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Ah, thank you very much, Silent Winter. I'll try that.
Probably been mentioned before, but I'd like to be able to open a new scene for posing, and let a scene I've worked on render in the background.
You can now. I often have two open, and also 3 or rarely even 4.
Wait what? You mean scenes or DS instances?
Multiple D|S program instances has always been a thing, or at least for several years, as long as you don't try to run more than one render at once. I never do it because it brings my computer to a grinding near-halt. Another showstopping reason is that both instances will use the same temp folder... and the first one to be closed will (as it's supposed to) nuke the entire temp folder.
I've been running 2 instances of DS without issues, and, as long as one of them is a beta, they shouldn't share the same tempfolder as far as I know. I was just wondering if the newest upgrade can open multiple scenes?
I have only have the smallest, teensy, weensy request that drives me utterly insane. If you have lots of products (or even if you don't ) and your scrolling through items in your product list and you click on a particular item to have a look inside, for whatever reason, and then you go back to the menu - the bloody thing takes you right back to the top of the menu and you have to scroll and scroll to find where you left off to continue looking through the list.
Since a lot of script products have been arriving of late, including some quite complex ones, it would be nice if a newer version could allow script pop-ups to be non-modal, by which I mean it does not block access to everything except the script dialog. It would be nice to have a few placed to the side whilst working on the scene as normal, and use them when needed.
Naturally the script developers could be asked to create plug-ins rather than scripts, but that takes a completely different skill set, so I don't think that is practical for most PAs.
I don't think that's something that could be done only in DS - the scripts would need to be written to cope with selections changing, elements being added and removed, and so on; pretty much the saem as writing a plug-in, other than the syntax.
I would like to have the possibility to use GoZ with several instances of DS. Presently the bridge is linked only with the first instance you open. If you send a figure of the 2nd instance to ZBrush and morph it you cannot reimport the morph in DS.
Linked a bridge to each instance of DS would be useful to make a morph in an instance while rendering in the other for example.
I don't know if this is an Iray or a DS thing, but it would be nice to have the names of canvas nodes added to the file name of EXR files. It would also be nice to have renamed canvasses listed in the Active Canvas dropdown, rather than the original "Canvas 1", etc.
I don't know what "instances" are. So, it's not possible, then, to render a scene in the background and work in another scene?
I have two instances and more open, of Daz Studio, that is. I'll have completely different scenes open some of the time, and other times the same scene open for a new pose.
I've even been known to have 3 open with two rendering on different cards; that was more of a proof of concept (not sure if I tried it in 4.10 or earlier).
a bridge to carrara
wouldn't mind the option to render my rara scenes in bryce's render engine
render plug gins VRAY and or RENDERMAN
a complete admin tool set for the post ogre. option to use mysql instead of post oger
download all the promos for a product to png images
convert tiff normals files to png
The ability to import .obp files.
Yes. I am getting tired of retexturing an outfit ot two and having to go through the same shader/iray/fabric/scroll-scroll-scroll process for every single item. Creating would be so much easier and faster if things would just stay where you left them!
Unfortunately, I am fairly sure that is never, ever, EVER going to happen.
All the things you specified are modal in order to protect script and SDK developers from having to know about the threading model Daz Studio uses. And the threading model is not something that just providing a header file can communicate. And multithreaded programming is not for the faint of heart even under the best of circumstances; with the state of Daz documentation being what it is, this just could not conceivably happen.
Even though there is no way to prevent SDK devs from spawning all the OS threads they want, the more experienced of them would immediately suspect that if Daz doesn't tell you exactly how to serialize certain operations, something is going to step on something else sooner or later, and the results will be virtually impossible to reproduce and/or debug.
I manually copy items from where they are (leaving the original in-place) to a custom folder, for as long as needed. If it ends up getting cluttered, I just delete all the contents and start again.
Good workaround. Thank you, I'll start doing that.
Make a product for the ones I use the most, usually iray-cotton-keep images.
Name product 6something, since I have no products in the 6--- category! Easy to find then.
..yes, and to add: .3ds. and .lwo.
Use tags. Add the tag "food" to the table Item 1 prop. When write in the search "food" all tagged stuff in all products are displayed, table Item 1 included.
It also means, that if I want to make adjustments to the original, I can; I don't have to worry about saving over, as long as I save it to the same folder as where I've copied too. Just be careful when doing it, but can always re-install if it goes wrong.
Okay, here's one. Admittedly, the fix may have already been provided, since I ran into this issue some versions back and gave up. However, in the case that it's not...
If you do not use Connect or DIM, then inside the program the content management system gives you the choice between a Studio content library (or libraries), and a Poser content library (or libraries). This is fine, as far as it goes.
Being a control freak, I long ago discovered that; whatever Poser may insist on, so long as the data files, the geometry files, and the texture files are all in their designated folders and subfolders, Studio *doesn't care* where the rest of the various component files and thumbnails are. Consequently, I've made a point of consolidating all of the files and thumbnails related to a product into the main product folder. It's much less of a hassle to simply search through a mess of subfolders than have to go hunting in another library directory just *in case* there are additional props or material files for the content that you are trying to use. This has worked very nicely.
With an exception. In the Poser content libraries, if there is a separate folder of DAZ materials for a native Poser item, if you put that folder inside the item's main folder in the Poser library while Studio can see the folder, if you try to look inside, it shows as an empty folder. You cannot see the .duf files inside it. Or, more accurately, you cannot see their thumbnails, so you can select the DAZ materials after you've loaded the model. Instead, you have to pull out of the pPoser library and go back to the DAZ library, drill down folders to find the item and *then* select the DAZ materials.
For every such item.
So. Is there any way that the program code can be adjusted so you can see thumbnails *regardless* of whether you are in the DAZ or the Poser content libraries? It would make for a lot less back-and-forthing and make it even more possible to keep all of an item's components in the same place, for easier access.
I understand that scripts would have to be redesigned in order to be non-modal, and all existing scripts would thus have to remain modal unless changed, however, as I understand it, right now a script developer has no option for the script to be non-modal.
I don't see why the script could not still be run in the main thread, like they are now. I am not asking that the script is doing its operations alongside the rest of Studio, it would be dormant when not in use. It would just be nice to keep a script open, and then return to it when you want to use it to do its stuff. What is required, as Richard pointed out, is that the script would need to check what has happened to the scene since it was last run, which they do not need to do at present. Maybe the script needs something like a refresh button you can press on returning to it.
If they did that my poor Poser installation would not be needed at all, as I generally only open it these days in order to import a 3DS file.
...but it would be really nice to import directly. I've gone through other programmes only to get a totally unlabelled .obj that shows up as a bunch of individual small mesh segments with just a number that gives no clue as to what part of the model they are and no material zones.
UV map editor
Uh, yeah. Or *some* way to rotate a UV from horizontal to vertical without having to stop and go into Photoshop. Maybe a way to do 90-degree rotations on texture tiles in the surfaces tab? Mainly useful when applying shaders, but probably not only then.
While we're at it; how's about just enough modeling ability to be able to add an edge loop when in the geometry editor so you can hide and delete part of the original polygons. Admittedly, you can select an edge now, but you can't move it. being able to that would eliminate the need to split the poly's in most cases.