Daz Studio BETA - version 4.23.1.20!

24

Comments

  • felis said:

    I had overlooked the new Axis options in Style blush

    They aren't new, but they do have different values in the new colour set.

  • crosswindcrosswind Posts: 7,653
    edited December 2024

    Midnight under Darkside ? That'll depend...

    Personally I don't like them.... too dark with high contrast... easily make eyes exhausted after a long time. Especially when you occasionally switch to other applications with Light theme, that'll be definitely not good to your eyes, AHHHHHHH !

    I've been always using Highway which, IMO, is the best Style in DS with more reasonable / flexible design. For instance, the bool value property, On in green, Off in grey, which just needs a glance to distingsuish, yada yada. I love it.

    Post edited by crosswind on
  • crosswindcrosswind Posts: 7,653

    Oh, yes, when change the surface selection in Surfaces tab, the property list is refreshed to go back to the top.. This is really annoying.

    There was no such issue in previous DS PB version as well as DS 4.22.

  • barbultbarbult Posts: 24,602

    Richard Haseltine said:

    johndoe_36eb90b0 said:

    dForce simulation is drastically slower in this version.

    Not as a result of changes to dForce itself. Are you comparing it to a previous beta or the general release? The latter will have separate, and therefore possibly different, settings (though the defaults are the same, unless you are using a startup file to alter them).

    I haven't noticed any difference between dForce Simulation speed between this and the previous beta version.

  • takezo_3001takezo_3001 Posts: 1,997

    felis said:

    I like the more contrasty look for the text.

    But I wonder why the color option for was removed for Parameters > General. Coloring of the individual parameters can help faster to identify the one you are looking for.

    And it is annoying that it in surfaces jump back to start, if you change to another surface, or you are changing a parameter to give more options, e.g. setting Metallic Flakes to a non 0 value.

    Indeed, it's a needless omission...

  • suffo85suffo85 Posts: 193
    edited December 2024

    I like the new color scheme, but thought I would mention since installing this beta all of my morphs now load in sideways.

    Even Daz export straight to import loads in sideways.  I've tried messing with the inverts, toggling any of them or a combination still results in a sideways import.

    Anyone else having this issue?

    Nevermind, fixed.

    Loading times for some things seemed to have improved for me on this version also.  Thanks whoever did that. :)

    Post edited by suffo85 on
  • crosswindcrosswind Posts: 7,653

    suffo85 said:

    I like the new color scheme, but thought I would mention since installing this beta all of my morphs now load in sideways.

    Even Daz export straight to import loads in sideways.  I've tried messing with the inverts, toggling any of them or a combination still results in a sideways import.

    Anyone else having this issue?

    In settings of Import Otpions dialogue, are Axis Conversion set as XYZ ?

    Also check settings in Export options...

  • suffo85suffo85 Posts: 193

    crosswind said:

    suffo85 said:

    I like the new color scheme, but thought I would mention since installing this beta all of my morphs now load in sideways.

    Even Daz export straight to import loads in sideways.  I've tried messing with the inverts, toggling any of them or a combination still results in a sideways import.

    Anyone else having this issue?

     

    In settings of Import Otpions dialogue, are Axis Conversion set as XYZ ?

    Also check settings in Export options...

    Thanks crosswind, yeah, I had figured it out as you were posting that.  I compared my normal DS install to beta to see what was going on and one of the axis conversions had been changed, although I don't ever remember doing it.  It must've been this way for months heh.

  • crosswindcrosswind Posts: 7,653

    suffo85 said:

    crosswind said:

    suffo85 said:

    I like the new color scheme, but thought I would mention since installing this beta all of my morphs now load in sideways.

    Even Daz export straight to import loads in sideways.  I've tried messing with the inverts, toggling any of them or a combination still results in a sideways import.

    Anyone else having this issue?

     

    In settings of Import Otpions dialogue, are Axis Conversion set as XYZ ?

    Also check settings in Export options...

    Thanks crosswind, yeah, I had figured it out as you were posting that.  I compared my normal DS install to beta to see what was going on and one of the axis conversions had been changed, although I don't ever remember doing it.  It must've been this way for months heh.

    Ha, NP! smiley 

  • Richard Haseltine said:

    johndoe_36eb90b0 said:

    dForce simulation is drastically slower in this version.

    Not as a result of changes to dForce itself. Are you comparing it to a previous beta or the general release? The latter will have separate, and therefore possibly different, settings (though the defaults are the same, unless you are using a startup file to alter them).

    It seems that last couple of beta versions and the last release which I just tried have the same slowness for hair (cloth does not seem to be affected). Could also be the latest NVIDIA studio drivers, who knows. I don't have time right now to rollback everything until I find which one worked fast with hair too.

    As for the other issue I mentioned with geograft -- when you load a G8F figure which was saved from the scene as a subset and which had an object from the scene selected as a collision for the geograft that object is replaced with the G8F figure itself as a geograft collision target instead of with None leading to figure loading with deformed geograft.

    If you then do a zero figure pose it reverts back to normal. However, simulating dForce hair on that figure will also lead to geograft getting deformed even though neither G8F figure nor the geograft have any dForce surfaces themselves. Resetting collision to None on the geograft will resolve it. The way I see it, those are two bugs:

    1. Geograft collision target set to parent figure instead of None when original collision object is missing when loading the figure

    2. Geograft with such collision target being affected by dForce simulation when it shouldn't

  • Daz really needs to release a hotfix for the property editor list reset issue ASAP -- it's impossible to work with it. Just now I was changing some parameters for shaders and even without me switching to another surface the list scroll position resets itself as soon as you move sliders.

  • Dolce SaitoDolce Saito Posts: 193
    edited December 2024

    Emmm;
    1- Working anything within surface tab feels like trying to hold freshly-picked avocado seed with wet hands. I try to catch it, it just jumps somewhere else. Pure comedy show there.

    2- I liked the new colors. However, the bend/twist/side-side limb settings are now interpolated with the background gray. Hard to distinguish. Colored ones helped to distinguish in the past.

    2a- Since daz studio doesn't properly support high-dpi (One of my monitors %150, the other is %200 scale), the characters in the studio windows never honors this settings. Therefore, the ui/characters are very small, so I really wished those colors back. Actually, even the current way of working is via compatibility settings for high-dpi, otherwise the mouse goes crazy-sensitive in the viewport.

     

    Post edited by Dolce Saito on
  • 2a isn't new, and can't be addresed before the next major version as it requires (at least) an SDK-breaking chenge to a new version of Qt.

    2 can be resolved by editing the axis colours in Window>Style>Customise or by reverting to the old default - several people have commented on this in various ways, so the colour choices may be reviewed in a later build.

    1 has been reported by a fair number of people and Daz will be looking into it.

  • ImagoImago Posts: 5,231

    Richard Haseltine said:

    1 has been reported by a fair number of people and Daz will be looking into it.

    The sudden crashes when loading any scene with more than two animated chars will be solved soon? I tried on two separate PCs, so it's not a machine issue.

    I bought a lot of Filatoon stuff and I would love to use them, but I had to rollback to 4.21 where those products doesn't work.

  • Imago said:

    Richard Haseltine said:

    1 has been reported by a fair number of people and Daz will be looking into it.

    The sudden crashes when loading any scene with more than two animated chars will be solved soon? I tried on two separate PCs, so it's not a machine issue.

    As I recall others have not reproduced it, so it could be a matter of an element common to the two PCs. But certainly Daz are aware that you have the issue, so if they can reproduce it I am sure it will be looked at.

    I bought a lot of Filatoon stuff and I would love to use them, but I had to rollback to 4.21 where those products doesn't work.

  • ImagoImago Posts: 5,231
    edited December 2024

    Richard Haseltine said:

    it could be a matter of an element common to the two PCs.

    Yes, the two completely different systems had one thing in common: Both ran 4.23 and tried to load the same scenes with same crash result.

    The fact is that in the same two systems, the same crashing scenes will load correctly in 4.21.

    Once again, this happens only on big animated scenes and tends to do it more often when there's something altered with Mesh Grabber.

    Since Geometry Sculptor got introduced in 4.23 and, basically, is the latest version of Mesh Grabber, isn't possible that the "piracy prevention system" (or what you call it) detects my Mesh Grabber installation (that I bought a lot of time ago), sees that I'm not Premier and triggers something that makes the software crash?

    Some times if I bake to morph the Mesh Grabber's changes, the scene will load correctly. Perhaps in the ones that still doesn't load I forget something (I use that plugin a lot and those scenes contains lots of props) and doesn't get baked, giving once again the issue?

     

    Post edited by Imago on
  • Imago said:

    Richard Haseltine said:

    it could be a matter of an element common to the two PCs.

    Yes, the two completely different systems had one thing in common: Both ran 4.23 and tried to load the same scenes with same crash result.

    The fact is that in the same two systems, the same crashing scenes will load correctly in 4.21.

    Once again, this happens only on big animated scenes and tends to do it more often when there's something altered with Mesh Grabber.

    Since Geometry Sculptor got introduced in 4.23 and, basically, is the latest version of Mesh Grabber, isn't possible that the "piracy prevention system" (or what you call it) detects my Mesh Grabber installation (that I bought a lot of time ago), sees that I'm not Premier and triggers something that makes the software crash?

    That seems very unlikely - there is, I am sure, a common method used for flagging that a feature or tool requires a membership of some kind and that is in the tools themselves, it would not seem likely that the aplication would have a hard-coded list that could somehow pick up prior versions in error - something which would affect many users, given the popularity of the tool.

    Some times if I bake to morph the Mesh Grabber's changes, the scene will load correctly. Perhaps in the ones that still doesn't load I forget something (I use that plugin a lot and those scenes contains lots of props) and doesn't get baked, giving once again the issue?

  • suffo85suffo85 Posts: 193
    edited January 2

    Is Decimator broken in 4.23.1.8?  It refuses to load on both my PCs, but still works on the public release (4.23.0.1).

    I've reinstalled it multiple times, it isn't listed in plugins anymore.

    Edit to add that I also tried installing the beta channel for Decimator and was still missing from plugins in 4.23.1.8

    Post edited by suffo85 on
  • Richard HaseltineRichard Haseltine Posts: 101,965

    So it isn't listed at all in Help>About Installed Plug-ins? Have you chnaged your installation method for daz Studio and its plug-ins?

  • suffo85suffo85 Posts: 193
    edited January 2

    Richard Haseltine said:

    So it isn't listed at all in Help>About Installed Plug-ins? Have you chnaged your installation method for daz Studio and its plug-ins?

    No change in installation method, I still use DIM.  It's installed and activated in the normal channel release, but won't appear in plugins on beta.  Nothing funky going on with the installation, very minimal setup with mostly just merchant resources installed.  On my bigger rendering desktop it's the same way, it's installed and activated on regular channel release but still won't show up in plugins on beta (edit for clarity).  All my content is installed over there.

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    Post edited by suffo85 on
  • Richard HaseltineRichard Haseltine Posts: 101,965

    It isn't there if you expand Daz Studio Pro Bundle (the one you have highlighted but collapsed in your screenshot)?

  • suffo85suffo85 Posts: 193

    Richard Haseltine said:

    It isn't there if you expand Daz Studio Pro Bundle (the one you have highlighted but collapsed in your screenshot)?

    Nope. :/  I'm not sure where to start troubleshooting it.  At the moment I have to run out for a few hours and take my father to chemotherapy, hopefully someone will know something when I get back.  If not, I can still decimate stuff in the normal release...

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  • ImagoImago Posts: 5,231

    suffo85 said:

    Nope. :/  I'm not sure where to start troubleshooting it.  At the moment I have to run out for a few hours and take my father to chemotherapy, hopefully someone will know something when I get back.  If not, I can still decimate stuff in the normal release...

    Are you sure it is in the right folder? Some times installations can do some odd tricks.

    The fact the plugin doesn't appear at all makes me think DAZ Studio didn't find the DLL.

  • suffo85suffo85 Posts: 193

    Imago said:

    suffo85 said:

    Nope. :/  I'm not sure where to start troubleshooting it.  At the moment I have to run out for a few hours and take my father to chemotherapy, hopefully someone will know something when I get back.  If not, I can still decimate stuff in the normal release...

    Are you sure it is in the right folder? Some times installations can do some odd tricks.

    The fact the plugin doesn't appear at all makes me think DAZ Studio didn't find the DLL.

    You'd be right.  I took a peek in the plugins folder for beta and dzdecimator isn't there.  I've never had to manually install decimator before, DIM has always taken care of it, at most only ever needed to reinstall it with new releases of DS.  Actually I've never had to troubleshoot a plugin for DS before heh, although I'm pretty boss at metadata now lol.  Forgive a dumb question but I know DS can be rather particular about a lot of things, as I've learned the rough way, can I simply copy the files for decimator in the normal release to pull it over or does DIM need to install it?

  • crosswindcrosswind Posts: 7,653
    edited January 2

    suffo85 said:

    Imago said:

    suffo85 said:

    Nope. :/  I'm not sure where to start troubleshooting it.  At the moment I have to run out for a few hours and take my father to chemotherapy, hopefully someone will know something when I get back.  If not, I can still decimate stuff in the normal release...

    Are you sure it is in the right folder? Some times installations can do some odd tricks.

    The fact the plugin doesn't appear at all makes me think DAZ Studio didn't find the DLL.

    You'd be right.  I took a peek in the plugins folder for beta and dzdecimator isn't there.  I've never had to manually install decimator before, DIM has always taken care of it, at most only ever needed to reinstall it with new releases of DS.  Actually I've never had to troubleshoot a plugin for DS before heh, although I'm pretty boss at metadata now lol.  Forgive a dumb question but I know DS can be rather particular about a lot of things, as I've learned the rough way, can I simply copy the files for decimator in the normal release to pull it over or does DIM need to install it?

    Decimator plugin, like some of other plugins e.g. Measure Metrics, has to be recompiled for each DS version and released to the user via DIM accompanied with Daz Studio intallation package.So, check your DIM > Ready to Download... since you've installed beta (Public Build) version ( see below Screenshot ...) .

    Any other version of Decimator doensn't work for the latest DS Public Build 4.23.1.8.

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    Post edited by crosswind on
  • suffo85suffo85 Posts: 193
     

    Decimator plugin, like some of other plugins e.g. Measure Metrics, has to be recompiled for each DS version and released to the user via DIM accompanied with Daz Studio intallation package.So, check your DIM > Ready to Download... since you've installed beta (Public Build) version ( see below Screenshot ...) .

    Any other version of Decimator doensn't work for the latest DS Public Build 4.23.1.8.

    I thought I'd better not try to copy the files over, I couldn't remember if Decimator was one of those or not.  I did try installing the beta version of decimator last night and this morning to no avail, but it worked this time.  I had to install it multiple times tonight before it finally registered in plugins, and according to DIM none of the files are installed.  The 'Show Installed Files' button in DIM reports everything for Decimator beta in greyed out instead of a blue symlink.  But decimator did finally register, so it's working in beta now, even if DIM thinks it's not there...lol... thank you all. :)

     

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  • crosswindcrosswind Posts: 7,653

    suffo85 said:

     

    Decimator plugin, like some of other plugins e.g. Measure Metrics, has to be recompiled for each DS version and released to the user via DIM accompanied with Daz Studio intallation package.So, check your DIM > Ready to Download... since you've installed beta (Public Build) version ( see below Screenshot ...) .

    Any other version of Decimator doensn't work for the latest DS Public Build 4.23.1.8.

    I thought I'd better not try to copy the files over, I couldn't remember if Decimator was one of those or not.  I did try installing the beta version of decimator last night and this morning to no avail, but it worked this time.  I had to install it multiple times tonight before it finally registered in plugins, and according to DIM none of the files are installed.  The 'Show Installed Files' button in DIM reports everything for Decimator beta in greyed out instead of a blue symlink.  But decimator did finally register, so it's working in beta now, even if DIM thinks it's not there...lol... thank you all. :)

     

    All right ! Make sure DS is fully closed before updating the plugin... otherwise it'll fail to install. Then everything should be fine if there's no other culprit. :D

  • Richard HaseltineRichard Haseltine Posts: 101,965

    suffo85 said:

     

    Decimator plugin, like some of other plugins e.g. Measure Metrics, has to be recompiled for each DS version and released to the user via DIM accompanied with Daz Studio intallation package.So, check your DIM > Ready to Download... since you've installed beta (Public Build) version ( see below Screenshot ...) .

    Any other version of Decimator doensn't work for the latest DS Public Build 4.23.1.8.

    I thought I'd better not try to copy the files over, I couldn't remember if Decimator was one of those or not.  I did try installing the beta version of decimator last night and this morning to no avail, but it worked this time.  I had to install it multiple times tonight before it finally registered in plugins, and according to DIM none of the files are installed.  The 'Show Installed Files' button in DIM reports everything for Decimator beta in greyed out instead of a blue symlink.  But decimator did finally register, so it's working in beta now, even if DIM thinks it's not there...lol... thank you all. :)

    That is showing the package Files (what is in the zip), not the installed Files (what has been placed on disc, and where).

  • barbultbarbult Posts: 24,602
    When you right click on the package, you want to select Show Installed Files, not Show Package Files.
  • barbultbarbult Posts: 24,602
    edited January 4

    I'm starting to get missing files popups when I load a garment that I have previously saved a morph on. I saved a body morph as a Modified Asset, and the dsf file for that morph lists a scene file as the "parent" under the "modifier_library" section. I have since deleted that old scene file, so I guess that is why I get the missing file pop up. But why is a scene file listed as the parent of a morph? I see that #geometry is in that scene file reference. Is it maybe related to the use of Mesh Grabber or something like that? Or maybe I autofit this G3 Garment to G9 and tried to save a morph for the G9 character on that G3 garment?

    "parent" : "/N%3A/DAZ%203D/Scenes/VYK%20Dystopian%20Daisy_003.duf#geometry",

    Post edited by barbult on
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