Daz Studio Pro BETA - version 4.9.0.44!

DAZ_VinceDAZ_Vince Posts: 114
edited November 2015 in Daz Studio Discussion

Daz 3D is pleased to announce Daz Studio Pro BETA - version 4.9.0.44!

 

!! 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.

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:

Previous Threads:

Post edited by rbtwhiz on
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Comments

  • rbtwhizrbtwhiz Posts: 1,346
    edited November 2015

    What is new in Daz Studio 4.9? Do I need to update my copy? (*UPDATED*)

    Daz Studio 4.9 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 content database driven views)
      • Asset Views: (Files page, embedded asset views and Presets pages of the Posing, Shaping, Surfaces, Lights, Cameras, Render Settings panes)
        • Explore the product that 'this' asset belongs to
          • Right-click an asset and choose "Explore Product..."
          • Redesigned view
            • Navigate and filter the contents of the product the same way you navaigate/filter the primary view
        • Explore the "LOCAL USER" product
          • A "product" for assets that do not have metadata indicating that they belong to a formalized product
          • Right-click an asset you've created, or was installed without metadata, and choose "Explore User Assets..."
        • Explore assets that can be used to customize 'this' asset
          • Right-click an asset and choose "Explore Add-Ons..."
          • Redesigned view
            • Navigate and filter the view the same way you navaigate/filter the primary view
        • Explore assets that 'this' asset can be used to customize
          • Right-click an asset and choose "Explore Targets..."
          • Redesigned view
            • Navigate and filter the view the same way you navaigate and/or filter the primary view
        • Organize installed assets the way that makes the most sense to you
          • Right-click an asset and choose "Categorize..."
          • Create your own category hierarchy next to the "Default"
        • Export metadata for each individual product for each selected asset
          • Pane options menu > "Export Product Metadata..."
          • Hold Ctrl/Cmd while clicking for additional options/preferences
            • Data Types: User Owned, Vendor Owned, Vendor Owned + User Mods
            • Installed State: Ignore, Installed, Not Installed
            • Show Results
          • Supports mass export via extended selection (Ctrl/Cmd and/or Shift keys)
        • Group/Ungroup assets
          • Right-click an asset and choose "Group As > %"
            • Predefined groups: None, New
            • User extensible
          • Supports mass assignment via extended selection (Ctrl/Cmd and/or Shift keys)
        • Sorting of assets
          • Sort by Name, Product ID, Created Date, Install Date, Last Update, Group ID
        • Advanced filtering of assets
          • Use a special syntax to gain more control over asset filtering
            • e.g. "group::new"
        • View product, asset and Daz Connect information at a glance
          • Click the "Info" label at the bottom of the page
        • View and/or modify keywords associated with an asset
          • Click the "Tags" label at the bottom of the page
          • Pre-populated by the vendor
          • Customize by adding your own
          • Click a keyword to filter using that word/phrase
        • Attach notes to an asset
          • Click the "Tags" label at the bottom of the page
          • Enter your notes into the field and apply
      • Products View:
        • Filter products according to install[ed] state
          • All - All products, regardless of installed state
          • Installed - All products that are currently installed (not limited to only those installed via Daz Connect)
          • Available - All products that are NOT currently installed, but are available to the current account via Daz Connect
          • Updates - Products that were installed via Daz Connect and have an update waiting
          • Pending - Products that are currently in the queue for a Daz Connect install operation (install, update, uninstall, etc)
        • Install products in your account that are available through Daz Connect
          • Double-click to download/install individual products
          • Right-click a product and choose "Install"
            • Supports mass install via extended selection (Ctrl/Cmd and/or Shift keys)
        • Update products in your account that were installed through Daz Connect
          • Right-click a product and choose "Install Update"
            • Supports mass update via extended selection (Ctrl/Cmd and/or Shift keys)
        • Uninstall products that were installed through Daz Connect
          • Right-click a product and choose "Uninstall"
            • Supports mass uninstall via extended selection (Ctrl/Cmd and/or Shift keys)
        • Quick access to online ReadMe
          • Right-click a product and choose "More Information..."
          • Double-click the product icon to explore the product, then click the product icon in the product view
          • Hold Ctrl/Cmd while clicking for additional options/preferences
            • Page: ReadMe, Product Library
            • Browser: Help Pane, System Default
        • Explore the contents of a product
          • Double-click a product
          • Right-click a product and choose "Explore..."
          • Redesigned view
            • Navigate and filter the contents of the product the same way you navaigate/filter the primary view
            • Single click access to the online ReadMe (see above)
            • single click access to updates
        • Explore the "LOCAL USER" product
          • A "product" for assets that do not have metadata indicating that they belong to a formalized product
        • Update metadata per product
          • Right-click a product and choose "Update Metadata..."
          • Supports mass update via extended selection (Ctrl/Cmd and/or Shift keys)
        • Export metadata per product
          • Right-click a product and choose "Export Metadata..."
          • Pane options menu > "Export Product Metadata..."
          • Hold Ctrl/Cmd while clicking for additional options/preferences
            • Data Types: User Owned, Vendor Owned, Vendor Owned + User Mods
            • Installed State: Ignore, Installed, Not Installed
            • Show Results
          • Supports mass export via extended selection (Ctrl/Cmd and/or Shift keys)
        • Group/Ungroup assets and/or products
          • Right-click a product and choose "Group As > %" or "Group Contents As > %"
            • Predefined groups: None, New
            • User extensible
          • Supports mass assignment via extended selection (Ctrl/Cmd and/or Shift keys)
        • Sorting of products
          • Sort by Name, Product ID, Release Date, Order Date, Install Date, Last Update, Group ID
        • Advanced filtering of products
          • Use a special syntax to gain more control over product filtering
            • e.g. "group::new"
        • View product and Daz Connect information at a glance
          • Click the "Info" label at the bottom of the page
        • Product icons
          • Color = Installed
          • Color/Grayscale = Installation progress
          • Grayscale = Available via Daz Connect, but not currently installed
          • Top right corner decoration = Available via Daz Connect
          • Tooltip
            • Larger color icon for products available via Daz Connect
      • 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.
      • Categories:
        • All
          • When "Filter By Context" is enabled (see above), displays all assets/products—including those that are not associated with a category.
          • When "Filter By Context" is disabled (see above), displays all assets/products that have metadata.
        • Lost and Found
          • User-facing assets with metadata provided by Daz Connect which are not assigned to a category in the provided metadata
        • Saved Files
          • Initial placement of locally created user-facing assets
        • Scan Results
          • Local user-facing assets dicovered during a content scan
      • Sync Pages action:
        • 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 are currently navigated to
        • Info page
          • View product, asset and Daz Connect information at a glance
          • Click an artist's name when a product isselected to filter using that word/phrase
        • Tags page
          • View and/or modify keywords associated with an asset
            • Pre-populated by the vendor
            • Customize by adding your own
            • Click a keyword to filter using that word/phrase
          • Attach notes to an asset
            • Enter your notes into the field and apply
    2. Content Library pane
      • Products:
        • Lists all products in your account that are available through Daz Connect
        • Install products in your account that are available through Daz Connect
          • Select a product, then double-click "Install <Product_Name>" icon
          • Right-click a product and choose "Install"
        • Update products in your account that were installed through Daz Connect
          • Right-click a product and choose "Install Update"
        • Uninstall products that were installed through Daz Connect
          • Right-click a product and choose "Uninstall"
        • Quick access to online ReadMe
          • Right-click a product and choose "More Information..."
          • Hold Ctrl/Cmd while clicking for additional options/preferences
            • Page: ReadMe, Product Library
            • Browser: Help Pane, System Default
        • Explore the "LOCAL USER" product
          • A "product" for assets that do not have metadata indicating that they belong to a formalized product
        • Update metadata per product
          • Right-click a product and choose "Update Metadata..."
        • Export metadata per product
          • Pane options menu > "Export Product Metadata..."
          • Hold Ctrl/Cmd while clicking for additional options/preferences
            • Data Types: User Owned, Vendor Owned, Vendor Owned + User Mods
            • Installed State: Ignore, Installed, Not Installed
            • Show Results
          • Supports mass export via intermediate selection (i.e. first character parent, Products root)
        • Product icons
          • Color = Installed
          • Color/Grayscale = Installation progress
          • Grayscale = Available via Daz Connect, but not currently installed
          • Top right corner decoration = Available via Daz Connect
          • Tooltip
            • Larger color icon for products available via Daz Connect
      • Categories:
        • Lost and Found
          • User-facing assets with metadata provided by Daz Connect which are not assigned to a category in the provided metadata
        • Saved Files
          • Initial placement of locally created user-facing assets
        • Scan Results
          • Local user-facing assets dicovered during a content scan
    3. NVIDIA Iray 2015.3.3
      • 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: 1,346
    edited November 2015

    Has the NVIDIA Iray renderer been updated?

    Yes, it has.

    Iray 2015.3.3, build 246000.7491

    Added and Changed Features

    • Iray Photoreal
      • Anti-aliasing if the gauss filter is used has been improved.

    Fixed Bugs

    • General
      • The creation of presets with defaults of type array where functions are attached to individual array
        slots has been fixed.
    • Iray Photoreal
      • Wrong behavior of ground plane in combination with a set backplate background color has been fixed.
      • Pattern issues with caustic sampler enabled have been fixed.
    • Iray Bridge
      • A bug has been fixed where Bridge jobs referencing elements that don’t exist would still execute without error. Now the execution will fail with error code -4.
      • A Bridge memory leak that occurred for Bridge clients on Linux only has been fixed.
      • A small client side Bridge memory leak has been fixed.
    • Material Definition Language (MDL)
      • The priority of MDL expressions in the MDL exporter has been fixed.
      • Rare crashes when array index expressions were used inside an MDL material have been fixed.
      • Cases where an invalid MDL preset was created when exporting it have been fixed.
      • Some rare cases where imports of enum types were missing after anMDLmodule/preset was exported
        have been fixed.
      • The core MDL compiler now correctly produces an error if the default initializer of an array-types
        parameter is not array typed.
      • Array typed expression are now correctly handles when used inside a material preset.

    See Also

    Post edited by rbtwhiz on
  • rbtwhizrbtwhiz Posts: 1,346

    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.
  • rbtwhizrbtwhiz Posts: 1,346

    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.
  • rbtwhizrbtwhiz Posts: 1,346

    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.
  • rbtwhizrbtwhiz Posts: 1,346

    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.
  • rbtwhizrbtwhiz Posts: 1,346

    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).
  • rbtwhizrbtwhiz Posts: 1,346

    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: // <----
        	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.

  • rbtwhizrbtwhiz Posts: 1,346

    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.

  • MBuschMBusch Posts: 529
    edited November 2015

    Wow! Metadata creation is more weird than before. I reported in the previous thread my experience trying to create a product metadata. It was more difficult and weird than at any previous Studio version.

    I tried again with this release and it was a mess.

    Here is a step-by-step description:

    1. Installed The New Adventure content to a Temp directory mapped in Studio
    2. Load the assets with geometry in an empty scene
    3. Select the assets in the scene pane and from the menu choose Edit>Figure>Set Default Compatibity Base…
    4. Click in the elipses button
    5. Righ-click in the dialog box and choose Create New Root Compatibility Base
    6. Type the product name, The New Adventure in this case, in the dialog box and click Ok
    7. Select the new Root Compatibility Base in the list and click Accept
    8. In the Content Library pane go to the folder with the assets and open the Content DB Editor
    9. Set the Content Type, the Category, Declare the Compatibility Base, and set the Compatibilities.
    10. When ready choose a top level folder which contains all assets and right-click to choose Create a Product...
    11. Type the product's name, The New Adventure in this case
    12. Ops! Studio tells me that a product with this name exists. I am sure it no exists but I answer yes to add the assets to the existing product.
    13. Now I right-click any asset and choose Show in>Products
    14. This action takes me to Badge Control for The New Adventure product, which obviously is not the product that I just created, but the assets are there.

    Can someone tell me if I am making something wrong or if this is a bug? 

    Post edited by MBusch on
  • kitakoredazkitakoredaz Posts: 3,526
    edited November 2015

    So after all, DAZ can not remove saved auto-fit scene bug still?

    when I open scene saved 4.8, the auto fit problem still there.  you can clear see what happen by my Pic.

    and the log discribe about 4.9.0.38 is different bug? but support confirmed me it is already removed in new beta.

    I am now thinking do we need to send  same bug report again about new this beta too?

     

    User can not see what bug report are actually confirmed and improved at all.

    beta log only show, what was (or may be)  improved, and what bug are (may be) removed, but there is no way to see

    which bug are reported and confirmed by developer. and suport (who reply report) can not get same infomation

    from developer team?  it should cause many trouble for support . then we can only get ansswer from suport.

    WHY daz do not see these bug and report  problem clear? 

    Then why I need to send same report, it closed as solved  no

    if DAZ hope to get  bug report from user, DAZ must need  to change your way first.

    it kill many times of User ,developer, and support member.

    49044.PNG
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    Post edited by kitakoredaz on
  • Tim NTim N Posts: 138

    Did you notice this line in the release notes?

        Added user/style variables to style definitions; in preparation for UI scaling

    This suggests that a later beta will include suport for larger font sizes in the menus and panes.  smiley

  • LindseyLindsey Posts: 1,598
    MBusch said:

    Wow! Metadata creation is more weird than before. I reported in the previous thread my experience trying to create a product metadata. It was more difficult and weird than at any previous Studio version.

    I tried again with this release and it was a mess.

    Here is a step-by-step description:

    --- snip ---

    12. Ops! Studio tells me that a product with this name exists. I am sure it no exists but I answer yes to add the assets to the existing product.--

    --- snip ---

    The product will already have an entry in the Product Listing if it's installed via DIM, even if it doesn't have metadata.  When metadata is created for those products, the icons in the Product listing will now show the metadata.  When I'm bored, I will frequently scroll through the Product Listing to identify products without metadata and add it.

  • Well, I don't know if I'm early or late passing threw, lol. Looks like the 3delight surface tilling issue that was in the former beta, has been addressed. Thanks.

    As with other thoughts, I'm quite happy with the font size as it is for most things (aside from a liable over icon thing already mentioned). Would I like to use my ITU font, yes, especially with it's distinctive differences between some characters (1liI mrn 6980oOQ EF RP pgq wuvyx), however the font used currently is easy on the eyes, so I'm happy with it as is.

  • RuphussRuphuss Posts: 2,071

    as mentioned before "fit to" still not working in 44

  • kitakoredazkitakoredaz Posts: 3,526
    edited November 2015

    Then,, after I test with some scenes which saved in ds 4.8,

    when I "open recent"   from top menu, now all scene assets duplicate.

    It work as "auto-merge with current scene."   I will send bug report , but someone can confirm?

    And it seems not change current file name. just add and merge items with current opend scene as same name.

    I need to use Smart Content pane, or Content library to clear current scene, and  re-load the recent scene.

     

    Though I do not test with option "save change with current scene" because I do not hope to overwrite scene

    (which work without problem with ds 4.8) by 4.9.

    Post edited by kitakoredaz on
  • evilded777evilded777 Posts: 1,928

    Anyone else having trouble loading older content?

    I tried to load M4 and insta-crash.  Haven't tried anything else yet because I am busy loading content.

  • IceCrMnIceCrMn Posts: 938

    Anyone else having trouble loading older content?

    I tried to load M4 and insta-crash.  Haven't tried anything else yet because I am busy loading content.

    Yes, same here. Crash to Desktop as soon as I click to load.

    M4, V4, and G4 all cause the CTD.

    I can load scenes that they are saved in though.

  • kitakoredazkitakoredaz Posts: 3,526

    Ha ha,, I can not load Victoria 4 anymore ^^;  but could load AIko3 OK,, I feel she is tough enough.

  • LeggyBlondLeggyBlond Posts: 124
    edited November 2015
    rbtwhiz said:

    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.

    It seems that Version 4.9.0.44 Has brought up a whole new set of 'Fit To' issues.  When Fitting any Genesis of Genesis 2 (Females at Least) clothing to G3F via the 'Fit To' Dialogue panel they look fine when initially fitted but if the Character/Scene is saved and then reopened on a subsequent occasion it's an unmittigated disaster!!.  I loaded a G3F Character I had saved pre-posed who was wearing some V4 Clothing and Genesis shoes - the shoes were sitting in a position I might expect for an unposed figure - oddly the V4 clothing was releatively ok!!.  I then created a new G3F figure with a Geneis Dress and a pair of Flats (shoes for othe generations never have worked well), saved it,closed Daz, re-opened Daz, loaded the save figure.  The first thing that was clear was nothing I had fitted was actually fitted, the scond thing was that the Mesh Smoother progress bar took a good while and then I was present with a very starnge scene... which I rendered to see what occured...nothing occured as the scene rendered as a blank.

    Whilst the issues doesn't seem to apply to all clothing etc.,This effectively means that many of my created and ready characters are pretty much unusable in DS 4.9 - and I feel very sure that this issue will affect many other users.

    The acompanying images tell it all:-

    Image 1. G3F - Genesi Fit To 1 - V4 Clothes, Genesis Flats

    Image 2. G3F Loaded - Genesis Dress and Flats

    Image 3. G3F - Genesis Fit To Test Rendered - G3F - Genesis Dress and Flats

    Maybe it's the 'Fit To' plugin that requires updating but I can't recall this happening with the earlier incarnations of DS4 4.9

    Maybe it's my way of working but if I was developing a new version I would be testing to see that all of the basic albeit plugins function properley - after all the 'Wear Them All - Autofitting Clones and Clothing Smoothers for Genesis 3' is only an extension of what Daz does anyway.

    G3F - Genesi Fit To 1 - V4 Clothes, Genesis Flats.jpg
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    G3F Loaded - Genesis Dress and Flats.jpg
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    G3F - Genesis Fit To Test Rendered - G3F - Genesis Dress and Flats.jpg
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    Post edited by LeggyBlond on
  • MBuschMBusch Posts: 529
    Lindsey said:
    MBusch said:

    Wow! Metadata creation is more weird than before. I reported in the previous thread my experience trying to create a product metadata. It was more difficult and weird than at any previous Studio version.

    I tried again with this release and it was a mess.

    Here is a step-by-step description:

    --- snip ---

    12. Ops! Studio tells me that a product with this name exists. I am sure it no exists but I answer yes to add the assets to the existing product.--

    --- snip ---

    The product will already have an entry in the Product Listing if it's installed via DIM, even if it doesn't have metadata.  When metadata is created for those products, the icons in the Product listing will now show the metadata.  When I'm bored, I will frequently scroll through the Product Listing to identify products without metadata and add it.

    That is not the case. There are no entry for the product as it was installed manually to the Temp directory. It is Studio that message the product exists, when in fact it not exist, and as I said they put the assets in the wrong entry.

  • icecrmn said:

    Anyone else having trouble loading older content?

    I tried to load M4 and insta-crash.  Haven't tried anything else yet because I am busy loading content.

    Yes, same here. Crash to Desktop as soon as I click to load.

    M4, V4, and G4 all cause the CTD.

    I can load scenes that they are saved in though.

    The issue seems to be related to the .dsb sidecar file that runs PowerLoader, try temporarily uninstalling the PwrLrdr parts of the bases and see if they will then load.

  • I can load any of my Poser content just fine:  it's the DS2, DS3, and DS4.0 files with the DAZ extension that I cannot get to call up.  It's been like that for a few versions now.  (And yes, I do have versions 2, 3, and 4.0 alongside 4.5 - 4.9:  after iRay was introduced I quit installing the 32-bit versions, though.)

  • The registration dialog doesn't work. The serial number is valid but the OK button remains disabled. I entered the serial number in the installed plugins window but the registration prompt still appears at startup.

    Please allow disabling the nagging about CMS.

  • Oso3DOso3D Posts: 11,650

    I'm getting a weird issue where certain clothing, Genesis fitted to Genesis 2 figures (I think?) seem to load in a meter away from the actual figure. It's... weird. When I reopen the file in 4.8, it looks fine.

    I THINK it might be based on Fit Control. Not sure.

  • Tim NTim N Posts: 138

    I'm getting a weird issue where certain clothing, Genesis fitted to Genesis 2 figures (I think?) seem to load in a meter away from the actual figure. It's... weird. When I reopen the file in 4.8, it looks fine.

    I THINK it might be based on Fit Control. Not sure.

    You're not alone on this one, Will. I had one character load with the hair and all the clothes displaced. 

    But, hey, it's a beta.

  • Oso3DOso3D Posts: 11,650

    It makes me think of the Hitchiker's Guide to the Galaxy and the spontaneous underwear dispersal.

     

  • I know this may have been asked before...

    Where do I change the "SSS Reflectance Tint", as described below, to get rid of blueness?   I've looked everywhere for that setting and cannot find it?

    I cannot find ""Translucency Weight" either?

    3. NVIDIA Iray 2015.3.3

    • 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.
  • It makes me think of the Hitchiker's Guide to the Galaxy and the spontaneous underwear dispersal.

     

    I was thinking of "Mostly harmless" Lol

  • IceCrMnIceCrMn Posts: 938

    I know this may have been asked before...

    Where do I change the "SSS Reflectance Tint", as described below, to get rid of blueness?   I've looked everywhere for that setting and cannot find it?

    I cannot find ""Translucency Weight" either?

    3. NVIDIA Iray 2015.3.3

    • 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.

    apply the iray uberbase shader to the surface

    set the "Translucency Weight" to something above 0 (this is one of the options near the top)

    with that set to >0 a new set of options opens up.

    One of them is called "base color effect"

    set it to "Scatter and Transmit"

    now the options for the SSS reflectance tint should be showing :)

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