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Comments
They aren't new, but they do have different values in the new colour set.
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.
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.
I haven't noticed any difference between dForce Simulation speed between this and the previous beta version.
Indeed, it's a needless omission...
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. :)
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!
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.
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.
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.
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.
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.
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?
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.
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
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.
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...
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.
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
That is showing the package Files (what is in the zip), not the installed Files (what has been placed on disc, and where).
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",