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

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Comments

  • I haven't been able to install the beta via any method listed. Either it doesn't appear in listed files where it should do (DIM) or the files just vanish (sea files). Any suggestions?

  • I haven't been able to install the beta via any method listed. Either it doesn't appear in listed files where it should do (DIM) or the files just vanish (sea files). Any suggestions?

    You do have the Beta option checked in Download Filters?

  • You do have the Beta option checked in Download Filters?

    Yes. It appeared once, I tried to install it, then the option vanished and there is no option to reset (repurchase) the beta on the website.

  • You do have the Beta option checked in Download Filters?

    Yes. It appeared once, I tried to install it, then the option vanished and there is no option to reset (repurchase) the beta on the website.

    Which anti-virus app do you have installed?

  • Well, it seems all I needed to do was shut down DS 4.10 and the files suddenly appeared in DIM. Thank you for your suggestions.

  • Well, it seems all I needed to do was shut down DS 4.10 and the files suddenly appeared in DIM. Thank you for your suggestions.

    Next time you could try clicking the Refresh button in DIM.

  • Sfariah DSfariah D Posts: 26,519

    Smart Content/Connect seems to not showing anything in DS 4.11.

  • PinkusPinkus Posts: 26
    surody said:

    I wonder why my images are getting rendered much more edgy in the beta version compared to the release version. It looks like someone turned off antialiasing. Does anybody know why? Did they add some new feature which is turned off as standard?

    I noted the same issue opening 4.10 scenes in 4.11, ignore render settings being off in the preferences.

    My solution was to set Render settings\Editor\Filtering\Noise Degrain Filtering = 0 ("new" renders settings from the market being set up like this, "old" often having a positive value).

    If this is correct (for now? is it intended behaviour?), I'd suggest saving a render setting preset and adding it as a custom action to the scripts menu, e.g. "AA correction for 4.11".

  • chorsechorse Posts: 163
    edited December 2018
    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.

    Using the sliders instead of the universal gizmo works for IK pins.  

    Active pose presents additional problems in animation, it's actually a pseudo IK that does not allow hip rotations, but it does act as a hard pin, so it is very useful in animation limited cases.   Using the sliders (or at least watching the can be still useful because you can pose the figure until it crosses 180 degrees and flips,  but I have used several workarounds in animation:  One is to keframe the hip (or all) right before it flips from positive to negative or visa versa, then flip rotations back on the next frame keframe the hip (or all ) .  This flips it back to the original positions and the one frame flip is not noticeable to the eye in the animation.   The other is similar to the suggestion feli_nukem mentioned above:  copy the hip rotation(s) from the previous key frame to the current keyframe and adjust as needed.  You can also change the minus back to plus or visa versa on the rotation that has flipped.  

    Using KeyMate makes it a lot easier to fix these flip issues i.e. just delete the offending hip rotation from the last keframe - or copy and paste it from the previous keyframe.  Also switching interpolations from TCB to linear helps to reduce the problems; In keyMate you can switch interpolations for keyframe range that you choose; but just be aware that of the following bug:  if you make changes to the pose after you have set the keyframe interpolation, the keyframes revert back to the default TCB interpolation. 

    The reasons that the flip occurs is because the interpolations used in DS do not have constrains -  there are newer versions of TCB and Linear interpolations that have constraints built-in to prevent the flipping, and also hip movement that caused sliding feet (moonwalking) effect.

    My two cents worth...

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

    Using the sliders instead of the universal gizmo works for IK pins.  

    Active pose presents additional problems in animation, it's actually a pseudo IK that does not allow hip rotations, but it does act as a hard pin, so it is very useful in animation limited cases.   Using the sliders (or at least watching the can be still useful because you can pose the figure until it crosses 180 degrees and flips,  but I have used several workarounds in animation:  One is to keframe the hip (or all) right before it flips from positive to negative or visa versa, then flip rotations back on the next frame keframe the hip (or all ) .  This flips it back to the original positions and the one frame flip is not noticeable to the eye in the animation.   The other is similar to the suggestion feli_nukem mentioned above:  copy the hip rotation(s) from the previous key frame to the current keyframe and adjust as needed.  You can also change the minus back to plus or visa versa on the rotation that has flipped.  

    Using KeyMate makes it a lot easier to fix these flip issues i.e. just delete the offending hip rotation from the last keframe - or copy and paste it from the previous keyframe.  Also switching interpolations from TCB to linear helps to reduce the problems; In keyMate you can switch interpolations for keyframe range that you choose; but just be aware that of the following bug:  if you make changes to the pose after you have set the keyframe interpolation, the keyframes revert back to the default TCB interpolation. 

    The reasons that the flip occurs is because the interpolations used in DS do not have constrains -  there are newer versions of TCB and Linear interpolations that have constraints built-in to prevent the flipping, and also hip movement that caused sliding feet (moonwalking) effect.

    My two cents worth...

    I'm always in the KeyMate panel (hardly ever the standard DAZ Timeline) but I have a bit of a difficulty understanding which are keyframes and which not. For example, I set a pose a frame 0 and a modified pose at frame 30 and there is now a little block on the KeyMate timeline at 0 and 30 but none in between. Only if I modify the pose at, say, frame 15, will a new block appear. Does the block denote a keyframe? As for TCB and Linear interpolations, you've lost me there I'm afraid.

    Back to Active Pose - I am not sure what you mean by using the sliders working for IK pins. From my experience, only the Gizmo is effective for any kind of IK when using Active Pose. Using the sliders just moves the body part and ignores the pins.

  • marblemarble Posts: 7,500
    edited December 2018
    Pinkus said:
    surody said:

    I wonder why my images are getting rendered much more edgy in the beta version compared to the release version. It looks like someone turned off antialiasing. Does anybody know why? Did they add some new feature which is turned off as standard?

    I noted the same issue opening 4.10 scenes in 4.11, ignore render settings being off in the preferences.

    My solution was to set Render settings\Editor\Filtering\Noise Degrain Filtering = 0 ("new" renders settings from the market being set up like this, "old" often having a positive value).

    If this is correct (for now? is it intended behaviour?), I'd suggest saving a render setting preset and adding it as a custom action to the scripts menu, e.g. "AA correction for 4.11".

    I don't see "Noise Degrain Filtering" in the Editor/Filtering panel (4.11). I see Post Denoiser options but the only one that takes a value is the Start Iteration count. Is there a later Beta? I'm on 4.11.0.236

    [EDIT] Ahh - sorry - that option is in 4.10 but not in 4.11. I misread your post.

    Post edited by marble on
  • barbultbarbult Posts: 24,755
    edited December 2018

    One thing that has really been bugging me about DS 4.11 is that that after I save a scene and the save dialog box goes away, DS is unresponsive for a few seconds. The save *appears* to be done. No matter what tool, menu, or interface element I click on, nothing happens. I can't even click on the red X to close DS. It is frustrating. I have to keep clicking and clicking until finally it responds. DS 4.10 does not have that issue for me.  Does this happen to anyone else in DS 4.11 beta?

    Post edited by barbult on
  • shaneseymourstudioshaneseymourstudio Posts: 383
    edited December 2018
    barbult said:

    One thing that has really been bugging me about DS 4.11 is that that after I save a scene and the save dialog box goes away, DS is unresponsive for a few seconds. The save *appears* to be done. No matter what tool, menu, or interface element I click on, nothing happens. I can't even click on the red X to close DS. It is frustrating. I have to keep clicking and clicking until finally it responds. DS 4.10 does not have that issue for me.  Does this happen to anyone else in DS 4.11 beta?

     

    ***UPDATE***

    Just checked this and notice no delay on my installation.

     

    I do not recall this in the beta but will verify when I get home this afternoon. I have installed the beta a few times moving from machine to machine and do not recall anything such as this though.

    Post edited by shaneseymourstudio on
  • LimbaLimba Posts: 53

    Smart Content/Connect seems to not showing anything in DS 4.11.

    I also just intalled 4.11.0.236. Almost same here. Products is shown in Smart content but items have warning label and you can't put these to scene because missing file / uninstalled product errors.

    Also updated PostgreSQL CMS to beta (win 64)

    Database works fine with 4.10

    Under Content Library:

    "DAZ Studio formats" don't contain any items. (In 4.10 this contained product files)

    "Products" contains all installed product information.

     

    Question about Iray in this version.

    Does it support RTX 2080 Ti card or should I put my old card as addon card to my computer and continue to use 4.10 DAZ studio?

     

  • barbultbarbult Posts: 24,755

    If your content library is in a non-default location, you need to tell Daz Studio where to find it by either running a script to copy the settings from DS 4.10 or by manually editing with the Content Directory Manager (accessible from Edit/Preferences). It is my understanding the DS 4.11 Beta (along with up to date video driver) will drive RTX 2080 Ti, but I don't own one, so I can't personally vouch for that.

  • 3dOutlaw3dOutlaw Posts: 2,480

    I just loaded an older render (months) that I made in DS4.10, and rendered it in 4.11, and it did not render like 4.10.  I retried 4.10 and everything is still good.  Maybe something to look at.  This is 3DL, PWToon and some of Crescent's free shaders. (one on the right was 4.11, it lost shading and outlining)

     

    ds11ToonTest.jpg
    944 x 1262 - 170K
  • Has anyone experienced any issue when trying to render at subD level 4 for a Genesis 8 female figure, have not tried with any other figure, on this Beta (4.11.0.236)? I do not have 4.10 installed but anytime I try to render at subD 4 or even with viewport set to iRay and subD 4 then Daz becomes unresponsive and just spins and spins (tested even to 5 min). I have even reinstalled Windows and Daz Beta fresh and  tried but same thing.

    I am on a laptop with 32GB ram and 16GB Quadro P5000 so should not be an issue there. I can render subD 4 in Octane without any issues, of course I know they are very different but wanted to mention that. I have the latest drivers from nvidia for my card. I do not have any log info to post right now, just wanted to get a pulse on if anyone else is experiencing this. Also on Windows 10 v1809. I have tried with Optix on and off.

  • barbult said:

    If your content library is in a non-default location, you need to tell Daz Studio where to find it by either running a script to copy the settings from DS 4.10 or by manually editing with the Content Directory Manager (accessible from Edit/Preferences). It is my understanding the DS 4.11 Beta (along with up to date video driver) will drive RTX 2080 Ti, but I don't own one, so I can't personally vouch for that.

    The script is here http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/file_io/save_mapped_paths/start

  • 3dOutlaw said:

    I just loaded an older render (months) that I made in DS4.10, and rendered it in 4.11, and it did not render like 4.10.  I retried 4.10 and everything is still good.  Maybe something to look at.  This is 3DL, PWToon and some of Crescent's free shaders. (one on the right was 4.11, it lost shading and outlining)

    Have you (re)installed pwToon since first installing a DS 4 Public beta?

  • 3dOutlaw3dOutlaw Posts: 2,480

    Oh, do I need to install that in the Beta location as well?  I was just thinking it was a content library shader thing.  I can download and try that.

  • The pw shaders all (I think) place their actual RSL code in the application folder, so like plug-ins (that suport the betas) they need reinstalling once the beta is added.

  • LimbaLimba Posts: 53
    edited December 2018
    barbult said:

    If your content library is in a non-default location, you need to tell Daz Studio where to find it by either running a script to copy the settings from DS 4.10 or by manually editing with the Content Directory Manager (accessible from Edit/Preferences). It is my understanding the DS 4.11 Beta (along with up to date video driver) will drive RTX 2080 Ti, but I don't own one, so I can't personally vouch for that.

    The script is here http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/file_io/save_mapped_paths/start

    Thanks. This worked for me.

    Now testing RTX 2080 Ti

    Post edited by Limba on
  • After several renders, the render hangs at 100% and I have to ctrl+alt+del to stop it.  The scene can render in 5 minutes, then hand for up to 30 more before I crash the software.

    I have an nVidea RTX 2080Ti.

    Anyone else experiencing the same thing?

  • i downloaded the beta in the install manger but for some resaon installion failed 

  • LenioTGLenioTG Posts: 2,118
    edited December 2018

    I've noticed that whenever a crash happens (the last time it was because I selected a G3M figure that was in the scene), the layout resets (columns width, panes position...) and the script added to the top bar disappear! ^^

    Furthermore, most of the time you try to resize the left column, you fail!

    PS: another crash, when I finished to render an animation. Luckily Daz saved it anyway ^^

    Post edited by LenioTG on
  • LenioTGLenioTG Posts: 2,118
    edited December 2018

    Another bug (I think):

    I'm using the new default render settings, except for the ones you're seeing here (and the hour is set to 10AM, I don't know why it doesn't show).

    If I select "Memory" optimization instead of speed, the skin of Analia #45369 (https://www.daz3d.com/fwsa-analia-hd-for-victoria-8) turns red, not just reddish, but truly and fully red. It doesn't happen to Michael 8, even if his skin turns a little bit reddish.

     

    Screenshot.PNG
    552 x 581 - 50K
    Post edited by LenioTG on
  • kameneko said:
    If I select "Memory" optimization instead of speed, ...

    It only affects Instancing. Does it only happen with Analia?

  • barbultbarbult Posts: 24,755
    edited December 2018

    Memory optimization vs.Speed optimization does cause artifacts on non-instances in the beta.

    I submitted this report back in August. I have not retested with the latest beta, but I have not received any response on my help request to say that it has been fixed. Edit: I just retested with the scene I had saved at the time. The problem still exists in DS 4.11.0.236.

    When I set the Render Settings/Optimization/Instancing Optimization to Memory, it causes dark artifacts in my character's eyes. If I change the setting to Speed, the artifacts go away. I do not have any instances in this scene. Why does Instancing Optimization have any affect on my scene at all?
    This Becomes a big problem when I render a scene that has a lot of instances, because it is necessary to set Instancing Optimization to Memory. All my characters render with the dark eye artifacts in those scenes.
    To reproduce this problem: 
    Open DS 4.11.0.171 Beta. 
    Create a new scene with default render settings. 
    Change Render Settings/Optimization/Instancing Optimization to Memory. 
    Load Genesis 8 Male. 
    Translate Genesis 8 Male to x=0, Y=0, Z=-100. 
    Frame the camera on G8M face to get a good view of the eyes. 
    Render the scene. 
    Observe the dark artifacts in the sclera area of the eyes. 
    Change Render Settings/Optimization/Instancing Optimization to Speed. 
    Render the scene. 
    Observe that there are no dark artifacts in the eyes.
    Repeat this test with DS 4.10.0.123 and observe that the dark artifacts do not occur under the same test conditions that caused them in 4.11.0.171.

     

    Post edited by barbult on
  • @barbult: This seem to happen only when the Z translation is set to -72 or less (-73, etc) and 57 or greater (58, etc).

  • barbultbarbult Posts: 24,755

    @barbult: This seem to happen only when the Z translation is set to -72 or less (-73, etc) and 57 or greater (58, etc).

    But it doesn't happen under the same circumstances in the released DS 4.10, only in the beta 4.11.

This discussion has been closed.