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You can type.
@barbult as mentioned in the how to use section of my first post, you can type values in. And yes fractional values are supported up to two decimal places
Thank you, That sounds great. I will purchase it when I have store credit again.
(I love your comment "as mentioned in the how to use section". That is how I used to gently chastise a customer, when he asked exactly what I had aleady documented. "As stated in the release notes...". We had a good relationship. He was not offended. Just like I was not offended by you pointing out that I asked what you already explained. It made me chuckle about memories of those old days LOL.)
hehe gently chastise is a great way of putting it!
With longer threads information can get buried which is why I always extract the most important info and put it in the main post. Thank you for the support
I have to ask another question. From the interface promo, I can't see how I can enter fractional values, i.e. values less than 1. Can I enter 0.25, and can I enter it as 1/4, as I can in the Image Editor?
Yes behaves exactly the same way, though the fraction will be converted to a decimal value ie '0.25'. Essentially it's performing a math calculation of 1 divided by 4, just make sure you don't press Enter/Return because it will close the dialog, pressing Tab will change focus and perform the calcuation.
I often do this with percentage values as well so say I want a third of '100%', rather than typing '33' which isn't accurate I would type '100/3' to get the more accurate value.
Thanks for the clarification. I'm buying it now, even without store credit.
Edit: Well, actually I have 76 cents of store credit.
Hopefully you have some tokens.
Thank you so much I know it's still rocky for a lot of people with cost of living etc so things often do get put on a wishlist for deeper discount which I totally understand, but when this is one's source of revenue it can get somewhat hairy sometimes.
2
OK, I have it now. When I change a value and hit the Tab key, it changes my draw style to Texture Shaded. Why doesn't it leave it the way I had it? (I don't have the Iray Preview box checked.) I was using the Filament draw style and changing the global Base Color tiling of an Iray Uber (MDL) shader. When I clicked Accept, it went back to the Filament draw style. But I couldn't see anything while changing the global Base Color tiling settngs, because the veiwport was almost black.
If I check Iray Preview and then uncheck it, it goes to Texture Shaded draw style. Why doesn't it return to the one I was using? (This results in the same issue as above.)
Clicking the Default button also changes it to Texture Shaded. I suppose the Restore button would do that, too.
I'm full of questions. Why can't I increase the dialog box size so I can see all the settings without having to scroll back and forth?
I think it's because you're using filament. Because the script is for Iray Uber based shaders [I believe] it assumes that the user would be going between texture shaded and Iray, but I may be able to add support for filament too - can you see instance tiling while filament is active? I thought it would only show up for Iray. I'd also suspect that a lot of Iray specific properties won't display in filament viewport either given that it's a different render style.
As for dialog size, some people still use quite small screens/display resolution so I made a conscious decision to restrict the height to max 5 property rows and then a scrollbar would show. I can look at enabling resizing for those that have more screen real estate, I'll just need to make sure it doesn't screw up the function of the scroll bar.
This is on my 23 inch monitor, room left at the bottom
Thanks Doc and Barbult, I've asked for the update to be put on hold and made editable so that I can update scripts again.
Obviously it goes without saying that this will have to be the last set of changes for now as I need to move onto the next project otherwise I won't have anything new to release hehe!
From the outside, looking in, I don't understand why you would change the draw style at all, just because someone hit the tab key or one of the buttons like default. Why not just leave it alone and only change it when someone checks the Iray Preview box? When unchecking the Iray Preview box, it should go back to what the user was using before checking the box. I think assuming a user is always going between Iray Uber and Texture Shaded means living in the past. Filament is now often superior to Texture Shaded as a non-Iray working draw style. Iray shaders look pretty good in Filament, with some exceptions. And yes, I can see Instance Tiling in Filament for at least Base Color and Normal Maps, probably bump, too, but I haven't checked it. Channels that aren't supported in Filament won't be visible, of course. If someone needs to change those, they better go into Iray Preview or just change them blindly to match some others.
Thanks for investigating.
I have a 39 inch 4K monitor. My husband has a 55 inch 8K monitor. There's LOTS of room on both of those to expand this dialog box, if it is possible.
@Barbult allow me to correct what I said previously - I believe that the script is assuming that user is going between texture shaded and Iray. Obviously I need to investigate what is happening to determine the way forward.
OK, I had assumed you meant that you explicitly set it to Texture Shaded. See what you find out. Are you relying on sample scripts that may be doing things you weren't aware of?
There are some sample scripts being used as noted in the readme, I will investigate.
I've updated my original response with context in brackets to prevent any further confusion or misunderstanding - my apologies for not being clear initially, I was in the middle of dishing up dinner and doing too many things at once
FYI, I don't see any sample scripts mentioned in either the readme or the UTC Important Info document.
Ok that's weird as I definitely included them with the submission. The important thing is I know what needs to change - there are two functions that cause the drawstyle to change/update:
1. When the preview needs updating (ie when a value is changed)
2. When the Iray Preview checkbox is clicked.
If the script is launched when Iray isn't active (eg when filament or texture shaded is), then I can detect what the current drawstyle is in order to keep the drawstyle active when a value is changed or reinstate it when switching to and from Iray with the checkbox, which would include Filament.
However if Iray is active when the script is launched, then it has no awareness of any other drawstyle history but Iray. I don't think it's right to hide the checkbox in this scenario as someone may want to disable Iray but keep the dialog open (especially if the shader they're using is quite resource heavy like having displacement).
As such the script needs to be told which non Iray drawstyle to switch to should the checkbox be unchecked. In this case texture shaded makes the most sense because Mac users can't currently use Filament and I would prefer to maintain a consistent experience between platforms.
That sounds well thought out and makes sense to me. I look forward to it. I hope it isn't too time consuming.
Great news, I've been able to implement both the drawstyle and resize features.
Resize can be either horizontal or vertical, sliders and buttons will stretch to fill horizontal space but will not stretch vertically. Initial size of the dialog when launched will be the same as currently, based on how many eligible properties are available, with scrollbars appearing when there isn't enough space.
As such I'm bumping up tiling for the OG script to 100 as the dialog can now be resized.
Bear in mind the resize will only be temporary while the dialog is open - once closed and relaunched, it will reset to its initial size.
The drawstyle used when script is launched will now be respected/reinstated when switching to/from Iray and when updating a value. If Iray is active when the script is launched then texture shaded drawstyle will be used if Iray Preview checkbox is unchecked.
I think that covers everything!
It is much appreciated, thank you.
No problem :)
Hi everyone, the update is now available! I'll update the main (first) post with more info.
Thank you.
The Resize works quite nicely.
Just a FYI ... when selecting a surface which is not Iray, a message appears stating "One or more selected surfaces do not have the Iray Uber shader applied. Please check your selection and try again". That is fine. However, when clicking OK, an Error Opening File dialog appears, stating to see the log for more details. The log has these entries:
2025-01-17 16:11:11.050 [INFO] :: Loading script: E:/DS/_Library/Scripts/Silas3D/Ultimate Tiling Control/UTC Ultimate Tiling Control - Basic.dse
2025-01-17 16:11:11.250 [INFO] :: Saved image: E:\DS\Temp\pPlane(11cg000)1 UTC MAT.tip.png
2025-01-17 16:11:11.264 [DEBUG] :: Saved: E:/DS/Temp/pPlane(11cg000)1 UTC MAT.duf
2025-01-17 16:13:33.683 [WARNING] :: Script Error: Line 8004
2025-01-17 16:13:33.683 [WARNING] :: TypeError: Result of expression 'aProperties' [undefined] is not an object.
2025-01-17 16:13:33.683 [WARNING] :: Stack Trace:
<anonymous>()@E:/DS/_Library/Scripts/Silas3D/Ultimate Tiling Control/UTC Ultimate Tiling Control - Basic.dse:8004
2025-01-17 16:13:33.684 [WARNING] :: Error in script execution: E:/DS/_Library/Scripts/Silas3D/Ultimate Tiling Control/UTC Ultimate Tiling Control - Basic.dse
It doesn't matter if it is the UTC Ultimate Tiling Control - Basic or UTC Ultimate Tiling Control script, the outcome is the same.
Thanks Doc, given that it's clearly stated in multiple places that this is for Iray Uber shaders it's not a critical issue but I'll add it to the pile. Appreciate the feedback.