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DazCentral is certainly being heavily promoted, but it's not the only way as DIM is still supported.
There is a work-around, just load a pre-4.14 version of a scene file, and once loaded use the create menu, add the environment/tone mapping items, delete everything in that scene (Characters/clothing/etc) and re-save it as a default render setting file and set it as your start-up scene...
But it is, broadly, behaving correctly - the products are listed as uninstalled and DS therefore displays them as such. While theer may be ways of detecting that DIM shows a product as installed and the CMS doesn't (e.g. parsing the Manifests folder) it's easy to think of ways in which the process could go astray and, given for example that the Manifests folder is movable, many of them would increase the complexity for the end user in configuring the system and would add extra points of failure. Ultimately this is a consequence of trying to give users choices to suit their tastes - if DS instead handled only contebnt isntalled through Connect, to a location specified in the code, then many of these access/configuration issues would go away - and users would be up in arms.
Thanks Takezo, how do I save render settings? I've tried this before but it never worked, or at least I should say my save never loaded unless I went and did it manually evertime I booted up.
I can't find where we save the settings to now, has that been moved too?
If I (as somebody with a rudimentary knowledge of programming) can think of a piece of code that can solve this problem, there can't be any excuse for a team of software engineers to not figure it out except for them being too lazy and not care about it.
how hard is it to get a list of files and compare it with the list of products that the user owns? we're not trying to solve P vs NP problem. checking installations and managing content libraries are things that lots of programs do without giving the users any grief.
it's as simple as: the user installed this, the target library folder is that, these [stuff] must be in that folder. if they are, don't bother downloading and installing them again. how many lines of code is that? 100, 200? hire a freelancer to do it for you and charge the users a dollar to pay for it if you can't be bothered.
It's frustrating that we got to a point that I'm trying to explain to a software company how to program like I'm talking to a kid.
"Think of a piece of code" doesn't mean anything. You may think of an approach, but turning it into code and delivering aceptable performance as a result is a very different thing.
In fact the properties unique to these nodes are not animatable (at the moment) - and the fact that the trasnfdorms, which don't really have any function, are aniamtable is a bug; they should be hidden.
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I have posted Rob's explanation of why the new nodes are sensible before, but heer it is as a reminder:
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Creating the nodes explicitly through the Create menu is one option, but if you don't they will be created automatically when needed (use of Iray render or DrawStyle, Filament Drawstyle)
As noted above, DS will create the nodes when needed. However, you can simply set up a scene the way you want (including other elements like camera or lights) and set it to load on New in Edit>Preferences (Daz Studio>Preferecns on Mac) in the Scene tab
They are hidden; they don't appear in the parameters pane. They are also immutable; they can't be changed using the "universal tool", however touching the universal tool does produce nodes on the timeline:
Because the options are "hidden" they only show on the timeline if "H" is enabled in the "Types" drop-down (as shown above), but the nodes can be moved (using keyMate) and deleted.
It is slightly annoying that when they are selected in the scene tab a node appears in the viewport.
For years.
Download here: https://www.daz3d.com/downloader/customer/files/prod/13176/file/1739371596935056425/DAZStudio_4.14.0.8_Win64.exe
Let's not exaggerate. It is a known issue, which has been fixed.
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log_4_14_0_8#4_12_2_55
I assume you mean Dopesheet, the section of the Timeline with properties, rather than Viewport, the 3D view showing the visible content? The Timeline iss till being worked on.
Has it? I'm still experiencing it with this build. And its not really an exaggeration it has been a problem over the years.
Assuming this is the hang-around with 0% CPU activity then it has been fixed in a later build, you can workaround now by opening the Aux Viewport pane and, from the option menu, turning off the IPR Toolbar. However, this one is - I believe - relatively new. There's also the hang-around with CPU activity as DS clears up after a complex character, and that hasn't chnaged. There are also issus with plug-ins which should be fixed in this build as DS now cuts them off if they try staying around, though that does have risks of its own.
I still don't understand why Daz often takes 5 minutes to close even in its "fixed" state. I have no other software which does this, and I worked with all kinds of complex programs.
I made a mistake in my earlier explanation, you don't have to load a scene, just go to create then enable the environs/tone mapping render items, and save the scene as: "render setting," and then go to preferences> startup>enable the load scene check box, then browse to your new render setting scene and have it load whenever you start daz!
It's clearing up its data and releasing the memory used. How long it takes seems to be related to the complexity (number of morphs and their links) of the previously loaded figures.
I'm so confused right now, I updated to bigsur then downgraded back to Catalina and now daz no longer works on my Mac.
I'm devistated! I'm not a gamer nor animator, I use Daz to create characters to print. I don't understand all the lingo used in the forums. I used Daz years ago to create characters to print on bags, now its more advanced, but I've been doing ok getting just what I need out of it. Today I actually cried because I need Daz to work! I have no idea of what to do. I've tried to download the Beta, tried to redownload the Pro version. Like I stated I just need to create characters to print out. can somoene please direct me to a solution. Last night everything worked fine today NOTHING.... I've invested so much into this program, now I'm stuck.
If someone has a moment to help .... please help me..... I'm running Catalina.. once again I just want to create characters to print...
Thanks a bunch
No; I mean the viewport, to quote myself:
Specifically I mean this:
It's not just that it is clutter, it appears with a universal control that can't actually be moved or rotated yet, nevertheless, produces a keyframe on the timeline if it is touched. This is a total waste of space.
It is entirely reasonable that it be selectable; the smart content pane shows render settings appropriate to the node (so far as I can determine). The slight annoyance is this:
The cross is forever present in the scene at (0,0,0), presumably because the "visible in viewport" property has been left on and, because the "Display" properties have been hidden I can't turn it off!
... so I've taken to putting both the new nodes ina "render settings" group and simply making the whole thing invisible.
True story: sometime close to the end of the last millenium Microsoft Office did the same thing. Every application carefully and dutifully deallocated each piece of memory when it was asked to exit, well, except on those not infrequent occasions when doing so caused the whole application to crash because memory had been mixed up, somehow. Then one day someone in charge, who I shall name Bill, got really annoyed that he couldn't close his laptop immediately when he closed Word. And he did what he did and suddenly everyone in charge below him, i.e. everyone, decided that in release products the applications would just exit, immediately, upon being asked to do so. The debug versions still released the memory, bit by laborious bit.
Thanks again, I'll give this a try for sure. I really hate this new menu settings, it's driving me nuts!
I'm not sure I follow. The render settings panel is already contextual to the render engine. In 4.11 we have different parameters for iray and 3delight for example. Filament is just another engine with its own settings, that we can eventually choose for the viewport the same as we can choose iray.
Anyway it's good to know what this is intended for. So thank you for the explanation.
edit. Though in 4.14 I don't see filament selectable as render engine, but only as viewport draw style. Then I can choose viewport as render engine to get a filament render. It's a bit clumsy in my opinion but I guess we'll adapt.
edit. Also tone mapping doesn't match anyway, that is, iray exposure 13 is equal to filament exposure 14.
This is iray with exposure 13
This is filament with exposure 14
This is filament with exposure 13
macOS High Sierra, iray rendering does not work in version 4.14. Did a clean install and clean the cache, nothing helps. Rolled back to 4.12.
Same boat
If you are OK with Terminal launch it and then type cd /usr/lib/ and enter. Type ls and enter. See if you have libstdc++.6.dylib and libstdc++.6.0.9.dylib.
If you don't like using terminal, in the Finder use the “Go” menu and navigate down to “Go to Folder” and then type /usr/lib/ and see if you have libstdc++.6.dylib and libstdc++.6.0.9.dylib.
If these files are not there you can get how to reinstall them by searching the net.
Won't render or won't render with GPU? There's been a minimum driver versuion increase, it's quite possible (in fact I think it is the case) that even if you have a Mac that has an nVidia GPU there are no drivers of a sufficiently recent date to use it in 4.14.x.x
Glad to help, hope it works out for you!
I believe it is more like a 2EV difference; for Iray scenes correctly set up for tonemapping at EV13 if I render with Filament I need to change to EV15. It's complex because Iray emissive surfaces don't seem to be mapped to anything in Filament (i.e. they don't seem to contribute light to the scene) and DAZStudio lights seem to penetrate non-transmissive surfaces in Filament, at least to some extent. Also the same lights in Iray and Filament seem to have different fall-off rates or, maybe, the fall-off in Filament is a higher power law than the (correct) inverse square law used in Iray.