Daz Studio Pro BETA - version 4.9.0.21!

DAZ_VinceDAZ_Vince Posts: 114
edited November 2015 in Daz Studio Discussion

Daz 3D is pleased to announce Daz Studio Pro BETA - version 4.9.0.21!

 

!! IT IS HIGHLY RECOMMENDED THAT YOU BACKUP YOUR CONTENT DATABASE IN DAZ STUDIO 4.8 BEFORE LAUNCHING DAZ STUDIO 4.9 !!

How do I backup my User Data in Daz Studio?

 

Important Notes:

Content Database / Metadata related

  • The first time you launch Daz Studio 4.9, any data that exists in the content database is migrated so that it can be used in Daz Studio 4.9.
  • The amount of time the database migration operation takes is proportional to the amount of data to be migrated.
  • The database migration operation does not delete the data that it migrates from the previous location so that it remains accessible by earlier versions and other applications, such as Carrara.
  • Daz Studio 4.9 uses the same PostgreSQL database as Daz Studio 4.6 and later, and/or other applications, such as Carrara.
  • A portion of the data contained within the database is shared amongst versions but not entirely. For example:
    • Creating a category in either Daz Studio 4.9 or 4.8 will cause that category to exist in the other version
    • Assigning a file to that category in Daz Studio 4.9 will NOT cause that file to be assigned to that category in Daz Studio 4.8
    • Assigning a file to that category in Daz Studio 4.8 WILL cause the file to be assigned to the category in Daz Studio 4.9
  • Reseting the database in any version of Daz Studio that uses PostgreSQL (4.6 or later) will purge all of data in the database, including any data that may be used by earlier versions or other applications, such as Carrara.
  • After the initial migration operation, edited metadata in Daz Studio 4.8 will not be migrated to Daz Studio 4.9.
    • A workaround is to export User Data from Daz Studio 4.8 and reimport User Data in Daz Studio 4.9.
  • Importing non-User Data from DSX files does NOT function correctly in the 4.9.0.21 build and is, therefore, NOT recommended—this is fixed in a subsequent build.
    • A workaround is to reimport metadata within Daz Studio 4.8 or Daz Install Manager.
    • Importing User Data that has been previously exported to DSX file(s) DOES function correctly in 4.9.0.21.

NVIDIA Iray related

  • Fixes made to the implementation of Sub Surface Scattering (SSS) in the NVIDIA Iray renderer affect materials which have "Translucency Weight" active—not set to 0. This manifests in skin tones appearing more blue than they do in 4.8. A quick adjustment that can be made during the BETA phase is to adjust the "SSS Reflectance Tint" from a light blue to a light yellow—R: 1.00, G: 0.88, B: 0.67. Adjust this value to your liking.
    • After the BETA phase, Daz 3D products will be updated to include this change.
  • The Mac version now requires OS X 10.7 or later.

 

Frequently Asked Questions:

 

Frequently Asked Daz Connect Questions:

 

Post edited by rbtwhiz on
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Comments

  • rbtwhizrbtwhiz Posts: 2,162
    edited October 2015

    Is there any documentation?

    Yes, there is.  And we're actively working on more.

    Check out the User Guide and QuickStart Guide that we've posted in the DAZ Studio 4.x Documentation section.

    The Reference Guide is also in the process of being populated/updated—updates will be posted over the course of the beta.

    *Note: Some pages are still being built. If you see "permission denied" for a page, that page is not live yet.

    Post edited by rbtwhiz on
  • rbtwhizrbtwhiz Posts: 2,162
    edited October 2015

    What is new in this version? Do I need to update my copy?

    This version resolves many issues and implements many improvements since the 4.8.0.59 General Release.  More detail on specific fixes/changes/improvements can be found in the Change Log, which can be viewed online within the Documentation Center portion of our site.  All new downloads of the Daz Studio Pro BETA product (SKU: 12000) will be of this version.

    1. Smart Content pane (and other smart content views)
      • Filter By Context option
        • While enabled, filtering occurs based on what is selected [or not] in the scene, the content type assigned to a given asset, the category that is currently selected and the keyword(s) that are entered into the filter field.
        • When disabled, filtering occurs based on the category that is currently selected and the keyword(s) that are entered into the filter field.
      • Files page:
        • Easily explore the product an asset is in
          • Select "Explore Product..." from the context menu of any asset
        • Explore the LOCAL_USER "product"
          • Consists of files that do not have metadata to indicate that they belong to a particular product
          • Right-click an asset you've created, or which was not installed with metadata, and choose "Explore User Assets..."
        • Easily explore related assets
          • Redesigned Associated Asset Views
            • Navigate and filter the contents of a product the same way you navaigate and/or filter products and assets
          • Context menu > "Explore Add-Ons..."
          • Context menu > "Explore Targets..."
      • Products page:
        • View "Cloud Available" products in your account
          • All - All products, regardless of installed state
          • Installed - All products that are installed (not limited to "Cloud Installed")
          • Available - All products that are NOT currently installed, but are available via the cloud
          • Updates - "Cloud Installed" products that have updates available
          • Pending - Products that are currently in the queue for an install operation; install, update, uninstall
        • Install "Cloud Available" products in your account
          • Double-click to download/install
          • Context menu > "Install from Cloud"
          • Supports mass install via multiple selection + context menu
        • Update "Cloud Installed" products in your account
          • Context menu > "Update from Cloud"
          • Supports mass update via multiple selection + context menu
        • Uninstall "Cloud Installed" products
          • Context menu > "Uninstall from Cloud"
            Supports mass uninstall via multiple selection + context menu
        • Quick access to online ReadMe
          • Context menu > "More Information..."
          • Double-click the product icon to explore the product, then click the product icon in the product view
        • Easily explore the contents of product
          • Redesigned Product View
            • Navigate and filter the contents of a product the same way you navaigate and/or filter products and assets
            • Single click access to the online ReadMe
          • Double-click
          • Context menu > "Explore Product..."
        • Explore the LOCAL_USER "product"
          • Consists of files that do not have metadata to indicate that they belong to a particular product
      • Sync Pages
        • Synchronizes the selected category between the Files and Products pages
          • Falls back to the first common ancestor if the category path is missing from the opposite page
        • Synchronizes the filter field value between the Files and Products pages
        • Syncronizes the state of the "Filter By Context" option
      • Information Panel
        • Store page
          • Browse products you don't already own
          • Filtered based on which object in the scene you currently have selected and which category you're currently navigated to
        • Info page
          • Selected asset Info
          • Selected product Info
        • Tags page
          • Clickable Tags—easy keyword filtering
    2. Content Library pane
      • Products
        • Lists all "Cloud Available" products in your account
        • Product icons
          •  Color = Installed
          • Grayscale = "Cloud Available", but not installed
        • Tooltip
          • Large color image for "Cloud Available"
        • Install "Cloud Available" products in your account
          • Select, then double-click "Install <Product_Name>" icon
          • Context menu > "Install from Cloud"
        • Update "Cloud Installed" products in your account
          • Context menu > "Update from Cloud"
        • Uninstall "Cloud Installed" products
          • Context menu > "Uninstall from Cloud"
        • Quick access to online ReadMe
          • Context menu > "More Information..."
      • Categories
        • Lost and Found
    3. NVIDIA Iray 2015.3.2
      • Fixes made to the implementation of Sub Surface Scattering (SSS) in the NVIDIA Iray renderer affect materials which have "Translucency Weight" active—not set to 0. This manifests in skin tones appearing more blue than they do in 4.8. A quick adjustment that can be made during the BETA phase is to adjust the "SSS Reflectance Tint" from a light blue to a light yellow—R: 1.00, G: 0.88, B: 0.67. Adjust this value to your liking.
        • After the BETA phase, Daz 3D products will be updated to include this change.
      • The Mac version now requires OS X 10.7 or later.
      • Scenes that would cause crashes while rendering no longer do.
      • See "Has the NVIDIA Iray renderer been updated?" for more in-depth information.
    4. 3Delight 12.0.27
    5. OpenSubdiv3
    Post edited by rbtwhiz on
  • rbtwhizrbtwhiz Posts: 2,162
    edited October 2015

    Has the NVIDIA Iray renderer been updated?

    Yes, it has.

    Iray 2015.3.2, build 246000.4498

    Added and Changed Features

    • General
      • Tailored error number reporting during .mi import has been enabled. Each error now gets a specific error number assigned. Currently, only .mi syntax errors get reported with error number 4001, other .mi parser internal errors with 4002 and all others are defaulting to 4000. This will be extended in the future.
    • Material Definition Language (MDL)
      • As a performance optimization, MDL jit-compilation for simple color math is now avoided for Iray Photoreal and Iray Interactive.

    Fixed Bugs

    • .mi exporter
      • MDL parameters of array type are now properly exported including their dependencies.
      • The MDL module name "<builtins>" will not be listed in the list of MDL includes.
      • A bug in the export of parametric approximations has been fixed.
    • Iray Photoreal
      • Convergence issues with the caustic sampler enabled have been fixed.
      • A memory corruption when running out of device memory while uploading scene data has been fixed.
      • Various issues have been fixed that would show when disabling emissive geometry or moving emissive geometry around while other emissive geometry was disabled.
      • The incorrect orientation swaps for MDL emission (with EDFs that have global "global distribution" set) in case the transform changes the handedness of the light source's object space has been fixed.
      • Picking in case "mip lens focus" is 0.0 and "mip lens radius" is not 0.0 has been fixed.
    • Iray Bridge
      • A client side memory leak when rendering using Iray Bridge and loading multiple scenes in succession has been fixed.
      • A threading issue has been fixed where Iray Bridge could assign the same session ID to multiple sessions under certain circumstances. This could lead to weird errors if multiple sessions with the same ID were connected to the same Bridge server.
      • A bug has been fixed where sending very large frames, for instance high resolution PNG, would trigger a warning that the channel send buffer soft limit was exceeded. This had no negative impact and is part of normal operation so this warning has been removed.
      • Wrong timing for the "canvas update" progress message when rendering with one of the cloud render modes has been fixed. Now this progress message will be issued just after the frame has been written to the canvas.
      • A problem occurred when the render termination criteria was reached for the cloud render modes. In this case the next call to render() would always return 1 (render criteria reached) even if the scene was changed. This has been fixed.
      • A bug, where the client log would warn about having to pause the video stream for 0.0 seconds because of video congestion, has been fixed. Iray Bridge will now only warn if the congestion was long enough to affect the framerate noticeably.
    • Material Definition Language (MDL)
      • The MDL inliner got confused in some rare cases when the result of an inlined function was used as an argument to the same function, i.e. f(f(), g()) and f was inlined. This has been fixed.
      • Rendering a scene over Iray Bridge would occasionally fail with a missing operator*(color,float). This has been fixed.
      • Reading of uniform int and resource parameters if the parameter was a uniform function call and not a literal when a MDL material was instantiated has been fixed.
      • Using the select operator inside the body of a MDL material would sometimes lead to a crash. This has been fixed.

    See Also

    Post edited by rbtwhiz on
  • rbtwhizrbtwhiz Posts: 2,162
    edited October 2015

    Iray 2015.3.1, build 246000.3782

    Added and Changed Features

    • General
      • The .cb importer now accepts the string option "cache override" which will override the cache location specified in the .cb file.
      • The structure type name used in the method IQueue manager connection::submit job() has been renamed from "Name and pixel type" to "Canvas type" and the field "output name" has been added. The fields in the structure type "Snapshot data" have been renamed from "name" and "file name" to "snapshot name" and "result name", respectively. See the documentation for details.

    Fixed Bugs

    • Iray Photoreal
      • Fixed at bug in light sampling using uninitialized memory if a MDL material has both front and backside explicitly set but only the front is emitting.
    • Material Definition Language (MDL)
      • Fixed handling of MDL 1.0 usage of spot edf(): The default value of the spread parameter is now π, not 2π as it was before.
      • Fixed crashes when uniform functions are added to some uniform parameters of various ::base functions.
    Post edited by rbtwhiz on
  • rbtwhizrbtwhiz Posts: 2,162
    edited October 2015

    Iray 2015.3, build 246000.3341

    Added and Changed Features

    • General
      • Iray Bridge video will now fall back on using the software h264 encoder (if available) if the hardware encoder fails to encode, for instance because the resolution is too high. Previously, the software encoder fallback would only work if the hardware encoder was not loaded or failed to initialize because there were no suitable GPUs available.
      • Iray Bridge Video hardware h264 decoding now requires an NVIDIA GPU with compute 2.0 or above (Fermi and newer).
      • Proper GPU detection support for vGPUs has been added. vGPUs are now correctly handled by Iray's device detection which prior to this change ignored all GPUs of PCI bus type.
      • The structure type name used in the method IQueue manager connection::submit job() has been renamed from "Name and pixel type" to "Canvas type" and the field "output name" has been added. The fields in the structure type "Snapshot data" have been renamed from "name" and "file name" to "snapshot name" and "result name", respectively. See the documentation for details.
    • Iray Photoreal
      • Support for light emitting geometry to the material id and generated material id render target canvases has been added.
      • The memory page in the HTTP admin server has been improved. All devices in the system are listed together with their status. Memory is listed in human-readable form.
      • The output of the generated material id canvas has been changed to contain values that match the input data rather than synthesized data, leading to slightly more stable output in animations. However, note that users who require stable values should always use the material id canvas together with explicitly assigned material IDs.
    • Iray Interactive
      • Support for per-object settings for shadow terminator compensation has been added.
      • Glossy reflections on the virtual ground plane are now disabled in network rendering.
      • Virtual ground plane shadows are not filtered in network rendering.
    • Material Definition Language (MDL)
      • Support for texture resources with non-const gamma mode has been added.

    Fixed Bugs

    • General
      • A bug has been fixed that could block the Iray Bridge Server system thread for a long time during session shutdown if a scene contained a very large number of elements. This could cause a new connection attempt, while the previous session was cleaning up, to time out and fail.
      • Rendering aborts on Iray Bridge Server that could occur non-deterministically when parameters of an MDL material were changed in some materials have been fixed.
    • .mi Exporter
      • The export of rectangle lights resulted in incorrect orientation of the light. This has been fixed.
      • An issue in the export of the approximate attribute on instances has been fixed.
      • Exporting parametric approximation settings now works for all supported types.
      • Empty tonemapper settings (a tonemapper attribute without values) are no longer exported.
      • An issue in the export of the approximate attribute for subdivision surfaces has been fixed.
    • Iray Photoreal
      • The ground plane was visible from below if the infinite dome mode and the respective flag was set. This has been fixed.
      • The backside material's emission if the emitting light material was flagged as two-sided has been fixed.
      • Crashes and unintended light source intensity changes when moving around light sources have been fixed.
      • Potential destruction order issues after rendering with renderer data on remote hosts is now avoided by following the behaviour of the master host in terms of unpinning.
    • Iray Interactive
      • An issue with "progressive rendering samples" > 1 leading to different result images when "indirect lighting mode" was set to 1 or 2 has been fixed.
      • A bug causing visual artifacts in the environment dome when using section planes has been fixed.
      • A crash when using virtual ground shadows in network rendering has been fixed.
      • A crash when using virtual ground glossy reflections in network rendering has been fixed.
    • Material Definition Language (MDL)
      • A bug in the MDL exporter has been fixed that allowed to create files whose names were not a valid MDL identifier.
      • A bug in the MDL exporter has been fixed that caused the copying of filed-based resources to fail under certain conditions.
      • The name of the ternary operator when used on the tex::gamma mode type has been fixed. This fixes possible render aborts because of missing operators.
    Post edited by rbtwhiz on
  • rbtwhizrbtwhiz Posts: 2,162
    edited October 2015

    Iray 2015.3 beta, build 246000.1253

    Added and Changed Features

    • General
      • A new licensing scheme has been added. Most notably, without any license, neuray will not start anymore, while current licenses continue to work without any change.
      • In Iray Bridge, per element logging when importing .cb files is now set to the highest verbosity.
      • OptiX Prime has been updated to version 3.8.1. It primarily resolves hierarchy construction problems for some scenes.
      • Due to the OptiX Prime update, Iray now requires a CUDA 7.0 compatible driver if using CUDA accelerated rendering.
      • Iray now logs information about its identity, version, build date and platform at startup of the library.
      • The shutdown of Iray when all hosts in a cluster stop at the same time has been sped up.
      • Rendering speed when doing multi-hosted rendering with many hosts has been improved.
      • It's now possible for a WebSocket client (e.g. Iray Viewer) to connect to a WebSocket server (e.g. VCA or Bridge Server) via an HTTP proxy. To do this, IGeneral configuration::set http proxy address can be called to specify the HTTP proxy address. If the HTTP proxy requires authentication, IGeneral config::set http proxy authentication should be called to set the username/password. Currently, basic and digest authentication schemes are supported.
      • The Iray admin page now contains all CUDA devices in the system, not just the ones currently used for rendering. A new label indicates the status of the device.
      • Support for exporting memory-based MDL modules has been added. The .mi exporter now triggers the export of memory-based MDL modules.
      • A warning about 'select' elements has been added to the .mi importer. Whenever a 'select' scene element is found, the .mi importer warns that this type is no longer supported and ignores it.
      • I/O and scene handling support for new 'matte shadow intensity' attribute has been added. You can, for instance, now specify in .mi
      • attribute scalar "matte shadow intensity" 1.23
      • .mi language support for materials at scene elements of group type has been added. The .mi language has been enhanced such that an instance group, similar to instances, can have materials. This removes an incompatibility between the API and the .mi language, where the former supported that feature already.
    • Iray Photoreal
      • The performance for scenes with cutout has been improved.
      • QMC sampling has been improved. It is now less prone to temporal artifacts and shows less patterns in difficult scenes if the caustic sampler is used.
      • matte shadow intensity has been added as a new attribute. It has the same effect as the already existing ground plane shadow darkening factor, but has been extended to work on all matte objects in general.
      • shadow terminator offset has been added as a new attribute. It is a workaround for the classic shadow terminator problem on low tessellation geometry. Note that it is not recommended to always enable this, as it can lead to new artifacts in corners or if other geometry is nearby.
      • iray shadow terminator offset has been added as an attribute in the scene options to globally disable the above attribute.
      • The randomness of Worley noise mode 2 has been improved.
      • The convergence rate for some difficult lighting setups has been improved.
      • Instance transform updates have been sped up.
    • Iray Interactive
      • Instancing support has been added.
      • Glossy reflections on the virtual ground plane have been added. Please note that the shadow buffer does not contain glossy reflections of shadow computations on the virtual ground plane.
      • irt env lighting mode and irt env approx color to approximate direct environment lighting have been added.
      • The convergence in all Iray Interactive modes has been improved.
      • The iteration speed has been improved by 50% when using irt indirect light mode==2.
      • Support for shadow terminator correction using iray shadow terminator offset has been added.
      • The maximum ray depth has been increased from 16 to 64.
      • The Iray Interactive instancing render option has been changed to iray instancing, so it's shared with
      • Iray Photoreal now.
    • Material Definition Language (MDL)
      • JIT compilation for systems with several equal GPUs is now done per GPU class, not per GPU device anymore.
      • The interface mi::neuraylib::IBackend to access the MDL JIT backend from the MDL SDK has been added. Users of the MDL SDK can now compile parts of MDL material instances into LL VM-IR or PTX code.
      • The creation of MDL modules with forbidden module names will now be rejected. Such modules cannot be imported into MDL either.
      • The MDL exporter has been significantly improved. As a consequence, the export of MDL modules is no longer limited to presets, but is now also possible for MDL modules that were imported from file or via string. Resources in such modules are also handled correctly.

    Fixed Bugs

    • General
      • A crash has been fixed that was seen in some cases when doing multi-hosted rendering with many hosts.
      • A crash in geometry attribute retrieval has been fixed. When creating an empty mesh (i.e., no vertices) but creating a texture mesh attribute nevertheless, internal accesses of the mesh led to a crash. This has been fixed.
    • ​Iray Photoreal
      • The compatibility of base::gradient3 with the Iray builtin has been fixed.
      • Wrong gamma conversion for RGB(A) textures reduced to a single channel via the average operator has been fixed.
      • Several memory leaks have been fixed.
      • A deadlock seen with a low cpu limit has been fixed.
      • Crashes in Iray Photoreal after a device runs out of memory has been fixed.
      • Matte shadows in scenes with both emitting geometry and finite light sources have been fixed.
      • A crash when rendering only alpha with the architectural sampler has been fixed.
    • Iray Interactive
      • Global illumination with multiple GPUs has been fixed.
      • A bug causing erroneous indirect lighting in irt indirect light mode==2 has been fixed.
      • A bug causing missing direct lighting from large area light sources in irt indirect light mode==2 has been fixed.
      • A bug causing light splotches to appear after a large number of iterations when using irt indirect light mode!=0 has been fixed.
      • A potential crash when all devices failed during scene setup has been fixed.
    • Material Definition Language (MDL)
      • A potential crash in the disk cache when a very old database was updated has been fixed.
      • A rare crash when an MDL material used a user defined function that accessed a non-existing texture but no other state function has been fixed.
      • The MDL compiler's thin-walled analysis has been fixed. It reported different transmissions for front side and back side in some rare cases because 'no transmission' wasn't detected properly.
    Post edited by rbtwhiz on
  • rbtwhizrbtwhiz Posts: 2,162
    edited October 2015

    Iray 2015.2.1, build 243400.2118

    Added and Changed Features

    • General
      • The .mi export of ITriangle mesh has been updated. Due to the deprecation of per-point and per-vertex attributes on the triangle mesh, exporting a triangle mesh could have led to numerous warnings. The .mi exporter is now using a more general way of retrieving the attribute values.
      • Note that the debug option "use rdma" has been removed in a previous release. There is an official option in the INetwork configuration API component, now.

    Fixed Bugs

    • General
      • Path handling of light profiles in .mi files has been fixed. When trying to locate light profiles given with relative paths, the current working directory was sometimes not taken into account.
      • A crash when updating decals has been fixed. For instance, when updating a decal by removing and re-adding it in one step, the internal scene update sometimes kept two copies of it around, which finally could have led to a crash.
      • The initialization order of internal libraries has been fixed. Before starting neuray, some libraries were already started. This led to problems when trying to customize their behavior, e.g. providing a custom logging facility.
      • Network rendering problems seen with some scenes with huge instance groups have been fixed.
    • Iray Photoreal
      • Textured emission material changes on other objects' materials could lead to an invalid texture reference, causing the wrong texture to be used for emission or, in the worst case, a crash. This has been fixed.
      • If parts (but not all) of a MDL function were supported by builtin procedurals this could lead to undefined results. This has been fixed.
      • An alpha issue for the caustic sampler has been fixed.
      • Potential CUDA out of memory problems if a render call and a ray tracing hierarchy build happen at the same time have been fixed.
      • Timeout handling has been improved. Sample data loss for the mega kernel in case of timeouts is now avoided.
    • Iray Interactive
      • A bug causing cutout opacity to be ignored when the opacity wasn't defined by a texture has been fixed.
      • A bug causing a crash when preprocessing environments on the GPU using a GeForce Titan X has been fixed.
    • Material Definition Language (MDL)
      • Some indeterminism in the MDL serialization has been fixed, which caused unnecessary data uploads to the VCA when rendering.
      • Unused textures in JIT compiled code are no longer referenced. This fixes a crash in rendering scenes after a texture in a material was changed in Iray Interactive.
      • The handling of JITed materials has been fixed: JIT compilation of MDL expressions that got compiled into zeros/random numbers under some conditions has been fixed.
      • The compilation of MDL material presets that do not override all parameter defaults has been fixed. Previously, using such a preset could cause the VCA to abort the rendering (lost connection).
    Post edited by rbtwhiz on
  • rbtwhizrbtwhiz Posts: 2,162
    edited October 2015

    Iray 2015.2, build 243400.1151

    Added and Changed Features

    • General
      • The blend render mode now supports setting render context options for the preview and refined render mode.
      • The Queue Manager API to manage render jobs has been added for the future use with Iray Server.
      • The Bridge API interface method IIray bridge server::delete snapshot(const char* snapshot path) has been added. This method can be called by the bridge server to remove a .cb scene snapshot file and release the corresponding cached data.
      • The .mi importer now checks for invalid light settings during .mi import. When it finds a directional light with area settings, the area settings will now be ignored.
      • A proper implementation for verbatim texture I/O in the .mi format has been added. All supported formats are now implemented. Verbatim textures of "vector texture" type are not supported by the .mi exporter anymore. For backwards compatibility, the .mi importer will still handle verbatim textures of that type which were incorrectly exported.
      • The .mi export of instance/group approximation settings has been improved. This avoids creating .mi syntax errors when exporting instance/group approximation settings.
      • The .mi exporter now handles stand-alone decal materials, i.e. those that are not in a material array. Prior to this, stand-alone decal materials were ignored during the .mi export.
      • Access to per-point or per-vertex attributes from the triangle mesh itself has been deprecated. Using this deprecated feature will not result in a compile-time error, but generates a warning at runtime (since the methods are still used for per-primitive attributes). Please use the corresponding connectivity instead (as it is already done for polygon meshes and subdivision surfaces).
      • The debug option "use rdma" has been removed. To enable RDMA, INetwork configuration::set use rdma(true) replaces IDebug configuration::set option("use rdma=1"). Likewise, to disable RDMA, INet-work configuration::set use rdma(false) replaces IDebug configuration::set option("use rdma=0"). Node manager
      • A flag has been added to INode manager client::join or create cluster which marks the cluster that is being created as 'reusable'. With a reusable cluster, the worker program may be shut down and a different worker program may be started.
      • If worker reservations have to be unrolled for some reason, there's now a check for workers that may have dropped out of the netgroup in the meantime.
      • Logging during cluster creation has been improved to make the decisions taken by the node manager more transparent.
      • A new callback, IShutdown cluster callback, has been added that can be registered with IN-ode manager client. It will be called whenever a request to shutdown a cluster is received within the netgroup.
    • Iray Photoreal
      • The precision for all builtin noise functions has been improved, especially visible in bumps derived from noise.
      • New environment dome options have been added:
        • environment dome ground visible from below flags the ground to be always opaque, default: on.
        • dome ground legacy reflection reenables the now deprecated way of doing limited ground reflections (no reflection of the ground in other reflections), default: off.
      • Emission in Iray Photoreal now respects the shading normal of the emitting object / light source.
      • Emitting objects now have MDL programmability support for the material emission slot "intensity".
      • The implementation of procedural bump maps has been improved for world and object space coordinates resulting in no more seams and higher performance.
      • The robustness of nested volume rendering has been improved.
      • Support for camera and/or light sources in volumes has been added.
    • Iray Interactive
      • Iray Interactive has been sped up in cases where the jitted code of all scene materials has not changed.
      • The convergence of environment sampling has been improved.
      • Support of firefly filtering parameters iray firefly filter and iray nominal luminance has been added.
      • Glossy transmission has been implemented.
    • Material Definition Language (MDL)
      • The MDL compiler now supports inlining of function calls at material instantiation time. This reduces the need for JIT compilation in many places, especially inside the core definitions package.
      • The MDL compiler does not inline material instances inside default parameters anymore. This allows better inspection of material parameter defaults because other material instances are still visible here.
      • Calls of base::tangent space normal texture() and base::file texture() can now always be JIT compiled. The previous restrictions have been removed.
      • The MDL core compiler detects C-style now and produces a meaningful error (they are now allowed in MDL).
      • The MDL core compiler now issues an error if an extra type qualifier is used on a MDL constant declaration.

    Fixed Bugs

    • General
      • An attempt to remove a sub-scene containing the scene camera will not remove the scene camera anymore.
      • Label update handling has been fixed. Removing the label attribute went undetected by the scene update. This now gets properly handled and reported.
    • [Server] Node Manager
      • A potential hang of the client in case a recruited worker is unexpectedly running a worker process during cluster startup has been fixed.
      • A potential crash in the membership callback for leaving hosts has been fixed.
      • Getting the value of an unknown cluster property has been fixed.
      • If cluster creation failed, the new cluster instance and reserved workers could be leaked in several cases. This has been addressed.
      • A potential hang when joining the netgroup has been fixed.
      • A problem with shutting down and restarting a cluster, where the cluster could no longer be joined, has been fixed.
      • Worker node descriptor::get address no longer returns a port number with the address.
    • Iray Photoreal
      • An issue if both caustic sampler and object attributes that affect visibility were used has been fixed.
      • Sun & sky evaluation issues with large sun sizes have been fixed.
      • For bitmap textures in base.mdl, the modes base::mono luminance and base::mono average now respect gamma correctly.
      • The parameter mono source of base::blend color layers is now supported correctly.
      • Setting global distribution = false is no longer ignored for df::measured edf.
      • Changes to the camera transform's x and z-scale were sometimes not recognized by Iray Photoreal, leading to "ghosting" with the previous camera. This has been fixed.
      • A potential crash with infinite texture coordinates has been fixed.
      • In case that an object has multiple regions but only a single material, in the sense that the same material
      • is specified multiple times ([mat1, mat1, mat1, ...]) Iray Photoreal potentially tried to allocate huge amounts of memory. This has been fixed.
      • Wrong brightness of emitting objects with MDL light intensity mode "intensity mode power" in case multiple instances of the same object / material are present has been fixed.
      • A crash in the architectural sampler when rendering multiple alpha light path expressions has been fixed.
      • The iterations-per-frame reset on cancel has been removed. This caused the iteration count to stay fixed at 1 if the user was creating a new render transactiona inside the render loop.
      • Bright moon-shaped artifacts when rendering with the caustic sampler have been fixed.
      • Very large texture coordinate values are now handled properly.
    • Iray Interactive
      • A bug causing ground shadows to be visible also on the lower side of the ground plane has been fixed.
      • A bug causing bright spots to spread over the image when using irt indirect light mode==2 and glossy materials has been fixed.
      • Rendering stopped immediately with progressive rendering max time==-1. This has been fixed.
      • A bug has been fixed that caused firefly filtering to be disabled with the tonemapper parameter setting burn highlights==0.
      • Missing contributions from internal reflections for specular reflection light path expression have been fixed.
      • A bug when multiple objects were added at once after a scene was already loaded has been fixed.
      • Broken normals after transforming an object have been fixed.
      • Missing glossy contributions in light path expressions have been fixed.
    • Material Definition Language (MDL)
      • The reachability analysis in the MDL core compiler for case statements without child statement has been fixed.
        For instance:
        export enum E { A, B };export int func(E e){	switch(e) {	default: // &lt;----	case A:		return 1;	}	//dead here, no return needed}

        The compiler erroneously assumed, that the default case has a reachable exit, hence code after the switch is not dead.

      • When base::blend color layers() was used in a jitted expression, the modes color layer hue and color layer saturation failed. This has been fixed.

      • Type checking for default parameters of array type in the MDL core compiler that result in over-restricted type checking has been fixed. This fixes errors like:
        f(uniform T[X] = T[](...))

        where the compiler complains that a T[] array cannot be transformed into a uniform T[] array.

    Post edited by rbtwhiz on
  • LindseyLindsey Posts: 1,983
    edited October 2015

    I have a lot of content purchased outside of DAZ where I created products and metadata for them.  I noticed those products were missing from the Product Listing so I re-imported UserData_1.dsx created prior to installing 4.9 expecting them to show up and they still are missing.  Those products do have metadata on the Content Library tab. 

    Do I need to re-create those products again they show up on the Smart Content>Products tab or am I missing a step?

    EDIT: I think I need to re-import the .dsx metadata file for those manually created products and if I recall correctly, there was mention re-importing metadata outside of the UserData_1.dsx is not working yet?

    EDIT- EDIT:  False Alarm, re-importing manually created products is working, sorta.

    EDIT-EDIT-EDIT:  These re-imported 3rd party products are getting categorized into the ? category with no names instead of the alpha groups.  Loading the product into the Content DB Editor it's missing the name, author and the files: box is blank.  Fortunately, 4.8 content tabs aren't affected, so I'll just wait and let 4.9 sit for a bit and let others play.

    Post edited by Lindsey on
  • rbtwhizrbtwhiz Posts: 2,162

    The first post of this thread states:

    DAZ_Vince said:
    • Importing non-User Data from DSX files does NOT function correctly in the 4.9.0.21 build and is, therefore, NOT recommended—this is fixed in a subsequent build.
      • A workaround is to reimport metadata within Daz Studio 4.8 or Daz Install Manager.
      • Importing User Data that has been previously exported to DSX file(s) DOES function correctly in 4.9.0.21.

    Products that you create yourself are not considered "User Data." They are, for all practical purposes, considered "Vendor Data."  Or, more simply stated, "non-User Data."  As such, the statement quoted above applies—i.e. "NOT functioning correctly in the 4.9.0.21 build."

    Products that exist in the database upon first launch of 4.9, regardless of origin, should be migrated automatically from versions prior to 4.9, to the 4.9 database—provided the CMS used in said prior version is PostgreSQL based and the product has enough of the pertinent data to properly define a product.  If said migration did not occur, or occured but resulted in issues, we'll need you to submit a bug report with more information about the product(s) you are encountering this with.

    -Rob

  • WendyLuvsCatzWendyLuvsCatz Posts: 37,667
    edited October 2015

    as a Carrara user I should be unaffected so long as I just use DIM not the Content connect?

    I still use Valentina and the older version of C8.5 too as some things I use a lot were broken in the last update

    I also have DS4.7 still as well as the beta for the same reason,

    A few export functions I use in particular involving hiding with geometry editor, smoothing and geoshells export differently in 4.8 in that hiding them does not remove the mesh and I need it to offset smoothed clothes to export to iClone in particular for Apex cloth.

    and the duf preset for facial animation in 4,8 duplicates everything in iClone expression editor

    Not all improvements are improvemnts for everyone.

    Post edited by WendyLuvsCatz on
  • patience55patience55 Posts: 7,006

    um, are you guys sure you're all working for the same team?

  • IceCrMnIceCrMn Posts: 2,103

    I didn't see this covered yet, so I wanted to ask to be sure.

    Lot's of the stuff I buy doesn't come with all the maps I want, and with iray we can use alot more types of maps that currently don't come with all the products, especially the pre-iray stuff.So I've been making them in GIMP by making a copy of the original bump/texture and  coverting the copies to the different map types.

    Will I be able to continue making my own custom maps from the bump/texture files that are included in the products I buy?

  • DAZ_RawbDAZ_Rawb Posts: 817
    icecrmn said:

    I didn't see this covered yet, so I wanted to ask to be sure.

    Lot's of the stuff I buy doesn't come with all the maps I want, and with iray we can use alot more types of maps that currently don't come with all the products, especially the pre-iray stuff.So I've been making them in GIMP by making a copy of the original bump/texture and  coverting the copies to the different map types.

    Will I be able to continue making my own custom maps from the bump/texture files that are included in the products I buy?

    Textures and maps like that are unencrypted in Daz Connect so you can copy and modify them to your hearts content. Be sure to copy them and edit the copies because otherwise Daz Connect might overwrite them if you update that product.

  • IceCrMnIceCrMn Posts: 2,103
    DAZ_Rawb said:
    icecrmn said:

    I didn't see this covered yet, so I wanted to ask to be sure.

    Lot's of the stuff I buy doesn't come with all the maps I want, and with iray we can use alot more types of maps that currently don't come with all the products, especially the pre-iray stuff.So I've been making them in GIMP by making a copy of the original bump/texture and  coverting the copies to the different map types.

    Will I be able to continue making my own custom maps from the bump/texture files that are included in the products I buy?

    Textures and maps like that are unencrypted in Daz Connect so you can copy and modify them to your hearts content. Be sure to copy them and edit the copies because otherwise Daz Connect might overwrite them if you update that product.

    Ok, Thank you clarifying :)

  • shadowhawk1shadowhawk1 Posts: 2,184

    My biggest issue is that I am working in Iraq and my internet is barely above dialup and prone to yo-yo'ing up and down at any give time. Going to a cloud based system for new purchases is something that will make things extremely difficult or impossible. When it took me 3 hours to download the esential setup for G2 and has taken me anywhere from 35 minutes to over an hour to download a file that is in the 80mb to 120mb range, this will will take unacceptable amounts of time to work this way. What options are goint to be made available for myself and others that have less than high speed connections? 

  • DAZ_RawbDAZ_Rawb Posts: 817

    My biggest issue is that I am working in Iraq and my internet is barely above dialup and prone to yo-yo'ing up and down at any give time. Going to a cloud based system for new purchases is something that will make things extremely difficult or impossible. When it took me 3 hours to download the esential setup for G2 and has taken me anywhere from 35 minutes to over an hour to download a file that is in the 80mb to 120mb range, this will will take unacceptable amounts of time to work this way. What options are goint to be made available for myself and others that have less than high speed connections? 

    With the default online mode for Daz Connect it should probably give you a better shot at good downloads because the packages are split into individual file downloads so it is easier to resume and complete smaller files. If you sometimes have access to a higher speed connection then downloading the offline packages (which are still a work in progress) would be an option, then you can just bring them back to your computer with Daz Studio on it.

  • jakibluejakiblue Posts: 7,281

    And if i DON'T want to use Categories?  

    I install via DIM - then I open up my folders and CHANGE the installation. I DON'T want scenery and sets to go to 'Environments' - I want them in my PROPS folder. 

    I DON'T want "materials" for DAZ bases to go in MATERIALS.... I want them in my CHARACTER folder. 

    I DON'T want Vehicles to go in the Vehicles folder....I want them in my PROPS folder, in a little folder I named "Spaceships" or the one named "Cars" or the one named "Whatever Vehicles"

    Can I still do this?

    DAZ_Vince said:

    Can I still custom sort my files?

    Yes, you can still customize how your files are categorized by adding your own categories.

     

  • ZilvergrafixZilvergrafix Posts: 1,385

    so much complexity for just render naked busty babes...

    I'll better wait for the next general major release.

  • 1. Is pre-existing content going to be updated to this format? Or will I be able to continue to download purchases I've already made in zip form?

    2. Are new products in the store going to show when they are only available in this form, or do we have to buy first and then find out when we navigate to the download page?

    I'm a Poser user, who often exports items from Daz Studio. It does not seem like this will be an option any longer. 3. Will the back catalog still be usable by me? Or are updates planned for even older items?

  • CypherFOXCypherFOX Posts: 3,401
    edited October 2015

    Greetings,

    I have a feeling this is going to absolutely !#$^%#! my workflow.

    I install content using DIM on one machine; it syncs via Dropbox to a second machine.  The machine I install on is my Mac, the machine it syncs to is a Windows box.  I sync my scenes the same way.  I can save a scene in DAZ Studio, and open it on the Windows box in around 30 seconds, with the new changes in it.  I don't even turn on the monitor for my Windows box for days at a time, trusting that the large amount of content I buy and install will sync to it transparently, and be there when I need it.  (The Windows box has the buff video card.  The Mac has the nice interface and mouse.)

    Am I right that this workflow won't work anymore, and that the media is encrypted 'at rest' on my Mac tied to that box, and not 'syncable' to my Windows box?

    Does this mean that if I want to install the same content on two systems, both living under the same account, I need to download it twice?  That seems a little absurd...especially with HDRI packs pushing 1.5GB.

    Maybe I missed it, but will I be able to install stuff to a different directory still?  E.g. I install all of Ron's brush packs to a non-sync'ed directory, 'Art' which is outside of the My Library tree.  Can I still do that?  (And how DO you encrypt brushes?)

    --  Morgan

    Edit: If the content is encrypted at rest tied to my account information, and completely blind to the computer it's installed on, that would make things probably function better.

    Post edited by CypherFOX on
  • DAZ_JonDAZ_Jon Posts: 582
    edited October 2015
    CypherFOX said:

    Greetings,

    I have a feeling this is going to absolutely !#$^%#! my workflow.

    I install content using DIM on one machine; it syncs via Dropbox to a second machine.  The machine I install on is my Mac, the machine it syncs to is a Windows box.  I sync my scenes the same way.  I can save a scene in DAZ Studio, and open it on the Windows box in around 30 seconds, with the new changes in it.

    Am I right that this workflow won't work anymore, and that the media is encrypted 'at rest' on my Mac tied to that box, and not 'syncable' to my Windows box?

    Does this mean that if I want to install the same content on two systems, both living under the same account, I need to download it twice?  That seems a little absurd...especially with HDRI packs pushing 1.5GB.

    --  Morgan

     

    The files that are encrypted are encrypted to your store account. So if you have it working with a version you have logged in at least once on and copy it over to another machine that you have it on at least once on, it will be able to open and read the file. You only need to download once. It doesn't lock the file per machine, just per store account.The only thing that would potentially be missing is the database entries for that product which might require some sort of sync / import of data so the local database knows it is installed (I honestly don't know how it works if both machines are pointed to the same Postgres instance, someone else would have to answer that). 

    Edit: in regards to content which isn't Daz Studio content, like Ron's brushes which are photoshop files, you'll still download and "install" them with Install Manager. Those won't (or shouldn't) show up in Studio unless it is content actually useable by Studio.

    Post edited by DAZ_Jon on
  • SpottedKittySpottedKitty Posts: 7,232

    What the blankety-blank <bleep> are you doing, DAZ?

    I don't use DIM.

    I don't use Smart Content.

    I don't use the content database or Categories.

    I do rearrange the content files in a way that makes sense to me.

    How will this affect the way I work? Am I going to be forced to use DIM and CMS?

    Will I still be able to download content manually using the Content Library page?

    I don't like the sound of this DAZ Connect system. It's extra complexity. Can I just not use it, in the same way I don't use Smart Content?

  • CypherFOXCypherFOX Posts: 3,401
    edited October 2015

    Greetings,

    DAZ_Jon said:

    The files that are encrypted are encrypted to your store account. So if you have it working with a version you have logged in at least once on and copy it over to another machine that you have it on at least once on, it will be able to open and read the file. You only need to download once. It doesn't lock the file per machine, just per store account.The only thing that would potentially be missing is the database entries for that product which might require some sort of sync / import of data so the local database knows it is installed (I honestly don't know how it works if both machines are pointed to the same Postgres instance, someone else would have to answer that). 

    Edit: in regards to content which isn't Daz Studio content, like Ron's brushes which are photoshop files, you'll still download and "install" them with Install Manager. Those won't (or shouldn't) show up in Studio unless it is content actually useable by Studio.

    Okay, that's not bad, and what I (after I started thinking about implementation) hoped the encryption would be limited to.

    I do very little scene creation on the Windows box, it's mostly just a render slave, so I never use 'Smart Content' on it.  (Or if I do, I take the hit to re-index all my content since the DSX files are installed to a shared location.)  Q1) If I want to, I can still find content under the Content Library tree, even if it wasn't installed on that system?  (But was copied there from a system signed into the same DAZ account...)

    Q2) Relatedly, I'm curious how the Content Library was updated to work with Daz Connect...?  I know that (for some odd reason) Postgres is CONSTANTLY queried when I'm browsing what are theoretically directories on my own drive...I imagine something similar, but I still would love to know why it needs it...

    And pointing to the same PostgreSQL server was kind of fascinating, but a LOT slower than using a local one (Daz Studio's database access is chatty as all get out, built under the assumption of a local postgres service...)  Maybe if I dropped a physical switch that allowed my two desktop machines to talk via gigabit...

    When I went back over the FAQ's a second time, I saw the note about non-Daz Studio content, and that makes a lot of sense to me.

    --  Morgan

     

    Post edited by CypherFOX on
  • DAZ_RawbDAZ_Rawb Posts: 817

    1. Is pre-existing content going to be updated to this format? Or will I be able to continue to download purchases I've already made in zip form?

    Everything you already have purchased from the store will continue to be available in the same way (and more) you get to it right now.

    2. Are new products in the store going to show when they are only available in this form, or do we have to buy first and then find out when we navigate to the download page?

    If/when there are products only available via "Daz Connect" the product page would note that it would require Daz Studio 4.9 or above at the very least.

    I'm a Poser user, who often exports items from Daz Studio. It does not seem like this will be an option any longer. 3. Will the back catalog still be usable by me? Or are updates planned for even older items?

    The export functions have been left alone for all of the poser export options, so even products loaded through Daz Connect should be able to be exported from Daz Studio and utilized in Poser.

  • OK, I'm ready to give some feedback on the BETA.

    I'm downloading products through the "Install from Cloud" option in DAZ Connect, and there are four problems I can see:

    1)  DAZ Connect is installing everything to the My Library/data/cloud directory, which completely ignores my existing directory structure.  There needs to be a way to identify what directories to install a product to, the same way we can in DIM.  Not everyone uses Smart Content to organize content, many prefer seperate content directories.

    2) Since everything is being re-installed to the cloud directory, almost all of my existing DAZ Content is being duplicated.  So either I will have to delete my existing directories, or lose a significant chunk of hard drive space to uneeded files, especially since these duplicate files are apparently only visible to Smart Content.

    3) Download speed.  The advantage of a product zip is that large products (products with hundreds or even thousands of files) are compressed, speeding up the download.  With DAZ Connect, it looks like products are downloaded one file at a time. which is fine for smaller products, that only have 50 to 100 files, but gets downright tedious with the aforementioned larger products.  Downloading my existing product library is taking a ridiculously long time - nearly 6 HOURS in at the time of this post, and I've only completed 6% of the download.  Remember, not everyone has high speed internet.

    4)The directories created for the downloaded products under My Library/data/cloud are just sku numbers, there are no product names.  This will make working with and modifying content more difficult, as users will have to look up the product sku to identify which directory the product is installed in.

    That's all I have so far.

  • CypherFOXCypherFOX Posts: 3,401

    Greetings,

    1)  DAZ Connect is installing everything to the My Library/data/cloud directory, which completely ignores my existing directory structure.  There needs to be a way to identify what directories to install a product to, the same way we can in DIM.  Not everyone uses Smart Content to organize content, many prefer seperate content directories.

    2) Since everything is being re-installed to the cloud directory, almost all of my existing DAZ Content is being duplicated.  So either I will have to delete my existing directories, or lose a significant chunk of hard drive space to uneeded files, especially since these duplicate files are apparently only visible to Smart Content.

    ACK!  Oh no!  Please don't do this...

    3) Download speed.  The advantage of a product zip is that large products (products with hundreds or even thousands of files) are compressed, speeding up the download.  With DAZ Connect, it looks like products are downloaded one file at a time. which is fine for smaller products, that only have 50 to 100 files, but gets downright tedious with the aforementioned larger products.  Downloading my existing product library is taking a ridiculously long time - nearly 6 HOURS in at the time of this post, and I've only completed 6% of the download.  Remember, not everyone has high speed internet.

    Yeah, that's probably a one-time cost, though, and what it pays for is the ability to do single-file fast updates in the future...  I don't think you're losing anything w/r/t compression, though.  DUF and DSF files have been natively gzip compressible for years now.  I did go through and recompress all of my .duf files at one point, and saved a TON of space (on the order of 50+GB just in the hair directory!) but I'm willing to bet that if they're downloading encrypted files, they're compressing them before encryption, because compression makes encryption better.  (Except in certain specific cases where it doesn't.)

    If they're not..._shakes a finger_ fix that before shipping the final release.  Every piece of content should be compressed; that didn't used to be true.

    --  Morgan

     

  • If I'm understanding how this will work, that download issue will come up with every product purchased.  Again, not an issue with smaller items, but for larger items like the Vidal Braids (which are 1 GB installed)?  Settle in for a long download!

  • shadowhawk1shadowhawk1 Posts: 2,184
    DAZ_Rawb said:

    My biggest issue is that I am working in Iraq and my internet is barely above dialup and prone to yo-yo'ing up and down at any give time. Going to a cloud based system for new purchases is something that will make things extremely difficult or impossible. When it took me 3 hours to download the esential setup for G2 and has taken me anywhere from 35 minutes to over an hour to download a file that is in the 80mb to 120mb range, this will will take unacceptable amounts of time to work this way. What options are goint to be made available for myself and others that have less than high speed connections? 

    With the default online mode for Daz Connect it should probably give you a better shot at good downloads because the packages are split into individual file downloads so it is easier to resume and complete smaller files. If you sometimes have access to a higher speed connection then downloading the offline packages (which are still a work in progress) would be an option, then you can just bring them back to your computer with Daz Studio on it.

    Unfortunately that is not an option here, I work with secure systems that do not allow the use of usb drives or unauthorized CD's for reasons that you can imagine are pretty obvious. The personal internet is not fast enough to allow streaming skype video,most of the time. I realize that a big part of this is to stop the torrent sites and pirates from stealing from the PA's which I think is great, but it is at the expense of artist that modify thier libraries to create a better workflow, people who have poor or limited internet connection, or for those that keep thier render machines off the net. Were these issues considered when developing this "cloud" approach? And with this age of hacking what steps are going to be taken to prevent malicious persons from doing what they seem to do best? 

  • edited October 2015

    Well, well. It really looks like DAZ is falling for it too. You guys could simply have improved your rendering engines, patched bugs and added new functionalities. You HAD to go down the DRM road too? I heartily understand that you feel compelled to make sure that sales won't plummet because of piracy, I really do. The problem is, based on the posts that I have read in this thread, you're falling from that tree and hitting every branch on the way down. Have you noticed what happens when a game company starts to super-drm their products? No? Okay, let's spell it out: it hampers the HONEST customer base before it even impacts the pirates. Also, pirates always end up finding a workaround. Right now, with this beta, they are being stalled. How long before they find some trick? In the meantime, more "protection" for you means less flexibility for the users. Not everybody uses Smart Content. Not everybody wants to be told what to do with their folders, or have an app going through their firewall to phone home and transmit who-knows-what. At least, until now, we had a choice and could download what we paid for, install it offline and use it without asking for permission through an unsecure channel. The file encryption is not the issue, the firewall problems will be issues. DRM on the products can have several ill effects. From the top of my head: people only buying the very basics from DAZ and then buying the bulk of their stuff somewhere else. Legit customers could also decide, against the original plan, to turn to piracy once the pirates will have figured a way and don't be mistaken: they WILL find something. It can go very wrong... I have seen people buying games and then using pirate patching on those nJUST so they wouldn't be annoyed by the DRM system. That is mankind for you.

    Post edited by second_technician_rimmer_9571136c47 on
This discussion has been closed.