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so far this one seems OK, am rendering a scene with 100's of instances at 30secs a frame using a third of my VRAM
no Genesis # figures mind you, those kill my scenes
A few questions to try and narrow it down.
Same result when rendered to window vs using the DrawStyle? Do these use displacement? Is Render Mode set to Interactive?
Could you please attach the log as well as a saved scene (make sure your Render Settings are saved with the scene) so that I can load it on my system.
I'm getting ready to update my install to the latest beta release. I need to update my Nvidia driver, so I'm on the site now looking for the 441.22 driver recommended in the change log. However, there isn't one. There is a "Game Ready" 441.20 driver, released on Nov. 22. The next driver is "Studio" 441.38. The driver after that is "Game Ready" 441.41.
I don't like using "bleeding edge" drivers, so I want to install the earliest driver that will work with Daz Studio. Which driver would you folks recommend?
ETA: I have a GTX 1080 (Pascal, pre-Turing).
I'm using the Beta with the Studio Driver 442.92 on a GeForce RTX 2060.
I have a GTX 1080. I should have mentioned that in the post, though I'm not sure it really makes a difference.
Thank you for responding so quickly.
I have Studio Driver 442.92 for GTX 1080 Ti.
Hey there... just tried it out, and it looks fine to me.
Not sure what the problem could be. Um
Can somebody please explain to me what's the point in IK targets? I made a simple animation, where the character serves the "table". I've parented the OBJ to her right hand, created IK chain on the left arm, and parented it's target to the OBJ. As animation goes - the left arm is becoming more de-aligned. Is there something that I'm doing wrong, or IKs in Studio are still that bad?
I noticed that in 4.12.1.76, the shortcut Shift-Y (open symmetry dialog) stopped working. It still shows on the menu as a short cut. Was this intentionally removed? This version had other changes related to shortcuts.
Thank you. I installed the 442.92 shortly after you posted. I've been working in the beta, pretty much since, and everything seems to be working just fine.
Shift+Y seems to be broken the same way Shift+K is broken. Every time DS Beta (I'm using 4.12.1.117) is restarted, those shortcuts no longer work. If you go to Customize Daz Studio (F3 shorcut) and just click the Accept button, they both work again - until you close and restart Daz Studio. I submitted a help request about the Shit+K problem.
For me alpha canvas do no longer render correctly.
See attachment.
Anyelse such issues?
Please provide more detail.
more details:
and as you see in my attachments in my post before you see that in 4.12.1 only garbage is rendered compared to 4.12.0
I meant to ask the steps you took to set it up so that I can try it.
I've never bothered with an Alpha canvas. I just check the alpha box for every beauty node I use because I mask them individually. Like I'll make a beauty node each for the character, the hair, sometimes the clothing, and each will be masked separately, and you can use those masks on your lighting canvasses if you want. Did a render with 1.117 yesterday and they masked as usual and as expected.
As for setting it up. Create Alpha Canvas, select something in scene, (+ to create canvas, select Alpha from "Type" dropdown and on the popup for "Nodes" Create Node from Selection). You get a mask that shows only what you selected and masks everything else.
Beauty
Alpha with character selected
Beauty canvas after masking
Have you reported the changes you are seeing? https://www.daz3d.com/help/help-contact-us
Okay... I figured out what's wrong with the alpha maps.
It's a bug in 4.12.1!
In the new versoin the selected nodes for the alpha canvas is ignored, all nodes are used.
I added a G8M male into an empty scene and added only the G8M to a node list for the alpha canvas.
In the background, I added a simple plain, which is not part of node list:
If I render the image the alpha maps looks like that:
I also attach the duf file, if you want to try it yourself
Created a ticket for this bug #329343
Thank you
Done (Request #329345)
You can get around this in the current public build by creating a Beauty map with alpha checked. The alpha you get this way only includes the selection.
Yes, the Alpha option in Beauty works.
oh yes, that workaround did the job. thank you.
dunno if it's the beta or something else that happened but my saved scene the aniblocks baked to keyframes animation is mucked up reloading the scene, he is wildely footsliding pivoted from the hip, it was perfect when I saved it.
it seems the hip has lost some transformations.
I tend to find that with laters, they need their strength lessening
video to illustrate my earlier comment
is looped reverse and forward in Hitfilm as short
identical scene files
the one on the left looks same as it was when I saved it in the public beta
it loads correctly in in release 4.11 which I use
the one on the right is how it loads in public beta 4.12.1.117
the hip rotation and translation is screwed
the camera is correct
AmI correct in noticing that I can finally select multiple items in Daz via the scene tab, or in the work space - and be able to scale, translate, and otherwise move them about in the scene without them needing to be grouped?! I couldn't do this before, and after installing the new update I can!!! YAYYYY!!!
You may have Secondary Nodes enabled in the Tool Settings pane, if you mean you are using the Viewport gizmo to do this.
well thats a helpfull hidden gem, I was just thrilled when groups were enabled so I could scale and translate multiple things without the other parenting quirks like I can in other software
pity nobody animates in DAZ studio so the hip rotation issue can be resolved