Daz Studio Pro BETA - version 4.11.0.335! (*UPDATED*)

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  • Dolce SaitoDolce Saito Posts: 195
    edited November 2018
    VEGA said:

    I've noticed there OptiX Prime 5.0.1 does it work on Titan V ? Because when I use Optix Prime in Beta on RTX 2080 ti it takes longer than without it. I'm only waiting for this to be fixed.

    Same. OptiX causes a little bit more overhead. They fixed that in more recent optix versions. However, that is the least of my troubles. De-noiser is the most important thing I've been waiting to get fixed for a long time.

    Post edited by Dolce Saito on
  • barbultbarbult Posts: 24,755

    I just discovered something about the denoiser. I can change the Post Denoiser Start Iteration DURING a render, buy changing it in the side panel of the render window. I can change it up and down! It does not cause the render to restart.

  • VEGAVEGA Posts: 86

     

    barbult said:

    I just discovered something about the denoiser. I can change the Post Denoiser Start Iteration DURING a render, buy changing it in the side panel of the render window. I can change it up and down! It does not cause the render to restart.

     

    Yes, I've noticed it also, but once it kicks in it cannot be undone.

  • barbultbarbult Posts: 24,755
    VEGA said:

     

    barbult said:

    I just discovered something about the denoiser. I can change the Post Denoiser Start Iteration DURING a render, buy changing it in the side panel of the render window. I can change it up and down! It does not cause the render to restart.

     

    Yes, I've noticed it also, but once it kicks in it cannot be undone.

    For me, it can be undone. If I change to a larger value after the screen shows the denoiser effect, the grainy noise comes back until the render reaches the higher iteration value. It seems completely flexible, to me.

  • There are two switches, one to enable it (which must be set before the render starts) and a second to turn it on and off (which can be toggled at any time, as long as the denoiser is enabled).

  • barbultbarbult Posts: 24,755
    That is interesting, Richard. I didn't try that switch. I just changed the start iteration. Now the reason for two switches makes some sense.
  • Ever since I installed 4.11 I have noticed that Daz in general is much slower. 

    Not just in rendering, but I am having huge lags while setting up the scene. 

    I am working on a big scene that, so far, was no problem to set up. But ever since I installed 4.11 it takes ages to load and I can barely work with it because camera movements are so laggy in Texture Shaded view. 

    I already deinstalled 4.11 and it looks like I might have to deinstall 4.10 as well if nobody has a clever idea. 

  • Has Windows Update given you new video drivers? Has your security software updated itself? 4.11 Public beta would not have done anything that would be likely to affect the speed of 4.10 Release.

  • barbultbarbult Posts: 24,755
    Is your display optimization still set to Best in Preferences? Did you use the script to copy preferences and layout, etc. from one version to the other and copy in the wrong direction? (4.11 to 4.10 instead of 4.10 to 4.11)
  • Where do I find that display optimization? 

    All I did was open the scene in 4.11, test render it and after I found how slow and laggy that was, I went back to 4.10, but it turned out to be just as laggy there

    Same with all other scenes. even if it's just one figure. 

  • Where do I find that display optimization?

    Edit - Preferences - Interface tab.

  • thanks. I activated it. I just have the feeling that Studio is taking up way too much RAM

  • Thank you for the Updates.

    Someone somewhere once said, "the best things of this world are free."  now i am adding DAZ 3D to that list.. smiley

  • is there a download for this ?

  • 3dOutlaw3dOutlaw Posts: 2,480
    edited November 2018

    Is this still the only/best way to copy the UI/Scripts/layout/etc to the new Beta, or is there a 1 click method (yes, lazy, I know...but never hurts to ask)

    http://www.daz3d.com/forums/discussion/comment/1290926/

    Nevermind, this is just a 2 click method, I can live with that :)  I am not that lazy...but close!  lol

    Post edited by 3dOutlaw on
  • marblemarble Posts: 7,500
    edited November 2018
    Chohole said:
    Chohole said:

    btymoffers said:

    The Active Pose crashing Daz3d whenever using "Pin at Both" option or "Pin at End" is driving me insane. I have found that it appears to happen whenever you pin a few spots and attempt to move anything. However there has been a few times where I have pinned only one or two location and then it works aslong as I don't touch the Hip or the Head. But this really needs to be fixed more then anything. The Active Pose Tool is among my most used tools. Animating simply isn't do able in Daz3d without it.

     

    To any Daz people wanting to know how to replicate the issue.

    1. Add a Genesis Character to your scene

    2. Pin the feet, and the Head. Enable Pin At Both in Tool Settings.

    3. Move anything with Active Pose Tool.

    4. Daz Studio Crashes.

     

    Please report this to Daz, using a support ticket  citing Tech Support as the relevant dept.
    https://helpdaz.zendesk.com/hc/en-us/requests/new

    Thank you

     

     

    [Sorry - this forum quoting system is the pits - my response is below)

    I reported the Active Pose problem back in July (Tech Support report #275976):

    https://www.daz3d.com/forums/discussion/comment/3802951/#Comment_3802951

    Never had an update from Tech Support so I'm assuming nothing has happened.

    Post edited by Chohole on
  • Dolce SaitoDolce Saito Posts: 195
    edited November 2018
    marble said:
    Chohole said:
    Chohole said:

    btymoffers said:

    The Active Pose crashing Daz3d whenever using "Pin at Both" option or "Pin at End" is driving me insane. I have found that it appears to happen whenever you pin a few spots and attempt to move anything. However there has been a few times where I have pinned only one or two location and then it works aslong as I don't touch the Hip or the Head. But this really needs to be fixed more then anything. The Active Pose Tool is among my most used tools. Animating simply isn't do able in Daz3d without it.

     

    To any Daz people wanting to know how to replicate the issue.

    1. Add a Genesis Character to your scene

    2. Pin the feet, and the Head. Enable Pin At Both in Tool Settings.

    3. Move anything with Active Pose Tool.

    4. Daz Studio Crashes.

     

    Please report this to Daz, using a support ticket  citing Tech Support as the relevant dept.
    https://helpdaz.zendesk.com/hc/en-us/requests/new

    Thank you

     

     

    [Sorry - this forum quoting system is the pits - my response is below)

    I reported the Active Pose problem back in July (Tech Support report #275976):

    https://www.daz3d.com/forums/discussion/comment/3802951/#Comment_3802951

    Never had an update from Tech Support so I'm assuming nothing has happened.

     

    I've also been in contact with tech support. They requested a video from me. I created and send one to reproduce it. They confirmed that it was a very good video for reproducing the problem. I've been just waiting after that.

    Post edited by Dolce Saito on
  • marblemarble Posts: 7,500

    When-oh-when are they going to fix the hip rotation problem with animation? I spend hours setting up poses along the timeline and as soon as I start to scrub through the timeline the whole figure spins on its hip axis. This has been happening for at least 10 years in my experience, has been reported and complained about but nothing ever gets done. I have to go through my timeline poses and remove any hip rotations and re-pose using whole body transforms.

  • marble said:

    When-oh-when are they going to fix the hip rotation problem with animation? I spend hours setting up poses along the timeline and as soon as I start to scrub through the timeline the whole figure spins on its hip axis. This has been happening for at least 10 years in my experience, has been reported and complained about but nothing ever gets done. I have to go through my timeline poses and remove any hip rotations and re-pose using whole body transforms.

    Are you sure this is a DS issue and not a content or even usage issue? Your description is unclear but it sounds as if you may be moving the figure by the root node so that it is offset from the figure node.

  • marblemarble Posts: 7,500
    marble said:

    When-oh-when are they going to fix the hip rotation problem with animation? I spend hours setting up poses along the timeline and as soon as I start to scrub through the timeline the whole figure spins on its hip axis. This has been happening for at least 10 years in my experience, has been reported and complained about but nothing ever gets done. I have to go through my timeline poses and remove any hip rotations and re-pose using whole body transforms.

    Are you sure this is a DS issue and not a content or even usage issue? Your description is unclear but it sounds as if you may be moving the figure by the root node so that it is offset from the figure node.

    Sorry, Richard, I have no idea what you are asking. I always move (x/y/z transforms/rotations) the figure by the root node. I don't know what you mean by "figure node". 

    The way to fix these spurious rotations in the animation timeline is to delete any hip transforms and repostition using the root node. The hip rotations are a disaster with animation (others have confirmed this in other discussions).

  • marblemarble Posts: 7,500

    Here's a thread where I brought up the problem previously:

    https://www.daz3d.com/forums/discussion/189261/animation-hip-spinning

  • I'm still not quite sure what you mean, but Jestmart's suggestion in that thread - that the sign of the rotations is not consistent - sounds plausible.

  • ImagoImago Posts: 5,246

    I can confirm, when the hip aproaches the 180th degree, it suddenly jumps to -180, messing everything.

    I found a workaroud: don't use the gizmo but the sliders to rotate the figure. That way the sudden jump doesn't happen and the hip behaves the right way.

  • marblemarble Posts: 7,500

    I'm still not quite sure what you mean, but Jestmart's suggestion in that thread - that the sign of the rotations is not consistent - sounds plausible.

    The problem is that I buy commercial poses - at least to use as a starting point. The hip rotations are created by the PA, not by me, so if they have negative values, then the PAs should be told to avoid them or to avoid hip rotations completely. Root node rotations do not result in wildly spinning figures.

  • marblemarble Posts: 7,500
    Imago said:

    I can confirm, when the hip aproaches the 180th degree, it suddenly jumps to -180, messing everything.

    I found a workaroud: don't use the gizmo but the sliders to rotate the figure. That way the sudden jump doesn't happen and the hip behaves the right way.

    Thanks for the confirmation. As I said, if I were starting from scratch, I would not use hip rotations at all but for some reason, most commercial poses have them. I guess they don't consider that they might be a problem for animations but I'm sure DAZ has known about this for years.

     

  • Noticed this awhile back but haven't tried using it remotely in awhile, until this morning. The beta crashes when I use -allowRemote (I get splash screen then a crash box-- loved that show btw, wish they made more.)   The other way using tscon /1 requires running at elevated privileges but beta doesn't allow that either (not a crash, just a message that it won't run with elevated privileges which I am mostly thankful for, just not in this particular instance!)

  • SnugginsSnuggins Posts: 52
    edited November 2018
    bdsinger said:

    Noticed this awhile back but haven't tried using it remotely in awhile, until this morning. The beta crashes when I use -allowRemote (I get splash screen then a crash box-- loved that show btw, wish they made more.)   The other way using tscon /1 requires running at elevated privileges but beta doesn't allow that either (not a crash, just a message that it won't run with elevated privileges which I am mostly thankful for, just not in this particular instance!)

    actually 4.10 is also crashing with -allowRemote, but allows second method via elevated privileges ("tscon 1 /dest:console" not "tscon /1" which was a mis-remember)

    Post edited by Snuggins on
  • HighElfHighElf Posts: 366

    I have currently trouble with the weight node editor, the spheres to be specific. The yellow one always gave me a haedache, hence yellow is also the indicator when you can move a certain axis of this thing. (Who found Yellow on yellow would be a good idea?). But now it is a pain to get this thing moving, it looses the grab of my mouse all the time. The brush on the other hand decided to ignore every stroke, that didn't fill a very big area of several mesh squares. oO 

This discussion has been closed.