Daz Studio Pro BETA - version 4.9.0.54! (Release Candidate)

DAZ_VinceDAZ_Vince Posts: 114
edited December 2015 in Daz Studio Discussion

Daz 3D is pleased to announce Daz Studio Pro BETA - version 4.9.0.54!
(Release Candidate)

!! IT IS HIGHLY RECOMMENDED THAT YOU BACKUP YOUR CONTENT DATABASE IN DAZ STUDIO 4.8 BEFORE LAUNCHING DAZ STUDIO 4.9 !!

How do I backup my User Data in Daz Studio?

Highlight Video:

Important Notes:

Content Database / Metadata related

  • The first time you launch Daz Studio 4.9, any data that exists in the content database is migrated so that it can be used in Daz Studio 4.9.
  • The amount of time the database migration operation takes is proportional to the amount of data to be migrated.
  • The database migration operation does not delete the data that it migrates from the previous location so that it remains accessible by earlier versions and other applications, such as Carrara.
  • Daz Studio 4.9 uses the same PostgreSQL database as Daz Studio 4.6 and later, and/or other applications, such as Carrara.
  • A portion of the data contained within the database is shared amongst versions but not entirely. For example:
    • Creating a category in either Daz Studio 4.9 or 4.8 will cause that category to exist in the other version
    • Assigning a file to that category in Daz Studio 4.9 will NOT cause that file to be assigned to that category in Daz Studio 4.8
    • Assigning a file to that category in Daz Studio 4.8 WILL cause the file to be assigned to the category in Daz Studio 4.9
  • Reseting the database in any version of Daz Studio that uses PostgreSQL (4.6 or later) will purge all of data in the database, including any data that may be used by earlier versions or other applications, such as Carrara.
  • After the initial migration operation, edited metadata in Daz Studio 4.8 will not be migrated to Daz Studio 4.9.
    • A workaround is to export User Data from Daz Studio 4.8 and reimport User Data in Daz Studio 4.9.

NVIDIA Iray related

  • Fixes made to the implementation of Sub Surface Scattering (SSS) in the NVIDIA Iray renderer affect materials which have "Translucency Weight" active—not set to 0. This manifests in skin tones appearing more blue than they do in 4.8. A quick adjustment that can be made during the BETA phase is to adjust the "SSS Reflectance Tint" from a light blue to a light yellow—R: 1.00, G: 0.88, B: 0.67. Adjust this value to your liking.
    • After the BETA phase, Daz 3D products will be updated to include this change.
  • The Mac version now requires OS X 10.7 or later.

Frequently Asked Questions:

Frequently Asked Daz Connect Questions:

Previous Threads:

Post edited by rbtwhiz on
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Comments

  • rbtwhizrbtwhiz Posts: 2,242
    edited December 2015

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

    Daz Studio 4.9 resolves many issues and implements many improvements since the 4.8.0.59 General Release.  More detail on specific fixes/changes/improvements can be found in the Change Log, which can be viewed online within the Documentation Center portion of our site.  All new downloads of the Daz Studio Pro BETA product (SKU: 12000) will be of this version.

    1. Smart Content pane (and other content database driven views)
      • Asset Views: (Files page, embedded asset views and Presets pages of the Posing, Shaping, Surfaces, Lights, Cameras, Render Settings panes)
        • Explore the product that 'this' asset belongs to
          • Right-click an asset and choose "Explore Product..."
          • Redesigned view
            • Navigate and filter the contents of the product the same way you navaigate/filter the primary view
        • Explore the "LOCAL USER" product
          • A "product" for assets that do not have metadata indicating that they belong to a formalized product
          • Right-click an asset you've created, or was installed without metadata, and choose "Explore User Assets..."
        • Explore assets that can be used to customize 'this' asset
          • Right-click an asset and choose "Explore Add-Ons..."
          • Redesigned view
            • Navigate and filter the view the same way you navaigate/filter the primary view
        • Explore assets that 'this' asset can be used to customize
          • Right-click an asset and choose "Explore Targets..."
          • Redesigned view
            • Navigate and filter the view the same way you navaigate and/or filter the primary view
        • Organize installed assets the way that makes the most sense to you
          • Right-click an asset and choose "Categorize..."
          • Create your own category hierarchy next to the "Default"
        • Export product metadata, per asset
          • Pane options menu > "Export Product Metadata..."
          • Hold Ctrl/Cmd while clicking for additional options/preferences*
          • Supports mass export via extended selection (Ctrl/Cmd and/or Shift keys)
        • Group/Ungroup assets
          • Right-click an asset and choose "Group As > %"
            • Predefined groups: None, New
            • User extensible
          • Supports mass assignment via extended selection (Ctrl/Cmd and/or Shift keys)
        • Sorting of assets
          • Sort by Name, Product ID, Created Date, Install Date, Last Update, Group ID
        • Advanced filtering of assets
          • Use a special syntax to gain more control over asset filtering
            • e.g. "group::new"
        • Browse to physical file location
          • Right-click an asset and choose "Browse to file location..."
        • View product, asset and Daz Connect information at a glance
          • Click the "Info" label at the bottom of the page
        • View and/or modify keywords associated with an asset
          • Click the "Tags" label at the bottom of the page
          • Pre-populated by the vendor
          • Customize by adding your own
          • Click a keyword to filter using that word/phrase
        • Attach notes to an asset
          • Click the "Tags" label at the bottom of the page
          • Enter your notes into the field and apply
      • Products View:
        • Filter products according to install[ed] state
          • All - All products, regardless of installed state
          • Installed - All products that are currently installed (not limited to only those installed via Daz Connect)
          • Available - All products that are NOT currently installed, but are available to the current account via Daz Connect
          • Updates - Products that were installed via Daz Connect and have an update waiting
          • Pending - Products that are currently in the queue for a Daz Connect install operation (install, update, uninstall, etc)
        • Install products in your account that are available through Daz Connect
          • Double-click to download/install individual products
          • Right-click a product and choose "Install"
            • Supports mass install via extended selection (Ctrl/Cmd and/or Shift keys)
        • Update products in your account that were installed through Daz Connect
          • Right-click a product and choose "Install Update"
            • Supports mass update via extended selection (Ctrl/Cmd and/or Shift keys)
        • Uninstall products that were installed through Daz Connect
          • Right-click a product and choose "Uninstall"
            • Supports mass uninstall via extended selection (Ctrl/Cmd and/or Shift keys)
        • Quick access to online ReadMe
          • Right-click a product and choose "More Information..."
          • Double-click the product icon to explore the product, then click the product icon in the product view
          • Hold Ctrl/Cmd while clicking for additional options/preferences**
        • Explore the contents of a product
          • Double-click a product
          • Right-click a product and choose "Explore..."
          • Redesigned view
            • Navigate and filter the contents of the product the same way you navaigate/filter the primary view
            • Single click access to the online ReadMe (see above)
            • single click access to updates
        • Explore the "LOCAL USER" product
          • A "product" for assets that do not have metadata indicating that they belong to a formalized product
        • Update metadata per product
          • Right-click a product and choose "Update Metadata..."
          • Supports mass update via extended selection (Ctrl/Cmd and/or Shift keys)
        • Export metadata per product
          • Right-click a product and choose "Export Metadata..."
          • Pane options menu > "Export Product Metadata..."
          • Hold Ctrl/Cmd while clicking for additional options/preferences*
          • Supports mass export via extended selection (Ctrl/Cmd and/or Shift keys)
        • Group/Ungroup assets and/or products
          • Right-click a product and choose "Group As > %" or "Group Contents As > %"
            • Predefined groups: None, New
            • User extensible
          • Supports mass assignment via extended selection (Ctrl/Cmd and/or Shift keys)
        • Sorting of products
          • Sort by Name, Product ID, Release Date, Order Date, Install Date, Last Update, Group ID
        • Advanced filtering of products
          • Use a special syntax to gain more control over product filtering
            • e.g. "group::new"
        • Browse to physical folder location (for Daz Connect installed products)
          • Right-click a product and choose "Browse to folder location..."
        • View product and Daz Connect information at a glance
          • Click the "Info" label at the bottom of the page
        • Product icons
          • Color = Installed
          • Color/Grayscale = Installation progress
          • Grayscale = Available via Daz Connect, but not currently installed
          • Top right corner decoration = Available via Daz Connect
          • Tooltip
            • Larger color icon for products available via Daz Connect
      • Filter By Context option:
        • While enabled, filtering occurs based on what is selected [or not] in the scene, the content type assigned to a given asset, the category that is currently selected and the keyword(s) that are entered into the filter field.
        • When disabled, filtering occurs based on the category that is currently selected and the keyword(s) that are entered into the filter field.
      • Categories:
        • All
          • When "Filter By Context" is enabled (see above), displays all assets/products—including those that are not associated with a category.
          • When "Filter By Context" is disabled (see above), displays all assets/products that have metadata.
        • Lost and Found
          • User-facing assets with metadata provided by Daz Connect which are not assigned to a category in the provided metadata
        • Saved Files
          • Initial placement of locally created user-facing assets
        • Scan Results
          • Local user-facing assets dicovered during a content scan
      • Sync Pages action:
        • Synchronizes the selected category between the Files and Products pages
          • Falls back to the first common ancestor if the category path is missing from the opposite page
        • Synchronizes the filter field value between the Files and Products pages
        • Syncronizes the state of the "Filter By Context" option
      • Information Panel:
        • Store page
          • Browse products you don't already own
          • Filtered based on which object in the scene you currently have selected and which category you are currently navigated to
        • Info page
          • View product, asset and Daz Connect information at a glance
          • Click an artist's name when a product isselected to filter using that word/phrase
        • Tags page
          • View and/or modify keywords associated with an asset
            • Pre-populated by the vendor
            • Customize by adding your own
            • Click a keyword to filter using that word/phrase
          • Attach notes to an asset
            • Enter your notes into the field and apply
    2. Content Library pane
      • % Formats: (DAZ Studio Formats,  Poser Formats, Other import Formats)
        • Export product metadata, per asset
          • Pane options menu > "Export Product Metadata..."
          • Hold Ctrl/Cmd while clicking for additional options/preferences*
          • Supports mass export via extended selection within the asset view (Ctrl/Cmd and/or Shift keys)
        • Browse to physical folder location
          • Right-click a folder and choose "Browse to folder location..."
        • Browse to physical file location
          • Right-click an asset and choose "Browse to file location..."
      • Products:
        • Lists all products in your account that are available through Daz Connect
        • Install products in your account that are available through Daz Connect
          • Select a product, then double-click "Install <Product_Name>" icon
          • Right-click a product and choose "Install"
        • Update products in your account that were installed through Daz Connect
          • Right-click a product and choose "Install Update"
        • Uninstall products that were installed through Daz Connect
          • Right-click a product and choose "Uninstall"
        • Quick access to online ReadMe
          • Right-click a product and choose "More Information..."
          • Hold Ctrl/Cmd while clicking for additional options/preferences**
        • Explore the "LOCAL USER" product
          • A "product" for assets that do not have metadata indicating that they belong to a formalized product
        • Update metadata per product
          • Right-click a product and choose "Update Metadata..."
        • Browse to physical folder location (for Daz Connect installed products)
          • Right-click a product and choose "Browse to folder location..."
        • Browse to physical file location
          • Right-click an asset and choose "Browse to file location..."
        • Export metadata per product
          • Pane options menu > "Export Product Metadata..."
          • Hold Ctrl/Cmd while clicking for additional options/preferences*
          • Supports mass export via intermediate selection (i.e. single character product parent, Products root)
        • Product icons
          • Color = Installed
          • Color/Grayscale = Installation progress
          • Grayscale = Available via Daz Connect, but not currently installed
          • Top right corner decoration = Available via Daz Connect
          • Tooltip
            • Larger color icon for products available via Daz Connect
      • Categories:
        • Lost and Found
          • User-facing assets with metadata provided by Daz Connect which are not assigned to a category in the provided metadata
        • Saved Files
          • Initial placement of locally created user-facing assets
        • Scan Results
          • Local user-facing assets dicovered during a content scan
        • Export product metadata, per asset
          • Pane options menu > "Export Product Metadata..."
          • Hold Ctrl/Cmd while clicking for additional options/preferences*
          • Supports mass export via extended selection within the asset view (Ctrl/Cmd and/or Shift keys)
        • Browse to physical file location
          • Right-click an asset and choose "Browse to file location..."
      • Search Results:
        • Export product metadata, per asset
          • Pane options menu > "Export Product Metadata..."
          • Hold Ctrl/Cmd while clicking for additional options/preferences*
          • Supports mass export via extended selection within the asset view (Ctrl/Cmd and/or Shift keys)
        • Browse to physical file location
          • Right-click an asset and choose "Browse to file location..."
    3. NVIDIA Iray 2015.3.4
      • Fixes made to the implementation of Sub Surface Scattering (SSS) in the NVIDIA Iray renderer affect materials which have "Translucency Weight" active—not set to 0. This manifests in skin tones appearing more blue than they do in 4.8. A quick adjustment that can be made during the BETA phase is to adjust the "SSS Reflectance Tint" from a light blue to a light yellow—R: 1.00, G: 0.88, B: 0.67. Adjust this value to your liking.
        • After the BETA phase, Daz 3D products will be updated to include this change.
      • The Mac version now requires OS X 10.7 or later.
      • Scenes that would cause crashes while rendering no longer do.
      • See "Has the NVIDIA Iray renderer been updated?" for more in-depth information.
    4. 3Delight 12.0.27
    5. OpenSubdiv3

    * "Export Product Metadata..." options include:

    • Data Types: User Owned, Vendor Owned, Vendor Owned + User Mods
    • Installed State: Ignore, Installed, Not Installed
    • Show Results

    ** "More Information..." options include:

    • Page: ReadMe, Product Library
    • Browser: Help Pane, System Default
    Post edited by rbtwhiz on
  • rbtwhizrbtwhiz Posts: 2,242
    edited December 2015

    Has the NVIDIA Iray renderer been updated? (*UPDATED*)

    Yes, it has.

    Iray 2015.3.4, build 246000.8334

    Added and Changed Features

    • Iray Bridge
      • Specific Bridge error codes have been added to IRender context::render() and remapped some error codes for the cloud render contexts to match. Especially important are connection errors and errors when trying to render with IrayServer when streaming is disabled which before both returned -10 and now return -12 for connection error and -13 for streaming disabled.

    Fixed Bugs

    • General
      • The handling of the option mdl meters per scene unit for materials with material parameters and baked environments has been fixed.
      • The initial meters per scene unit settings were not correctly broadcasted. Before the first scene update, a value of 1.0 was always reported. Now the correct settings are reported even before the first scene update happened.
      • When interactively adding new instances of a geometric object, the internal scene handling was breaking the instancing and hence led to unnecessary memory consumption. This has been fixed.
    • Iray Photoreal
      • Caustic brightness differences with environment maps, introduced with the last release, have been fixed.
      • A crash when hiding finite area lights has been fixed.
      • A possible crash when rendering to completion, changing the render targets (size, type, etc) and render, has been fixed.
    • Iray Interactive
      • A bug causing a crash when attempting to render while no canvas is available has been fixed.
      • A possible crash after changing the intensity of a point light or rectangular finite light has been fixed.
    • Iray Bridge
      • A bug has been fixed that could lead to a fatal tag access when rendering with Bridge and if elements were deleted from the database in a certain way.
      • A rare hang bug has been fixed that could occur when calling cancel render on a cloud render context.
      • An issue when calling cancel often when rendering with a cloud render context using "synchronous" video mode has been fixed.
    • Material Definition Language (MDL)
      • A crash happening when an MDL file containing an incomplete array declaration was rendered over the bridge has been fixed.

    See Also

    Post edited by rbtwhiz on
  • rbtwhizrbtwhiz Posts: 2,242

    Iray 2015.3.3, build 246000.7491

    Added and Changed Features

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

    Fixed Bugs

    • General
      • The creation of presets with defaults of type array where functions are attached to individual array
        slots has been fixed.
    • Iray Photoreal
      • Wrong behavior of ground plane in combination with a set backplate background color has been fixed.
      • Pattern issues with caustic sampler enabled have been fixed.
    • Iray Bridge
      • A bug has been fixed where Bridge jobs referencing elements that don’t exist would still execute without error. Now the execution will fail with error code -4.
      • A Bridge memory leak that occurred for Bridge clients on Linux only has been fixed.
      • A small client side Bridge memory leak has been fixed.
    • Material Definition Language (MDL)
      • The priority of MDL expressions in the MDL exporter has been fixed.
      • Rare crashes when array index expressions were used inside an MDL material have been fixed.
      • Cases where an invalid MDL preset was created when exporting it have been fixed.
      • Some rare cases where imports of enum types were missing after anMDLmodule/preset was exported
        have been fixed.
      • The core MDL compiler now correctly produces an error if the default initializer of an array-types
        parameter is not array typed.
      • Array typed expression are now correctly handles when used inside a material preset.
  • rbtwhizrbtwhiz Posts: 2,242

    Iray 2015.3.2, build 246000.4498

    Added and Changed Features

    • General
      • Tailored error number reporting during .mi import has been enabled. Each error now gets a specific error number assigned. Currently, only .mi syntax errors get reported with error number 4001, other .mi parser internal errors with 4002 and all others are defaulting to 4000. This will be extended in the future.
    • Material Definition Language (MDL)
      • As a performance optimization, MDL jit-compilation for simple color math is now avoided for Iray Photoreal and Iray Interactive.

    Fixed Bugs

    • .mi exporter
      • MDL parameters of array type are now properly exported including their dependencies.
      • The MDL module name "<builtins>" will not be listed in the list of MDL includes.
      • A bug in the export of parametric approximations has been fixed.
    • Iray Photoreal
      • Convergence issues with the caustic sampler enabled have been fixed.
      • A memory corruption when running out of device memory while uploading scene data has been fixed.
      • Various issues have been fixed that would show when disabling emissive geometry or moving emissive geometry around while other emissive geometry was disabled.
      • The incorrect orientation swaps for MDL emission (with EDFs that have global "global distribution" set) in case the transform changes the handedness of the light source's object space has been fixed.
      • Picking in case "mip lens focus" is 0.0 and "mip lens radius" is not 0.0 has been fixed.
    • Iray Bridge
      • A client side memory leak when rendering using Iray Bridge and loading multiple scenes in succession has been fixed.
      • A threading issue has been fixed where Iray Bridge could assign the same session ID to multiple sessions under certain circumstances. This could lead to weird errors if multiple sessions with the same ID were connected to the same Bridge server.
      • A bug has been fixed where sending very large frames, for instance high resolution PNG, would trigger a warning that the channel send buffer soft limit was exceeded. This had no negative impact and is part of normal operation so this warning has been removed.
      • Wrong timing for the "canvas update" progress message when rendering with one of the cloud render modes has been fixed. Now this progress message will be issued just after the frame has been written to the canvas.
      • A problem occurred when the render termination criteria was reached for the cloud render modes. In this case the next call to render() would always return 1 (render criteria reached) even if the scene was changed. This has been fixed.
      • A bug, where the client log would warn about having to pause the video stream for 0.0 seconds because of video congestion, has been fixed. Iray Bridge will now only warn if the congestion was long enough to affect the framerate noticeably.
    • Material Definition Language (MDL)
      • The MDL inliner got confused in some rare cases when the result of an inlined function was used as an argument to the same function, i.e. f(f(), g()) and f was inlined. This has been fixed.
      • Rendering a scene over Iray Bridge would occasionally fail with a missing operator*(color,float). This has been fixed.
      • Reading of uniform int and resource parameters if the parameter was a uniform function call and not a literal when a MDL material was instantiated has been fixed.
      • Using the select operator inside the body of a MDL material would sometimes lead to a crash. This has been fixed.
  • rbtwhizrbtwhiz Posts: 2,242

    Iray 2015.3.1, build 246000.3782

    Added and Changed Features

    • General
      • The .cb importer now accepts the string option "cache override" which will override the cache location specified in the .cb file.
      • The structure type name used in the method IQueue manager connection::submit job() has been renamed from "Name and pixel type" to "Canvas type" and the field "output name" has been added. The fields in the structure type "Snapshot data" have been renamed from "name" and "file name" to "snapshot name" and "result name", respectively. See the documentation for details.

    Fixed Bugs

    • Iray Photoreal
      • Fixed at bug in light sampling using uninitialized memory if a MDL material has both front and backside explicitly set but only the front is emitting.
    • Material Definition Language (MDL)
      • Fixed handling of MDL 1.0 usage of spot edf(): The default value of the spread parameter is now π, not 2π as it was before.
      • Fixed crashes when uniform functions are added to some uniform parameters of various ::base functions.
  • rbtwhizrbtwhiz Posts: 2,242

    Iray 2015.3, build 246000.3341

    Added and Changed Features

    • General
      • Iray Bridge video will now fall back on using the software h264 encoder (if available) if the hardware encoder fails to encode, for instance because the resolution is too high. Previously, the software encoder fallback would only work if the hardware encoder was not loaded or failed to initialize because there were no suitable GPUs available.
      • Iray Bridge Video hardware h264 decoding now requires an NVIDIA GPU with compute 2.0 or above (Fermi and newer).
      • Proper GPU detection support for vGPUs has been added. vGPUs are now correctly handled by Iray's device detection which prior to this change ignored all GPUs of PCI bus type.
      • The structure type name used in the method IQueue manager connection::submit job() has been renamed from "Name and pixel type" to "Canvas type" and the field "output name" has been added. The fields in the structure type "Snapshot data" have been renamed from "name" and "file name" to "snapshot name" and "result name", respectively. See the documentation for details.
    • Iray Photoreal
      • Support for light emitting geometry to the material id and generated material id render target canvases has been added.
      • The memory page in the HTTP admin server has been improved. All devices in the system are listed together with their status. Memory is listed in human-readable form.
      • The output of the generated material id canvas has been changed to contain values that match the input data rather than synthesized data, leading to slightly more stable output in animations. However, note that users who require stable values should always use the material id canvas together with explicitly assigned material IDs.
    • Iray Interactive
      • Support for per-object settings for shadow terminator compensation has been added.
      • Glossy reflections on the virtual ground plane are now disabled in network rendering.
      • Virtual ground plane shadows are not filtered in network rendering.
    • Material Definition Language (MDL)
      • Support for texture resources with non-const gamma mode has been added.

    Fixed Bugs

    • General
      • A bug has been fixed that could block the Iray Bridge Server system thread for a long time during session shutdown if a scene contained a very large number of elements. This could cause a new connection attempt, while the previous session was cleaning up, to time out and fail.
      • Rendering aborts on Iray Bridge Server that could occur non-deterministically when parameters of an MDL material were changed in some materials have been fixed.
    • .mi Exporter
      • The export of rectangle lights resulted in incorrect orientation of the light. This has been fixed.
      • An issue in the export of the approximate attribute on instances has been fixed.
      • Exporting parametric approximation settings now works for all supported types.
      • Empty tonemapper settings (a tonemapper attribute without values) are no longer exported.
      • An issue in the export of the approximate attribute for subdivision surfaces has been fixed.
    • Iray Photoreal
      • The ground plane was visible from below if the infinite dome mode and the respective flag was set. This has been fixed.
      • The backside material's emission if the emitting light material was flagged as two-sided has been fixed.
      • Crashes and unintended light source intensity changes when moving around light sources have been fixed.
      • Potential destruction order issues after rendering with renderer data on remote hosts is now avoided by following the behaviour of the master host in terms of unpinning.
    • Iray Interactive
      • An issue with "progressive rendering samples" > 1 leading to different result images when "indirect lighting mode" was set to 1 or 2 has been fixed.
      • A bug causing visual artifacts in the environment dome when using section planes has been fixed.
      • A crash when using virtual ground shadows in network rendering has been fixed.
      • A crash when using virtual ground glossy reflections in network rendering has been fixed.
    • Material Definition Language (MDL)
      • A bug in the MDL exporter has been fixed that allowed to create files whose names were not a valid MDL identifier.
      • A bug in the MDL exporter has been fixed that caused the copying of filed-based resources to fail under certain conditions.
      • The name of the ternary operator when used on the tex::gamma mode type has been fixed. This fixes possible render aborts because of missing operators.
  • rbtwhizrbtwhiz Posts: 2,242

    Iray 2015.3 beta, build 246000.1253

    Added and Changed Features

    • General
      • A new licensing scheme has been added. Most notably, without any license, neuray will not start anymore, while current licenses continue to work without any change.
      • In Iray Bridge, per element logging when importing .cb files is now set to the highest verbosity.
      • OptiX Prime has been updated to version 3.8.1. It primarily resolves hierarchy construction problems for some scenes.
      • Due to the OptiX Prime update, Iray now requires a CUDA 7.0 compatible driver if using CUDA accelerated rendering.
      • Iray now logs information about its identity, version, build date and platform at startup of the library.
      • The shutdown of Iray when all hosts in a cluster stop at the same time has been sped up.
      • Rendering speed when doing multi-hosted rendering with many hosts has been improved.
      • It's now possible for a WebSocket client (e.g. Iray Viewer) to connect to a WebSocket server (e.g. VCA or Bridge Server) via an HTTP proxy. To do this, IGeneral configuration::set http proxy address can be called to specify the HTTP proxy address. If the HTTP proxy requires authentication, IGeneral config::set http proxy authentication should be called to set the username/password. Currently, basic and digest authentication schemes are supported.
      • The Iray admin page now contains all CUDA devices in the system, not just the ones currently used for rendering. A new label indicates the status of the device.
      • Support for exporting memory-based MDL modules has been added. The .mi exporter now triggers the export of memory-based MDL modules.
      • A warning about 'select' elements has been added to the .mi importer. Whenever a 'select' scene element is found, the .mi importer warns that this type is no longer supported and ignores it.
      • I/O and scene handling support for new 'matte shadow intensity' attribute has been added. You can, for instance, now specify in .mi
      • attribute scalar "matte shadow intensity" 1.23
      • .mi language support for materials at scene elements of group type has been added. The .mi language has been enhanced such that an instance group, similar to instances, can have materials. This removes an incompatibility between the API and the .mi language, where the former supported that feature already.
    • Iray Photoreal
      • The performance for scenes with cutout has been improved.
      • QMC sampling has been improved. It is now less prone to temporal artifacts and shows less patterns in difficult scenes if the caustic sampler is used.
      • matte shadow intensity has been added as a new attribute. It has the same effect as the already existing ground plane shadow darkening factor, but has been extended to work on all matte objects in general.
      • shadow terminator offset has been added as a new attribute. It is a workaround for the classic shadow terminator problem on low tessellation geometry. Note that it is not recommended to always enable this, as it can lead to new artifacts in corners or if other geometry is nearby.
      • iray shadow terminator offset has been added as an attribute in the scene options to globally disable the above attribute.
      • The randomness of Worley noise mode 2 has been improved.
      • The convergence rate for some difficult lighting setups has been improved.
      • Instance transform updates have been sped up.
    • Iray Interactive
      • Instancing support has been added.
      • Glossy reflections on the virtual ground plane have been added. Please note that the shadow buffer does not contain glossy reflections of shadow computations on the virtual ground plane.
      • irt env lighting mode and irt env approx color to approximate direct environment lighting have been added.
      • The convergence in all Iray Interactive modes has been improved.
      • The iteration speed has been improved by 50% when using irt indirect light mode==2.
      • Support for shadow terminator correction using iray shadow terminator offset has been added.
      • The maximum ray depth has been increased from 16 to 64.
      • The Iray Interactive instancing render option has been changed to iray instancing, so it's shared with
      • Iray Photoreal now.
    • Material Definition Language (MDL)
      • JIT compilation for systems with several equal GPUs is now done per GPU class, not per GPU device anymore.
      • The interface mi::neuraylib::IBackend to access the MDL JIT backend from the MDL SDK has been added. Users of the MDL SDK can now compile parts of MDL material instances into LL VM-IR or PTX code.
      • The creation of MDL modules with forbidden module names will now be rejected. Such modules cannot be imported into MDL either.
      • The MDL exporter has been significantly improved. As a consequence, the export of MDL modules is no longer limited to presets, but is now also possible for MDL modules that were imported from file or via string. Resources in such modules are also handled correctly.

    Fixed Bugs

    • General
      • A crash has been fixed that was seen in some cases when doing multi-hosted rendering with many hosts.
      • A crash in geometry attribute retrieval has been fixed. When creating an empty mesh (i.e., no vertices) but creating a texture mesh attribute nevertheless, internal accesses of the mesh led to a crash. This has been fixed.
    • ​Iray Photoreal
      • The compatibility of base::gradient3 with the Iray builtin has been fixed.
      • Wrong gamma conversion for RGB(A) textures reduced to a single channel via the average operator has been fixed.
      • Several memory leaks have been fixed.
      • A deadlock seen with a low cpu limit has been fixed.
      • Crashes in Iray Photoreal after a device runs out of memory has been fixed.
      • Matte shadows in scenes with both emitting geometry and finite light sources have been fixed.
      • A crash when rendering only alpha with the architectural sampler has been fixed.
    • Iray Interactive
      • Global illumination with multiple GPUs has been fixed.
      • A bug causing erroneous indirect lighting in irt indirect light mode==2 has been fixed.
      • A bug causing missing direct lighting from large area light sources in irt indirect light mode==2 has been fixed.
      • A bug causing light splotches to appear after a large number of iterations when using irt indirect light mode!=0 has been fixed.
      • A potential crash when all devices failed during scene setup has been fixed.
    • Material Definition Language (MDL)
      • A potential crash in the disk cache when a very old database was updated has been fixed.
      • A rare crash when an MDL material used a user defined function that accessed a non-existing texture but no other state function has been fixed.
      • The MDL compiler's thin-walled analysis has been fixed. It reported different transmissions for front side and back side in some rare cases because 'no transmission' wasn't detected properly.
  • rbtwhizrbtwhiz Posts: 2,242

    Iray 2015.2.1, build 243400.2118

    Added and Changed Features

    • General
      • The .mi export of ITriangle mesh has been updated. Due to the deprecation of per-point and per-vertex attributes on the triangle mesh, exporting a triangle mesh could have led to numerous warnings. The .mi exporter is now using a more general way of retrieving the attribute values.
      • Note that the debug option "use rdma" has been removed in a previous release. There is an official option in the INetwork configuration API component, now.

    Fixed Bugs

    • General
      • Path handling of light profiles in .mi files has been fixed. When trying to locate light profiles given with relative paths, the current working directory was sometimes not taken into account.
      • A crash when updating decals has been fixed. For instance, when updating a decal by removing and re-adding it in one step, the internal scene update sometimes kept two copies of it around, which finally could have led to a crash.
      • The initialization order of internal libraries has been fixed. Before starting neuray, some libraries were already started. This led to problems when trying to customize their behavior, e.g. providing a custom logging facility.
      • Network rendering problems seen with some scenes with huge instance groups have been fixed.
    • Iray Photoreal
      • Textured emission material changes on other objects' materials could lead to an invalid texture reference, causing the wrong texture to be used for emission or, in the worst case, a crash. This has been fixed.
      • If parts (but not all) of a MDL function were supported by builtin procedurals this could lead to undefined results. This has been fixed.
      • An alpha issue for the caustic sampler has been fixed.
      • Potential CUDA out of memory problems if a render call and a ray tracing hierarchy build happen at the same time have been fixed.
      • Timeout handling has been improved. Sample data loss for the mega kernel in case of timeouts is now avoided.
    • Iray Interactive
      • A bug causing cutout opacity to be ignored when the opacity wasn't defined by a texture has been fixed.
      • A bug causing a crash when preprocessing environments on the GPU using a GeForce Titan X has been fixed.
    • Material Definition Language (MDL)
      • Some indeterminism in the MDL serialization has been fixed, which caused unnecessary data uploads to the VCA when rendering.
      • Unused textures in JIT compiled code are no longer referenced. This fixes a crash in rendering scenes after a texture in a material was changed in Iray Interactive.
      • The handling of JITed materials has been fixed: JIT compilation of MDL expressions that got compiled into zeros/random numbers under some conditions has been fixed.
      • The compilation of MDL material presets that do not override all parameter defaults has been fixed. Previously, using such a preset could cause the VCA to abort the rendering (lost connection).
  • rbtwhizrbtwhiz Posts: 2,242

    Iray 2015.2, build 243400.1151

    Added and Changed Features

    • General
      • The blend render mode now supports setting render context options for the preview and refined render mode.
      • The Queue Manager API to manage render jobs has been added for the future use with Iray Server.
      • The Bridge API interface method IIray bridge server::delete snapshot(const char* snapshot path) has been added. This method can be called by the bridge server to remove a .cb scene snapshot file and release the corresponding cached data.
      • The .mi importer now checks for invalid light settings during .mi import. When it finds a directional light with area settings, the area settings will now be ignored.
      • A proper implementation for verbatim texture I/O in the .mi format has been added. All supported formats are now implemented. Verbatim textures of "vector texture" type are not supported by the .mi exporter anymore. For backwards compatibility, the .mi importer will still handle verbatim textures of that type which were incorrectly exported.
      • The .mi export of instance/group approximation settings has been improved. This avoids creating .mi syntax errors when exporting instance/group approximation settings.
      • The .mi exporter now handles stand-alone decal materials, i.e. those that are not in a material array. Prior to this, stand-alone decal materials were ignored during the .mi export.
      • Access to per-point or per-vertex attributes from the triangle mesh itself has been deprecated. Using this deprecated feature will not result in a compile-time error, but generates a warning at runtime (since the methods are still used for per-primitive attributes). Please use the corresponding connectivity instead (as it is already done for polygon meshes and subdivision surfaces).
      • The debug option "use rdma" has been removed. To enable RDMA, INetwork configuration::set use rdma(true) replaces IDebug configuration::set option("use rdma=1"). Likewise, to disable RDMA, INet-work configuration::set use rdma(false) replaces IDebug configuration::set option("use rdma=0"). Node manager
      • A flag has been added to INode manager client::join or create cluster which marks the cluster that is being created as 'reusable'. With a reusable cluster, the worker program may be shut down and a different worker program may be started.
      • If worker reservations have to be unrolled for some reason, there's now a check for workers that may have dropped out of the netgroup in the meantime.
      • Logging during cluster creation has been improved to make the decisions taken by the node manager more transparent.
      • A new callback, IShutdown cluster callback, has been added that can be registered with IN-ode manager client. It will be called whenever a request to shutdown a cluster is received within the netgroup.
    • Iray Photoreal
      • The precision for all builtin noise functions has been improved, especially visible in bumps derived from noise.
      • New environment dome options have been added:
        • environment dome ground visible from below flags the ground to be always opaque, default: on.
        • dome ground legacy reflection reenables the now deprecated way of doing limited ground reflections (no reflection of the ground in other reflections), default: off.
      • Emission in Iray Photoreal now respects the shading normal of the emitting object / light source.
      • Emitting objects now have MDL programmability support for the material emission slot "intensity".
      • The implementation of procedural bump maps has been improved for world and object space coordinates resulting in no more seams and higher performance.
      • The robustness of nested volume rendering has been improved.
      • Support for camera and/or light sources in volumes has been added.
    • Iray Interactive
      • Iray Interactive has been sped up in cases where the jitted code of all scene materials has not changed.
      • The convergence of environment sampling has been improved.
      • Support of firefly filtering parameters iray firefly filter and iray nominal luminance has been added.
      • Glossy transmission has been implemented.
    • Material Definition Language (MDL)
      • The MDL compiler now supports inlining of function calls at material instantiation time. This reduces the need for JIT compilation in many places, especially inside the core definitions package.
      • The MDL compiler does not inline material instances inside default parameters anymore. This allows better inspection of material parameter defaults because other material instances are still visible here.
      • Calls of base::tangent space normal texture() and base::file texture() can now always be JIT compiled. The previous restrictions have been removed.
      • The MDL core compiler detects C-style now and produces a meaningful error (they are now allowed in MDL).
      • The MDL core compiler now issues an error if an extra type qualifier is used on a MDL constant declaration.

    Fixed Bugs

    • General
      • An attempt to remove a sub-scene containing the scene camera will not remove the scene camera anymore.
      • Label update handling has been fixed. Removing the label attribute went undetected by the scene update. This now gets properly handled and reported.
    • [Server] Node Manager
      • A potential hang of the client in case a recruited worker is unexpectedly running a worker process during cluster startup has been fixed.
      • A potential crash in the membership callback for leaving hosts has been fixed.
      • Getting the value of an unknown cluster property has been fixed.
      • If cluster creation failed, the new cluster instance and reserved workers could be leaked in several cases. This has been addressed.
      • A potential hang when joining the netgroup has been fixed.
      • A problem with shutting down and restarting a cluster, where the cluster could no longer be joined, has been fixed.
      • Worker node descriptor::get address no longer returns a port number with the address.
    • Iray Photoreal
      • An issue if both caustic sampler and object attributes that affect visibility were used has been fixed.
      • Sun & sky evaluation issues with large sun sizes have been fixed.
      • For bitmap textures in base.mdl, the modes base::mono luminance and base::mono average now respect gamma correctly.
      • The parameter mono source of base::blend color layers is now supported correctly.
      • Setting global distribution = false is no longer ignored for df::measured edf.
      • Changes to the camera transform's x and z-scale were sometimes not recognized by Iray Photoreal, leading to "ghosting" with the previous camera. This has been fixed.
      • A potential crash with infinite texture coordinates has been fixed.
      • In case that an object has multiple regions but only a single material, in the sense that the same material
      • is specified multiple times ([mat1, mat1, mat1, ...]) Iray Photoreal potentially tried to allocate huge amounts of memory. This has been fixed.
      • Wrong brightness of emitting objects with MDL light intensity mode "intensity mode power" in case multiple instances of the same object / material are present has been fixed.
      • A crash in the architectural sampler when rendering multiple alpha light path expressions has been fixed.
      • The iterations-per-frame reset on cancel has been removed. This caused the iteration count to stay fixed at 1 if the user was creating a new render transactiona inside the render loop.
      • Bright moon-shaped artifacts when rendering with the caustic sampler have been fixed.
      • Very large texture coordinate values are now handled properly.
    • Iray Interactive
      • A bug causing ground shadows to be visible also on the lower side of the ground plane has been fixed.
      • A bug causing bright spots to spread over the image when using irt indirect light mode==2 and glossy materials has been fixed.
      • Rendering stopped immediately with progressive rendering max time==-1. This has been fixed.
      • A bug has been fixed that caused firefly filtering to be disabled with the tonemapper parameter setting burn highlights==0.
      • Missing contributions from internal reflections for specular reflection light path expression have been fixed.
      • A bug when multiple objects were added at once after a scene was already loaded has been fixed.
      • Broken normals after transforming an object have been fixed.
      • Missing glossy contributions in light path expressions have been fixed.
    • Material Definition Language (MDL)
      • The reachability analysis in the MDL core compiler for case statements without child statement has been fixed.
        For instance:
        export enum E { A, B };export int func(E e){	switch(e) {	default: // &lt;----	case A:		return 1;	}	//dead here, no return needed}

        The compiler erroneously assumed, that the default case has a reachable exit, hence code after the switch is not dead.

      • When base::blend color layers() was used in a jitted expression, the modes color layer hue and color layer saturation failed. This has been fixed.

      • Type checking for default parameters of array type in the MDL core compiler that result in over-restricted type checking has been fixed. This fixes errors like:
        f(uniform T[X] = T[](...))

        where the compiler complains that a T[] array cannot be transformed into a uniform T[] array.

  • rbtwhizrbtwhiz Posts: 2,242
    edited December 2015

    Is there any documentation?

    Yes, there is.  And we're actively working on more.

    Check out the User Guide and QuickStart Guide that we've posted in the DAZ Studio 4.x Documentation section.

    The Reference Guide is also in the process of being populated/updated—updates will be posted over the course of the beta.

    *Note: Some pages are still being built. If you see "permission denied" for a page, that page is not live yet.

    Post edited by rbtwhiz on
  • barbultbarbult Posts: 24,068

    I've just installed this beta version. I hadn't installed any previous 4.9 beta. I connected to my account. I'm totally lost, though, on how to get over the initial setup hump with this 4.9 Daz Studio. I'm sure this has been discussed and worked out, but search is not finding relevant discussions for me.

    1) Am I supposed to map my existing DS 4.8 Content Library in the DS 4.9 Content Directory Manager? Is that how I will be able to see my migrated content? I read about 4.9 using the same database, but I'm not clear on whether that means the same Content Library directory on disk or whether that is just metadata stuff. If I map the one I used in 4.8, will I still be able to use it in 4.8, too?

    2) I don't want Daz content on my C drive (SSD). Can I create a different directory for Daz Connect Data and map it in the Content Directory Manager instead of the default one on C?

    Thanks. I'm eager to try it, once I can find my migrated stuff.

  • namffuaknamffuak Posts: 4,139

    1) Yes, if you want to be able to use it you will need to map your directories; the beta doesn't inherit any of your settings from the release version.

    2) AFAICT, the connect downloads will go into a 'cloud' directory under the data directory in your first mapped Studio format folder; it can be anywhere you want it to be.

  • barbultbarbult Posts: 24,068
    edited December 2015
    namffuak said:

    1) Yes, if you want to be able to use it you will need to map your directories; the beta doesn't inherit any of your settings from the release version.

    2) AFAICT, the connect downloads will go into a 'cloud' directory under the data directory in your first mapped Studio format folder; it can be anywhere you want it to be.

    Thanks for your help. I've now mapped my Daz Studio and Poser directories to the folders I was using in 4.8 and I see my content. But I'm still puzzled by that first entry in the Content Directory Manager for "Daz Connect Data". Are you saying that Daz Connect content won't go in there, but will go in a cloud subdirectory beneath my topmost Daz Studio Formats directory? What is it there for then, I wonder?

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    Post edited by barbult on
  • namffuaknamffuak Posts: 4,139

    OK - I haven't looked at this beta yet (fighting connectivity issues) so it looks like they've moved to connect data to its own directory; I think DAZ_Rawb may have mentioned looking at that. So if that's the case, point it where you want it. If you're just doing the metadata downloads it should only be a hundred MB or so; the real concern is if you actually download products.

  • barbultbarbult Posts: 24,068
    namffuak said:

    OK - I haven't looked at this beta yet (fighting connectivity issues) so it looks like they've moved to connect data to its own directory; I think DAZ_Rawb may have mentioned looking at that. So if that's the case, point it where you want it. If you're just doing the metadata downloads it should only be a hundred MB or so; the real concern is if you actually download products.

    Yup. I tried it. I downloaded a product and it went into subfolders in the C drive directory. I'll have to try changing that tomorrow.

  • rbtwhizrbtwhiz Posts: 2,242
    edited December 2015
    barbult said:
    1) Am I supposed to map my existing DS 4.8 Content Library in the DS 4.9 Content Directory Manager? Is that how I will be able to see my migrated content? I read about 4.9 using the same database, but I'm not clear on whether that means the same Content Library directory on disk or whether that is just metadata stuff. If I map the one I used in 4.8, will I still be able to use it in 4.8, too?

    Yes, you do need to map any content directories that you want to use with the beta, in the beta.

    DAZ_Vince said:

    The builds provided through each channel have and use their own unique application settings. This is done to test/ensure that the settings themselves, as well as the mechanisms involved in retrieving, setting and/or removing them, are functioning as intended.

    Mapping a directory in 4.9 does not cause that directory to be inaccessible to an earlier build. Know, however, that any files you save to a directory that is shared between 4.9 and an earlier build may show up in the Content Library pane of the earlier build but will not show up in the Smart Content pane—because the Smart Content pane is database driven and the metadata saved to the database in 4.9 is not read/understood by earlier versions. The way to get around this fact is to use the new metadata export functionality in 4.9 (see above—look for "Export Product Metadata...") and then reimport that in the earlier build. Provided the same directories are mapped, the relative paths specified within the metadata files should be resolved and the metadata should be imported.

    barbult said:
    2) I don't want Daz content on my C drive (SSD). Can I create a different directory for Daz Connect Data and map it in the Content Directory Manager instead of the default one on C?

    Yes. I added the ability to separately set the Daz Connect Data directory to Content Directory Manager in 4.9.0.35. (see the change log for Public Beta 4).

    • Added the ability to specify an explicit Daz Connect folder to the “Content Directory Manager” script; instead of being the first mapped native format path
    • Changing the “Daz Connect Data” path in the “Content Directory Manager” script causes a check for the previous path in the mapped native paths to be performed and prompts to add if the previous path is unique; avoid breaking saved scenes/presets/etc. and database entries

    The new setting is implemented such that, like the other directory mappings, it is recorded as part of a "Content Set." Meaning, you can have different mappings configured as a "set" that you can switch between from within the Content Directory Manager dialog. Unlike the other mappings, however, within any given "Content Set" there is only one mapped Daz Connect Data directory—notice that you can "Edit," but "Add" and "Remove" options are disabled when selecting the Daz Connect Data items.

    Having said that, it is important to understand that the usual path resolution system in Daz Studio is at play here as well—i.e. if a relative path cannot be resolved using the primary setting, the application will successively/sequentially step through the remaining mappings [of the appropriate type] until/unless the path is resolved or the end of the list is reached, whichever occurs first. Changing the Daz Connect Data mapping does not move the data itself, it only changes where new data will be downloaded/installed to. As the change log states, Content Directory Manager will prompt you to add the previously mapped directory to the list of native format directories if that directory is not already in the list—to help keep saved references working correctly.

    namffuak said:

    OK - I haven't looked at this beta yet (fighting connectivity issues) so it looks like they've moved to connect data to its own directory; I think DAZ_Rawb may have mentioned looking at that. So if that's the case, point it where you want it. If you're just doing the metadata downloads it should only be a hundred MB or so; the real concern is if you actually download products.

    Close. Same first name, different screen name and department—DAZ_Rawb is "Web Rob"; he is one of the developers that works on the "DzCloud" library [mentioned in the change log] which is used by Daz Studio to communicate with Daz web services and the database in 4.9, but he does not work on Daz Studio proper; his primary responsibility is the website and the web backend. Perhaps you are remembering where DAZ_Rawb said there may be some UI updates to let you set this explicitly in a future build? Obviously his statement turned out to be accurate, but he wasn't referring to work that he himself was doing or had done.

    -Rob

    Post edited by rbtwhiz on
  • barbultbarbult Posts: 24,068

    Rob (rbtwhiz) I REALLY appreciate the time you took to address my specific questions and highlight the appropriate documentation sections! Wading through all this and understanding it all in context has been kind of confusing, but you helped a lot. I'm sure it will be helpful to other people just trying to get through the initial setup, too. I'm up and running now with 4.9 Beta and have my old content directories mapped and my Connect data moved to another drive.

    Thanks for explaining the significance of the export metadata function. I saw that in the menus, but I didn't know what it was for.

    The new checkbox to turn off Smart Content filtering by context is nice for people who like to autofit clothing. I'd love to see an expansion of this that lets me filter by generation and gender, so for example. I could see all G2F compatible items. This would help me know what older generation an item was compatible with, so I could fill out the autofit dialog section for "supported" correctly. The more generations we get, the harder it is to remember what model a specific clothing item went with when autofitting.

  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    barbult said:

    The new checkbox to turn off Smart Content filtering by context is nice for people who like to autofit clothing. I'd love to see an expansion of this that lets me filter by generation and gender, so for example. I could see all G2F compatible items. This would help me know what older generation an item was compatible with, so I could fill out the autofit dialog section for "supported" correctly. The more generations we get, the harder it is to remember what model a specific clothing item went with when autofitting.

    As an alternative you could create a new category (And potentially sub-categories) for the generations, then copy the clothing into the new categories for just that purpose. 

  • barbultbarbult Posts: 24,068
    edited December 2015

    Whoops, I ran in to a problem. The Smart Content Products tab "Available" section is showing at least 3 products that were already installed in 4.8 and should have been migrated to 4.9, because I mapped the same Content Library. They were installed by the DIM in 4.8, and the DIM confirms that they were installed to the Content Library I have mapped. All three are morph/clone type products. In fact, as I scroll though the available list, I see lots more morph type products that should already be installed. Do I need to write a bug report, or is this a known issue?

    Edit: I see I wasn't logged in when I tried that, so I logged in, but had the same result.

    Available 4.9 Beta.JPG
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    Post edited by barbult on
  • barbultbarbult Posts: 24,068
    barbult said:

    The new checkbox to turn off Smart Content filtering by context is nice for people who like to autofit clothing. I'd love to see an expansion of this that lets me filter by generation and gender, so for example. I could see all G2F compatible items. This would help me know what older generation an item was compatible with, so I could fill out the autofit dialog section for "supported" correctly. The more generations we get, the harder it is to remember what model a specific clothing item went with when autofitting.

    As an alternative you could create a new category (And potentially sub-categories) for the generations, then copy the clothing into the new categories for just that purpose. 

    Oh, that's a great tip! I've already created subcategories for figures by generation, so this is a natural extension to that. Is there an easy way to "copy clothing into the new categories"? Say for example that I loaded a Genesis figure and went to Smart Content/Wardrobe and Filter by Context turned on. That should show me all the compatible clothing. Now, how would I assign all those to a new category all at once?

  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 2015
    barbult said:
    barbult said:

    The new checkbox to turn off Smart Content filtering by context is nice for people who like to autofit clothing. I'd love to see an expansion of this that lets me filter by generation and gender, so for example. I could see all G2F compatible items. This would help me know what older generation an item was compatible with, so I could fill out the autofit dialog section for "supported" correctly. The more generations we get, the harder it is to remember what model a specific clothing item went with when autofitting.

    As an alternative you could create a new category (And potentially sub-categories) for the generations, then copy the clothing into the new categories for just that purpose. 

    Oh, that's a great tip! I've already created subcategories for figures by generation, so this is a natural extension to that. Is there an easy way to "copy clothing into the new categories"? Say for example that I loaded a Genesis figure and went to Smart Content/Wardrobe and Filter by Context turned on. That should show me all the compatible clothing. Now, how would I assign all those to a new category all at once

    The method I use, once I get the categories I want, is to check the box to filter by context. Put the generation figure you want to get the content for, in the scene, for example Genesis, Select that figure, go to the category or subcategory, in Smart Content you want to copy from, which should now be content that works with Genesis, select the stuff you want in your new category (Ctrl/CMD select, Shift Select and Ctrl/CMD+A all work) then drag and drop them from the old category to the new category in the list on the left. 

     

    Edit: That sounds complex, let me break that down. LOL 

    Go to Smart Content: Files 

    Check the box Filter by context.

    Load the generation of figure you want to grab the stuff for and select the figure in the scene (or scene tab)

    Go to the category you want to copy from.

    Select everything you want in your new category. 

    Drag and drop that content into the name of the new category on the left. 

    Done. 

    Post edited by DAZ_Spooky on
  • barbultbarbult Posts: 24,068
    barbult said:
    barbult said:

    The new checkbox to turn off Smart Content filtering by context is nice for people who like to autofit clothing. I'd love to see an expansion of this that lets me filter by generation and gender, so for example. I could see all G2F compatible items. This would help me know what older generation an item was compatible with, so I could fill out the autofit dialog section for "supported" correctly. The more generations we get, the harder it is to remember what model a specific clothing item went with when autofitting.

    As an alternative you could create a new category (And potentially sub-categories) for the generations, then copy the clothing into the new categories for just that purpose. 

    Oh, that's a great tip! I've already created subcategories for figures by generation, so this is a natural extension to that. Is there an easy way to "copy clothing into the new categories"? Say for example that I loaded a Genesis figure and went to Smart Content/Wardrobe and Filter by Context turned on. That should show me all the compatible clothing. Now, how would I assign all those to a new category all at once

    The method I use, once I get the categories I want, is to check the box to filter by context. Put the generation figure you want to get the content for, in the scene, for example Genesis, Select that figure, go to the category or subcategory, in Smart Content you want to copy from, which should now be content that works with Genesis, select the stuff you want in your new category (Ctrl/CMD select, Shift Select and Ctrl/CMD+A all work) then drag and drop them from the old category to the new category in the list on the left. 

     

    Edit: That sounds complex, let me break that down. LOL 

    Go to Smart Content: Files 

    Check the box Filter by context.

    Load the generation of figure you want to grab the stuff for and select the figure in the scene (or scene tab)

    Go to the category you want to copy from.

    Select everything you want in your new category. 

    Drag and drop that content into the name of the new category on the left. 

    Done. 

    Thanks for the step by step. I created 2 new categories to try this out. I went to Wardrobe/Footwear and created G3/Male and G3/Female under that. Then I loaded G3M and G3F,  selected each one individually and dragged their compatible footwear into their corresponding new categories. That level of categorization would require creating a lot of new subcategories, so I have some questions before I invest all that time.

    1. If I do all this work, will it be preserved when the Beta is over and I install the released 4.9, or will I have to do it all over again?
    2. If I get an update to one of these products I've copied to the new categories, will the updated items still be assigned to my new categories, or will that get wiped out by the update?
    3. Would it be better to categorize and assign the files in 4.8 so both 4.8 and 4.9 will be able to see and use the categories (if I read the Important Notes correctly)?

    Thanks for helping make this great product even better by customization!!!

     

  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 2015
    barbult said:
    barbult said:
    barbult said:

    The new checkbox to turn off Smart Content filtering by context is nice for people who like to autofit clothing. I'd love to see an expansion of this that lets me filter by generation and gender, so for example. I could see all G2F compatible items. This would help me know what older generation an item was compatible with, so I could fill out the autofit dialog section for "supported" correctly. The more generations we get, the harder it is to remember what model a specific clothing item went with when autofitting.

    As an alternative you could create a new category (And potentially sub-categories) for the generations, then copy the clothing into the new categories for just that purpose. 

    Oh, that's a great tip! I've already created subcategories for figures by generation, so this is a natural extension to that. Is there an easy way to "copy clothing into the new categories"? Say for example that I loaded a Genesis figure and went to Smart Content/Wardrobe and Filter by Context turned on. That should show me all the compatible clothing. Now, how would I assign all those to a new category all at once

    The method I use, once I get the categories I want, is to check the box to filter by context. Put the generation figure you want to get the content for, in the scene, for example Genesis, Select that figure, go to the category or subcategory, in Smart Content you want to copy from, which should now be content that works with Genesis, select the stuff you want in your new category (Ctrl/CMD select, Shift Select and Ctrl/CMD+A all work) then drag and drop them from the old category to the new category in the list on the left. 

     

    Edit: That sounds complex, let me break that down. LOL 

    Go to Smart Content: Files 

    Check the box Filter by context.

    Load the generation of figure you want to grab the stuff for and select the figure in the scene (or scene tab)

    Go to the category you want to copy from.

    Select everything you want in your new category. 

    Drag and drop that content into the name of the new category on the left. 

    Done. 

    Thanks for the step by step. I created 2 new categories to try this out. I went to Wardrobe/Footwear and created G3/Male and G3/Female under that. Then I loaded G3M and G3F,  selected each one individually and dragged their compatible footwear into their corresponding new categories. That level of categorization would require creating a lot of new subcategories, so I have some questions before I invest all that time.

    1. If I do all this work, will it be preserved when the Beta is over and I install the released 4.9, or will I have to do it all over again?
    2. If I get an update to one of these products I've copied to the new categories, will the updated items still be assigned to my new categories, or will that get wiped out by the update?
    3. Would it be better to categorize and assign the files in 4.8 so both 4.8 and 4.9 will be able to see and use the categories (if I read the Important Notes correctly)?

    Thanks for helping make this great product even better by customization!!!

     

    Remember to export your Userdata so that if you have to reset your database you still have it. 

    1. Generally the Release version and the Beta share the database.  During this Beta that is an exception, 4.8 and 4.9 do not share the database. Once 4.9 becomes the release, the Beta and release will share the database again, unless/until the tables have to change again in some future beta version. So if you do the customization in the Beta it will carry over to 4.9 release. Customizing in the Beta will not carry over to 4.8. 

    2. If an update to a product is done, that should leave your user created metadata alone. There are exceptions, but the rule is that it will leave your custom created metadata alone. (Renames of pieces and parts would be the primary exception and aren't the usual way to do updates.)

    3. If you Create custom Metadata in 4.8 it will work in 4.8, and will migrate to 4.9, either beta or release. Note if you also use Smart Content in Carrara, you will want to create custom metadata in 4.8 since those are the tables that Carrara, currently, uses. 

    Post edited by DAZ_Spooky on
  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    barbult said:
    barbult said:
    barbult said:

    The new checkbox to turn off Smart Content filtering by context is nice for people who like to autofit clothing. I'd love to see an expansion of this that lets me filter by generation and gender, so for example. I could see all G2F compatible items. This would help me know what older generation an item was compatible with, so I could fill out the autofit dialog section for "supported" correctly. The more generations we get, the harder it is to remember what model a specific clothing item went with when autofitting.

    As an alternative you could create a new category (And potentially sub-categories) for the generations, then copy the clothing into the new categories for just that purpose. 

    Oh, that's a great tip! I've already created subcategories for figures by generation, so this is a natural extension to that. Is there an easy way to "copy clothing into the new categories"? Say for example that I loaded a Genesis figure and went to Smart Content/Wardrobe and Filter by Context turned on. That should show me all the compatible clothing. Now, how would I assign all those to a new category all at once

    The method I use, once I get the categories I want, is to check the box to filter by context. Put the generation figure you want to get the content for, in the scene, for example Genesis, Select that figure, go to the category or subcategory, in Smart Content you want to copy from, which should now be content that works with Genesis, select the stuff you want in your new category (Ctrl/CMD select, Shift Select and Ctrl/CMD+A all work) then drag and drop them from the old category to the new category in the list on the left. 

     

    Edit: That sounds complex, let me break that down. LOL 

    Go to Smart Content: Files 

    Check the box Filter by context.

    Load the generation of figure you want to grab the stuff for and select the figure in the scene (or scene tab)

    Go to the category you want to copy from.

    Select everything you want in your new category. 

    Drag and drop that content into the name of the new category on the left. 

    Done. 

    Thanks for the step by step. I created 2 new categories to try this out. I went to Wardrobe/Footwear and created G3/Male and G3/Female under that. Then I loaded G3M and G3F,  selected each one individually and dragged their compatible footwear into their corresponding new categories. That level of categorization would require creating a lot of new subcategories, so I have some questions before I invest all that time.

    1. If I do all this work, will it be preserved when the Beta is over and I install the released 4.9, or will I have to do it all over again?
    2. If I get an update to one of these products I've copied to the new categories, will the updated items still be assigned to my new categories, or will that get wiped out by the update?
    3. Would it be better to categorize and assign the files in 4.8 so both 4.8 and 4.9 will be able to see and use the categories (if I read the Important Notes correctly)?

    Thanks for helping make this great product even better by customization!!!

     

    One other point. 

    You generally don't have to customize metadata to show generation for supporting products, as having the figure in the scene will filter for you the content that works for the figure.

    While you can do it for everything, you can also just do it for things you intend to use for Autofit.

    Also if you intend to use the same item autofitted on a regular basis, you can, once it is autofitted once, save it as a wearable preset and categorize that for the figure it is now autofit to. This is something I do on a regular basis. 

    So for example I have a set of clothing I want to use through a story. I autofit it once. I add a push modifier, and/or add collision and smoothing and add any morphs i want in the clothing, for example Zev0's Fit Control. I then save it as a wearable preset. I then, with the new base figure (For example Genesis 3 Female) selected in the scene drag it from the Content Library location where I saved it, and drop it in the proper place in Smart Content.

    Instead of autofitting the clothing from now on, I grab the one I just saved, right out of Smart Content and it fits, plus has all the settings I added to make it work better than a straight autofit. 

  • barbultbarbult Posts: 24,068
    edited December 2015
    barbult said:
    barbult said:
    barbult said:

    The new checkbox to turn off Smart Content filtering by context is nice for people who like to autofit clothing. I'd love to see an expansion of this that lets me filter by generation and gender, so for example. I could see all G2F compatible items. This would help me know what older generation an item was compatible with, so I could fill out the autofit dialog section for "supported" correctly. The more generations we get, the harder it is to remember what model a specific clothing item went with when autofitting.

    As an alternative you could create a new category (And potentially sub-categories) for the generations, then copy the clothing into the new categories for just that purpose. 

    Oh, that's a great tip! I've already created subcategories for figures by generation, so this is a natural extension to that. Is there an easy way to "copy clothing into the new categories"? Say for example that I loaded a Genesis figure and went to Smart Content/Wardrobe and Filter by Context turned on. That should show me all the compatible clothing. Now, how would I assign all those to a new category all at once

    The method I use, once I get the categories I want, is to check the box to filter by context. Put the generation figure you want to get the content for, in the scene, for example Genesis, Select that figure, go to the category or subcategory, in Smart Content you want to copy from, which should now be content that works with Genesis, select the stuff you want in your new category (Ctrl/CMD select, Shift Select and Ctrl/CMD+A all work) then drag and drop them from the old category to the new category in the list on the left. 

     

    Edit: That sounds complex, let me break that down. LOL 

    Go to Smart Content: Files 

    Check the box Filter by context.

    Load the generation of figure you want to grab the stuff for and select the figure in the scene (or scene tab)

    Go to the category you want to copy from.

    Select everything you want in your new category. 

    Drag and drop that content into the name of the new category on the left. 

    Done. 

    Thanks for the step by step. I created 2 new categories to try this out. I went to Wardrobe/Footwear and created G3/Male and G3/Female under that. Then I loaded G3M and G3F,  selected each one individually and dragged their compatible footwear into their corresponding new categories. That level of categorization would require creating a lot of new subcategories, so I have some questions before I invest all that time.

    1. If I do all this work, will it be preserved when the Beta is over and I install the released 4.9, or will I have to do it all over again?
    2. If I get an update to one of these products I've copied to the new categories, will the updated items still be assigned to my new categories, or will that get wiped out by the update?
    3. Would it be better to categorize and assign the files in 4.8 so both 4.8 and 4.9 will be able to see and use the categories (if I read the Important Notes correctly)?

    Thanks for helping make this great product even better by customization!!!

     

    One other point. 

    You generally don't have to customize metadata to show generation for supporting products, as having the figure in the scene will filter for you the content that works for the figure.

    While you can do it for everything, you can also just do it for things you intend to use for Autofit.

    Also if you intend to use the same item autofitted on a regular basis, you can, once it is autofitted once, save it as a wearable preset and categorize that for the figure it is now autofit to. This is something I do on a regular basis. 

    So for example I have a set of clothing I want to use through a story. I autofit it once. I add a push modifier, and/or add collision and smoothing and add any morphs i want in the clothing, for example Zev0's Fit Control. I then save it as a wearable preset. I then, with the new base figure (For example Genesis 3 Female) selected in the scene drag it from the Content Library location where I saved it, and drop it in the proper place in Smart Content.

    Instead of autofitting the clothing from now on, I grab the one I just saved, right out of Smart Content and it fits, plus has all the settings I added to make it work better than a straight autofit. 

    Thanks. Yes I know about selecting the figure and finding compatible content in Smart Content. That has always worked well, as long as the metadata is accurate. I love Smart Content! It is selecting items from other generations to autofit that has been cumbersome, because it is not usually easy to know what generation they were for, so filling out the autofit dialog is tricky. I have also saved autofitted clothing with added morphs (Fit Control is what I use, too), but I haven't done that much. Maybe I should do more of that for clothing that autofits well.

    Your ongoing support in the forum is very much appreciated!

    Do you have any advice on the problem I posted up above, about installed products showing up in the Available section?

    Edited for spelling.

    Post edited by barbult on
  • DAZ_SpookyDAZ_Spooky Posts: 3,100

    I'll have to take a closer look at those products. Can you please file a bug for me. https://helpdaz.zendesk.com/tickets/new Mostly so this doesn't get lost. 

     

    Thanks

  • 3dOutlaw3dOutlaw Posts: 2,471
    edited December 2015

    Any plans to include CS#204529?  (texture tiling/vertical offset and per pixel shading issue with viewport versus render) CS said it would be fixed in next release, but that was back at build 41 timeframe.  ...but I see we are at RC already?  I tried build 44 and it wasn't fixed at that point.

    (posted in wrong thread earlier)

    ...and does Release Cadidate still load side-by-side with 4.8? (or is that only Beta)

    Post edited by 3dOutlaw on
  • DAZ_RawbDAZ_Rawb Posts: 817

    Release Candidates install over the betas, so you can still run it side by side with the previous stable release.

  • barbultbarbult Posts: 24,068

    I'll have to take a closer look at those products. Can you please file a bug for me. https://helpdaz.zendesk.com/tickets/new Mostly so this doesn't get lost. 

     

    Thanks

    Done. Request #206938.

  • barbultbarbult Posts: 24,068
    edited December 2015

    PC+ prices are not showing in the Store tab, even though I am logged in.

    I searched, but could not find a reference to this problem. It is so obvious, it must have been discussed, but forum search is not helpful.

    Edit: It just changed. After I clicked on one to buy it, it showed the correct price in the cart. When I went back to the store tab, without completing my purchase, the store tab now has the correct PC+ prices.

    Post edited by barbult on
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