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You're welcome.
Alternatively you can also use a freeware program called battle encoder shirase that you can use to limit a program's maximum core usage. I use it personally and set Daz to -33 (I interpret it as only allowing Daz 67% of the CPU) and I can browse the internet while I render.
I'm tempted to ask, why use a piece of software to do what takes a few clicks; the software itself uses resources, perhaps at a time when resources may be tight - as they are required for something else?
I guess I did ask.
You're great nicstt: your tip works! :D
Even with just one core and its 2nd thread free, my PC is much more usable during rendering!!! :D
Thank you Paradigm, I didn't know that, but I've already solved that problem with nicstt's help! ^^
Glad it helped.
1. Need graphic tablet support, because DAZ sliders sometimes too "sensitive". E.g. I moved the slider slowly but suddenly jump from 30° to 300°.
I believe this is tablet compatibility issues, because Poser has same problem if I turn off the tablet/pen mode.
2. Ability to insert Hex colors, currently need to input RGB manually.
Two small things that might have been mentioned before (I didn't go through 75 pages of posts):
- The option "Always" for the Auto Headlamp, additionally to the current "Never" and "When No Scene Lights".
- When you set up a light, it comes with "lines": arrows for distant lights, a cone for spotlights, a kind of "star" for point lights. It would be helpful if I were able to make those lines invisible without cancelling the effect of the light itself.
Cmd/ctrl L will turn off the rpeview of lights and give you a headlight effect
You can remove most of the elements by adjusting the opacity settings under Display>Scene View in the Parameters pane
You can adjust the sensitivity of the sliders — put the mouse pointer over the slider you're trying, and click on the "cogwheel" icon in the top-right corner, then select "Parameter Settings" from the drop-down menu. Check the Parameter Settings dialog for the "Nudge" value — this can have a very high default value, sometimes as high as 1.0 which will cause the slider to go wheeewaytheheckoutthere at the slightest movement. Reduce the nudge value to a small fraction, 0.001 or even less, and see what difference that makes to the slider sensitivity.
If possible, a network rendering option like Vue's RenderCow.
Also like Vue, a drop to ground option. I select Victoria 4 or Genesis 8 figure and hover above the ground plane. Select drop to floor and the figure is now on the ground plane. I use it a lot in Vue.
Better manual / documentation for DAZ Studio.
A much easier rigging option for new base figures.
Daz studio has a drop to floor feature for figures.
why not ask $ again for a more pro verion of the studio software? = you can hire more devs and develop faster/better tools, that not go down/broken with every upgrade so many great scripts/plugins lost.
Because that didn't seem to work out last time, after about 6 months they set it free again and majorly pissed off a lot of people.
That makes a big assumption about how many people would pay.
I would love to see better snapping and snap-to grid features, making Daz kind of like The Sims for artists.
This would allow for far greater customization- instead of having fireplaces, windows, and doors pre built into walls, you could mix and match walls, doors, windows, fireplaces, and all to your liking. Instead of having to have floors pre sized and walls made to match the size of the floors, you could have the option of, say, 5x5 floor tiles and 5x15 wall tiles.
For artists it would be an invaluable tool in setting up custom scenes and settings. As it stands I sometimes have to export into Blender or Maya to make adjustements before I can finally upload everything into Clip Studio.
Have you looked at the options in the Tool Settings pane with a posing tool active?
Yupyup! I actually just discovered it yesterday which was what got me on this train of thought. I found it while futzing with the MICK creator and started thinking how much it reminded me of the sims, and how much more we could do if we could further customize scenes. Instead of having things pre built into walls and having walls server certain functions, if we could have separate pieces we could have endless customization possibilities.
The snapping we have is still a little fiddly, though I like it better than Blenders snap, but I understand it would be a logistical headscratcher to create a more enhanced snapping system with objects that could snap to surfaces. Maxis has been at it for 20 years with The Sims, I cant imagine implementing that kind of coding now would be easy.
It would still be so effing cool though.
+1 cannot see how having a pro version would not draw people in If you had a raft of exciting tools .
You have blender free which is outstripping daz functuality So the point that Daz is free so cannot throw resources at it seems lame.
Also with some of the big boys in the Graphics world either have or thinking of going down the subscription route making the use of their programs more affordable
Daz has fab characters which I would make a informed guess that their customer base use almost exclusively in studio
having a pro version i think is a great Idea.
How many forum posts have had comments on post work in photoshop I use mudbox for painting People are using paid up programs in their workflow already
I would go for a pro version if it had better render engine and some exciting but relevant tools
I would like a more efficient way to select scene items to turn off/on their visibility (all the parented items, for example). Or is there a way and I haven't stumbled across it, yet?
If you create a group of all the parented items you can turn off visibility for the whole group.
vray
renderman renderer
hair strands with true curves
bridge to and from carrara
genesis with real toes bones
Since this thread has popped up again, I have something I would want to see, VR support. I got an Oculus Rift S 3 weeks ago and have been playing around with Unity and VR and being in a virtual envrionment, having a lifesize DAZ figure next to you and being about to pose them by several options, one being to actually grab an ankle or wrist with your hands to pose them is simply mindblowing to me. Walking around detailed sets that I used to only see in my renders is amazing also. The perfect anology for the difference is akin to looking into a room and seeing a birthday party as opposed to actually being in the room with the party, it is that different of an experience.
Seeing mesh move in real time also makes me want to learn animation since I can totally see the benefits and results now as opposed to trying to do it with Iray. Granted this should be as an option since there are those that don't want the VR experience or purchase/use a headset, and I understand since I can be more precise with posing in Unity in desktop mode. I find setting up the scene first in desktop mode makes more sense for the virtual experience later, kinda like setting up a scene for a render. Since I got my VR setup and unity I haven't touched Iray or done a render in 3 weeks. Imagine spending hours setting up a scene and then getting to experience it first hand other than just looking at a render of it. Granted this is just me messing around inside a game engine, but the possibilities in my mind are staggering after getting a taste of what could be. I'd love to see DAZ run with this as opposed to someone else.
Have not looked for a while at Daz to Unity asset flow. Am guessing the JCMs don't port? How do you like the deforms without all the Daz enhancing? Like thigh bends without Zevos extra product would drive me crazy. And based on your renders you seem to be very focussed on the higher to highest levels of realism. Just curious. But that does sound pretty amazing with VR. Sounds like it's getting close to the time I need to check this out too.
For the figures to load without every morph set that I have already in them
Set up something like we had in poser with the morph injections where you could have as many or as few as you wanted
I haven't read this entire thread, but I'd like to see version 5 run on the latest version of the Macintosh OS, 10.15. I'm mentioning this because 10.15 is dropping OpenGL and OpenCL in favor of Apple's Metal. Does that mean DS won't be able to render with 10.15? I wish I could get some assurances from DAZ that they are not going to discontinue a Macintosh version, nor ignore the new OS with Metal.
God no please - I really don't want to go back to all that hassel. If you like the way Poser does things then use Poser.
What I don't like is having 900 different morphs to sort through to find the correct one
There is no real reason to have every morph load in every figure
There are reasons, for example this way I have everything there when I want to dial spin, I don't suddenly have to pause my work flow to go find where the inj is for a certain morph I might decide is needed, this would take a lot longer to do than simple typing in the search bar.
If you can get usable results from the search bar I envy you as I very seldom can even get it to function and when it does I have days worth of hits to look at provided it hasn't crashed
And once again there's still no reason to have every morph loaded in the figure especially when there are numerous ones that all do the same thing I mean really how many breast large morphs or angry face morphs or open hand close hand fist do you need in the same figure