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

1131416181932

Comments

  • I don't know if this has been covered but at least three of my plugins are not registering within this DS beta. I have made sure they are installed but they are not listed in either the About Installed Plugins or in the Panes (Tabs). My DS 4.10 show them listed in both and are accessible.

  • I don't know if this has been covered but at least three of my plugins are not registering within this DS beta. I have made sure they are installed but they are not listed in either the About Installed Plugins or in the Panes (Tabs). My DS 4.10 show them listed in both and are accessible.

    Which plug-ins are they?

  • Rafa20Rafa20 Posts: 92
    edited November 2018

    Why 4.11 is always using "PTX code" when characters are in the scene? It slows the rendering down for around 30%-40%! At 4.9 and 4.10, "PTX code" appeared when I used OOT Hairs with its own shaders. After applying other hair shaders, the "PTX code" disappeared. But with 4.11, doesn't matter what I adjust, it's always rendering with "PTX code", when characters are in the scene! How to remove that annoying PTX code???

    Post edited by Rafa20 on
  • I don't know if this has been covered but at least three of my plugins are not registering within this DS beta. I have made sure they are installed but they are not listed in either the About Installed Plugins or in the Panes (Tabs). My DS 4.10 show them listed in both and are accessible.

    Does "made sure they are installed" include uninstalling and reinstalling the plugins? If this is the first time you've used a beta of D|S, be aware that only the plugins included in the D|S program installer will be available in the beta. Any extra plugins you might have bought will only exist in the program folder for the full release D|S version. Uninstalling and reinstalling the plugins will make sure the plugin files are placed in the proper folders in both the full release and beta program folders.

    Note also that this only needs to be done once — when you install an updated beta or the new full version when it comes out of beta, the already installed plugin files will be preserved through the reinstall.

  • Rafa20 said:

    Why 4.11 is always using "PTX code" when characters are in the scene? It slows the rendering down for around 30%-40%! At 4.9 and 4.10, "PTX code" appeared when I used OOT Hairs with its own shaders. After applying other hair shaders, the "PTX code" disappeared. But with 4.11, doesn't matter what I adjust, it's always rendering with "PTX code", when characters are in the scene! How to remove that annoying PTX code???

    PTX is an intermediate language that is used when just-in-time (JIT) compiling custom shaders for Iray; in this particular case, the Iray Uber shader. The reason it is being seen more now is because of a change that provides the correct normal direction for materials that use subsurface and normal maps. It causes more work to be done... because it has to just-in-time (JIT) compile the shader.

  • DoctorJellybean, to answer your question: Look At My Hair, Iray GeoLocator and LAMH 2 Iray Catalyzer.

    SpottedKitty, ah to the uninstalling and reinstalling. I didn't know that had to be done. I'll give that a try. Thank you.

  • DoctorJellybean, to answer your question: Look At My Hair, Iray GeoLocator and LAMH 2 Iray Catalyzer.

    SpottedKitty, ah to the uninstalling and reinstalling. I didn't know that had to be done. I'll give that a try. Thank you.

    These are 3rd party plugins, which installers may not be configured to install into DS Beta. Try SpottedKitty's advice, and if they still don't show up, then you'll have to manually copy some files into the DS Beta plugin directory. Which files, you'll need to either ask the PA or in one of those plugins forum threads.

  • Thanks, Doctor Jellybean.

  • Good morning, i had installed the 4.5 version, i learned to use some functions of the program, but i'm not able to download the plugins, i used an application linked to the program but for me it seems impossible to download the plugins, someone can help me, please ?

  • mwebb0289 said:

    Good morning, i had installed the 4.5 version, i learned to use some functions of the program, but i'm not able to download the plugins, i used an application linked to the program but for me it seems impossible to download the plugins, someone can help me, please ?

    What do you mean, an application linked to the program? The betas and their plug-ins have to be isntalled through Daz Install Manager.

  • 3dOutlaw3dOutlaw Posts: 2,480
    edited November 2018

    I have noticed that when I launch some Scenes that I have made, the Viewport loads with PerPixelShading OFF, even though it is set to "ON" in the preferences.  If I toggle it in the preferences (off, save, then back on and save) then the viewport displays correct.  This does not happen in the GR

    Post edited by 3dOutlaw on
  • 3dOutlaw3dOutlaw Posts: 2,480

    I do like the abillity to save a Custom Action to a menu/sub of choosing, but they were not saving in many cases on close/reopen of daz.  After making changes to the Menu/Toolbars, do you always then have to resave as a new workspace?

    Also, the drag/drop to other areas was not getting the line to drop between...and you end up guessing where it was going.

  • chorsechorse Posts: 163
    marble said:
    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.

     

    I can also tho confirm the hip rotation on the y axis flips from positive to negative when using the universal pose tool with IK.  It will also occur when using active pose on the extremities and trying to move the hip past the 180 degrees.   As IMAGO said - The workaround is just to use the sliders for the hip rotations.  You can also get a rough adjustment by setting the rotations from negative back to positive or visa versa, or just flip the (+) (-) rotation back on the next frame.  The eye cannot see the 180 rotation in one frame. 

    The flip has been a problem with DAZ since it's inception, and I hope someone looks at it,  but I'm not holding my breath.   Animation has not been a high priority for DAZ, it was only when GoFigure came into the picture that Daz's animation capabilities took a big leap forward with tools IK, expanded timelines, aniMate, KeyMate, graphMate, AniMate constraints, different interpolations, pose tool etc.  Nothing major since then, except perhaps dforce.    There was some GoFigure talk about adding advanced animation tools such as hard IK pins (which would lock the position of the pinned boned); circular IK (were one figure could act upon another); Forward IK, and collision detection;  but advanced animation appears to haven fallen by the wayside.    

  • chorsechorse Posts: 163
    edited December 2018

    My animation saved scenes max frames are always reset to 24 frames when the scene is opened, even though the scene has 2000-3000 frames.  DS does not seem to save the max frames property when the scene is saved.  .Is this a known issue?

    Post edited by chorse on
  • marblemarble Posts: 7,500
    chorse said:
    marble said:
    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.

     

    I can also tho confirm the hip rotation on the y axis flips from positive to negative when using the universal pose tool with IK.  It will also occur when using active pose on the extremities and trying to move the hip past the 180 degrees.   As IMAGO said - The workaround is just to use the sliders for the hip rotations.  You can also get a rough adjustment by setting the rotations from negative back to positive or visa versa, or just flip the (+) (-) rotation back on the next frame.  The eye cannot see the 180 rotation in one frame. 

     

    OK - so let me try to understand this workaround. Whenever this hip-spin happens for me, I have used the Active Pose gizmo for animation purposes. That, as far as I am aware, is the only way to move the figure using IK and pinned body parts. Are you saying I should be using the sliders instead? Or are you saying to use the sliders when setting-up the original pose? As I explained, I often start with a commercial pose to get the figure into position and roughly posed, then I tweak until I get it the way I want it. That tweaking is done with sliders. That is how I pose anything - I never use in-viewport tools to pose unless it is the Active Pose gizmo (for animation through the timeline) which, as far as I know, can't be done using sliders (I wish it could). Unfortunately, those commercial poses are often set up using hip rotations so I often have to start over and use translations/rotations on the root node instead of the hip.

    Another thing I have noticed is that pinning is not possible using the bone heirarchy in the Scene Tab. Lets say I want to pin a hand but that hand is hidden. What I would like to do is select the hand in the heirarchy and hit the space bar to pin it but that can only be done by selecting in the viewport with the cursor.

  • marble said:
    chorse said:
    marble said:
    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.

     

    I can also tho confirm the hip rotation on the y axis flips from positive to negative when using the universal pose tool with IK.  It will also occur when using active pose on the extremities and trying to move the hip past the 180 degrees.   As IMAGO said - The workaround is just to use the sliders for the hip rotations.  You can also get a rough adjustment by setting the rotations from negative back to positive or visa versa, or just flip the (+) (-) rotation back on the next frame.  The eye cannot see the 180 rotation in one frame. 

     

    OK - so let me try to understand this workaround. Whenever this hip-spin happens for me, I have used the Active Pose gizmo for animation purposes. That, as far as I am aware, is the only way to move the figure using IK and pinned body parts. Are you saying I should be using the sliders instead? Or are you saying to use the sliders when setting-up the original pose? As I explained, I often start with a commercial pose to get the figure into position and roughly posed, then I tweak until I get it the way I want it. That tweaking is done with sliders. That is how I pose anything - I never use in-viewport tools to pose unless it is the Active Pose gizmo (for animation through the timeline) which, as far as I know, can't be done using sliders (I wish it could). Unfortunately, those commercial poses are often set up using hip rotations so I often have to start over and use translations/rotations on the root node instead of the hip.

    Another thing I have noticed is that pinning is not possible using the bone heirarchy in the Scene Tab. Lets say I want to pin a hand but that hand is hidden. What I would like to do is select the hand in the heirarchy and hit the space bar to pin it but that can only be done by selecting in the viewport with the cursor.

    Another workaround; What I also do is as soon as I apply a commercial pose. I immediately go to hip. If there are "any" changes there, I copy-paste each of them to figure (apply hip numbers to the figure) and then zero out hip values.

  • Check that the X/Y/Z rotations for the hip have not been limted to 180 Degrees by clicking  the gear Icon. <paremeter Settings>.

     If they have untick 'use limits', and accept. Do this for all three Axis. 

  • marblemarble Posts: 7,500

    A couple of interesting things to try in these last two posts, thank you both. I could have sworn, however, that I had tried - and failed - with the parameter copy from hip to root (figure). Ah well, can't hurt to try it again.

  • VEGAVEGA Posts: 86

    Are there any news about an iray update for Turing.

  • VEGA said:

    Are there any news about an iray update for Turing.

    NVIDIA needs to supply DAZ with an update, which would then have to be tested internally before being released to us.

  • This might have been covered already, but when sending morphs back to Daz3d in Hexagon, there used to be several options like "Reverse deformations" etc. but they're all gone, making it really hard to use 4.11 in conjunction with HExagon for modeling.

  • surodysurody Posts: 261

    This may have been already answered, but why is the 4.11 version about 25% slower than 4.10?

  • mx90209 said:

    This might have been covered already, but when sending morphs back to Daz3d in Hexagon, there used to be several options like "Reverse deformations" etc. but they're all gone, making it really hard to use 4.11 in conjunction with HExagon for modeling.

    In Edit>Preferences (Daz studio>Preferences if you are on Mac) go to the Bridges tab (you will have to scroll the tabs to get there) and enable the advanced bridge for Heaxgon

  • I noticed that when I went to "Delete All Lights" that action cannot be undone. Is that intentional?

    Also... the Create Customn Action Menu Seems to be gone or Am I just not seeing it?

    Those are two features/actions that I use alot.  CUstom Actions for things like high heel foot poses or common shaders I use a lot saves serious time.

  • I noticed that when I went to "Delete All Lights" that action cannot be undone. Is that intentional?

    I works for me.

    Also... the Create Customn Action Menu Seems to be gone or Am I just not seeing it?

    Window - Workspace - Customize

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

    Are there any news about an iray update for Turing.

    NVIDIA needs to supply DAZ with an update, which would then have to be tested internally before being released to us.

    Are there any news regarding a possible fix for titan V denoiser ? It has never worked :( (It works for other cards tough...) Ticket was created quite a while ago.

    Post edited by Dolce Saito on
  • mx90209 said:

    This might have been covered already, but when sending morphs back to Daz3d in Hexagon, there used to be several options like "Reverse deformations" etc. but they're all gone, making it really hard to use 4.11 in conjunction with HExagon for modeling.

    In Edit>Preferences (Daz studio>Preferences if you are on Mac) go to the Bridges tab (you will have to scroll the tabs to get there) and enable the advanced bridge for Heaxgon

    Thank you Richard!

  • JD_MortalJD_Mortal Posts: 760
    edited December 2018
    VEGA said:

    Are there any news about an iray update for Turing.

    NVIDIA needs to supply DAZ with an update, which would then have to be tested internally before being released to us.

    Are there any news regarding a possible fix for titan V denoiser ? It has never worked :( (It works for other cards tough...) Ticket was created quite a while ago.

    They are still many versions behind in IRAY. However, the IRAY version they are on should work with the denoiser. It just doesn't work within Daz3D. (The video-stream from the IRAY render program, which Daz is displaying in the render-window and display port) Have you tried the remote render? (Not sure if that is available to you.) I was told, by nVidia, that the output of IRAY depends on the version of IRAY that was used to save the "project files", to be rendered. Thus, even if you were using a version of IRAY-Remote that DID use denoising, that option wouldn't have been available in remote-render, because it would have used only the output available to the version used for the Daz3D project. However, this new version does have denoiser available and it does work with Titan-V, in remote-render. (May also work with touring too, as that is just a modified variation/arrangement of the Volta/Cuda cores.)

    I would try it, but my 90 day demo ran-out. Ironicly, it ran-out just before Daz released the beta to the public, which had the denoiser. However, the denoiser worked fine when I used it to render in 3DSmax. (Because they were more current with the release of IRAY. However, nothing I make in Daz3D, exports good enough to render in 3DSmax. So it was a useless endevor for me.)

    https://www.irayplugins.com/iray-server/

    The price is currently, $295.00 for a ONE YEAR SUBSCRIPTION

    (It has taken Daz over a year to get it this far. I'm glad that I didn't purchase the license when I got the cards. Wish I waited to buy the cards too, now. I couldn't even render on them until the beta was released, a few months ago.)

    Post edited by JD_Mortal on
  • "they" are not "still many versions behind"... the Public Build includes the most recent build of Iray 2018 (2018.0.1 - 302800.3495) provided to Daz by NVIDIA (as noted in the change log and the first post of the thread).

    The General Release includes an older version of Iray, but a Public Build that includes the latest version of Iray provided to Daz has been available to the public, for FREE, since mid July.

    Obviously there is some other reason (other than a new build of Iray) 4.11 hasn't been promoted to the General Release channel... but the public won't know what that is until it happens, as Daz historically hasn't publicly forecast its releases and isn't likely to start now.

This discussion has been closed.