What features would you like to see appear in dazstudio 5?

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  • RKane_1RKane_1 Posts: 3,037
    RKane_1 said:

    THESE ARE MY DEMANDS FOR DAZ STUDIO 5:

    1)  7 - 8" x 10" photos of Kelly Clarkson in a bathing suit along with each download of the new DAZ3D 5, nothing too sexy but tasteful holding a jar of peanuts.

    B) For them to bring back "The Greatest American Hero" tv series with Alan Tudyck in the role of teacher Ralph Hinkley, Gina Torres as lawyer Pam Davidson, and Nathan Fillion as FBI agent Bill Maxwell.

    $) To make the tags left on mattresses not only legal to pull off but edible.

    )) Oatmeal creme pies....dozens of them.

    Well, I'm waiting. :)

    $) has been available since version 4.8.16.32.64

    *burp*

    Yes, but I am not a fan of strawberry.... chocolate, always.

  • BlueIreneBlueIrene Posts: 1,318

    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 :)

  • nakamuram002nakamuram002 Posts: 788

    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.

  • RKane_1RKane_1 Posts: 3,037
    edited July 2017

    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? :)

    Post edited by RKane_1 on
  • jestmartjestmart Posts: 4,449

    What they want is a better Smoothing Modifier with definable collision groups.

  • unLight865unLight865 Posts: 95
    tkz said:

    Tabs / multi files open at once. 

    ...

    Pinning an object to the floor... let's say a knee.... and then being able to move the rest of the body higher without losing contact to the ground.

    Collission handling between characters

    ...

    Being able to make something dissapear in one frame without losing it in all the others... (maybe this is there already, but haven't found it if it is...)

    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.

     

    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.

    D-Formers with "profile" and being normal-map aware (to shorten your description) would also be a very welcome idea to me. smiley

  • RKane_1RKane_1 Posts: 3,037
    tkz said:

    Tabs / multi files open at once. 

    ...

    Pinning an object to the floor... let's say a knee.... and then being able to move the rest of the body higher without losing contact to the ground.

    Collission handling between characters

    ...

    Being able to make something dissapear in one frame without losing it in all the others... (maybe this is there already, but haven't found it if it is...)

    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.

     

    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.

     

    D-Formers with "profile" and being normal-map aware (to shorten your description) would also be a very welcome idea to me. smiley

    But, and I apologize for my ignorance, what could you do with it?

  • unLight865unLight865 Posts: 95

    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.

  • RKane_1RKane_1 Posts: 3,037

    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.

  • unLight865unLight865 Posts: 95
    edited July 2017
    RKane_1 said:

    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?

    Post edited by unLight865 on
  • eric suscheric susch Posts: 133

    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.

  • kyoto kidkyoto kid Posts: 41,062
    edited August 2017
    ...+1. I used to work in theatrical lighting and always wanted this. The Uber Spotlights sort of had it, but I never got them as I was still working on a 32 bit system and anything labelled "Uber" meant a quick trip to a render crash.
    Post edited by kyoto kid on
  • agamersdayagamersday Posts: 101

    Make a "collapse all" button for the content liabary. Like what you have on the scene tab.

  • Window>Workspace>Customise allows ypou to build your own toolbars (or modify existing ones), and to control which are displayed. You can also edit most menus (the Create and Tool menus autopopulate, as do the Panes(Tabs) and Save as sub menus).

     

    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.

     

     

     

     

  • InkuboInkubo Posts: 745

    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.

  • MistaraMistara Posts: 38,675

    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.

  • NathNath Posts: 2,809

    To that I'd like to add being able to pause and save a render halfway through, and continue later.

  • jardinejardine Posts: 1,202

    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

  • jardine said:

    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)

  • jardinejardine Posts: 1,202

    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.

  • JOdelJOdel Posts: 6,286

    Like the chair or the floor...

  • kyoto kidkyoto kid Posts: 41,062
    ...I still think it needs to make the coffee for those long late night sessions.
  • GarrettDRGarrettDR Posts: 229

    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".

  • PetercatPetercat Posts: 2,321

    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..

  • GarrettDRGarrettDR Posts: 229
    edited August 2017

    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?wink

    Post edited by GarrettDR on
  • 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?wink

    Daz and Daz Steve if your reading this please either take this guys advice or hire him ASAP :D 

  • GarrettDRGarrettDR Posts: 229
    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!

  • 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 

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