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It has been interesting to follow the Blender discussions here. I get the impression that people are really interested in Blender for two things - morphing and rendering. Even though Blender has more sophisticated animation capabilities I have seen comments that DAZ Studio users would rather pose and animate in DAZ Studio and send the scenes over to Blender for rendering (and I don't think that Filament is yet good enough to move the needle on that by much). I've tried posing in Blender and it just doesn't suit my approach which is, admittedly, shaped entirely by DAZ Studio. I have not tried animating in Blender because, frankly, like so many things about Blender - it looks daunting. I'd have to commit a lot of hours to learning it when I'd really prefer a truly working timeline in DAZ Studio. I'm not a serious animator - I just play with short, hand-keyed clips for fun.
Just noticed something that I think is new. I think that previously, clicking anywhere on a figure would select the whole figure and the second click would select the individual bone. It looks like the bone select now happens on the first click. Am I mis-remembering?
There ought to be a setting somewhere to determine which way round the selection goes. Can't remember where; somewhere in Preferences, or Tool Settings?
Thank you, Richard. It's appreciated! :)
You are right - there is a Tool Setting which gives three options: Node / Root Node First / Root Node Only. I have it set to Root Node First but it is now selecting the Node (individual bone). So Node and Root Node First do exactly the same thing: select the bone.
If I switch to the Universal Tool, those options work as they should but I don't normally use the Universal Tool (the tool controls obscure my selection).
I have a hand made Iray Section Plane Node camera and just loaded it up and rendered a figure with OOT's Charlene Hair and it rendered fine.
Edit: I just tried it with the MEGA Updo and it also rendered fine.
If you create the nodes for Tonemapping and/or Environment Settings and save render settings they will be there the next time your open Studio. Don't need to do it every time.
Many thanks!
Guess it's even more a mystery for me then lol.
As soon I use OOT hair shaders and Iray interior cam, render crash.
Remade an "Iray interior cam" from scratch, no change.
Tried bunch of different drivers, no change.
Noticed warnings on OOT hair I didn't have back then :
I suspected something broke OOT hairblending Hair shader, so I remplaced it with Iray Uber Shader = Everything works fine again.
I have a feeling something is messed up with custom Iray shaders.
Such a weird problem (making half of my scenes unusable) and I'm running out of ideas .
Something else I noticed: I had two characters wearing dForce garments. One was selected the other not. I went to the dForce Simulation tab and hit the simulation button and only the selected character/garment was simulated. I would swear that previously, that button would trigger simulation for any and every dForce object in the scene. Indeed, they previously had to add a menu item for "Simulate Selected" to get around that do-it-all action.
I'm not complaining about this - simulating only selected items is just how I would want it.
[EDIT] I may be wrong about this ... need to do more tests but it is not behaving consistently at the moment.
Hi,
I'm quite new in Daz and I missed something like Eevee, now I hope Filament will be a complete solution and to me it looks promissing. I'm in "Comic/Cartoon" let's say, so I don't need 100% realism. I hope we will be able to create something like this: https://google.github.io/filament/webgl/helmet.html
Regards
A few reports from my side:
- Iray (photoreal) is definitely faster for TitanV.
- Filament shouldn't be used for every single view at the same time in your UI (example: Top-left-right-front views). It consumes too much VRAM and causes iray to stop working :)
- Filament is too bright. I have to lower exposure to compansate overbright ares.
- Filament is too "transparent" on hairs or anything that has cutout opacity mapping.
- Filament is too "bumpy" on skin.
- Filament is not affected by every Tone mapping options under filament's draw settings (burnout settings doesn't effect the image)
- My hopes of using Filament in animations went down in flames when I noticed iray decals are not showing up at all in filament :(
- Animation keyframe clutters shown on timeline are now fixed on loading the scene, I also noticed copy-pasting tcb keyframes still corrupts, but doesn't crash daz studio by going into blank view/endless loop anymore. Going to linear and back to tcb for those broken keyframes fixes the animation.
- New animation keyframe clutters are introduced in timeline in completely random times. I can't exactly figure when this happens. However, refreshing the timeline sometimes triggers the clutter with the characters having dforce simulated clothes in the scene. Clutters are mostly introduced when there is no other motion on the characters other than dforce simulation on their clothes. I'm not 100% sure about this, but the clutter is there anyway. I am also not sure about how to reproduce this (yet).
They are pending since an year now. I think they are quite ignored.
Last thing I want to do here is to start a flame but I have to say I feel really let down from this. And I'm not the only one, as I can see.
I'm stuck with DAZ Studio 4.12.0.86, the only version with a "properly working" timeline where I can move root keyframes but I can't copy-paste them without making a long gimmick changing the tweeners to avoid the session crashing. I don't care much about the TRSOAH labels to be saved every session (after all I just have to click once on the dropdown menu) but I really need to move the keyframes around in the timeline and copy-paste them easily. I can't even do the old way, when I could chose the body part and delete-create keyframes in that part of timeline because it has been removed.
You said "depends on the bug's impact on users"... Well, for an animator not be able to animate it's very impacting.
When you say "keyframe clutters", are you referring to the bug that causes random clusters of keyframes to appear on the Timeline? Because I sometimes encounter this bug when dealing with IK chains, especially complex ones. It makes me wonder if maybe it's related to high CPU usage or something.
Have you filed a bug report here https://helpdaz.zendesk.com/hc/en-us/requests/new It should go to Tech Support
Well, they are Iray Decals. Decals, and Section Planes, use features of Iray so you are not going to see them work with other engines.
I'm having a lot of trouble with the mouse pointer disappearing in this latest beta. Is there a trick to get it back when this happens? It's occurred multiple times per minute while I've been fiddling with my latest scene, which is annoying.
Edit: Clicking the view selector dropdown fixed it (once I could locate it without seeing the pointer). Any tips on how to avoid this problem happening in the future?
Yep, "bug that causes random clusters of keyframes to appear on the Timeline?" this one. Correct.When the scene is loaded, they are not there, when you refresh timeline, suddenly in some "still" parts, they appear out of nowhere. And literally cover every single frame. In the past, refresh was fixing this. Now, refresh brings these in and not fixable. I didn't notice any impact on animation by these clutters (yet), however, I simply lost track and can't see anything between tens or even hundreds of clutter frames.
It should be possible to find out where they are coming from by expanding the nodes in the timeline; this will narrow down exactly where and what properties are getting set. A similar thing (though definately not a bug) happens with Anilip 2 because it adds viseme animation properties to the actor properties; not necessarily every frame at 30 FPS but certainly a large proportion of them.
Note that we have an update, by the chnage log it addresses several issues that have been reproted here (though I haven't downloaded it yet).
Ah, not in fact a fact - sorry, I was taking this on trust but actually the only properties exposed to animation at this time are (incorrectly if hidden properties are hidden) the basic transforms. Apparently there is more to be done before the actual properties can be made animatable, though this is a step along the way.
Theer is a triangle shaped key on the Timelien which represents all of the keys for collapsed properties under the group with the key - that composite key can be used to manipulate the individual keys.
Very glad to see a quick update! Thanks to the dev team.
From the Change Log for DS 4.12.2.54:
.Fixed a sizing issue for the Shader Mixer Change (Brick) Title dialog
.Fixed a sizing issue for the Shader Mixer Array brick Add Input dialog
.Fixed a sizing issue for the Shader Mixer If Else brick Add Input dialog
.Fixed a sizing issue for the Shader Mixer Sum brick Add Input dialog
.Fixed a sizing issue for the Shader Mixer Voroni brick Add Inputs\Outputs dialog
.Fixed a sizing issue for the Shader Mixer standard label dialog
Does this somewhat vague description relate to the "OOT hairblending Hair shader" problem reported yesterday and October 14th by no__name? If so, that is great news.
Did anyone succeed in assigning a keyboard shortcut to the Filament Viewport Draw style?
Tried to assign Ctrl + 2 (Solid Bounding Box before) --> did not work for me.
Other custom assignments work though.
So, after reading a dozen pages to catch up, how is 4.12 coming along? I don't see anything mentioning CPU fallback anymore, just other bugs and crashes with features I don't utilitze. Has it been fixed
I know this post is a few pages back, however. Sevrin, you are incorrect. the latest Nvidia drivers do support the GTX 660.
MelanieL, install away. See the attached image that is a screen shot of Nvidia's release notes of driver 455 for Windows, Version 456.71, page 35. If you doubt the authenticity of my screen shot, you can go to nvidia.com yourself, go to driver download, select your card from the drop down list and select 456.71 and scroll to the bottom to find the release notes. I also attached the release notes themselves. I have to routinely check the release notes to see if my 1080 is still supported.
And while I'm posting- have the CPU fall back issues been resolved?
I have two GTX 1080 Ti and after a short time Iray fall back on the CPU. Before beta .51 and 54 I never had this problem. The fall back on the cpu occurs both in viewport and final render mode.
I have tried all the drivers from July 2020 to today but the problem persists. On the stable version of DAZ Studio, there are no problems
Edit 1
After some testing, it seems that if you only use one of the two GPUs, everything is fine. If both are used, the crash and relative fall back on the CPU is automatic.
Edit 2
A few more tests and I found that in my case, if you use the GPU assigned to the display in combination with another GPU or the CPU, Iray will crash and fall back to the CPU. If I use GPU without display + CPU, IRay keeps working.
I've had it happen way more often with this new beta too. I thought someone once had posted a script you could install to get it back, but can't find it. But would love to know how to prevent it, because it's kinda insane this bug still exists after so many versions of the program.
https://www.daz3d.com/forums/discussion/359726/this-is-how-the-mouse-cursor-disappears
Thanks - actually I just downloaded that new driver last night, along with the latest DS Beta, but have not had chance to install them yet.
Just tried and sadly nope.
Any use of OOT hairblending Hair shader and an Iray Section Plane node still crash Iray for me.
I doubt you'll get a remedy this way. I can use OOT's hairblending and a section plane together without a problem. I hope you have put in a technical support ticket.