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DAZ Studio Pro BETA (4.6.0.15) Release Candidate!
Posted: 06 May 2013 08:00 PM   [ Ignore ]
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DAZ 3D is pleased to announce the next public version of the DAZ Studio Pro BETA - version 4.6.0.15!

What is a BETA?

Despite our best efforts, DAZ 3D cannot possibly test the software under all possible conditions. So, we are providing this version of the application to the general public in order to uncover problems that were not discovered during internal testing. We expect that there will still be problems and we hope that when users encounter any problems, they will report them to the Bug Tracker so that they can be validated, prioritized and fixed.

As with any software classified as being in the BETA phase of development, you should expect to encounter bugs. Any bugs you do encounter while using BETA software can vary in terms of severity, from minor features that do not work correctly to problems that cause your computer to crash. Before choosing to use BETA software for production purposes, you should decide whether the benefit of new features and bug fixes provided by the BETA version outweighs the risk of instability you may encounter.

What is a Release Candidate?

A Release Candidate is a BETA version that has the potential to replace the General Release if no significant new bugs emerge.

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

The 4.6.0.15 version resolves several issues and implements many improvements since the 4.5.1.56 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.

Public BETA 2 - Release Candidate 1 (4.6.0.15) highlights are:
1) Additional work on OpenSubdiv support; handling of badly constructed geometry
2) Additional work on TriAx to TriAx support in AutoFit and Transfer Utility
3) Additional work on Geometry Shells; Subdivision, UVs and Materials
4) Additions/improvements to CCT tools/actions; Joint Editor, Polygon Group Editor
5) Fixed handling of default accelerators (keyboard shortcuts) on Mac
6) General stability and bug fixes

Public BETA 1 (4.5.2.40) highlights are:
1) Updated the embedded CMS client to Valentina 5; fixes several crashes, particularly on Mac.
2) Updated the 3Delight render engine to 10.0.125; see 3Delight Change Log for more details.
3) Added support for TriAx to TriAx AutoFit.
4) Added support for OpenSubdiv subdivision algorithms; Catmark, Bilinear, Loop; adds support for edge and/or vertex weights/creasing.
5) Added support for Ptex.
6) Added support for independent UV set selection on Geometry Shells.
7) Added support for Gamma Correction.
8) Added support for Surface Selection Sets.
9) Added the ability to Spot Render to a New Window.
10) Added support for Hierarchical Pose Presets.
11) Made improvements to various CCT tools/actions.

Has the Genesis Starter Essentials content been updated too?

No, the Genesis Starter Essentials content that is provided with the product has NOT been updated.

How do I get the latest version?

If you have previously added the DAZ Studio Pro BETA product to your account, simply locate it within the Product Library [once you are logged into your account] by entering “DAZ Studio Pro BETA” into the text field near the top left of the page and clicking the “Filter” button, or by clicking here. Then, simply click the “Download” button next to the file(s) you wish to download and install.

If this is your first time downloading DAZ Studio Pro BETA, simply follow this link, click the “Add to Cart” button on the page and then follow the checkout process.

Can I have the General Release and the BETA installed at the same time?

The simple answer is… Not within the same major version (4.x).

The more complicated answer is yes, but only if you are running a 64-bit operating system and you install the 32-bit version of one and the 64-bit version of the other.

What about the plugins I have?

The DAZ Studio 4.5 SDK has not changed in any way that is binary incompatible, which means that any plugins created for a previous version of DAZ Studio 4.5.x should continue to load and function. That said, as with any new release, there is always the possibility that a plugin has had bugs fixed or features added, so the latest versions should be downloaded and installed if they are provided.

Is there any documentation?

Yes, some documentation is located here.

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Posted: 09 May 2013 03:41 PM   [ Ignore ]   [ # 1 ]
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For those wondering, Luxus is working great in DAZ Studio 4.6.

Here is a simplecube with a vertex weight and edge crease.

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Posted: 09 May 2013 05:32 PM   [ Ignore ]   [ # 2 ]
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DAZ Studio : Incremented build number to 4.6.0.3

  Implemented #DS-2: Added a Delete Hidden Facets action to Polygon Group Editor; delete facets/vertices from a mesh while preserving the other attributes of the mesh

So am I reading this right?  That we can now completely delete parts of a mesh from within the PGE?  So all the stuff I do with moving faces from various surfaces of an object into a new ‘Hidden’ surface that is then hidden I can now outright delete?  If so, that’s pretty awesome.  This will save to the geometry library in a scene file, correct?  (I do my PGE changes mostly on a scene-by-scene basis to hide parts of clothing that interfere with other clothing when kitbashing stuff together; I don’t want it updating the original asset.)

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Posted: 09 May 2013 05:34 PM   [ Ignore ]   [ # 3 ]
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Also saw a comment about changing the plugin minor number.  Does this mean all SDK plugins (Reality being my primary concern) have to be rebuilt to run with this new version?

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Posted: 09 May 2013 06:02 PM   [ Ignore ]   [ # 4 ]
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cwichura - 09 May 2013 05:32 PM

DAZ Studio : Incremented build number to 4.6.0.3

  Implemented #DS-2: Added a Delete Hidden Facets action to Polygon Group Editor; delete facets/vertices from a mesh while preserving the other attributes of the mesh

So am I reading this right?  That we can now completely delete parts of a mesh from within the PGE?  So all the stuff I do with moving faces from various surfaces of an object into a new ‘Hidden’ surface that is then hidden I can now outright delete?  If so, that’s pretty awesome.  This will save to the geometry library in a scene file, correct?  (I do my PGE changes mostly on a scene-by-scene basis to hide parts of clothing that interfere with other clothing when kitbashing stuff together; I don’t want it updating the original asset.)

Yes you are reading it correctly.  While this is primarily added for making multiple figures from one figure, it can be used like you said.  However it will make your scene file very large ( all the changed morphs, the geometry, and the skin binding will be embedded).

By the way you can also use another trick if you just want to hide faces on a tri-ax figure, that will not cause the geometry to embed in your scene file:

1. Make a small primitive (simpler the better: plane, cube is good)
2. Parent to one of the bones on the figure you wish to hide faces on.
3. Select the primitive and run Edit > Object > Rigging > Convert Prop To Figure…
4. Make sure Tri-Ax or General option is selected, make sure “Inherit Skeleton of Parent” is checked
5. Accept Dialog
6. Fit your new figure to the old figure
7. On your new Figure set “Visible In Render” to off
8. Pick the Polygon Group Editor Tool
9. Select the faces you wish to hide on the base figure
10. Right click and select Polygon Assignment > Set Auto Hide Faces for Fitted Figure…
11. Select a different tool
12. Unfit and refit your new figure

You can hide faces on a prop by converting it to a simple single bone figure (same action as above, just don’t “inherit Skeleton of Parent”.  For a legacy figure you can just use the convert to weight mapped figure option.

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Posted: 09 May 2013 06:04 PM   [ Ignore ]   [ # 5 ]
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cwichura - 09 May 2013 05:34 PM

Also saw a comment about changing the plugin minor number.  Does this mean all SDK plugins (Reality being my primary concern) have to be rebuilt to run with this new version?

This was the minor number of plug-ins, the minor number when you lock at a plug-ins version.  While I haven’t tested it, Reality should still be usable.

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Posted: 09 May 2013 06:14 PM   [ Ignore ]   [ # 6 ]
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Thanks for the hide trick description.  I’ll have to give it a try.  Does it work even on Genesis itself?

Of course, a lot of the time, I’m also making new surfaces to apply different shaders to in addition to hiding some of the faces, so that’s still going to result in the geometry getting saved into the scene duf.  A DUF with V4 in it is still generally way larger than any of the DUFs with just Genesis where I’ve been messing about with the PGE…  And disc space is cheap these days.

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Posted: 09 May 2013 06:33 PM   [ Ignore ]   [ # 7 ]
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cwichura - 09 May 2013 06:14 PM

Thanks for the hide trick description.  I’ll have to give it a try.  Does it work even on Genesis itself?

Of course, a lot of the time, I’m also making new surfaces to apply different shaders to in addition to hiding some of the faces, so that’s still going to result in the geometry getting saved into the scene duf.  A DUF with V4 in it is still generally way larger than any of the DUFs with just Genesis where I’ve been messing about with the PGE…  And disc space is cheap these days.

Any weight mapped figure “Fit to” a weight mapped figure can hide faces on that target figure.

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Posted: 09 May 2013 07:08 PM   [ Ignore ]   [ # 8 ]
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DAZ_cjones - 09 May 2013 06:02 PM
cwichura - 09 May 2013 05:32 PM

DAZ Studio : Incremented build number to 4.6.0.3

  Implemented #DS-2: Added a Delete Hidden Facets action to Polygon Group Editor; delete facets/vertices from a mesh while preserving the other attributes of the mesh

So am I reading this right?  That we can now completely delete parts of a mesh from within the PGE?  So all the stuff I do with moving faces from various surfaces of an object into a new ‘Hidden’ surface that is then hidden I can now outright delete?  If so, that’s pretty awesome.  This will save to the geometry library in a scene file, correct?  (I do my PGE changes mostly on a scene-by-scene basis to hide parts of clothing that interfere with other clothing when kitbashing stuff together; I don’t want it updating the original asset.)

Yes you are reading it correctly.  While this is primarily added for making multiple figures from one figure, it can be used like you said.  However it will make your scene file very large ( all the changed morphs, the geometry, and the skin binding will be embedded).

But if, for example, I wanted a version of a jacket with short sleeves instead of the long ones it has, or a shorter tunic, say, if I use this delete function to remove the bits I don’t want, and then save the clothing as new clothing (not in a scene) so there’s a new folder in the data folder with morph, UV etc .dsfs ... the new versions with the short sleeves or whatever would completely work on loading, all the previous fitting, style and action morphs etc automatically adjusted, UVs as before just with the bits I deleted chopped off ... is that correct?

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Posted: 09 May 2013 07:16 PM   [ Ignore ]   [ # 9 ]
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DavidGB - 09 May 2013 07:08 PM
DAZ_cjones - 09 May 2013 06:02 PM
cwichura - 09 May 2013 05:32 PM

DAZ Studio : Incremented build number to 4.6.0.3

  Implemented #DS-2: Added a Delete Hidden Facets action to Polygon Group Editor; delete facets/vertices from a mesh while preserving the other attributes of the mesh

So am I reading this right?  That we can now completely delete parts of a mesh from within the PGE?  So all the stuff I do with moving faces from various surfaces of an object into a new ‘Hidden’ surface that is then hidden I can now outright delete?  If so, that’s pretty awesome.  This will save to the geometry library in a scene file, correct?  (I do my PGE changes mostly on a scene-by-scene basis to hide parts of clothing that interfere with other clothing when kitbashing stuff together; I don’t want it updating the original asset.)

Yes you are reading it correctly.  While this is primarily added for making multiple figures from one figure, it can be used like you said.  However it will make your scene file very large ( all the changed morphs, the geometry, and the skin binding will be embedded).

But if, for example, I wanted a version of a jacket with short sleeves instead of the long ones it has, or a shorter tunic, say, if I use this delete function to remove the bits I don’t want, and then save the clothing as new clothing (not in a scene) so there’s a new folder in the data folder with morph, UV etc .dsfs ... the new versions with the short sleeves or whatever would completely work on loading, all the previous fitting, style and action morphs etc automatically adjusted, UVs as before just with the bits I deleted chopped off ... is that correct?

Yeah pretty much.  There a couple bits of information lost, like if you had grafts or face fulling on the item you’d have to redo it.  But morphs, weight maps, edge weights, vertex weights, regions, etc will be maintained.  It is very important if you do this and save assets, to save to a new data folder (not the same one as the source figure).

The main point of this feature was to let content creators make a complicate piece of clothing/armor as one figure.  They can then use the symmetry and other functions on the full set, but then when they went to ship it they could break it into pieces so users can just pick and choose the pieces they wish to actually use.

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Posted: 09 May 2013 07:31 PM   [ Ignore ]   [ # 10 ]
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DAZ_cjones - 09 May 2013 07:16 PM

Yeah pretty much.  There a couple bits of information lost, like if you had grafts or face fulling on the item you’d have to redo it.  But morphs, weight maps, edge weights, vertex weights, regions, etc will be maintained.  It is very important if you do this and save assets, to save to a new data folder (not the same one as the source figure).

Just to be clear (as I have several clothing items I want to trim, and would much rather trim the unwanted mesh right off than transmap out parts or add material surfaces just to be transparent) ... when you say ‘save to a new data folder’. you mean save to a new folder within my My Library data folder, not save to a completely different data folder somewhere other than my My Library data folder?

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Posted: 09 May 2013 07:31 PM   [ Ignore ]   [ # 11 ]
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SphericLabs - 09 May 2013 03:41 PM

For those wondering, Luxus is working great in DAZ Studio 4.6.

Here is a simplecube with a vertex weight and edge crease.

Awesome! Knowing if Luxus worked with this new version was the only thing keeping me from installing 4.6. smile

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Posted: 09 May 2013 08:06 PM   [ Ignore ]   [ # 12 ]
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You should not save over the top of the original assets; I would think this goes without saying, but I mention it for the sake of being clear.  Save the assets of the “trimmed” item as if they are completely new assets… because they are;  i.e. vertex/polygon counts/orders will differ from the original as a result of the deletion, thus anything that is dependent on those counts/orders will also differ.  If you don’t do this, if you save over the top of the previously existing assets, you will [obviously] have a negative affect on anything that is dependent on those original assets.

...

All existing plugins that are built against the 4.5 SDK should continue to load and function; there have been some additions to the API, but the public 4.5 SDK is binary compatible with this build.  This is mentioned in the original post.  The exception to this, of course, is any plugin that was doing something incorrectly and/or exploited a bug that has since been fixed.  Those cases should be very rare, but they obviously have the potential to exist.

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Posted: 09 May 2013 08:18 PM   [ Ignore ]   [ # 13 ]
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Not exactly too happy right now. Not only did the installer crash (yet again), forcing me to rename the uninstallers just to get it to work, but the one bug I was hoping would be fixed (and is marked as fixed) isn’t actually fixed in this version despite what the release notes say.

If I uninstall Daz Studio, will it also uninstall the content I have installed/saved? Do I have to make a manual backup, or am I safe? I’m going to try uninstalling and reinstalling Daz manually just in case this is an issue on my end.

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Posted: 09 May 2013 08:25 PM   [ Ignore ]   [ # 14 ]
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Uninstalling the application doesn’t uninstall content.

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Posted: 09 May 2013 08:27 PM   [ Ignore ]   [ # 15 ]
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...so what if you have multiple drives? Couldn’t you install the beta on one while still having 4.5.1.56 on the other and just map the same library/runtimes?

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