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© 2024 Daz Productions Inc. All Rights Reserved.
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Also in the MINOR improvement window , and I know this is minor: When you work in the Geometry Editor and click on create a new surface or facegroup from selected, it bring up a window for you to type the name of the group into BUT you have to click into that window in order to type in it. Would it be too much to ask that the cursor automatically be prompted to appear in the window since the next logical thing for me to do would be to type a name or hit cancel?
Same situation when saving as a Prop/Figure Asset. Sometimes I go on binges of converting clothes to later figures, and I'm fairly sure I haven't always been re-re-re-re-typing names in exactly the same way every time.
If you create a specific folder separate from the default installation runtime and add it, DAZ Studio will have it as an option to select when creating/modifying stuff.
My feature request for Daz Studio: Encode render time and data in the .jpg files. The same way that a digital camera or phone can record time, location, ISO, shutter speed or whatever, I'd like DS to include render time, number of iterations, maybe GPUs used, camera settings, etc. It'd make it easier to compare renders and see how long a render took vs the one you're currently working on. Just a thought.
In the Scene tab alone, being able to select a set of items or a parent and right click to change the visibility, selectability, lock rotation, and lock translation by either the selected areas or the children of the selcted items.. I also want four columns to the left of the items in the list with the visibility eyeball, the selectability arrow and the two locks so i can do it all from there.
...Carrara already posts a similar report on screen in the render tab which includes total render time, polygon count, ray bounces etc. That alone would be nice to have in Daz.
Anti-aliased depth maps, plus motion vector maps
You can't do that on the Mac. In most Mac apps, you can open multiple files at once. Not the case with DS
I spend a lot of time in Second Life and various OpenSim worlds. In the viewer for those, when you scroll the mouse wheel forward, the camera view moves closer to wherever your overall view is facing, and when you scroll the mouse wheel back, the view zooms outward to give you a more wide view of the location from farther away. In Daz Studio, when you scroll the mouse wheel forward, the view in the viewport zooms AWAY from the item you're facing towards in the viewport, and when you scroll the mousewheel back, it zooms in closer. This 180 degrees reversal between the two systems is utterly agraviating, because I spend so much time in both environments.
I would LOVE a way to change a setting in Daz Studio and have the mouse scrollwheel reverse those two directions, so that when I scroll the mousewheel forward, I zoom closer to what I'm looking at in Daz, and when I scroll the mousewheel back, it zooms away.
Actually, you can have 2 instances of DS, but not in the normal way - ie. launching it twice. You can open a 2nd instance by double-clicking a .duf file while DS is already open.
Caveat - This works on a pc. On a Mac, I don't know.
I would like to see all of the bugs worked out of the most recent version before releasing anything new. Its not like there is pressure to get the next version out to maintain cash flow. New content takes care of that. Perfect one thing before you move on to the next.
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You can't have two instances of any open at once on a Mac. I believe that's more-or-less baked into the OS.
Another thing I'd like to have in DS is the ability to apply new image layers on top of, say, a piece of clothing, where it functions visibly a bit like adding a LIE layer, but where ALL of the visual properties of the new image can be independent of, additive to, or overuling of, the underlying layer. I.e. the unaltered part of the clothing item can look bone dry like usual, but such that it would then be trivially easy to make a selected portion of the garment now look like its soaking wet, with the reflectivity changed to match what water would do. I saw someone try to do something like that partially-wet-look where they had to resort to the geometry editor to add a new zone into the garment, and because of the goemetry of the garment not having a high enough vertices count, it came out with very, VERY notiicible, large stairstepping at the boundaries between very-wet and bone-dry, completely spoiling the effect he was going for. 0o
Some modeling tools, arrays etc would be great!
YUP, that would be nice. Little fixes going back and forth to ZBrush or Hex is a bit time consuming. Having those sorts of simple tools like push, pull, smooth and what not within DAZ Studio with an option to save out the fixes would be just fabulous!
What about a "GoBlend"? Works like GoZ, but as a bridge to Blender.
Loved the idea! It would be very good tools to support Blender users
For the love of all that is holy fix pinning so they stay in place!
It worked fine for genesis 2 and below. Genesis 3 and Genesis 8 ignore hand and feet pinning entirely. Fix the pinning system!
I have written some scripts for batch export, but they are really only fit for personal use at the moment as they have some features and make some assumptions based on my specific workflow.
However, batch import can be accomplished by simply dragging and dropping into DS. Hope this helps.
- Greg
You can do that already - though not perhaps as easily as you describe - by creating a mask for the channels you want to vary. You may need a separate mask image for each channel.
Alternatively, buy the Oso Blendy Two Layer Shader for Iray - it appears to do exactly what you describe.
No idea why that would need to be version 5; and considering how much 5 would break, I'm not sold on it.
There are a variety of ways that work on the PC, for some reason the MAC can't.
I use pinning, and it stays put; have to use the poser tool though, for it to work.
... What do you mean then?
Scripting will let you do that, see in particular:
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/start#importers
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/start#exporters
...but what if you don't script or write code? There are a lot of us do don't.
Unfortunately or fortunately, this is a hobby that is partly about learning new things... There is a long history here of people learning about how to kitbash, modify morphs and textures, compositing, and learn new software etc... There is even a long running meme about the "Make Art" button... Nonetheless, if an obscure feature is requested (most casual Daz Studio users never have to use .fbx and willnever batch export), one can either wait until the feature is added in a later version to Daz Studio or learn some elemetry scripting....
Load in a Genesis 8 figure, pose the hand or foot somewhere with the IK tool. Press the space bar to add a pin. Now grab the shoulder or torso or whatever you want and twist it using the IK tool (with or without the XYZ gizmo) and the pinned hand will drift, even when you're not "bottoming out" a limit. This happens with G3 as well. G2 and below that did not have this problem. They would stay frozen in place as expected unless you went beyond the limits of the a bone and even then the model would freak out and the pinned object would do it's best to stay in place. Now it's like a gentle suggestion vs an actual pin. They're essentially useless.
Sure there are lots lots of things but a couple to start with I would Love to see:
I would like to have just enough basic modeling features to be able to join separate meshes or fix things when there turns out to be a problem. The Geometry editor lets me select and remove polys. But if you are kitbashing something from two separate primitives, it would be nice to be able to join them together rather than just parent one to the other, and hope for the best.
Or as in one case, I was using the walls from an old model to build a room, and discovered that there were two polys in the moulding which were joined at tthe vertices, but the edge between them wasn't welded, so I'd get a problem with light coming through the crack. If I could have sealed that crack there would have been no problem. Instead I had to futz about with it in post.