DUF FILES PREVIEW

Hi everybody !
If, like me, you start new characters, then leave it, then start another one....you find yourself with a large amount of characters and duf files.
It's not always easy after a while to know what is what, so I was wondering if there's anything that allow to preview a duf file before opening it, assuming that a G8F / G9F characters can take a while to open....(should I say very long while ?^^)
In advance, thank you for your answers...

Cheers !

Comments

  • crosswindcrosswind Posts: 6,986

    There's no way to 'preview' a duf file before opening it, but there's a png image file along with the duf file for users to preview 'what the duf file is for' and 'what it's gonna look like after you loading it'.  Does that help?

  • HavosHavos Posts: 5,362

    That png image is only 91x91 and is rendered using openGL, so if looking for the subtle differences of how a character is developing it is unlikely to be much use.

    The best option is to use something like turbo loader to switch off most of your morphs, then these duf files should load in a fraction of the time.

  • crosswindcrosswind Posts: 6,986
    edited August 2023

    From a time point, lots of PAs started to provide tip.png (256 x 256) along with their products (duf file level) and the images were mostly rendered with Iray, it's easy to tell. Besides, long loading time might not result from the numbers of morphs installed, e.g. the common issue is duplicate formulas...

    I'm also a Turbo Loader user but I just use it to deactivate the dsf files that I rarely use but still have no intention to thoroughly unintall the relevant products. Then I don't touch it for a period of time, even I never use on-demand... Now there're nearly 26K dsf files of G8.xF in my two libs but it only takes appr. 30 seconds to load a G8.1F Base figure, witch cache of course, with zero error , zero warning, 'cause I always check and fix those 'issues' from time to time.

    If one finds a long time of loading a base figure, better check the log first...

    Post edited by crosswind on
  • lou_harperlou_harper Posts: 1,163

    Descripting naming is your friend. Those preview pngs are so tiny, they are completely useless.

  • CykloneCyklone Posts: 137
    edited August 2023

    I completly agree : the small preview files are useless.
    ...And yes, since a short while now I'm "better naming" what I do...The problem is for the "before that" files !!^^
    @lou_harper : love your avatar !!^^....I also checked your gallery, pretty cool !....Hey how do you get the cartoon style ( for exemple on "Pumpkin Soup for the Soul" ) ? Rework on Ps ?

    Post edited by Cyklone on
  • crosswindcrosswind Posts: 6,986
    edited August 2023

    [不可教...]

    Post edited by crosswind on
  • FirstBastionFirstBastion Posts: 7,762

    Havos said:

    That png image is only 91x91 and is rendered using openGL, so if looking for the subtle differences of how a character is developing it is unlikely to be much use.

    The best option is to use something like turbo loader to switch off most of your morphs, then these duf files should load in a fraction of the time.

     I know the default is 91x91,  but Is there anyway to have a larger preview image (256x256 or 512x512) generated when saving the duf ?

  • HavosHavos Posts: 5,362

    FirstBastion said:

    Havos said:

    That png image is only 91x91 and is rendered using openGL, so if looking for the subtle differences of how a character is developing it is unlikely to be much use.

    The best option is to use something like turbo loader to switch off most of your morphs, then these duf files should load in a fraction of the time.

     I know the default is 91x91,  but Is there anyway to have a larger preview image (256x256 or 512x512) generated when saving the duf ?

    I don't think so, certainly I have never heard of such an option. All you can do is take a quick render at a better size yourself, and either copy that over the default image or add it as the tip file.

  • wsterdanwsterdan Posts: 2,348

    FirstBastion said:

    Havos said:

    That png image is only 91x91 and is rendered using openGL, so if looking for the subtle differences of how a character is developing it is unlikely to be much use.

    The best option is to use something like turbo loader to switch off most of your morphs, then these duf files should load in a fraction of the time.

     I know the default is 91x91,  but Is there anyway to have a larger preview image (256x256 or 512x512) generated when saving the duf ?

    That would be an awesome optional feature for DAZ Studio 5.

    -- Walt Sterdan

  • memcneil70memcneil70 Posts: 4,115

    Isn't the OP asking about a duf for a character they are working on for themselves? Or at least in the first stages of creation?

    My few that I have, that haven't been killed by crashes or reinstallation of the OS, I used a naming pattern as best I could. And then promptly forgot and never finished them. Except for the few for an author friend and his stories.

  • wsterdanwsterdan Posts: 2,348
    edited August 2023

    Havos said:

    FirstBastion said:

    Havos said:

    That png image is only 91x91 and is rendered using openGL, so if looking for the subtle differences of how a character is developing it is unlikely to be much use.

    The best option is to use something like turbo loader to switch off most of your morphs, then these duf files should load in a fraction of the time.

     I know the default is 91x91,  but Is there anyway to have a larger preview image (256x256 or 512x512) generated when saving the duf ?

    I don't think so, certainly I have never heard of such an option. All you can do is take a quick render at a better size yourself, and either copy that over the default image or add it as the tip file.

    Great idea; I did a quick test and saved the scene file, duplicated the thumbnail for the test (not something I would normall do) then rendered a 512 x 512 image and saved it over the .duf.png. Worked beautifully. It took me about 20-25 seconds to render the new thumbnail in iRay on my iMac, everyone else's times should be better.

    I'll show you, someday, when the forum software decides to allow me to upload the images. Sadly, that's not today, not at this time.

    It's getting just a little tiring not being able to simply upload an image consistently to a forum dedicated to talking about software for making images. It *used* to work...

    -- Walt Sterdan

    Post edited by wsterdan on
  • crosswindcrosswind Posts: 6,986

    Use a service of image host.

    And if one wants to use a product, Super Save is one option. One-click to save and wait for some time, then get a mid or big size tip.png - 256 x 256 to 1024 x 1024.

  • HavosHavos Posts: 5,362

    wsterdan said:

    Havos said:

    FirstBastion said:

    Havos said:

    That png image is only 91x91 and is rendered using openGL, so if looking for the subtle differences of how a character is developing it is unlikely to be much use.

    The best option is to use something like turbo loader to switch off most of your morphs, then these duf files should load in a fraction of the time.

     I know the default is 91x91,  but Is there anyway to have a larger preview image (256x256 or 512x512) generated when saving the duf ?

    I don't think so, certainly I have never heard of such an option. All you can do is take a quick render at a better size yourself, and either copy that over the default image or add it as the tip file.

    Great idea; I did a quick test and saved the scene file, duplicated the thumbnail for the test (not something I would normall do) then rendered a 512 x 512 image and saved it over the .duf.png. Worked beautifully. It took me about 20-25 seconds to render the new thumbnail in iRay on my iMac, everyone else's times should be better.

    I'll show you, someday, when the forum software decides to allow me to upload the images. Sadly, that's not today, not at this time.

    It's getting just a little tiring not being able to simply upload an image consistently to a forum dedicated to talking about software for making images. It *used* to work...

    -- Walt Sterdan

    I would recommend not renaming the file as .png.duf. Better to delete this file then rename to just "name of scene".png. This way if you save the scene again it will create another 91x91 thumb, but will not overwite your larger thumbnail. You can just delete the newly created .duf.png file to again see your render in the preview in Daz Studio,

  • FirstBastionFirstBastion Posts: 7,762

    Havos said:

    wsterdan said:

    Havos said:

    FirstBastion said:

    Havos said:

    That png image is only 91x91 and is rendered using openGL, so if looking for the subtle differences of how a character is developing it is unlikely to be much use.

    The best option is to use something like turbo loader to switch off most of your morphs, then these duf files should load in a fraction of the time.

     I know the default is 91x91,  but Is there anyway to have a larger preview image (256x256 or 512x512) generated when saving the duf ?

    I don't think so, certainly I have never heard of such an option. All you can do is take a quick render at a better size yourself, and either copy that over the default image or add it as the tip file.

    Great idea; I did a quick test and saved the scene file, duplicated the thumbnail for the test (not something I would normall do) then rendered a 512 x 512 image and saved it over the .duf.png. Worked beautifully. It took me about 20-25 seconds to render the new thumbnail in iRay on my iMac, everyone else's times should be better.

    I'll show you, someday, when the forum software decides to allow me to upload the images. Sadly, that's not today, not at this time.

    It's getting just a little tiring not being able to simply upload an image consistently to a forum dedicated to talking about software for making images. It *used* to work...

    -- Walt Sterdan

    I would recommend not renaming the file as .png.duf. Better to delete this file then rename to just "name of scene".png. This way if you save the scene again it will create another 91x91 thumb, but will not overwite your larger thumbnail. You can just delete the newly created .duf.png file to again see your render in the preview in Daz Studio,

     You should rename the 512x512 image nameofscene.tip.png  and watch what happens when you hover or it in the content library. as Havos said leave the default 91x91 as is because it will be eventually overwritten if you save the scene again.

     

    That is the methos we use to manually make the thumbnails for all products.  

     

    I was asking for an automatic way to change the 91x91 default preview thumb to a different larger size  but that may be hardwired in the code. That size was from Poser compatibility days and is really small on high resolution screens,  that are getting harder to see with these tired old eyes.

     

  • HavosHavos Posts: 5,362

    FirstBastion said:

    Havos said:

    wsterdan said:

    Havos said:

    FirstBastion said:

    Havos said:

    That png image is only 91x91 and is rendered using openGL, so if looking for the subtle differences of how a character is developing it is unlikely to be much use.

    The best option is to use something like turbo loader to switch off most of your morphs, then these duf files should load in a fraction of the time.

     I know the default is 91x91,  but Is there anyway to have a larger preview image (256x256 or 512x512) generated when saving the duf ?

    I don't think so, certainly I have never heard of such an option. All you can do is take a quick render at a better size yourself, and either copy that over the default image or add it as the tip file.

    Great idea; I did a quick test and saved the scene file, duplicated the thumbnail for the test (not something I would normall do) then rendered a 512 x 512 image and saved it over the .duf.png. Worked beautifully. It took me about 20-25 seconds to render the new thumbnail in iRay on my iMac, everyone else's times should be better.

    I'll show you, someday, when the forum software decides to allow me to upload the images. Sadly, that's not today, not at this time.

    It's getting just a little tiring not being able to simply upload an image consistently to a forum dedicated to talking about software for making images. It *used* to work...

    -- Walt Sterdan

    I would recommend not renaming the file as .png.duf. Better to delete this file then rename to just "name of scene".png. This way if you save the scene again it will create another 91x91 thumb, but will not overwite your larger thumbnail. You can just delete the newly created .duf.png file to again see your render in the preview in Daz Studio,

     You should rename the 512x512 image nameofscene.tip.png  and watch what happens when you hover or it in the content library. as Havos said leave the default 91x91 as is because it will be eventually overwritten if you save the scene again.

     

    That is the methos we use to manually make the thumbnails for all products.  

     

    I was asking for an automatic way to change the 91x91 default preview thumb to a different larger size  but that may be hardwired in the code. That size was from Poser compatibility days and is really small on high resolution screens,  that are getting harder to see with these tired old eyes.

    The 91x91 icons were suitable for 20 or so years ago when storage was still talked about in GB (and sometimes even MB) rather than TB.

    Now that we have single products that are multiple GBs alone, I imagine the saving with such a tiny thumbnail is pretty irrelevant.

  • outrider42outrider42 Posts: 3,679

    One consideration for larger thumbnails is that larger ones also take longer to load. This doesn't become apparent early on, until you have a large library with these thumbnails.

    This is where having a fast SSD and solid overall PC can help make a difference. But if you have a slower HDD or limited RAM, you may not want to dive into too many large thumbnails.

    It is better to have a modest thumbnail with larger tip pic when you hover over it. If there is no tip pic, large thumbs can actually drag DS down a little. Even an especially large tip pic can take a moment to load on a slower PC.

    So these things all have to be considered. Just like having a huge morph library can cause Genesis to load slow, thumbnails that are too large can also cause problems of their own when you have too many of them.

  • Must admit I always render 512px square .tip files. Thinking about it, it should be possible to set up a mini script that will open the file save dialogue, save the scene and render a .tip image with one action. Pretty sure I don't know enough about the scripting language to write it myself, though. Maybe mcasual could be persuaded to write it. Regards, Richard.
  • wsterdanwsterdan Posts: 2,348
    edited September 2023

    FirstBastion said:

    Havos said:

    wsterdan said:

    Havos said:

    FirstBastion said:

    Havos said:

    That png image is only 91x91 and is rendered using openGL, so if looking for the subtle differences of how a character is developing it is unlikely to be much use.

    The best option is to use something like turbo loader to switch off most of your morphs, then these duf files should load in a fraction of the time.

     I know the default is 91x91,  but Is there anyway to have a larger preview image (256x256 or 512x512) generated when saving the duf ?

    I don't think so, certainly I have never heard of such an option. All you can do is take a quick render at a better size yourself, and either copy that over the default image or add it as the tip file.

    Great idea; I did a quick test and saved the scene file, duplicated the thumbnail for the test (not something I would normall do) then rendered a 512 x 512 image and saved it over the .duf.png. Worked beautifully. It took me about 20-25 seconds to render the new thumbnail in iRay on my iMac, everyone else's times should be better.

    I'll show you, someday, when the forum software decides to allow me to upload the images. Sadly, that's not today, not at this time.

    It's getting just a little tiring not being able to simply upload an image consistently to a forum dedicated to talking about software for making images. It *used* to work...

    -- Walt Sterdan

    I would recommend not renaming the file as .png.duf. Better to delete this file then rename to just "name of scene".png. This way if you save the scene again it will create another 91x91 thumb, but will not overwite your larger thumbnail. You can just delete the newly created .duf.png file to again see your render in the preview in Daz Studio,

     You should rename the 512x512 image nameofscene.tip.png  and watch what happens when you hover or it in the content library. as Havos said leave the default 91x91 as is because it will be eventually overwritten if you save the scene again.

    Thanks so much, FirstBastion, that works brilliantly. I never wondered how the larger hover thumbnails worked and now I wonder why all PAs aren't using them all the time.

    Thanks as well, Havos, I completely forgot about overwriting the .png on the next save. DUH!

    -- Walt Sterdan

    Post edited by wsterdan on
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