Daz Studio Pro BETA - version 4.11.0.366! (*UPDATED*)

Daz SoftwareDaz Software Posts: 18
edited May 14 in Daz Studio Discussion

Daz 3D is pleased to announce Daz Studio Pro BETA - version 4.11.0.366!

 

 


Highlights:

 

 

4.11.0.366 (May 14, 2019)

  • Strand-Based Hair
    • Added a "New Strand-Based Hair..." action (linked documentation is in progress)
      • Creates a new Strand-Based Hair node and Launches the Strand-Based Hair Editor
      • May need to apply the Window > Workspace > Update and Merge Menus action for this action to become visible
    • Added a "Edit Strand-Based Hair..." action (linked documentation is in progress)
      • Launches the Strand-Based Hair Editor for the currently selected Strand-Based Hair node
      • May need to apply the Window > Workspace > Update and Merge Menus action for this action to become visible
    • Mac Users:
      • Saving/Loading of scenes with Strand-Based Hair is not functional in this build; this is fixed in a subsequent build
  • dForce
    • Added support for simulating Strand-Based Hair that has been converted to dForce Hair
    • Various performance improvements
    • Updated the dForce Starter Essentials package
      • Added RSL Strand-Based Hair Shader
      • Added Iray Blended Dual Lobe Hair Shader
      • Added Mohawk Strand-Based Hair Sample for Genesis 8 Male
      • Added Mohawk Strand-Based Hair Sample for Genesis 8 Female
      • Added Mohawk dForce Hair Sample for Genesis 8 Male
      • Added Mohawk dForce Hair Sample for Genesis 8 Male
  • NVIDIA Iray
    • See highlights from the 4.11.0.335 section below
  • OpenGL Display
    • Fixed issues where various custom materials would cause random colors to be displayed in the OpenGL viewport unless those materials defined specific parameters
      • Custom MDL/RSL Shader Mixer brick based materials
      • Custom RSL shader materials
  • Animation / Inverse Kinematics (IK)
    • Fixed an issue that caused an initial “jump” when the Universal view tool, or a derived tool (i.e., Rotate, Translate, Scale), is active and the figure uses ERC to scale (e.g., Genesis 3/8 characters)
    • Fixed an issue with IK chain length in Bend/Twist bone configuration
      • Addresses an issue with prematurely involving pull nodes (e.g., collars in Genesis 3/8) in the solve
    • Improved fidelity of the IK pin solve
      • Use of a Jacobian based IK refinement pass greatly minimizes jitter at pins
    • Improved logic for determining Bend/Twist bone configuration (e.g., Genesis 3/8 characters) in the IK system
  • Property Navigation
    • When the text of an item in the navigation treeview (i.e., left side) of property based panes is truncated/elided, a tooltip that contains the full text of the item is now displayed
  • Content Navigation
    • When the text of an item in the navigation portion (i.e., left side) of asset based views is truncated/elided, a tooltip that contains the full text of the item is now displayed
  • Content Saving
    • Support asset save filter dialogs now provide dynamic menu options for the Vendor/Product/Item fields
      • Each field's option menu is automatically populated based on the value of the preceeding field
    • Support asset save filter dialogs now validate values entered into the Vendor/Product/Item fields
  • ...
  • 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

 

4.11.0.335 (April 17, 2019)

  • NVIDIA Iray
    • Integrated Iray 2018.1.3 (312200.3564); see below 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#)
    • Color and alpha are now (simultaneously) rendered to separate canvases and composited
      • Addresses issues with alpha in rendered images when the post-denoiser is enabled and the environment dome is not drawn
    • Added a "Post Denoiser Denoise Alpha" property
      • Controls whether or not the post-denoiser is performed on the alpha for an image
      • Default off/disabled
    • Added an "Auto" option to the "Instancing Optimization" property
  • Content Navigation
    • Fixed an issue where presets assigned "AnySurface" did not display in the Smart Content pane when an object with no compatibility base was selected in the scene
  • Content Loading
    • Added additional information to logging of duplicate IDs when loading native files
    • Fixed an issue that caused pressing/holding the [Shift] modifier, without also pressing/holding the [Ctrl/Cmd] modifier, when loading a native asset to not apply the preferred options as stated on the Preferences page of the Load Options dialog
    • Fixed an issue with loading projection morphs from the same file as an embedded morph
      • e.g., Scene files that embed morphs (set as auto-follow) that have not been saved as support assets
  • Inline Help
    • Added support for hyperlinks (e.g., "More Info...") in "What's This?" popups
  • ...
  • 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
  • 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
  • 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
  • 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
    • 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
  • 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
  • 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
  • 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

 

 

 

 


Frequently Asked Questions:

 

 


Public Build (Beta) Threads:

 

  • 4.11.0.335 (April 17, 2019)
  • 4.11.0.236 (October 9, 2018)
  • 4.11.0.231 (October 1, 2018)
  • 4.11.0.196 (August 21, 2018)
  • 4.11.0.171 (July 16, 2018)

 


General Release Threads:

 

Post edited by rbtwhiz on
«13456

Comments

  • rbtwhizrbtwhiz Posts: 1,548
    edited May 13

    Has the NVIDIA Iray renderer been updated?

    Yes, it has.

    *Note: The entries below come directly from the NVIDIA Iray 2018.1.3 release notes. Some entries, such as a mention of Linux, etc, currently have no bearing on Daz Studio itself but are included for completeness.


    Iray 2018.1.3, build 312200.3564

    Added and Changed Features

    • Iray Interactive
      • Use anti-aliasing filter for the backplate.
      • Made the loading of textures parallel.

    Fixed Bugs

    • Iray Interactive
      • Fixed occasional stripe artifacts with section caps.
      • Fixed a logic error in checking for the depth of reflection rays.
    • Material Definition Language (MDL)
      • A bug when translating light profile and bsdf measurement constructors from the MDL SDK API representation to the MDL Core representation has been fixed.
      • Wrong error messages "varying call from uniform function" have been fixed, which were generated by the MDL compiler under rare circumstances for struct declarations.
      • Wrong error messages "function preset's return type must be 'uniform T' not 'T'" has been fixed, which were generated by the MDL compiler for function variants if the original function always returns a uniform result but its return type was not declared as uniform T.
      • A discrepancy between code execution on CPU and GPU for constant folding of sqrt(c) (c < 0) has been fixed. Now NaN is computed for both.
      • A crash when trying to fold an invalid array constructor has been fixed.
      • The generated GLSL code for type casts has been fixed to correctly generate (T)(a+b) instead of (T) a + b.
      • An issue with MDL distilling in the case of common subexpressions has been fixed.
    Post edited by rbtwhiz on
  • rbtwhizrbtwhiz Posts: 1,548

    Iray 2018.1.2, build 312200.1281

    Added and Changed Features

    • Iray Phtotreal & Iray Interactive
      • The builtin implementations for bump and normal maps use the gammavalue set for the input texture, instead of always (incorrectly) assuming gamma 1.0 (as in older version of Iray). This may cause scenes that (incorrectly) use tex::gamma default to render incorrectly now. The legacy behavior can be enabled by setting the scene option force builtin bump linear gamma to true (default: false).
    • Iray Interactive
      • Support for rounded corners added.
      • Added a separate control for the trace depth of cutouts, the default is 16. The general depth parameter does not affect the cutout depth (that is, the cutout depth is independent from the general depth).
    • Material Definition Language (MDL)
      • A first pre-release draft of the NVIDIA Material Definition Language 1.5: Appendix E - Internationalization has been added to the documentation set.
      • Support for the internationalization of MDL string annotations has been added. See the MDL 1.5 Language Specification for details.
      • A new standalone tool to create XLIFF files has been added. See i18n.
      • A new standalone tool to manage MDL archives has been added. See mdlm.
      • The distilling of some materials with colored transmission has been improved.
      • Distilling speed has been improved by disabling extra error checking in release builds.
    • Deep Learning based Denoiser
      • Denoiser now works on HDR images before tonemapping. For very bright or dark images it uses autoexposure before denoising and inverts that afterwards. Please note, that denoised images will look different from previous versions.
      • Update to cuDNN 7.3.1.20.
      • Added Turing support.

    Fixed Bugs

    • Iray Photoreal & Iray Interactive
      • Backplate meshes and matte objects are not capped anymore because they are part of the environment.
      • Fixed cases where it was possible to see through section caps.
      • If a material exceeds the limit of texture inputs with builtin texturing functions, a fallback to JIT compilation is triggered. A bug that prevented this fallback if the number of texture inputs is close to the limit has been fixed.
    • Iray Photoreal
      • Performance regression on Volta between Iray 2017 and 2018 has been fixed.
      • A bug in the evaluation of glossy transmitting BSDFs has been fixed, causing incorrect highlights for thick-walled materials with bright illumination from the back.
      • Fixed logic for lens effects to ensure that the "refract backplate" option stays independent of the backplate lens effects setting.
    • Iray Interactive
      • Fixed crash in corner case of malformed normals in input geometry for IRT.
      • Fixed missing initialization of the cutout depth in the IRT options leading to image artifacts.
      • Do not transform backplate mesh textures.
      • Fixed crash in accessing non-existent texture in IFM with IPR in Maya.
      • Removed incorrect assertion and process measured curve data on backside material.
      • Fixed inconsistent behavior of IRT compared to iray when using section caps and backplate meshes. IRT was not culling backplate meshes properly when using section caps.
    • Material Definition Language (MDL)
      • An error when exporting presets where MDL definitions used in the arguments require a different version than the prototype definition has been fixed.
      • Incorrect code generation for math::length() with the atomic types float and double has been fixed.
      • The computation of the minimum correction pattern in the MDL compiler has been fixed.
      • The compilation of || and && inside DAG IR has been fixed (bug #18918).
      • Pre and post increment/decrement operators when inlined into DAG-IR have been fixed (bug #18919).
      • Previously missing mixed vector/atomic versions of math::min() and math::max() have been added (bug #18921).
      • The handling of (wrong) function references inside array constructor and init constructor has been fixed, producing better MDL compiler error messages (bug #18926).
      • The hash computation of lambda functions with parameters has been fixed (bug #18931).
      • If an absolute file url is given for a module to be resolved AND this module exists in the module cache, the module cache is used to determine its file name. This can speed up file resolution and allows the creation of presets even if the original module is not in the module path anymore (bug #17174).
      • A memory leak in the distiller component and in the JIT backend has been fixed.
    • AxF importer
      • Conversion of SVBRDF representations with Fresnel (SVBRDF version 1.4 and up) often resulted in materials with too low overall reflectance. The cause is implausible (high value) glossy weight textures counteracted by very low normal incidence reflection provided by the AxF SDK. The importer plugin now increases normal incidence reflectance and decreases glossy weight to counteract this.
    • Deep Learning based Denoiser
      • Fixed tile calculation on resize.
      • Fixed tiling for resolutions below 32 (illegal address).
      • Workaround for cuDNN convolution layer problem resulting in CUDNN_EXECUTION_FAILED.
  • rbtwhizrbtwhiz Posts: 1,548

    Iray 2018.0.3, build 302800.8440

    Fixed Bugs

    • Iray Photoreal & Iray Interactive
      • Respect the gamma value set for the texture for normal and bump maps instead of always assuming linear gamma.
    • Iray Photoreal
      • The computation of the evaluate() function and numerical issues have been fixed for df::backscattering_glossy_reflection_bsdf.
      • Numerical issues for df::simple_glossy_bsdf with very low roughness have been fixed.
      • Reverted change which enabled texture transformations also for backplate meshes.
    • Iray Interactive
      • Fixed that malformed normals in input geometry can lead to crashes in IRT.
    • Material Definition Language (MDL)
      • The compilation of MDL presets of re-exported materials has been fixed.
      • In rare cases, the original name of a preset was not computed, which has been fixed.
      • The generation of function names for array index functions for modules in packages has been fixed.
      • Incorrect code generation for math::normalize() with the atomic types float and double has been fixed.
  • rbtwhizrbtwhiz Posts: 1,548

    Iray 2018.0.2, build 302800.7019

    Added and Changed Features

    • Iray Interactive
      • The stability, accuracy and speed of Irradiance Probes has been improved.
    • Material Definition Language (MDL)
      • Access to MDL archives has been accelerated.
      • The archive tool component now silently ignores extra files in the root directory whenMDLarchives are created. If this would result in an empty archive (which is forbidden) the ignored files are reported as an error message.

    Fixed Bugs

    • Iray Photoreal
      • Fixed a crash that occurred when changing an emissive material that was shared by hidden and non-hidden objects.
      • If the visible attribute of an object is set to false, it was still visible through objects, which are modeled using cutout opacity. This is fixed now.
      • Fixed a crash in light tracing when trying to cap a section plane after hitting the fake ground plane.
    • Iray Interactive
      • An issue with inconsistencies in brightness when moving the camera in and out of volumes that are completely enclosed by invisible objects has been fixed.
      • An issue with the capping color of section planes showing up wrongly in secondary rays has been fixed.
    • Material Definition Language (MDL)
      • Overload resolution for array constructors in the MDL core compiler has been fixed. Previously, constructs like T[](S) could generate errors even if an implicit conversion from type S to T exists.
      • When rendering with Iray Server or when importing MIB files it could happen that MDL definitions were missing in the database, leading to "Access of invalid tag" - errors. Those MDL definitions are now recreated.
    • Deep Learning based Denoiser
      • Denoiser artifacts on Volta GPUs fixed.
  • rbtwhizrbtwhiz Posts: 1,548

    Iray 2018.0.1, build 302800.3495

    Added and Changed Features

    • AxF Importer
      • The AxF SDK 1.5.1 has been integrated. This adds support for GGX fitting targets (AxF SVBRDF profile version 3).
      • Carpaint with less than 3 specular lobes are now handled correctly.
      • The compatibility of carpaint flakes has been improved.
      • The sub-clearcoat component baking has been fixed for the case that all lobes have zero roughness.
      • An importer option axf_module_prefix can now be used to modify the module name under which imported MDL is stored. Defaults to axf (which is the previous behavior).
      • The changes require that the updated nvidia/axf_importer/axf_importer.mdl is used.
    • Iray Interactive
      • Extended the handling of shadow rays for section plane capping in IRT Now the case of shadow rays through semi-transparent materials is handled correctly and it matches the Iray Photoreal result. Handling of camera rays through semi-transparent materials added. The result does not match Iray Photoreal.
    • Material Definition Language (MDL)
      • Compilation time for very simple material expressions has been improved.

    Fixed Bugs

    • Iray Photoreal & Iray Interactive
      • If bump map parameters of MDL layering functions (e.g. df::weighted_layer) were not explicitly provided, they did not correctly default to state::normal() but to the inherited normal of the current BSDF (e.g. a parent layer’s bump). This has been fixed.
    • Iray Photoreal
      • For the caustic sampler, dispersion with spectral rendering enabled was handling wavelengths incorrectly. This bug led to rainbow-colored caustics, even if the emission spectrum was narrow and has now been fixed.
    • Iray Interactive
      • Fixed missing emission from emissive objects with decals in IRT Objects with emissive materials would not actually appear emissive in IRT if they had decals assigned.
      • Fixed brightness differences between IRT and Iray Photoreal for irradiance probes.
      • Fixed wrong appearance of section plane colors for IRT when one of their component is negative. Result now matches Iray Photoreal.
      • Fixed an issue with brightness levels in IRT when using clipping planes. The problem was due to VPLs not being placed in a scene that was completely enclosed but also having a clipping plane that would cut it open - it would suddenly turn bright when the camera moved inside it.
      • Irradiance probes had shown strong sampling artifacts. With this extension the sampling patterns disappear entirely in some scenes, in some others they change into other patterns but they are a lot less annoying than before.
    • Material Definition Language (MDL)
      • Fixed the handling of MDL archive conflicts in the same search root: it is an error if a qualified MDL name, or its prefix, can be resolved in more than one archive or package.
      • The MDL core compiler now explicitly generates an error message if a variant of a function returning a deferred size array type is created, which is forbidden by the MDL specification. Before, this case was forbidden, but the error message was "undefined symbol" for the deferred array size symbol.
      • The archive API now creates MDL archives in strict mode, i.e. forbids MDL modules that do not strictly follow the MDL spec.
      • The usage of the ternary operator at the root of a compiled material is now avoided by the MDL compiler. Instead, the operator is moved down to ensure that the root is always a material construction.
      • Rare random crashes during JIT compilation for CPU have been fixed.
      • Inconsistent sampling between the CPU and GPU version of the mi::neuraylib::IBaker has been fixed and sampling now takes place at the center of the pixel when only one sample per pixel is requested for baking.
    • Deep Learning based Denoiser
      • Denoiser had a problem to denoise green noise. Fixed with new training run for HDR and LDR images.
      • Fixed denoising alpha channel when memory tiling has become effective.
      • Fixed the issue that when Denoiser runs on multiple GPUs that the image sometimes was garbled.
      • Resolutions was clipped at 3000, now replaced by accurate calculation.
  • rbtwhizrbtwhiz Posts: 1,548

    Iray 2018.0.1, build 302800.1716

    Added and Changed Features

    • AxF Importer
      • The conversion of the car paint sub clear coat material has been improved:
        • The directional color curve is now fully represented which yields correct rendering of color shifting paints.
        • Car paints with refractive clear coat are now supported.
        • These improvements are realized via measured BRDFs in MDL. This behavior can optionally be disabled by a material parameter: if disabled, the material will not use the measured BRDF and potentially render incorrectly though.
      • Car paint flakes are now supported by a dedicated procedural:
        • Flake statistics are derived from the measured flake BTF data in the AxF.
        • Flakes are enabled by default if present in the AxF file. They can be disabled by a material parameter.
        • The material exposes artistic controls to modify flake size, intensity, and reflection roughness.
    • Iray Photoreal & Iray Interactive
      • Section plane capping has been implemented.
        • This adds two new options: "section_caps_enabled" (default off) that enables section caps. If the feature is enabled, parts of the objects that are cut open by a section plane will be closed with a virtual surface along the section plane. The surface has a diffuse material with a color that can be controlled via the "section_caps_color" option.
        • Note that the detection of which parts to cover depends on normal orientation and that surface and geometry normals must be oriented consistently.
    • Iray Phtoreal
      • Ray tracing performance on Volta has been improved.
    • Iray Interactive
      • GPU ray tracing performance has been improved along with memory usage being decreased.
    • Material Definition Language (MDL)
      • MDL 1.4 support has been added:
        • All newly defined MDL 1.4 distribution functions have been implemented.
        • UDIM-style texturing is now supported.
        • The new standard annotations ui_order(), enable_if(), thumbnail(), and usage() have been added.
        • The quality of the MDL distiller results has been improved.
    • Deep Learning based Denoiser
      • A note about the expected HDR range: the RGB values in the color buffers must not be too low (dark). The HDR version of the denoiser expects the RGB values in the range from zero to 10000. If they are too low, like close to zero, the denoiser might create wrong colors and artifacts in the denoised image. This will be simplified in the next version of Iray. An automatic exposure control will be provided in a future version of the denoiser.

    Fixed Bugs

    • General
      • Enabling "TITAN Xp Star Wars Edition" GPUs has been fixed. These cards are now properly recognized.
    • AxF Importer
      • The sample_size_u and sample_size_v material parameters are now correctly set for carpaint materials.
    • Iray Photoreal & Iray Interactive
      • The implementation of df::thin_film previously converted the ior parameter to a scalar. It is now correctly used as a color.
      • The incorrect implementation of the curve of df::directional_factor has been fixed.
    • Iray Photoreal
      • A regression in backplate quality has been fixed.
    • Material Definition Language (MDL)
      • Random crashes in the MDL compiler during displacement of special materials have been fixed.
      • Variants of materials with default values containing relative resource URLs have been fixed.
      • Using a material parameter for the gamma mode of texture material parameters has been fixed.
      • Functions returning size-deferred arrays with the same size as a parameter but a different element type have been fixed.
      • MDL compiler auto-import of enum values has been fixed.
  • rbtwhizrbtwhiz Posts: 1,548

    Iray 2017.1.4, build 296300.6298

    Added and Changed Features

    • General
      • Support for Tensor Core on Volta GPUs has been added to the denoiser. The Tensor Core accelerates inference in the denoiser up to three times on GV100 GPUs.
      • Denoiser training sets have been updated. Features are preserved better.
      • Automatic tiling in the denoiser has been improved to reduce memory consumption.
      • Support for PCX in the FreeImage image plugin has been disabled due to security issues.
    • Material Definition Language (MDL)
      • Ambiguous overload error messages in the MDL compiler have been improved.
      • MDL compiler error messages have been improved regarding semantic version numbers.

    Fixed Bugs

    • General
      • A bug in the Iray Bridge networking code has been fixed that could cause slowdowns and even connection timeouts for scenes with a huge number of elements.
      • An incorrect conversion of the anisotropy rotation in the axf importer plugin has been fixed.
      • An incorrect weighting of the sub-clearcoat BRDF for carpaint has been fixed that generally resulted in a too dark appearance.
    • Iray Photoreal & Iray Interactive
      • Numerical issues with self-intersection with instancing enabled have been addressed. Bug #18605 and #17748.
      • Using a bloom postprocess no longer sets the alpha channel to zero for RGBA images.
      • The camera attribute tm enable tonemapper is now correctly handled when using Iray Bridge.
      • An issue has been fixed where GPUs were not properly detected on Grid. Nvbug #200336679.
    • Iray Photoreal
      • The normal buffer now outputs a weighted average of all BSDF bump maps, not only the main material bump.
      • The normal buffer now always creates normalized output, even if the camera transformation contains scaling.
      • The firefly filter heuristics have been improved.
      • Fix rare appearances of NaN of Infinity floating point values in the output buffers.
      • User mode instancing has been partially fixed. Geometry is now flattened into the lowest ancestor in the scene graph with the instancing attribute set to false. If none such ancestor exists the object is flattened into the root node. Bug #18683.
    • Iray Interactive
      • The computation of the ray depth through cutouts has been fixed. Bug #18652. Previously, there could be crashes on CPU or hangs on GPU. This also addresses a potential hang in the render call to Iray Interactive. Bug #18621.
      • Various crashes and artifacts in network mode have been fixed.
    • Material Definition Language (MDL)
      • Missing or wrong MDL compiler warnings regarding dependency annotations have been fixed. Bug #18417.
      • MDL compiler auto-import has been fixed. Bug #18656.
      • A missing major version dependency check for imported MDL modules in the MDL compiler has been added. Bug #18416.
      • Missing index functions for arrays of imported types haven been added.
      • A wrong limit for the over?ow check on decimal literals has been fixed.
      • A crash on CPUs with AVX512 capabilities has been fixed.
      • A useless/wrong error message containing <ERROR> as a type name has been fixed.
  • rbtwhizrbtwhiz Posts: 1,548

    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.

  • rbtwhizrbtwhiz Posts: 1,548

    Iray 2017.1.2, build 296300.3713

    Added and Changed Features

    • Iray Photoreal
      • The performance when rendering a scene with camera transform motion, but without geometry transform motion, has been improved.
      • The "tm_enable_tonemapper" attribute has been added to be able to specify a tonemapper that will only be used to steer the firefly filter, but will not actually tonemap the image.

    Fixed Bugs

    • General
      • Html5 video support for newer versions of Chrome (>= 62) has been fixed.
    • Iray Photoreal
      • A crash with object motion has been fixed. The crash was triggered when using OptiX Prime and rendering on CPU and GPU at the same time.
      • Rendering with the caustic sampler enabled and MDL materials requiring JIT compilation could fail with high probability on the GPU and fall back to CPU rendering, which has now been fixed.
      • A regression of convergence performance (e.g. more noise) has been fixed that was visible mostly in simple materials/lighting setups like a diffuse object lit from a mostly uniform environment.
    • Material Definition Language (MDL)
      • The handling of 3d textures in the CUDA baker has been fixed.
      • The gamma correction of used textures when baking MDL expressions on the GPU has been fixed.
      • A GPU memory leak in the baker if CUDA baking is used, has been fixed.
  • rbtwhizrbtwhiz Posts: 1,548

    Iray 2017.1.1, build 296300.2915

    Added and Changed Features

    • General
      • A dependency to vcomp110.dll in FreeImage 3.17.0 introduced in Iray 2017.1 beta has been removed.

    Fixed Bugs

    • General
      • If a device crashed, the CPU rendering fallback wasn’t triggered. This has been fixed.
      • Iray 2017.1 introduced a performance regression. "Light-weight" changes like changing the camera between rendering calls caused an unnecessary copy of the internal scene representation, which for larger scenes led to a considerable slowdown. This has been fixed.
      • A crash has been fixed that could occur when distilling MDL materials that used a mix of bsdf components that were only default initialized or empty.
      • A regression in the look of some backplates, including backplates using the color offset or color scale features has been fixed.
      • Adaptive network bandwidth control was throttling down network bandwidth more than intended in a rare case. This has been addressed.
    • Iray Photoreal
      • Unnecessary render restarts if rendering with more than one render context are now avoided.
    • Iray Interactive
      • Artifacts with stereo images and SSIBL (screen space image based lighting) have been fixed.
        • When rendering two stereo images at once.
        • When rendering a stereo image for one eye with spherical camera.
        • When rendering in batch mode.
    • Material Definition Language (MDL)
      • Wrong colors when using scalar input/mono mode textures have been fixed.
  • rbtwhizrbtwhiz Posts: 1,548

    Iray 2017.1, build 296300.2288

    Added and Changed Features

    • General
      • The render mode Iray Realtime has been removed from this release.
      • Only certain scene elements can appear as children of instances and groups. It is no longer possible to attach other scene elements.
    • .mi importer/exporter
      • Support for reading and writing builtin attributes of type mi::Float64 has been added to the mi importer and exporter by mapping them from and to "scalar".
    • Resources (textures, light profiles and BSDF measurements)
      • The default interpolation of IES light profiles in case the input grid is not equidistant has been improved.
    • Iray Photoreal
      • A new scene option "matte area lights visible" has been added to make matte area lights optionally visible.
      • The degrain filters have been re-enabled.
    • Material Definition Language (MDL)
      • The scene option "animation_time" is now passed to /tt mdl_state::animation_time when rendering with Iray Photoreal or Iray Interactive.
      • The default baker resource in IMdl_distiller_api::create_baker() has been changed to BAKE_ON_CPU.
      • Distilling now supports compiled materials created with class compilation (flag Compilation_options::CLASS_COMPILATION in function call IMaterial_instance::create_compiled_material).
      • The function ICompiled_material::depends_on_global_distribution() has been added.
      • Generated PTX code is now cached in order to improve performance when baking the same expression more than once.
      • Support for the bidirectional scattering distribution function (BSDF) in nvidia::df has been added to the MDL distiller targets.
    • Deep Learning based Denoiser
      • The denoiser now attempts to automatically adapts the GPU memory usage to the memory available on the GPUs. This allows to denoise larger images even on GPUs with relatively small memory sizes.
      • The log output when using the deep learning based denoiser has been improved.

    Fixed Bugs

    • General
      • A crash bug in Iray Bridge when decoding using the NVIDIA hardware h264 decoder because of an incompatibility with CUDA 9.0 has been fixed.
      • A crash bug when editing a material on a mesh with multiple materials has been fixed.
    • .mi importer/exporter
      • The .mi export of MDL material attributes has been fixed.
      • Attributes of MDL material instances were not correctly exported to the .mi format, causing syntax errors on following imports. This has been corrected.
    • Iray Photoreal
      • Negative "nominal_luminance" values are now clamped to zero.
      • Rendering errors which happened in some cases when using the deep learning based denoiser with Iray Photoreal and multiple hosts have been fixed.
    • Iray Interactive
      • A bug causing too bright lighting with translucent materials and irt_indirect_light_mode==2 has been fixed.
      • A bug causing triplanar projections to be ignored has been fixed.
      • Spotlight material was always facing the +Z axis when applied to emissive geometry. This has been fixed.
      • A bug has been fixed that caused erroneous behavior when setting the aperture blade count to 1 or 2.
      • A bug causing erroneous ground shadows in the left eye image when rendering stereo images has been fixed.
      • A crash which appeared in some cases when using the same texture in multiple texture slots of an MDL material has been fixed.
      • A crash which appeared in some cased when using Iray Interactive with the deep learning based denoiser has been fixed.
    • Material Definition Language (MDL)
      • A crash bug in the MDL distiller that could occur when diffuse BSDFs were combined for the diffuse_glossy target has been fixed.
      • A crash bug when distilling a simple_glossy_bsdf in an MDL module of MDL version 1.2 or lower has been fixed.
      • A bug in the distiller when encountering a 0-initialized normal has been fixed.
      • A bug in the distiller causing materials with mixed EDFs to fail has been fixed.
      • A a crash in the MDL compiler which occured when compiling a material expression containing a call to float3(float,float,float).y(float3) created using IExpression_factory has been fixed. Bug #18530.
      • NULL is now returned if IValue_factory::create_invalid_df() is called with an argument of a resource type instead of a distribution function type, which fixes a crash bug.
      • Crashes happening in some cases in the MDL compiler when used in multi-threaded environments have been fixed.
  • rbtwhizrbtwhiz Posts: 1,548

    Iray 2017.1 beta, build 296300.616

    Known Issues and Restrictions

    • General
      • The FreeImage plugin now uses FreeImage 3.17.0. On Windows, this adds a dependency to vcomp110.dll. The dependency will be removed in a later release.

    Added and Changed Features

    • General
      • Iray is now CUDA 9 based to allow for compute version 7.x (Volta generation) support.
      • Support for compute version 2.x (Fermi generation) has been removed due to CUDA 9.
      • Color conversions have been optimized.
      • The color space of AxF import is now configurable.
      • On Linux, plugins are no longer loaded with the RTLD DEEPBIND flag since it causes problems with Address Sanitizer (see https://github.com/google/sanitizers/issues/611). The original reasons for that flag are gone, and its absence did not reveal any problems so far.
      • The performance of both decals and projectors handling when adding or removing decals or projectors, respectively, has been improved.
    • .mi importer/exporter
      • NaN value handling in .mi import and export has been generalized. Whenever the .mi exporter detects NaN values in geometric data, it dumps them in the appropriate format. This enables the .mi importer to detect these values and replacing them by the value '1.' allowing the continuation of the import. Both exporter and importer warn about such occurrences.
    • Resources (textures, light profiles and BSDF measurements)
      • If the methods reset_file() or reset_reader() fail, they no longer change the resource in any way.
      • The loading of light profiles with non-equidistant angles has been improved. If no explicit resolution is specified in the API call, we attempt to choose a resolution that maintains the angles given in the .ies file as close as possible.
    • Iray Bridge
      • Support for a camera sub-window has been implemented for streaming mode (scheduler mode set to interactive or synchronous). This was only supported with scheduler mode set to batch before.
      • Nvenc (NVIDIA h264 hardware encoder) can now handle the Rgb pixel type natively in addition to Rgba.
      • Nvcuvid (NVIDIA h264 hardware video decoder) can now handle the Rgb pixel type natively in addition to Rgba.
      • Hardware h264 video decoding has been disabled for Fermi GPUs since they are no longer supported by Bridge.
      • The cloud render context options "video_formats_interactive" and "video_formats_batch" of type String[] have been added that control the video format per canvas for interactive/synchronous and batch scheduler mode, respectively. The old video_format option remains and is equivalent of setting/getting video_formats_interactive[0].
      • The min/max_bitrate cloud render context option is used as the total bitrate and will now be evenly divided amongst all the layers of all canvases of the render target. Previously, each layer would get the specified bitrate rather than share it since multi-canvas/layer was not taken into account.
      • Support has been added for the special Bridge video format "disabled" which is handled just like any other video format except that no data is sent with the frame and the video sink will receive a canvas with resolution 0x0. This feature is supported by Bridge Video, so it can also be used by Dice Bridge applications.
    • Iray Photoreal & Iray Interactive
      • A new image denoiser pass has been added. This deep learning-based pass replaces the previous degraining mechanism in Iray Photoreal. Consequently, the following options have been removed: "progressive_rendering_filtering", "iray_black_pixel_filtering_max_frame", "iray_degrain_filtering", "iray_degrain_filtering_radius", and "iray_degrain_filtering_blur_difference". They are replaced by "post_denoiser_available", "post_denoiser_enabled", and "post_denoiser_start_iteration". See the manual for details.
      • All postprocessing operations can now run on either CPU or GPU so interactive performance is further improved if a CUDA capable device is enabled.
    • Iray Photoreal
      • Convergence speed on long running renderings has been improved.
      • Interactive performance in general has been optimized.
      • A new refract_backplate option has been added: instead of only thin walled materials, perfectly specular/refractive materials are now also allowed to connect to the backplate image.
      • The performance on compute version 6.0 cards (Pascal generation) has been optimized.
      • Texture sharing on NVLINK capable systems: A new render context option "iray_nvlink_peer_group_size" has been added. Enabled CUDA devices are divided into peer groups of the specified size. The group size needs to be a factor of the total number of enabled CUDA devices. Textures are subsequently shared between CUDA devices in a peer group and each texture is only uploaded to one of the devices in the peer group.
      • Vertex motion blur support has been added.
      • The performance for many non-overlapping decals on a single object with tight decal bounds has been improved.
      • Noise for volumes with a colored scattering coefficient has been reduced.
      • The firefly filter is now less agressive, most notably, glossy highlights are usually more correct now.
      • The (already deprecated) architectural sampler has been removed.
    • Iray Interactive
      • Support for cpu fallback in the render configuration has been added.
    • Material Definition Language (MDL)
      • The interface IModule has been extended to allow enumeration of constants as well as struct and enum types declared in an MDL module.
      • The methods set_name() and get_name() have been added to IValue enum. They allow setting and getting the value of an enum by its string representation.
      • The deprecated interface IValue_invalid_ref and enum value VK_INVALID_REF have been removed. Use IValue_invalid_df / VK_INVALID_DF for references to distribution functions, or the regular resource value interface with NULL as name for resources.
      • PTX code generation has been improved, leading to faster rendering performance if JIT compilation is triggered for a MDL material.
      • PTX code generation for newer GPU generations has been improved in addition.
      • The MDL core compiler now suggests the correction of possible misspelled entity names inside error messages.
      • Texture lookups in JIT generated code have been slightly speeded up.
      • The error handling in the MDL core compiler when a syntax error inside an enum value occurs has been improved.

    Fixed Bugs

    • General
      • Rare crashes that could happen while textures were processed have been fixed.
      • When the "enabled decals" attribute is given but is empty, all decals are now ignored altogether. Bug #18317.
      • When too many interactions happened between two transaction commits, there was a chance that some changes would get lost. This is now avoided and handled more conservatively. Bug #17528.
      • Projectors don’t have a bounding box. This was handled incorrectly before. Bug #18457.
      • Logging of license handling has been improved. In certain cases erroneous messages were issued. Bug #18450.
    • .mi importer/exporter
      • MDL array constructor function calls in .mi export are now ignored. This avoids issuing superfluous error reports from the .mi export. Bug #17336.
      • .mi export of indices for multiple texture spaces has been fixed. Indices for multiple texture spaces were pointing to the same vectors. Now each texture space is handled correctly. Bug #18349 and NvBug #1912271.
      • The parsing of incorrect $include lines has now better error reporting. Bug #18436.
    • Iray Bridge
      • A synchronization bug has been fixed where changes were not detected correctly when executing a sequence of Bridge jobs using the same transaction where changes were made between job executions.
      • Canceling a Bridge job could cause the transaction to be aborted in some cases. This has been fixed.
      • A bug has been fixed where no synchronous frame was requested when switching the video format. This is needed especially when switching from a lossy/disabled format to a lossless format to make sure that the returned frame contains all the data asked for.
    • Iray Photoreal & Iray Interactive
      • Swirl on poles in stereo renderings has been fixed.
    • Iray Photoreal
      • Occasional stripes in the alpha channel have been fixed. Bug #294009.
      • Decal priorities were not correctly handled. This has been fixed. Bug #18280.
      • Light Path Expression results for some cutout opacity cases have been fixed.
      • Rendering artifacts when rendering only on the CPU and with the caustic sampler scene option enabled have been fixed.
      • Flake noise and mono bitmap recoloring have been fixed. Bug #18456.
      • When rendering light path expressions (LPEs) along with an alpha channel, the alpha channel is no longer constant 1.0, but now contains the correct alpha value for this LPE instead.
      • When using a solid color as the backplate, along with inverse-tonemapping of the backplate enabled, and enabled backplate contributions for reflections and/or refractions, the contribution of the backplate now has correct intensity (used to be too dark, depending on tonemapper settings).
      • Wrong cutout opacity handling (resulting in overall too dark renderings) in some rare cases has been fixed.
    • Iray Interactive
      • Slow startup times with measured materials have been fixed. Bug #18373.
      • A memory leak when destroying scopes has been fixed. Bug #18365.
    • Material Definition Language (MDL)
      • The missing import of type names that are only used inside the default parameters when a material is created from a material Instance using the create material API has been fixed. Bug #18461.
      • A crash inside the MDL core compiler has been fixed that occured on rare conditions if a wrong function declaration was processed.
      • The start position of postfix expressions in the MDL core compiler that led to wrong positions inside error messages has been fixed.
  • LeanaLeana Posts: 4,081

    Strand based hair? Now that is interesting....

  • Miss Bad WolfMiss Bad Wolf Posts: 20,531
    Leana said:

    Strand based hair? Now that is interesting....

    Yes, and I wonder what is it?  When does the update come out?

  • DoctorJellybeanDoctorJellybean Posts: 3,032

    The update should be available now.

  • LeanaLeana Posts: 4,081
    edited May 14
    Leana said:

    Strand based hair? Now that is interesting....

    Yes, and I wonder what is it?  When does the update come out?

    Basically, it means hair and fur similar to the ones from LAMH included directly in DS.

    Check the video in this thread: https://www.daz3d.com/forums/discussion/326996/dforce-hair-as-well-as-strand-based-hair-and-the-strand-based-hair-editor-in-public-beta#latest

    Post edited by Leana on
  • Miss Bad WolfMiss Bad Wolf Posts: 20,531

    The update should be available now.

    Okay if only my copy of DIM would work right now.  I might have to wait till later.

  • barbultbarbult Posts: 11,407

    The strand based hairs don't show up in Iray Preview for me. They do render fine in Iray.

  • sojak72sojak72 Posts: 9

    Hello,

    I do have a problem with the new update... My last, perfect and super smooth running, Public build, it's gone after install with DAZ Install Manager.

    I mean, Daz3d  4.11 beta, It's physical on my hard drive but the DAZ Install Manager says otherwise.

    Starting the "Studio.exe" out of the folder makes no sense either, just shows a white screen with some menu text all over the place.

    Gosh, only 30min ago I worked with the last "Public build" and all was fine...

    Is there any help?

     

  • dazamoniumdazamonium Posts: 8
    edited May 14

    There seems to be a bug in the installer for the Poser DSON importer. It wants all versions of Poser to be defined, even ones you don't have installed.

    With both DAZ Studio 32bit and 64bit versions of the beta installed, it seems to default to opening 32bit DAZ Studio even when using the 64-bit shortcut (not a problem - just uninstalled the 32bit)


    Small suggestion:
    Would be wonderful if you guys could implement a cleaner character setup room dedicated for that purpose, similar to what iClone has in Character Creator. Something like where you load the character into the room, click the body part / sub-part you want, and just change away sliders. Like character on the left with a clipped viewport just showing the character, two or multi-column view on the right with all the sliders.  Also, if you could implement something like SimTereno Randomizer into said room, possibly for each morph as well (but default to select all while filtering out extreme values / shapes like fantasy / scifi).

    I know - that doesn't sound all that different from how it is now, except for that you have to go through the heirachy and scroll a bunch instead of being able to just click and then slide around to get the morphs you want.

    Post edited by dazamonium on
  • LeanaLeana Posts: 4,081
    sojak72 said:

    Hello,

    I do have a problem with the new update... My last, perfect and super smooth running, Public build, it's gone after install with DAZ Install Manager.

    I mean, Daz3d  4.11 beta, It's physical on my hard drive but the DAZ Install Manager says otherwise.

    Starting the "Studio.exe" out of the folder makes no sense either, just shows a white screen with some menu text all over the place.

    Gosh, only 30min ago I worked with the last "Public build" and all was fine...

    Is there any help?

    If the interface is white it might be that you reinstalled DS while the previous version was still running, which can cause problem. Close DS, check that it's not running anymore in Windows task manager (or OSX equivalent if you're using a Mac), then try uninstalling then reinstalling the beta again.

  • rbtwhizrbtwhiz Posts: 1,548
    Leana said:
    Leana said:

    Strand based hair? Now that is interesting....

    Yes, and I wonder what is it?  When does the update come out?

    Basically, it means hair and fur similar to the ones from LAMH included directly in DS.

    Check the video in this thread: https://www.daz3d.com/forums/discussion/326996/dforce-hair-as-well-as-strand-based-hair-and-the-strand-based-hair-editor-in-public-beta#latest

    Strand-Based Hair is the evolution of a product formerly known as Garibaldi Express. Major work (and I do not use that phrase lightly) has been done to allow some of its core algorithms to be utilized by other plugins, such as dForce, for an even more integrated feel. You may come to notice that true dForce Hair (not to be confused with hair that utilizes dForce Cloth) provides many properties via the Surfaces pane that correspond to similarly named controls found in the Strand-Based Hair Editor for strand-based hair nodes.

    And while the Strand-Based Hair Editor itself has been largely inspired by the former editor, there are many (sometimes sublte) differences — which is to say that while many of the concepts established by the former editor were replicated (which took quite a bit of effort, might I add), the implementation of has been largely replaced and will continue to evolve with Daz Studio proper.

    -Rob

  • Richard HaseltineRichard Haseltine Posts: 51,574
    Small suggestion:

    Would be wonderful if you guys could implement a cleaner character setup room dedicated for that purpose, similar to what iClone has in Character Creator. Something like where you load the character into the room, click the body part / sub-part you want, and just change away sliders. Like character on the left with a clipped viewport just showing the character, two or multi-column view on the right with all the sliders.  Also, if you could implement something like SimTereno Randomizer into said room, possibly for each morph as well (but default to select all while filtering out extreme values / shapes like fantasy / scifi).

    I know - that doesn't sound all that different from how it is now, except for that you have to go through the heirachy and scroll a bunch instead of being able to just click and then slide around to get the morphs you want.

    Have you tried using the Region Navigation tool with the Shaping pane? You can always set up an Activity (top tab) for that if you want a clean worspace.

  • LeanaLeana Posts: 4,081
    rbtwhiz said:
    Leana said:
    Leana said:

    Strand based hair? Now that is interesting....

    Yes, and I wonder what is it?  When does the update come out?

    Basically, it means hair and fur similar to the ones from LAMH included directly in DS.

    Check the video in this thread: https://www.daz3d.com/forums/discussion/326996/dforce-hair-as-well-as-strand-based-hair-and-the-strand-based-hair-editor-in-public-beta#latest

    Strand-Based Hair is the evolution of a product formerly known as Garibaldi Express. Major work (and I do not use that phrase lightly) has been done to allow some of its core algorithms to be utilized by other plugins, such as dForce, for an even more integrated feel. You may come to notice that true dForce Hair (not to be confused with hair that utilizes dForce Cloth) provides many properties via the Surfaces pane that correspond to similarly named controls found in the Strand-Based Hair Editor for strand-based hair nodes.

    And while the Strand-Based Hair Editor itself has been largely inspired by the former editor, there are many (sometimes sublte) differences — which is to say that while many of the concepts established by the former editor were replicated (which took quite a bit of effort, might I add), the implementation of has been largely replaced and will continue to evolve with Daz Studio proper.

    -Rob

    I can imagine it was quite a bit of work yes. Adapting somebody else's code or algorithms for your own program can be quite a challenge! (Been there, done that...)

    Glad to see Garibaldi hair "revived", I quite liked that plugin.

  • sojak72sojak72 Posts: 9
    Leana said:
    sojak72 said:

    Hello,

    I do have a problem with the new update... My last, perfect and super smooth running, Public build, it's gone after install with DAZ Install Manager.

    I mean, Daz3d  4.11 beta, It's physical on my hard drive but the DAZ Install Manager says otherwise.

    Starting the "Studio.exe" out of the folder makes no sense either, just shows a white screen with some menu text all over the place.

    Gosh, only 30min ago I worked with the last "Public build" and all was fine...

    Is there any help?

    If the interface is white it might be that you reinstalled DS while the previous version was still running, which can cause problem. Close DS, check that it's not running anymore in Windows task manager (or OSX equivalent if you're using a Mac), then try uninstalling then reinstalling the beta again.

    ...Shut, that was it...

    I restarted, but there was no change.

    and i delete the main folder manual because,

    The thing is, there is no uninstall or reinstall or anything like that. For the install manager, the public build for DAZ3d is nonexisting.

    It is not in the "Ready to Download" section, not in the "Ready to install" and not in the  "Installed" section...

    And yes, i checked it, several times, the hook for "Public build" to download is set...

    So... now i stuck and no idea what to do.

     

  • DoctorJellybeanDoctorJellybean Posts: 3,032
    sojak72 said:
    Leana said:
    sojak72 said:

    Hello,

    I do have a problem with the new update... My last, perfect and super smooth running, Public build, it's gone after install with DAZ Install Manager.

    I mean, Daz3d  4.11 beta, It's physical on my hard drive but the DAZ Install Manager says otherwise.

    Starting the "Studio.exe" out of the folder makes no sense either, just shows a white screen with some menu text all over the place.

    Gosh, only 30min ago I worked with the last "Public build" and all was fine...

    Is there any help?

    If the interface is white it might be that you reinstalled DS while the previous version was still running, which can cause problem. Close DS, check that it's not running anymore in Windows task manager (or OSX equivalent if you're using a Mac), then try uninstalling then reinstalling the beta again.

    ...Shut, that was it...

    I restarted, but there was no change.

    and i delete the main folder manual because,

    The thing is, there is no uninstall or reinstall or anything like that. For the install manager, the public build for DAZ3d is nonexisting.

    It is not in the "Ready to Download" section, not in the "Ready to install" and not in the  "Installed" section...

    And yes, i checked it, several times, the hook for "Public build" to download is set...

    So... now i stuck and no idea what to do.

     

    If the file you originally downloaded is still in your DIM downloads folder, look for either IM00012000-02_DAZStudio411PublicBuildWin64bit.zip or IM00012000-01_DAZStudio411PublicBuildWin32bit.zip (depending on your OS)

  • Miss Bad WolfMiss Bad Wolf Posts: 20,531

    Do I need to uninstall Garibaldi from DS 4.11?  

    rbtwhiz said:
    Leana said:
    Leana said:

    Strand based hair? Now that is interesting....

    Yes, and I wonder what is it?  When does the update come out?

    Basically, it means hair and fur similar to the ones from LAMH included directly in DS.

    Check the video in this thread: https://www.daz3d.com/forums/discussion/326996/dforce-hair-as-well-as-strand-based-hair-and-the-strand-based-hair-editor-in-public-beta#latest

    Strand-Based Hair is the evolution of a product formerly known as Garibaldi Express. Major work (and I do not use that phrase lightly) has been done to allow some of its core algorithms to be utilized by other plugins, such as dForce, for an even more integrated feel. You may come to notice that true dForce Hair (not to be confused with hair that utilizes dForce Cloth) provides many properties via the Surfaces pane that correspond to similarly named controls found in the Strand-Based Hair Editor for strand-based hair nodes.

    And while the Strand-Based Hair Editor itself has been largely inspired by the former editor, there are many (sometimes sublte) differences — which is to say that while many of the concepts established by the former editor were replicated (which took quite a bit of effort, might I add), the implementation of has been largely replaced and will continue to evolve with Daz Studio proper.

    -Rob

    So it is basically Garibaldi 2 which works with iray?  No wonder the garibaldi site says it is no longer available when I checked last week.

  • sojak72sojak72 Posts: 9
    sojak72 said:
    Leana said:
    sojak72 said:

    Hello,

    I do have a problem with the new update... My last, perfect and super smooth running, Public build, it's gone after install with DAZ Install Manager.

    I mean, Daz3d  4.11 beta, It's physical on my hard drive but the DAZ Install Manager says otherwise.

    Starting the "Studio.exe" out of the folder makes no sense either, just shows a white screen with some menu text all over the place.

    Gosh, only 30min ago I worked with the last "Public build" and all was fine...

    Is there any help?

    If the interface is white it might be that you reinstalled DS while the previous version was still running, which can cause problem. Close DS, check that it's not running anymore in Windows task manager (or OSX equivalent if you're using a Mac), then try uninstalling then reinstalling the beta again.

    ...Shut, that was it...

    I restarted, but there was no change.

    and i delete the main folder manual because,

    The thing is, there is no uninstall or reinstall or anything like that. For the install manager, the public build for DAZ3d is nonexisting.

    It is not in the "Ready to Download" section, not in the "Ready to install" and not in the  "Installed" section...

    And yes, i checked it, several times, the hook for "Public build" to download is set...

    So... now i stuck and no idea what to do.

     

    If the file you originally downloaded is still in your DIM downloads folder, look for either IM00012000-02_DAZStudio411PublicBuildWin64bit.zip or IM00012000-01_DAZStudio411PublicBuildWin32bit.zip (depending on your OS)

    No, it was not. But, lucky me, by doing what you were thinking, i got it fixed. I added the zip file manually to the downloaded folder and could install the beta again

    thanks for the help and ideas,

    now I'm happy again :)

  • rbtwhizrbtwhiz Posts: 1,548
    barbult said:

    The strand based hairs don't show up in Iray Preview for me. They do render fine in Iray.

    Dynamically calculating hair is very complex and can get very resource intensive — so it doesn't make a lot of sense to (potentially) bring a user's machine to its knees while it attempts to cope with the sheer amount of work we ask it to do, by default.

    To help reduce the demands we place on your machine (and your patience) while we do a ton work to represent something as complex as hair, by default we limit display of the hair to the Style Curves that are responsible for controlling the basic flow of the hairstyle — we are not displaying the actual individual generated hair strands by default. The idea here is to give a rough idea of the hair/fur/grass, so as not to make the speed of interaction so slow that it becomes impractical to work with.

    Then, if you consider the fact that Iray does not currently provide native support for a hair/fur/grass/curve "primitive" (a "simple" representation of the data that the render engine inherently understands), you come to realize that it takes considerably more data to describe this collection of strands to the renderer. To accomplish this, we tessellate our polylines (generate polygons), on-the-fly, prior to sending the scene to the renderer.

    So, now that I've explained a (simplified) version of the "Why?" behind it... I'll tell you that enabling the "Preview PR Hairs" property ("PR" is an abbreviation for "Pre-Render") on the hair node will cause said tesselation to occur prior to an actual render taking place, which will make it visible in the viewport and available to the Iray DrawStyle.

    -Rob

  • barbultbarbult Posts: 11,407
    Thank you for the detailed information, Rob.
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