Daz Studio Pro BETA - version 4.11.0.335! (*UPDATED*)
Daz Software
Posts: 36
Daz 3D is pleased to announce Daz Studio Pro BETA - version 4.11.0.335!
Highlights:
4.11.0.335 (April 17, 2019) - IN PROGRESS
- NVIDIA Iray
- Integrated Iray 2018.1.3 (312200.3564); see post for more detail
- REQUIRES NVIDIA Driver 418.81 (or newer); see NVIDIA Driver Downloads
- Windows 8/8.1 Users:
- Until a new driver that addresses the issue is released by NVIDIA (potentially early May), rendering with a GPU based on the Kepler microarchitecture is likely to fail and fall back to CPU: (cards with a code name that starts with GK#)
- ...
- Scripting API
- Made many additions in various areas; see the Change Log for more detail
- Fixed bugs and/or made improvements in various areas; see the Change Log for details
4.11.0.236 (October 9, 2018)
- Bug fixes
- Fixed an issue with operating system version logging on macOS 10.11 and later
- Fixed an issue that was causing detection of macOS 10.14 (Mojave) to fail and the application to crash
- Batch Convert pane
- Now supports drag-n-drop from asset views (e.g., Content Library pane, Smart Content pane, etc.)
- Now supports drag-n-drop from the OS file browser (e.g., Explorer, Finder)
- Now uses the version and type of the script file read when saving the converted file
- Scripting API
- Made many additions in various areas; see the Change Log for more detail
- Fixed bugs and/or made improvements in various areas; see the Change Log for details
4.11.0.231 (October 1, 2018)
- dForce
- Fxed an issue that prevented polylines from being used in Dynamic Surface Add-Ons
- Fixed kernel build issues on some AMD devices
- Geometry Editor tool
- Added an option to control the Point Size when Vertex Selection is the active Geometry Selection Type
- Added an option to control Highlight Color of selected Group list items; regardless of Geometry Selection Type
- Added an option to control the Point Size for vertices that participate in selected Detail indices items
- Added an option to control Highlight Color for vertices that participate in selected Detail indices items
- Geometry Selection Type is now saved/restored between sessions of the application
- Node Weight Map Brush tool
- Selection Analysis now draws highlight vertice(s) regardless of Geometry Selection Type; previously limited to Vertex Selection
- Added an option to control the Point Size for Selection Analysis
- Added an option to control the Highlight Color for Selection Analysis
- Added an option to control the Weight Point Size when Weight Display > Draw Weighted Vertices is active
- Geometry Selection Type is now saved/restored between sessions
- Brush Mode is now saved/restored between sessions
- Changed the label of the "Edit Gradient Colors…" action to "Edit Weight Display…"
- Content Library pane
- The Add Asset ("+") button is now explicitly enabled for all (non-virtual) folders within the native formats container
- Fixed issues relating to whether or not the "Delete…" or "Remove Reference…" action in the context menu for assets is shown
- The "Remove Orphaned Reference(s)…" action in the context menu for assets is now consistent with the "Remove Reference(s)…" and "Delete…" actions in that it now displays a confirmation message
- The "Remove Reference(s)…" and "Delete…" actions in the context menu for assets will now also list the relative path for orphaned references
- The "Browse to Folder Location…" action in the context menu for folders/assets is now only displayed if the path of the folder actually exists on disk
- The "Browse to File Location…" action in the context menu for assets is now only displayed if there is a single asset selected and the path of the asset actually exists on disk
- The "Open in Script IDE..." action is now displayed when multiple (non-encrypted) script based assets are selected
- The "Cut" and "Copy" actions in the context menu for assets are now omitted unless the number of selected non-orphaned references exceeds the number of orphaned references; cut/copied orphans cannot be pasted
- The "Refresh" action in the context menu for assets has been moved to the bottom of the menu
- Copying an asset and pasting that asset to a product now includes the metadata for that asset
- Database Driven Asset Views (e.g., Smart Content > Files, Smart Content > Products asset view, Posing > Presets, Shaping > Presets, Surfaces > Presets, etc.)
- Added the "Create Custom Action..." action to context menu for assets
- Added the "Open in Script IDE..." action to context menu for assets
- Create Custom Action
- The label of the action now includes an ellipsis ("...") to indicate that additional interaction by the user is required
- An option for choosing a (predefined) Root Menu has been added; Scripts or Favorites
- An option for providing (selecting) a Submenu has been added; the popup is dynamically displayed/populated based on the submenu hierarchy within the chosen "Root Menu"
- The action now supports multiple selection; the action text reflects selection count
- The action now finds pre-existing custom actions based on matching descriptions or scripts/paths
- The action now provides improved feedback to inform you what was and/or was not done, and why
- The action now correctly handles assets installed via Daz Connect
- The action now produces updated embedded code
- The action now updates an existing (partial) match if the Control keyboard modifier (Ctrl/Cmd) is pressed when the dialog is accepted
- The label of the action now includes an ellipsis ("...") to indicate that additional interaction by the user is required
- Content DB Editor... Action
- Fixed an errant message that indicated the Content Library pane could not be found in a case that it had been found
- Fixed an issue where triggering the action without first having a container selected in the Content Library pane would result in a crash
- Now allows editing of product asset containers and any asset containers that contain assets
- aniMate 2 trial
- Fixed a regression that prevented the trial period from working before reverting to aniMate Lite
- Script IDE pane
- Added a "Close All Except Current" action to the File menu; in the pane menu bar and in the script document context menu
- The "Go to Line" dialog now handles pressing of the [Return] key while the "Line:" spinbox has focus the same as clicking the "Accept" button
- Scripting API
- Made many additions in various areas; see the Change Log for more detail
- Fixed bugs and/or made improvements in various areas; see the Change Log for details
4.11.0.196 (August 21, 2018)
- NVIDIA Iray
- Fixed a packaging issue that caused unnecessary (and potentially conflicting) files to be included
- dForce
- Fixed a crash caused by hiding all of the geometry for an object from simulation using the "Visible in Simulation" property on the surface(s) instead of using the "Visible in Simulation" property on the node
- Content Loading
- Reverted changes to limit unlocking on DSON file load
- This was causing products that depend on compound property limits and ERC driven values to behave other than intended - e.g., collapsing thighs
- Reverted changes to limit unlocking on DSON file load
- Content Saving
- Fixed an issue in Figure/Prop Asset Save Options with not being able to save both Compatibility Base and Compatible With
- Made database speed improvements to the creation of metadata for new files
- Content Categorization
- Added a "Create Category Path..." action to the Content Library pane context menu for category containers
- Fixed labeling issues in the Content Library pane "Create Sub-Folder…" and "Create New Sub-Category…" dialogs
- Primitive Creation
- The Create > New Primitive… action now causes surfaces of the created nodes to automatically use the default material type for the active renderer; e.g., Iray Uber material is applied if the active renderer is NVIDIA Iray
- The label of nodes created using the Create > New Primitive… action now have a leading uppercase character
- Node Grouping
- Fixed an issue with (re)parenting taking a significant amount of time on figures with many properties
- User Interface
- Fixed an issue on the Tool Bars page of the Window > Workspace > Customize… dialog that caused actions, custom actions, and custom widgets to only exist in one toolbar instead of only once in a given toolbar
- Scripting API
- Made many additions in various areas; see the Change Log for more detail
- Fixed bugs and/or made improvements in various areas; see the Change Log for details
4.11.0.171 (July 16, 2018)
- Application Permissions
- Running the primary application executable with elevated permissions on Windows (e.g., "Run as administrator") is now prevented; running with elevated permissions can cause conflicts with accessing folder/files/registry keys; the application itself does not (and should not) require elevated permissions to run
- A helper application requests elevation as required and is limited to necessary operations
- Running the primary application executable with elevated permissions on Windows (e.g., "Run as administrator") is now prevented; running with elevated permissions can cause conflicts with accessing folder/files/registry keys; the application itself does not (and should not) require elevated permissions to run
- NVIDIA Iray
- Integrated Iray 2018.0.1 (302800.3495); see below for more details
- Increases hardware requirement to Kepler class or newer generation GPUs; recent driver recommended
- Added support for Deep Learning Denoiser (see "Post Denoiser" below)
- Render Settings pane
- Added "Post Denoiser Available", "Post Denoiser Enable" and "Post Denoiser Start Iteration" properties to the "Filtering/Post Denoiser" property group
- "Post Denoiser Available" must be enabled prior to starting a render in order to cause the other "Post Denoiser" properties to be revealed and have meaning
- Removed "Noise Filter Enable" property
- Redundant with "Noise Degrain Filtering" being 0 (off) or >0 (on)
- Added tips to the Advanced page of the Render Settings pane when NVIDIA Iray is the active renderer
- Added "Post Denoiser Available", "Post Denoiser Enable" and "Post Denoiser Start Iteration" properties to the "Filtering/Post Denoiser" property group
- Iray Uber Shader
- Fixed an issue with inverted normals on thick translucent surfaces (e.g., Skin)
- Added a "Invert Transmission Normal" property
- Flips the direction of the normal vector (e.g., bump/normal maps) for transmission
- Added a "Round Corners Roundness" property
- Determines how round the edge will look
- Valid range is [0.0, 1.0]; 0.0 chamfers the edge, 1.0 gives a rounded edge
- Integrated Iray 2018.0.1 (302800.3495); see below for more details
- dForce
- Added support for polylines to Dynamic Surface Add-On
- OBJ Import
- Added support for polylines
- Added a "Read Faces" option
- Added a "Read Polylines" option
- OBJ Export
- Added support for polylines
- Added a "Write Faces" option
- Added a "Write Polylines" option
- Hexagon Bridge
- Fixed an issue with transparency when using Iray Uber shader
- Node Properties
- Added a "Visible in Viewport" property to nodes
- When enabled (default), the geometry/avatar for a given node is drawn in the viewport
- When disabled, the geometry/avatar for a given node is not drawn
- When disabled and the node is selected, the bounding box for the node is drawn (draw style settings permitting)
- Reordered node properties to better suggest that the "Visible" property is a superset of "Visible in *" properties
- Changing the state of the "Visible" property on a node now causes dependent properties to be dynamically hidden/shown
- Changing the state of the "Show Bones" property on a skeleton now causes dependent properties to be dynamically hidden/shown
- Added a "Visible in Viewport" property to nodes
- Mouse/Cursor handling
- Rewrote a significant portion of the mouse event pipeline for viewports, view tools and sliders in order to address timing issues brought on by OS and/or driver updates that manifested in a percievable "jump" for a growing number of users
- Changes made have an impact in the following areas:
- Viewport (i.e., shortcut navigation)
- Viewport Tools (e.g., Camera Cube, Pose Tool, Universal Tool, Rotation Tool, Translation Tool, Scale Tool, etc.)
- Viewport Controls (e.g., non-docked viewport controls)
- Mouse Buttons (e.g., docked viewport controls, View pane)
- Sliders (e.g., Parameters pane, Posing pane, Shaping pane, etc.)
- Remote operation
- All clients tested have been significantly improved
- Responsiveness depends heavily on the frequency of mouse events
- RDP has performed the best in internal testing
- User Interface
- Updated default menus; recommend clicking Window > Workspace > Update and Merge Menus
- Customize dialog
- ...
- Content Directory Manager
- Added support for "CMS Cluster Directory"
- Allows a Content Set to specify a different database
- Updated context menu and buttons item entries/states for Cloud Data items
- "Fast" stop mode is now used instead of "Immediate" stop mode when switching CMS Cluster Directory; safer
- Added support for "CMS Cluster Directory"
- Script IDE pane
- Added the ability to edit version and file type information for non-encrypted scripts
- Saving an encrypted script now checks for an existing file and prompts accordingly
- Reloading an encrypted script no longer causes that script to fail on subsequent executions
- Action enabled/disabled states for a given script tab's context menu now update properly
- A portion of the Edit menu is now dynamically populated (immediately prior to first display, or when refreshed) from the folder/file structure of specified directories on disk
- "<application_home>/resources/Script IDE/…" and "<mapped_native_dir>/data/resources/Script IDE/<vendor_name>/<product_name>/…" and "<daz_connect_product>/data/resources/script ide/<vendor_name>/<product_name>/…"
- Where an adjacent PNG exists, it will be used for the script action's icon
- Added several new script based actions to the Edit menu
- Added support for file IO event scripts
- Scripts that are executed if they exist when specific operations are performed (i.e., _new.dsa, _open.dsa, _save.dsa)
- ...
- Scripting API
- Made many additions in various areas; see the Change Log for more detail
- Fixed bugs and/or made improvements in various areas; see the Change Log for details
Important Notes:
!! IF YOU HAVE NOT UPGRADED TO THE 4.9 GENERAL RELEASE, IT IS HIGHLY RECOMMENDED THAT YOU BACKUP YOUR CONTENT DATABASE IN DAZ STUDIO 4.x BEFORE LAUNCHING THIS VERSION !!
How do I backup my User Data in Daz Studio?
!! IF YOU HAVE NOT ALREADY MIGRATED FROM THE VALENTINA DB BASED CMS, IT IS HIGHLY RECOMMENDED THAT YOU MIGRATE TO THE POSTGRESQL BASED CMS BEFORE LAUNCHING THIS VERSION !!
Has the Content Management Service (CMS) changed?
For anyone using a pre-4.9.x build of Daz Studio:
- 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 (e.g., 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+.
Frequently Asked Questions:
General Release Threads:
- 4.10.0.123 (December 8, 2017)
Post edited by rbtwhiz on
This discussion has been closed.
Comments
Has the NVIDIA Iray renderer been updated?
Yes, it has.
*Note: The entries below come directly from the NVIDIA Iray 2018.0.1 release notes. Some entries, such as any mention of Linux, etc, currently have no bearing on Daz Studio itself but are included for completeness.
Iray 2018.0.1, build 302800.3495
Added and Changed Features
Fixed Bugs
Iray 2018.0.1, build 302800.1716
Added and Changed Features
Fixed Bugs
Iray 2017.1.4, build 296300.6298
Added and Changed Features
Fixed Bugs
Iray 2017.1.3, build 296300.4444
*Note: No Iray SDK 2017.1.3 has been released. Only a MDL SDK 2017.1.3 has been made available.
Iray 2017.1.2, build 296300.3713
Added and Changed Features
Fixed Bugs
Iray 2017.1.1, build 296300.2915
Added and Changed Features
Fixed Bugs
Iray 2017.1, build 296300.2288
Added and Changed Features
Fixed Bugs
Iray 2017.1 beta, build 296300.616
Known Issues and Restrictions
Added and Changed Features
Fixed Bugs
Is anyone else experiencing significantly longer scene load and save times compared to 4.10? In other news resolving the mouse handling issue is a godsend.
I'm having a problem getting a new dforce kerenel module compiled.
I get the prompt telling me I need a new, I click "ok" it compiles for about 3 seconds then I get the error message popup saying "Error initializing OpenCL"
attached is the log
The kernels compiled OK for me, and I haven't noticed a slowdown in file loading or saving. My GPU seems to run a few degrees cooler while rendering. It may be too early to tell whether that is an illusion.
Crashes every time when dForce simulation applied (using the 'sheet' scene, for example). Mac OS 10.12.6
I thought that the event loop code for the viewports were going to be refactored but I saw no mention of that in the release notes.
I am downloading but I guess if it's still way to slow with the Universal or Translate gizmos selected or with the viewport icons I will select Geometry Editor mode to escape from the viewport event loop using the Unversal/Translate/some other gizmos and pose via Puppeteer /Power Poser/Parameters tab
TY for the update!
I just wanted to drop in and request the developers for an icon change for at least the beta to be visually distinguishable. For a while you guys used to change the colour per major iteration, but since 4.9 its been that same yellow. I really liked how it went blue then green then yellow, made it easy to click the right version lol - Yeah yeah I know, I can read... but its cut off on desktop icons DAZ Studio 4.11 (64-b... Plus if you like me and place it on the taskbar there is no words.. I had fingers crossed it would change when 11 arrived
I am still testing the viewport for event loop improvements but in my initial tests with the Universal Tool gizmo selected: the icon gizmos on the right f the viewport only need me hover over them a couple of seconds before mouse over event selects the correct gizmo & after clicking the requested action is pretty quick.
So I have to try more complex scenes but the scene I testing with was moderately complex (recent products : Collective3D's Neighborhood, G8M with fibre hair & eyebrows & geoshell to be wet, & the Public Pool) so my great is A- on the event loop improvements!
Thanks!
Second scene - not nearly as responsive but still doable with 5 - 10 seconds mouse over time. It uses the recent Tree Swing scene with swing hidden, G8M wearing G3M Highlander outfit, & same G8M character as previous scene. Still a B- though.
What are your system specs, especially graphics?
Huh... Installing the Beta (via DIM), goes fine, no issues - starting the Beta, no issues - checking the library: LOTS of issues. Basically, nothing is showing - I get "file not found" on every single asset. The assets are listed, but not working.
Anyone got any ideas? I would prefer not having to reimport the database, but if that's what I need to do... :(
Any clue how to render a stereo image, I''ve looked everywhere and I see no trace of it. But if you look and the changelog it's mentioned a few times.
Iray Interactive
Do you have the content paths mapped? If it is the first time that you have installed a Beta, you would need to map the paths in Content Directory Manager.
/So.... where's the "see denoiser post below" Because I don't see it. Unless its buried in ones of those Iray update posts.
The main post(s) are still being edited, but in the meantime see the various Deep Learning Denoiser sections.
Weird. I decided THIS TIME I'm going to use the beta but the only thing that's showing in my DIM are the plugins but no DAZ Studio 4.11 Public Bulid. Did you guys pull it to fix some stuff? I have all the appropriate boxes ticked off to get the Public Build's in my prefs so not sure what's going on!
Looking into it.
Having a strange problem with some poses, when the shin bends right or left it distorts the thigh. Once this happens the figure becomes corrupt and has to be reloaded. I've tested these poses in 4.10 and they work as expected. So not sure what's going on. This happens to the genesis 8 male amd female. Also not all poses that have a bend on the shin cause this problem. I have a bunch of poses i created and most of them have the same problem, not sure if anyone can test, i've also included the pose.
Nick
Same here, double checking each step, exact same 4.11 stuff but no actual daz studio 4.11. Also funny that the same impression happened here as: "oh, they might have just found a serious production issue and pulled build back".
Just checked again, nada....
Try leaving the limits on.
The limits are on for rotation.
THANK YOU for fixing the wonky camera, now I can work with far less frustration again!
I'm not sure if this is an issue or not, but I can't seem to save individual lights normally where they don't replace all others in the scene. Saving them as Scene Subsets works fine, but choosing "Selected lights" doesn't prevent them from clearing all others when loaded into a scene, even when drag/dropping them. Like I said, using Scene Subsets works great but I just don't remember if that's how saving lights has always been.
Hmm. for some reason all but the ds 4.11 program files show up in DIM for me. The 4.11 beta files for decimator, measure metrics etc. show up. but NOT the program file itself. Checked my download filters and to be sure have set them that all available files show. When looking for 4.10 the DS 4.10 files show up.... Does DIM a hardware check before listing available files? (I don't have DIM on my render system, but on an older system, just and only for dl the beta versions, and that worked fine until now with the 4.11 version...... I DO NOT use DIM for installing/managing - I've got my own (preferred and tried, tested and working for a decade now) manual install.