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What features would you like to see appear in dazstudio 5?
Posted: 03 April 2013 09:51 AM   [ Ignore ]   [ # 256 ]
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nm…

mis read the post I quoted.

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Posted: 03 April 2013 11:00 AM   [ Ignore ]   [ # 257 ]
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chohole - 03 April 2013 03:21 AM

This is a thread started by a forum member, it is not a thread started by anyone connected to DAZ 3D, and as such it consists of wish lists posted by other forum members.

OH, Yes, you are right and is true that this thread is not connected to any DAZ member and was not made by DAZ and that all the information is about forum members wishes and I already knew that, although I have not seen all the 17 pages, so I could not be absolutely sure, so thanks to let me know that.

Even then that this is only a forum users thread and not connected to any DAZ member I still keep asking the same questions even knowing that maybe there is no possible answer from any from DAZ as probably they will not be allowed to do it.

Please is there is there any possible news about DAZ Studio 5 ?

At least from any forum user, as perhaps some forum user may know something about DAZ Studio 5 evolution and development, and not directly related with DAZ

I will be good just knowing that DAZ Studio is in development and going right

Sorry if I may be wrong doing this, and I do not want in any way to reveal or break any secret law from DAZ, I am just curious to know if there is some possible news

Please, if all this is totally secret information and canĀ“t be known, I will not ask again anything and will patiently wait until some information is given by DAZ about version 5.0

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Posted: 03 April 2013 05:05 PM   [ Ignore ]   [ # 258 ]
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I don’t know if this is even possible (or, ore to the point, legal), but I’d like to be able to import .vob models. There are a number of them out there. I suspect that a lot of the ones on places like Rendo would come in without problems—but some of them over on E-on’s own market are “locked” models which evidently can only be used in Vue, or specific *versions* of Vue. They’re not just plain .obj files that you can import like any other .obj, and quite a few of them aren’t available as .obj versions.

And an awful lot of them look remarkably nice, and it would be awully nice to be able to use them.

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Posted: 15 May 2013 10:38 AM   [ Ignore ]   [ # 259 ]
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poser pro almost ready to buy….  a poor surprise. red face

what do we still need in studio?

- motion paths for camera’s, lights…

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(620 users and still counting up to 1000) would like to see improvements, and you?

What features would you like to see appear in dazstudio 5?

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Posted: 15 May 2013 11:15 AM   [ Ignore ]   [ # 260 ]
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In the LIE - Layered Image Editer have the ability to rotate layers (currently you can only rotate 90 degree increments)

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Posted: 15 May 2013 11:38 AM   [ Ignore ]   [ # 261 ]
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Don’t know if anyone’s posted these (except documentation) but

1 - Documentation - It’s damn hard to learn a program wwhen there’s no explanation of what things do.  Even harder to learn about new features when there’s no explanation.

2 - Tutorials - Not just basic stuff like user interface and loading figures/props.  Cover the more advanced features too, like geometry shells, geografting, etc.

3 - Activated Plugins - Nothing annoys me more than downloading a plugin I can’t use.  I would love to use Optitex’s dynamic clothing control plugin, but I can’t afford 50 bucks to buy it right now.

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Posted: 15 May 2013 09:08 PM   [ Ignore ]   [ # 262 ]
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With the Pro version being free, the majority of the plugins you would have had to purchase if you could not have afford the Pro version at it’s original price tag are free.  Decimator was included in the paid version of Pro but is not included in free version of Pro due to prior agreements between DAZ and the developers.  The Cloth Control plugin has always been a separate plugin.  It may go on sale before the annual PA sale but it will be half off at some point during the annual PA sale. 

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Posted: 15 May 2013 09:15 PM   [ Ignore ]   [ # 263 ]
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opal42987 - 14 March 2013 10:05 PM

One thing I’d REALLY like to see is the ability to import formats not commonly supported by free 3D conversion utilities, esp. Bryce files (since Bryce is no longer free)
Carrara and Vue would also be at the top of my list.  I couldn’t care less about DAE, FBX, DXF, or 3DS since most 3D conversion programs convert these to poser and/or wavefront format already, and therefore I think it would be a huge waste of time for DAZ to make these formats importable.  Also allow DAZ to read .bump files for old Poser models.  Oh, and another big one!!  Allow DAZ to read MC5 and MC6 files!  There are so many wonderful free and commercial Poser shaders out there!

I’d also like to see a fix for the crackle effect that appears on imported Wavefront files when using Uberenviro light 3, though I know this is more Omnifreaker’s domain (so I hope he reads this!)

Another one—allow an option when importing for a popup menu or such asking for “original format” of the wavefront file for automatic rescaling.

Oh, and a big one—BETTER AND MORE COMPLETE BUILT IN HELP UTILITY, DAMMIT!!!  Yeah, I know what accept and cancel do.  I want to know what raytracing, rigging, point at, and things of that nature do.

Oh, and fix the bugs in 4.5.  That one is top priority, of course.

2nd top priority—BIG ONE—allow for a “Move object to Center” option under Object/Figures.  A lot of imported files are loaded at an offset by mistake.

Sorry if any of these were already mentioned—I searched “import” on the first page, but forgot to search for the others.

One major problem with mt5 and mc6 files, even if DS could read them, they wouldn’t work.  Procedural shaders are tied to the render engine.  DS and Poser use similar but different render engines.

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Posted: 15 May 2013 11:41 PM   [ Ignore ]   [ # 264 ]
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This is my one and only request for dazstudio pro 5, some important feature for 3d character software.
it’s requested on the run’dna poser2014 forums to implement in poser to.
Implicit Skinning: Real-Time Skin Deformation with Contact Modeling

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Posted: 16 May 2013 01:05 AM   [ Ignore ]   [ # 265 ]
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Yay!
Dazstudio 4.6:
NEW Render Engine
Including spot rendering for re-rendering portions of an image.

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I like Bryce, DazStudio, Poser and Vue ... in alphabetical order. And I would probably like Carrara too, if I could find the time to become acquainted with it. Peace?
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Posted: 16 May 2013 01:10 AM   [ Ignore ]   [ # 266 ]
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icprncss - 15 May 2013 09:15 PM

One major problem with mt5 and mc6 files, even if DS could read them, they wouldn’t work.  Procedural shaders are tied to the render engine.  DS and Poser use similar but different render engines.

I don’t know about mt5 files but mc6 files show up in ds. They will even apply to a certain extent. As you mention though they are tied to a different system and I’m sure they don’t fully apply all functions just some of the basics.

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Posted: 16 May 2013 06:36 AM   [ Ignore ]   [ # 267 ]
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Pendraia - 16 May 2013 01:10 AM
icprncss - 15 May 2013 09:15 PM

One major problem with mt5 and mc6 files, even if DS could read them, they wouldn’t work.  Procedural shaders are tied to the render engine.  DS and Poser use similar but different render engines.

I don’t know about mt5 files but mc6 files show up in ds. They will even apply to a certain extent. As you mention though they are tied to a different system and I’m sure they don’t fully apply all functions just some of the basics.

DS can read the basics settings found on the first level of Poser material room shaders.  However, DS and Posers render engines handle even something as simple as a bump map differently.  Poser is pretty much black and white in bump mapping whereas DS tends to the shades of gray.

Ambient and specularity are another known issue between the two.  There are probably more as you get deeper into the shader tools.

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Posted: 16 May 2013 07:06 AM   [ Ignore ]   [ # 268 ]
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icprncss - 16 May 2013 06:36 AM
Pendraia - 16 May 2013 01:10 AM
icprncss - 15 May 2013 09:15 PM

One major problem with mt5 and mc6 files, even if DS could read them, they wouldn’t work.  Procedural shaders are tied to the render engine.  DS and Poser use similar but different render engines.

I don’t know about mt5 files but mc6 files show up in ds. They will even apply to a certain extent. As you mention though they are tied to a different system and I’m sure they don’t fully apply all functions just some of the basics.

DS can read the basics settings found on the first level of Poser material room shaders.  However, DS and Posers render engines handle even something as simple as a bump map differently.Poser is pretty much black and white in bump mapping whereas DS tends to the shades of gray.
Ambient and specularity are another known issue between the two.  There are probably more as you get deeper into the shader tools.

The difference here is that Poser bump mapping black is flat (or ground level) and white is the higest point, shades of grey show the variations in an upward bump only, until you insert a negative math node to simulate the downwards from the flat level bump, to give a two way bump. DS bumpmapping the flat (or ground level) is a medium grey, darker shades of grey go downwards with black being the lowest level and lighter shades of grey are upward, with white being the highest level, so you get a two way bump automatically.

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Posted: 16 May 2013 08:39 AM   [ Ignore ]   [ # 269 ]
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I suggest that fixing the design flaws in Smart Content should be high on the list.  I assume that DAZ has spent a lot of money on providing metadata in the past couple of years.  Why not make it a priority to then provide a feature in DS that makes good use of this metadata.  As is, Smart Content is barely usable.

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Posted: 16 May 2013 09:02 AM   [ Ignore ]   [ # 270 ]
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chohole - 16 May 2013 07:06 AM
icprncss - 16 May 2013 06:36 AM
Pendraia - 16 May 2013 01:10 AM
icprncss - 15 May 2013 09:15 PM

One major problem with mt5 and mc6 files, even if DS could read them, they wouldn’t work.  Procedural shaders are tied to the render engine.  DS and Poser use similar but different render engines.

I don’t know about mt5 files but mc6 files show up in ds. They will even apply to a certain extent. As you mention though they are tied to a different system and I’m sure they don’t fully apply all functions just some of the basics.

DS can read the basics settings found on the first level of Poser material room shaders.  However, DS and Posers render engines handle even something as simple as a bump map differently.Poser is pretty much black and white in bump mapping whereas DS tends to the shades of gray.
Ambient and specularity are another known issue between the two.  There are probably more as you get deeper into the shader tools.

The difference here is that Poser bump mapping black is flat (or ground level) and white is the higest point, shades of grey show the variations in an upward bump only, until you insert a negative math node to simulate the downwards from the flat level bump, to give a two way bump. DS bumpmapping the flat (or ground level) is a medium grey, darker shades of grey go downwards with black being the lowest level and lighter shades of grey are upward, with white being the highest level, so you get a two way bump automatically.

Cho,

My analogy was not a criticism so much as an observation that Poser bump mapping is more open and shut, yes or no, this or that whereas DS tends to be more flexible.

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