like. There isn't any noticeable overhead in Photoshop--I've recovered files that are several GB and there isn't any real lag. 3D programs crash all the time--they're complex and somewhat unstable partly because they are demanding on systems and partly because the field is so rapidly developing that new features get tacked on without adequate testing. Service packs on 3D software are very frequent--something always breaks. While a crash is annoying to every user, it can be money lost and missed deadlines to the professional. There are some people who knock DS as an amateur's tool, but it seems like more and more pros are finding a place for it in their pipelines. I think a decent autosave would go a long way to dispelling some of the qualms.
To that I'd like to add being able to pause and save a render halfway through, and continue later.
i've got two.
add "duplicate" to the scene tab's left-click contextual menu, to keep "delete," "fit to," "change parent," et cetera company.
that'd probably save me twenty trips to the menu bar a day.
a keyboard shortcut to toggle between texture shaded and iray viewport modes would be a real timesaver, too.
j
Window>Workspace>Customise, drag the command from the Edit group of the Actions list on the left to the Scene Pane menu group in the Menus tab on the right.
Texture Shaded is cmd/ctrl 9, Iray is cmd/ctrl 0 (essentially, cmd/ctrl # goers through the display modes)
wow...thank you so much, Richard!
i think that must be the fastest i've ever had a wish (let alone two!) granted.
:)
j
This has probably been mentioned before and I think this is where jestmart was going but definitely multiple collision options under smoothing instead of just one. That way underwear, body piercings or whatever don't clip through a shirt or dress or even an overshirt/coat over top of a regular shirt without the shirt poking through the jacket. Initial collision would obviously still be the body but another collision option or two to choose from would be great.
Like the chair or the floor...
I would like to have shader name property added. Sometimes I want to be able to look back and see what shader I used on a specific object. For instance, 'AQ Scratched Steel' from, "Uber+Iray Antique Metals".
Yes. It can be frustrating to add something to the scene that you want to match,
and not be able to see the shader used on the item you want it to match with..
I would love to see a 'Marvelous Designer' or equvilent cloth simulator in Daz Studio as either a full blown process or as a plugin. As a plugin, I see it working like the Reality Render engine plugin.
1. Build your scene
2. Click on Cloth Simulator
3. The plugin menu tells you to wait as the scene is loaded in.
4. You select the 'Cloth' tab that has predetermined what items are cloth. If some items are supposed to be cloth but are not visible like a primitive plane for a sheet or a self created object like a curtain, you select the 'Scene' tab that shows all objects as the 'Scene' tab in Daz Studio does, select the item, and then click a button and that object is added and now visible back in the 'cloth' tab.
5. select a cloth item in the 'cloth' tab and set / Change / adjust cloth properties.
6. click a 'simulate' button and watch the cloth objects behave like cloth.
7. Like what you see? Click a button to close the plugin and the simulated cloth objects replace the original objects.
8. Dont like what you see? Uncheck the 'simulated' check box next to the cloth item in the 'cloth' tab and then change its settings. then click the 'simulate' button again. Only the cloth items without a check will be simulated again.
9. What to edit the cloth even more? Click the 'edit' cloth button and have it sent to your modeling program. If it is a Marvelous Designer creation, have it sent to Marvelous designer if you own the product.
10. Spend even more money at DAZ3D!
Ok, I already do spend more money at DAZ3D, how about you handle 1 through 9?
Daz and Daz Steve if your reading this please either take this guys advice or hire him ASAP :D
Lol! You know, I am between jobs at the moment!
Ya hear that Daz!! :D :P