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Pertti, which files, where and how did you get rid of them, please? :)
I don't remember anymore, it was a month ago
I started searching for the morphs related to eyelashes "PHMEyelashesCurl.dsf", "PHMEyelashesLengthLower.dsf" and "PHMEyelashesLengthUpper.dsf" and while removing them from the wrong locations, I noticed other morphs and morph folders in locations they were not supposed to be, like in ...\Data\Creators name\CharacterName\Jeans\Morphs\Daz 3D\
Some creators had included probably all the morphs they had installed in their system, some had even included the base G8 meshes.
Zipped up the unnecessary duplicates in case something wouldn't work afterwards and deleted them
Hi!
Is it possible that the "GHOST LIGHT KIT" no longer works since DAZ 4.20?
Thank you for your answers.
Happy Easter.
There has been a major chnage in the way opacity is combined with luminosity. There is a new Ghost Light Kit 1 that has (or had) a substantial discount for owners of the original, kits 2 and 3 are due to get the same.
@Tiefseereiter Here is a link to the new Iray Ghost Light Kit One (IGLK):
https://www.daz3d.com/iray-ghost-light-kit-one
If you own the original IGLK, then add the new one to your CART and see if it shows up with a discounted price. If not, you could always open a support ticket with the Daz Sales team to see if you can still qualify for the discount.
EDIT: Solved. I had misplaced some files during installation (DIM pointed at the incorrect directory.) All fixed now!
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I am not certain that this is the best place for this question, so please redirect me if it's not. Thank you.
I reinstalled Daz Studio after a hardware change and installed Decimator for Daz Studio (Product Sku: 10673) via DIM (v4.20.0.2). Daz Studio is located on my D: drive (Windows 10). The Decimator plugin is checked in the plugins panel, and the plug indicator is red. It also shows up as "dzdecimator" rather than "Daz Decimator," as I believe it used to be. Decimator does not show up in the Panes menu. I have uninstalled and reinstalled several times, stopping and restarting DS every time and rebooting my computer, with the same result. I have also tried installing using the executable file that appears on the product library page as a manual ZIP file, but when run it simply says that it cannot find Daz Studio, presumably because DS is not installed in the default location.
Any advice about how to get the Decimator plug-in running again? Thank you for any help
Thanks a lot for your answer. The new kit had passed me by. A discount is not shown, but that's ok. I'll get it anyway - and the upcoming expansions!
I find it makes the light more natural indoors!
Perhaps I am alone in my rendering experience with Ghost Lights (old or updated versions) but I now avoid using them when possible because of the slow-down in rendering performance. Just a thumb-suck approximation but I would expect an example scene to render in, say, 2 minutes without Ghost Lights but I find it would take at least 5 minutes with Ghost Lights. I'm not sure whether that goes for all emissive lights but I don't think so. I have plenty of scenes with lamps and ceiling lights which don't significantly slow my renders.
Obviously there are times when a Ghost Light is the best solution for a lighting problem but, in general, I avoid them. I try to use HDR environments (with off-camera ceilings and walls removed) and Photometric lights (usually spotlights).
I have the same problem but haven't found a solution as yet. Does anyone know how to fix this?
A script has been added to assist with the UI customizations in new installations issue. See the first entry in Known Issues - General.
https://www.daz3d.com/forums/discussion/551251/daz-studio-4-20-0-x-pro-general-release/p1
This is for remembering changes between runs, it doesn't (directly) address saving a named layout for alter reloading.
The General Release 9non-beta) has now been updated to 4.20.0.17, which has the fix for the layout saving issue.
Same for me on 4.0.2.17...
render works good, but when Denoiser is activate at 8frame, at this moment, render become very very slow, 10minute for ONE pass.... Soo I cut render...
Problem sem to be with Hight resolution, as 7000*4000px, before I make about 500 Render last month in thaht resolution, now it is impossible..
How correct that?
My Computer is RTX3060 and AMD 3900x on W10... Soo new PC.
Problem come with Denoiser, can you try to activate and see pls?
The official update 4.20.0.17 is a fail 97% CPU load on blank scene !
The beta 4.20.0.17 works better.
In that case it pretty much has to be a setting causing the difference.
Where dowload beta I see nothing on my DIM soft....
buy it here.
https://www.daz3d.com/daz-studio-beta
Then in DIM under Advanced Options on the Downloads tab check the box in Release Channel Tags for "Public build".
Here is the Public beta test discussion thread.
https://www.daz3d.com/forums/discussion/528761/daz-studio-pro-beta-version-4-20-0-17-updated/p1
Thx
Okay, this is a weird one. Updated to 4.20.0.17, and nearly everything seems unaffected... except the iris size on all of my Genesis 8 and Genesis 8.1 Female models from previously saved scenes. They're all huge. To reproduce the appearance of previous renders, I have to consistently dial the iris size morph on G8F and G8.1F characters to -33.3%. I've opened nine scene files since updating - this issue is 9 for 9. I have not yet had the opportunity to open scenes using other wireframe types. Not loving the unexpected anime look, LOL. Any thoughts?
This is only saved scenes, not loading fresh characters for those figures?
Did something change with Spectral Rendering? Updated the other day, turned on Spectral Rendering... totally blown out scene. I use Spectral Rendering all the time, I have never seen this before.
So...why can't ghost lights have 2 opacity values?
The regular old opacity for a surface that we always had, plus an opacity value FOR THE LIGHT. You know, like regular lights have. Why can't an emmisive surface have a light opacity, too? I don't see the logic in it being any other way.
One reason that makes DS 4.20 render longer, may be the need to pump up the lumen values to ridicilous values.
I'm still on 4.15.02, but I have noticed that whenever I use the default lights (very bright) with indoor sets the rendering takes longer than if I use dimmer lights. The difference is about 10 minutes on a 30 minute render.
Indoors I use cm^2 factor of 8-10 and lumen values around 800-1500
Reglar lights have an opacity? They have the option to be hidden from primary rays, but that can now be added to emissive objects. As for an option to restore the old behaviour, I would prefer a toggle for Multiply Luminosity by Opacity.
I'm seeing a drastic change between DS 4.16.0.3 and 4.20.0.17 in the way surfaces are rendered when they have both translucency and refraction index set, even when refraction weight is 0. The value of refraction index makes a much larger change in appearance in 4.20 than in 4.16. I don't see any reference in the change log or the Daz Studio Pro 4.20[.0.x] - NVIDIA Iray forum thread that I can recognize as the cause of this change. Is this change explainable, or is this a bug? Should I submit a help request?
This is a cube with two surfaces. The two surfaces have identical surface properties, except they have different index of refraction values. You can see that DS 4.16.0.3 renders the surfaces with a slightly different appearance, but 4.20 renders the two surfaces drastically differently,
4.16.0.3
4.20.0.17
I wish I had that foresight because the new update broke everything about my installation, from rendering to the UI. I've spent over an hour already perusing these boards, updating drivers, blah blah blah. Still broken. So, tomorrow, instead of spending my day designing, I get to spend my shift fixing something that worked just fine this morning.
Kudos to you, my friend!
This is also happening with freshly loaded characters. The only character I've added to the runtime in recent weeks is the STEL4 Cyborg. I uninstalled that, in case it was a morph issue stemming from that, but no joy. Everything was normal until I went from Studio 4.20.0.2 to 4.20.0.20. The iris appears significantly larger than the normal assigned area. Varies slightly from eye map to eye map, but I'm having to modify Iris Size anywhere from -33% to -50% to get normal appearance. Getting this on both 8.0 and 8.1, attempting both 8.0 and 8.1 materials. Not sure if it's a wireframe issue or a UV issue. I'm attaching render and wireframe views at Iris Morph = 0.00 and Iris Morph = -50.0%. The -50.0% view is similar in iris size to what I expected previously.
I assume you mean 4.20.0.17, not 4.20.0.20 (which doesn't exist, yet).
Open the Property Settings dialogue (from the gear icon on the sldier) and check the Controllers - it's almost certainly something there that is causing this, so check each property listed to make sure it is not loading with the wrong value or incorrectly linked to some other proeprty that should suppress it most of the time.
Okay, so I went to Parameter Settings for the Eyes Iris Size morph and checked the Controllers associated with that morph. First, there's nothing with an ERC that wasn't already there a week or two ago when this wasn't an issue. I'm not seeing any unusual values or linkages, nothing I wouldn't have expected to see. Second, this assumes the problem is specifically with the Eyes Iris Size morph. Adjusting that morph is the corrective action I took to get something resembling a normal iris size - that doesn't necessarily mean the problem is due to the Iris Size morph itself. And again, I've added no new products except STEL4 within the timeframe where this cropped up - this has never been an issue until sometime between running a render on April 15 and the next time that I used DAZ Studio on May 1. Just prior to that May 1 use, I added STEL4 to my runtime and updated Studio. STEL4 does not appear to be associated with Eyes Iris Size. Is there a possibility that for some reason, a full head morph - something that affects the entire head geometry, including iris size - is kicking in? If so, would that necessarily show a specific control association to Eyes Iris Size, or does that turn into a needle-in-haystack proposition to identify?