Daz Studio BETA - version 4.23.0.4! (*UPDATED*)

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Comments

  • crosswind said:

    UV Set is not saved in the Material Preset of a geoshell, as well as in Hierarchical Material Preset. There's no such issue with Figures / Props.

    Edit: Besides 4.23 GR / PB, same issue happens in 4.22.0.16 ...

    Could you please provide steps you took so I can try and replicate. Thank you.

  • crosswindcrosswind Posts: 6,986
    edited November 15

    DoctorJellybean said:

    crosswind said:

    UV Set is not saved in the Material Preset of a geoshell, as well as in Hierarchical Material Preset. There's no such issue with Figures / Props.

    Edit: Besides 4.23 GR / PB, same issue happens in 4.22.0.16 ...

    Could you please provide steps you took so I can try and replicate. Thank you.

    As what I showed in mypost, the first screenshot. Can you see that ?

    Load a geoshell on a G8F,  choose a UV Set on a Surface,  save a material preset with the surface and UV Set selected. Thanks!

    Post edited by crosswind on
  • crosswind said:

    DoctorJellybean said:

    crosswind said:

    UV Set is not saved in the Material Preset of a geoshell, as well as in Hierarchical Material Preset. There's no such issue with Figures / Props.

    Edit: Besides 4.23 GR / PB, same issue happens in 4.22.0.16 ...

    Could you please provide steps you took so I can try and replicate. Thank you.

    As what I showed in mypost, the first screenshot. Can you see that ?

    Load a geoshell on a G8F,  choose a UV Set on a Surface,  save a material preset with the surface and UV Set selected. Thanks!

    Geoshells don't inherently have any UV's. They get them from the figure they're attached to. The best way to do that would be to set up the materials on the figure, then save them out from that and apply them to the geoshell (or edit the file). 

  • ChangelingChick said:

    crosswind said:

    DoctorJellybean said:

    crosswind said:

    UV Set is not saved in the Material Preset of a geoshell, as well as in Hierarchical Material Preset. There's no such issue with Figures / Props.

    Edit: Besides 4.23 GR / PB, same issue happens in 4.22.0.16 ...

    Could you please provide steps you took so I can try and replicate. Thank you.

    As what I showed in mypost, the first screenshot. Can you see that ?

    Load a geoshell on a G8F,  choose a UV Set on a Surface,  save a material preset with the surface and UV Set selected. Thanks!

    Geoshells don't inherently have any UV's. They get them from the figure they're attached to. The best way to do that would be to set up the materials on the figure, then save them out from that and apply them to the geoshell (or edit the file). 

    GeoShells still have thje UV sets available, and those can be set independently from the base.

  • Richard Haseltine said:

    ChangelingChick said:

    crosswind said:

    DoctorJellybean said:

    crosswind said:

    UV Set is not saved in the Material Preset of a geoshell, as well as in Hierarchical Material Preset. There's no such issue with Figures / Props.

    Edit: Besides 4.23 GR / PB, same issue happens in 4.22.0.16 ...

    Could you please provide steps you took so I can try and replicate. Thank you.

    As what I showed in mypost, the first screenshot. Can you see that ?

    Load a geoshell on a G8F,  choose a UV Set on a Surface,  save a material preset with the surface and UV Set selected. Thanks!

    Geoshells don't inherently have any UV's. They get them from the figure they're attached to. The best way to do that would be to set up the materials on the figure, then save them out from that and apply them to the geoshell (or edit the file). 

    GeoShells still have thje UV sets available, and those can be set independently from the base.

    Available, yes, but not as part of themselves. That data is on the base. Geoshells are dynamic and created from the base when they're made, so  the data from the base is there, but they don't have UV's of their own. You can see this demonstrated by saving one as a new figure/prop asset. You'll notice there are no UV (or morph) definitions saved with it. The same geoshell that would cover a primitive cube would cover a G8F. Whatever the active UV is on the base is what the Geoshell will come in with. You could do a postload script to change the UV after it's loaded though probably.

  • crosswindcrosswind Posts: 6,986
    edited November 16

    ChangelingChick said:

    Richard Haseltine said:

    ChangelingChick said:

    crosswind said:

    DoctorJellybean said:

    crosswind said:

    UV Set is not saved in the Material Preset of a geoshell, as well as in Hierarchical Material Preset. There's no such issue with Figures / Props.

    Edit: Besides 4.23 GR / PB, same issue happens in 4.22.0.16 ...

    Could you please provide steps you took so I can try and replicate. Thank you.

    As what I showed in mypost, the first screenshot. Can you see that ?

    Load a geoshell on a G8F,  choose a UV Set on a Surface,  save a material preset with the surface and UV Set selected. Thanks!

    Geoshells don't inherently have any UV's. They get them from the figure they're attached to. The best way to do that would be to set up the materials on the figure, then save them out from that and apply them to the geoshell (or edit the file). 

    GeoShells still have thje UV sets available, and those can be set independently from the base.

    Available, yes, but not as part of themselves. That data is on the base. Geoshells are dynamic and created from the base when they're made, so  the data from the base is there, but they don't have UV's of their own. You can see this demonstrated by saving one as a new figure/prop asset. You'll notice there are no UV (or morph) definitions saved with it. The same geoshell that would cover a primitive cube would cover a G8F. Whatever the active UV is on the base is what the Geoshell will come in with. You could do a postload script to change the UV after it's loaded though probably.

    Thanks! Yes, I know UV map is made and saved on Genesis figure and then adopted by a geo-shell. But what I'm talking about is Material Preset...

    I was making different UVs for a single geoshell to make it as a "modular shell garment" so as to have diffrent Styles / Materials, then I would set up Material Presets to change Styles and Materials on the shell. So the UV Set need to be changed by loading a Material Preset on the shell. And I think it's a very common demand... but Material Preset failed to save the value in UV Set slot.

    Well, since there's the option of saving Geometry > UV Maps > UV Set in Material Preset Save Options dialogue, I thought it could've and should've got the job done. I've sent a ticket and the Daz guy reproduced the issue and thought it's a bug as well. And I believe it'll be easy to fix it ~~

    BTW, standard Post Load script cannot do the job...because it also has to load a Material or Property Preset to change UV Set but they'd both fail... so I have to specifically write one ~~  If a Material Preset can easily get it done, I won't have to do so...

     

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

    BTW again, all of a sudden, I got responses from Daz for the multiple tickets I ever sent before... The guy has concretely replied the test results and the following actions. I was very happy to see that 'cause at a moment I felt I was a true customer...

    Appreciate the attention and improvement you guys have paid and done !

  • ImagoImago Posts: 5,158
    edited November 17

    Please, Devs, fix the crash on load with big scenes! I can't even load a scene without closing DAZ Studio first!

    The Batch renderer is useless now, every time it changes scene after finishing the render, I get an error window blocking the whole task!

    I said this so many times that I'm starting to feel dumb!

    The crash happens when DAZ Studio has a big scene loaded and starts loading another scene (you know, batch scene rendering) and looks like it happens more often when there's something altered with Mesh Grabber 3 in the scenes.

    The error is on Dazcore.dll, Tbb.dll and some Windows internal DLLs. It's really easy to reproduce, just load a big scene with many elements in it and then with any method (double click on file manager, load or recent from File Menu) load another big scene. By big I mean scenes with at least 100Mb of data, not a simple cube alone.

    Post edited by Imago on
  • Imago said:

    Please, Devs, fix the crash on load with big scenes! I can't even load a scene without closing DAZ Studio first!

    The Batch renderer is useless now, every time it changes scene after finishing the render, I get an error window blocking the whole task!

    I said this so many times that I'm starting to feel dumb!

    The crash happens when DAZ Studio has a big scene loaded and starts loading another scene (you know, batch scene rendering) and looks like it happens more often when there's something altered with Mesh Grabber 3 in the scenes.

    The error is on Dazcore.dll, Tbb.dll and some Windows internal DLLs. It's really easy to reproduce, just load a big scene with many elements in it and then with any method (double click on file manager, load or recent from File Menu) load another big scene. By big I mean scenes with at least 100Mb of data, not a simple cube alone.

    I guess not many people have scene files that big. I loaded a scene (177MB), then File - Open and loaded another scene (183 MB). Finally, File - Recent and reloaded the first scene. All good.

  • ImagoImago Posts: 5,158

    DoctorJellybean said:

    I guess not many people have scene files that big. I loaded a scene (177MB), then File - Open and loaded another scene (183 MB). Finally, File - Recent and reloaded the first scene. All good.

    Try adding some stuff altered with Mesh Grabber 3 and not baked to moprh (don't use the "save" option in the Mesh Grabber panel), some animations and retry.

    The crash happens in DAZ Studio 4.23 and 4.22 but not in 4.21, so I'm pretty sure I'm not doing anything wrong.

  • Same kind of issue...

    I debugged so far and got the following conclusions:

    Starting from scratch with new model (GEN8) old environment (worked good since 4.20) like medieval town... the UI starts to be frozen (have to kill DAZ) when I add second camera.

    Each of my old works have lot of cameras (sometimes 20) it is impossible to work back on them... 

     

  • You need to give more specific details in order for anyone to troubleshoot this.

  • Since update to 4.23: all projects from 2020 can not be worked on (because all the ui is frozen).

    From scratch: i can do stuff untill a camera is added.

    Once added either with "copy" or "apply" --> ui is stucked.

     

  • Which details can I give ?

  • Another example: a old subset that has always worked can not be opened with no error in logs , no error messages nore warnings...

    The UI tab "scene" is empty (there is 12 cameras in it)... i got the same subset without cameras -> it loads with no errors no warnings either screen or logs and the tab "scene" is ppopulated.

    I can move, modify parameters until I add a camera.

    I completly wiped out all related to DAZ 3D and it took one week to reinstall the whole stuff.

    I lost a hard disk with ressources that i'm not sure to get it back even they were paid (got to retreive the orders) so concerning the ressources I don't think it is the point as IT ALWAYS WORKED BEFORE.

    I got two "splashes" at the launch of the app that flashes and disappeared but impossible to freeze the screen as they vanished too quickly, it seems like some "progress bars"... never seen before as there is no error in logs...

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  • Richard HaseltineRichard Haseltine Posts: 100,948
    edited November 21

    Could you post a screenshot with the Scene pane option menu>Show opern, like this

    Scene pane Show menu.jpg
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    Post edited by Richard Haseltine on
  • felisfelis Posts: 4,338

    I have not observed that.

    Is the UI lagging or frozen?

    Lagging is usually caused by an object with high subD or high smoothing.

  • Another workaround: with the same subset containing 12 cameras...

    I edited the .duf file (it took 15 minutes), I wiped out all stuff related to cameras... now ui is responsive.

    The issue is RELATED TO CAMERAS...

     

     

    connard.png
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  • Could you attach one of the files that triggers this?

  • eykurio.philippe said:

    Since update to 4.23: all projects from 2020 can not be worked on (because all the ui is frozen).

    From scratch: i can do stuff untill a camera is added.

    Once added either with "copy" or "apply" --> ui is stucked.

    I have merged your two separate threads into this one - please don't start mutliple discussions of the same topic.

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