Daz Studio BETA - version 4.24.0.3!

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  • Richard HaseltineRichard Haseltine Posts: 105,054

    johndoe_36eb90b0 said:

    Richard Haseltine said:

    johndoe_36eb90b0 said:

    > Reverted update to NVIDIA Iray 2024.0.4 (377400.3959a)

    Richard, can we get any information on why Iray update was reverted?

    I am assuming there were compatibility issues, but what does that mean? Will the developers stop updating Iray because of that or the update was just delayed and for how long?

    I am asking this because some people may upgrade to RTX 5090 and might be wondering whether Daz is still committed to updating Iray for full / proper support of said cards.

    There were bugs, I wasn't told what and haven't checked to see if nVidia gives details. I am surprised they would switch compilers in the middle of a major version (2024.0 to 2024.1) so it would seem possible this was required to address the issues with 2024.0, but that doesn't mean that is the case.

    Can you get us any official statement on future Iray updates please?

    That is - 2024.0 had bugs and could not be used for that reason, nVidia has made changes to the compilation of 2024.1 which means it will not be possible to integrate it into DS 4.x.x.x at all. As a result support for 50x0 cards will have to wait for the next major version of Daz Studio.

  • jbowlerjbowler Posts: 811

    barbult said:

    In Smart Content, Browse to Folder Location... never works for me on any product. 

    Many, probably most, products are installed across multiple folders.  I'm surprised it isn't greyed out.  So far as I know it does work most of the time on specific items, even though they span multiple folders, probably because the file DAZ looks for is the top level DAZ file of the material/figure etc.  I have noticed that it can be pretty much useless for figures/characters because sometimes they are stored in the correspond folder while the materials (e.g. skin, etc) are in a sub-folder.

  • crosswindcrosswind Posts: 8,419

    jbowler said:

    barbult said:

    In Smart Content, Browse to Folder Location... never works for me on any product. 

    Many, probably most, products are installed across multiple folders.  I'm surprised it isn't greyed out.  So far as I know it does work most of the time on specific items, even though they span multiple folders, probably because the file DAZ looks for is the top level DAZ file of the material/figure etc.  I have noticed that it can be pretty much useless for figures/characters because sometimes they are stored in the correspond folder while the materials (e.g. skin, etc) are in a sub-folder.

    Indeed, it should've been removed from that RMB-menu.

  • barbultbarbult Posts: 25,283

    What version of NVIDIA Studio Driver is working well with DS 4.23.1.40 Public Build?

  • DoctorJellybeanDoctorJellybean Posts: 9,059

    barbult said:

    What version of NVIDIA Studio Driver is working well with DS 4.23.1.40 Public Build?

    I currently have 572.60 installed, and have not encountered any issues (yet). Prior to that was 536.66

  • barbultbarbult Posts: 25,283

    DoctorJellybean said:

    barbult said:

    What version of NVIDIA Studio Driver is working well with DS 4.23.1.40 Public Build?

    I currently have 572.60 installed, and have not encountered any issues (yet). Prior to that was 536.66

    Thank you for the quick response!

  • Richard HaseltineRichard Haseltine Posts: 105,054

    Split the discussion of plug-ins to https://www.daz3d.com/forums/discussion/723856/installing-plug-ins-for-the-beta-version-of-daz-studio since, although it is related to the beta, it isn't actually about the beta.

  • Blank_CanvasBlank_Canvas Posts: 39
    edited April 1

    Can't run 4.23.1.44. Getting "DAZ 3D process was not found, Application will exit."

    Update: Finally runs but still getting the error dialog.

    Post edited by Blank_Canvas on
  • DoctorJellybeanDoctorJellybean Posts: 9,059

    Blank_Canvas said:

    Can't run 4.23.1.44. Getting "DAZ 3D process was not found, Application will exit,"

    When do you get this? See if there is a log and what it says:

    C:\Users\username\AppData\Roaming\DAZ 3D\Studio4 Public Build

  • Richard HaseltineRichard Haseltine Posts: 105,054

    DoctorJellybean said:

    Blank_Canvas said:

    Can't run 4.23.1.44. Getting "DAZ 3D process was not found, Application will exit,"

    When do you get this? See if there is a log and what it says:

    C:\Users\username\AppData\Roaming\DAZ 3D\Studio4 Public Build

    %appdata%/DAZ 3D/Studio4 Public Build/

    pasted into a file browser's address field will go there without needing to select the right username

  • Blank_CanvasBlank_Canvas Posts: 39

    Richard Haseltine said:

    DoctorJellybean said:

    Blank_Canvas said:

    Can't run 4.23.1.44. Getting "DAZ 3D process was not found, Application will exit,"

    When do you get this? See if there is a log and what it says:

    C:\Users\username\AppData\Roaming\DAZ 3D\Studio4 Public Build

    %appdata%/DAZ 3D/Studio4 Public Build/

    pasted into a file browser's address field will go there without needing to select the right username

    Log attached as ZIP.

    zip
    zip
    log.zip
    914K
  • barbultbarbult Posts: 25,283
    edited April 3

    I'm using DS 4.23.1.44 Public Build.

    I have an asset (Wearable) that I want to be able to access from a second Content Library mapped folder. This is what I tried, with unexpected results:

    1. Navigate to the asset file in the Content Library in its mapped folder
    2. Right click on the asset thumbnail and select Create Link for Asset...
    3. It wanted me to select a folder, so I navigated to the folder that I wanted to be able to access the asset from and clicked Select Folder.
    4. Instead of putting a link to the asset in the folder I selected, it created a whole folder hierarchy below the selected folder, and it put the link several levels down in that hierarchy.

    Is that what it is supposed to do?

    Edit: So, I went to my Windows Explorer and dragged the djl file to the folder I wanted it in, and I deleted the subfolder hierarchy that was created by "Create Link for Asset". Now I seem to have what I wanted, but it doesn't seem that all that should be necessary to create a link in the right place.

    Post edited by barbult on
  • Richard HaseltineRichard Haseltine Posts: 105,054

    barbult said:

    I'm using DS 4.23.1.44 Public Build.

    I have an asset (Wearable) that I want to be able to access from a second Content Library mapped folder. This is what I tried, with unexpected results:

    1. Navigate to the asset file in the Content Library in its mapped folder
    2. Right click on the asset thumbnail and select Create Link for Asset...
    3. It wanted me to select a folder, so I navigated to the folder that I wanted to be able to access the asset from and clicked Select Folder.
    4. Instead of putting a link to the asset in the folder I selected, it created a whole folder hierarchy below the selected folder, and it put the link several levels down in that hierarchy.

    Is that what it is supposed to do?

    Edit: So, I went to my Windows Explorer and dragged the djl file to the folder I wanted it in, and I deleted the subfolder hierarchy that was created by "Create Link for Asset". Now I seem to have what I wanted, but it doesn't seem that all that should be necessary to create a link in the right place.

    It asks for a Base Destination Path, essentially a starting folder from which it will then recreate the path to the selected files (which may not all have the same path, as the command will work from containers thata re not folders on disc). So yes, it is the intended behaviour  though i can see why it will not alwways be the desired behaviour.

    You can, however, get the behaviour you want if you select the file(s), right-click>Copy, then navigate to the disc-based location you want, right-click>Paste - this will create .djl files in the desired folder.

  • barbultbarbult Posts: 25,283

    Richard Haseltine said:

    barbult said:

    I'm using DS 4.23.1.44 Public Build.

    I have an asset (Wearable) that I want to be able to access from a second Content Library mapped folder. This is what I tried, with unexpected results:

    1. Navigate to the asset file in the Content Library in its mapped folder
    2. Right click on the asset thumbnail and select Create Link for Asset...
    3. It wanted me to select a folder, so I navigated to the folder that I wanted to be able to access the asset from and clicked Select Folder.
    4. Instead of putting a link to the asset in the folder I selected, it created a whole folder hierarchy below the selected folder, and it put the link several levels down in that hierarchy.

    Is that what it is supposed to do?

    Edit: So, I went to my Windows Explorer and dragged the djl file to the folder I wanted it in, and I deleted the subfolder hierarchy that was created by "Create Link for Asset". Now I seem to have what I wanted, but it doesn't seem that all that should be necessary to create a link in the right place.

    It asks for a Base Destination Path, essentially a starting folder from which it will then recreate the path to the selected files (which may not all have the same path, as the command will work from containers thata re not folders on disc). So yes, it is the intended behaviour  though i can see why it will not alwways be the desired behaviour.

    You can, however, get the behaviour you want if you select the file(s), right-click>Copy, then navigate to the disc-based location you want, right-click>Paste - this will create .djl files in the desired folder.

    Thank you for the clarification. I tried Copy/Paste, and that worked just right. I didn't realize it would create a link instead of a full copy of the asset. 

  • barbultbarbult Posts: 25,283

    barbult said:

    Richard Haseltine said:

    barbult said:

    I'm using DS 4.23.1.44 Public Build.

    I have an asset (Wearable) that I want to be able to access from a second Content Library mapped folder. This is what I tried, with unexpected results:

    1. Navigate to the asset file in the Content Library in its mapped folder
    2. Right click on the asset thumbnail and select Create Link for Asset...
    3. It wanted me to select a folder, so I navigated to the folder that I wanted to be able to access the asset from and clicked Select Folder.
    4. Instead of putting a link to the asset in the folder I selected, it created a whole folder hierarchy below the selected folder, and it put the link several levels down in that hierarchy.

    Is that what it is supposed to do?

    Edit: So, I went to my Windows Explorer and dragged the djl file to the folder I wanted it in, and I deleted the subfolder hierarchy that was created by "Create Link for Asset". Now I seem to have what I wanted, but it doesn't seem that all that should be necessary to create a link in the right place.

    It asks for a Base Destination Path, essentially a starting folder from which it will then recreate the path to the selected files (which may not all have the same path, as the command will work from containers thata re not folders on disc). So yes, it is the intended behaviour  though i can see why it will not alwways be the desired behaviour.

    You can, however, get the behaviour you want if you select the file(s), right-click>Copy, then navigate to the disc-based location you want, right-click>Paste - this will create .djl files in the desired folder.

    Thank you for the clarification. I tried Copy/Paste, and that worked just right. I didn't realize it would create a link instead of a full copy of the asset. 

    I thought this copy/paste worked for me to create a djl file when I tried it right after you posted it, but now I can't get it to work. I must have forgotten how I did it. Now the paste creates a full copy of the DUF file and the icon and tip PNG files. This is what I did:

    1. In the Content Library, in a mapped folder, I right clicked on a wardrobe item and selected Copy.
    2. In the Content Library, in a different mapped folder, I right clicked in an open area and selected Paste.
    3. Then I right clicked on the new item that was pasted in and selected Browse to File Location...
    4. The folder I pasted into opened and it contains the DUF and PNG files, not a djl file.

    Where did I go wrong?

    Screenshot 2025-04-10 214144 copy.jpg
    676 x 426 - 67K
    Screenshot 2025-04-10 214231 Paste.jpg
    630 x 1116 - 127K
    Screenshot 2025-04-10 214309 Browse.jpg
    674 x 606 - 87K
    Screenshot 2025-04-10 214427 Full DUF.jpg
    328 x 321 - 34K
  • FrankTheTankFrankTheTank Posts: 1,336

    Not sure where I should report this, but is Daz aware of this emissive problem in Filament? The problem where you need to refresh all the objects with emissive surfaces for them to show up corrrectly?

    For example, if you have a scene set up with emissive surfaces, they will show up correctly the first time you setup the scene, but as soon as you save the scene, close the scene, and reopen it, the emissive surfaces will no longer show up correctly. However if you simply click on each surface again and make any kind of change to it, that surface will show up correctly. You have to do this for all emissive surfaces anytime you reopen a scene in filament.

    It seems to force a "refresh" or something. I've figured out how to fix it in bulk by using the V3D Iray lIght Manager Pro script, but it still needs to be fixed. The quickest way is to simply toggle on/off on the two-sided emissive property. But any change to the surface illumination settings will fix the problem so it has nothing to do with two sided emissives.

    It could have something to do with bloom, the lights in the first image you can see that they are on, but very weak and no bloom, as soon as they are "refreshed" the lights are much stronger and bloom is active.

    emissive two sided refresh before.png
    2560 x 1440 - 5M
    Screenshot 2025-04-10 233057.jpg
    814 x 702 - 164K
    emissive two sided refresh.png
    2560 x 1440 - 5M
  • crosswindcrosswind Posts: 8,419
    edited April 11

    barbult said:

    barbult said:

    Richard Haseltine said:

    barbult said:

    I'm using DS 4.23.1.44 Public Build.

    I have an asset (Wearable) that I want to be able to access from a second Content Library mapped folder. This is what I tried, with unexpected results:

    1. Navigate to the asset file in the Content Library in its mapped folder
    2. Right click on the asset thumbnail and select Create Link for Asset...
    3. It wanted me to select a folder, so I navigated to the folder that I wanted to be able to access the asset from and clicked Select Folder.
    4. Instead of putting a link to the asset in the folder I selected, it created a whole folder hierarchy below the selected folder, and it put the link several levels down in that hierarchy.

    Is that what it is supposed to do?

    Edit: So, I went to my Windows Explorer and dragged the djl file to the folder I wanted it in, and I deleted the subfolder hierarchy that was created by "Create Link for Asset". Now I seem to have what I wanted, but it doesn't seem that all that should be necessary to create a link in the right place.

    It asks for a Base Destination Path, essentially a starting folder from which it will then recreate the path to the selected files (which may not all have the same path, as the command will work from containers thata re not folders on disc). So yes, it is the intended behaviour  though i can see why it will not alwways be the desired behaviour.

    You can, however, get the behaviour you want if you select the file(s), right-click>Copy, then navigate to the disc-based location you want, right-click>Paste - this will create .djl files in the desired folder.

    Thank you for the clarification. I tried Copy/Paste, and that worked just right. I didn't realize it would create a link instead of a full copy of the asset. 

    I thought this copy/paste worked for me to create a djl file when I tried it right after you posted it, but now I can't get it to work. I must have forgotten how I did it. Now the paste creates a full copy of the DUF file and the icon and tip PNG files. This is what I did:

    1. In the Content Library, in a mapped folder, I right clicked on a wardrobe item and selected Copy.
    2. In the Content Library, in a different mapped folder, I right clicked in an open area and selected Paste.
    3. Then I right clicked on the new item that was pasted in and selected Browse to File Location...
    4. The folder I pasted into opened and it contains the DUF and PNG files, not a djl file.

    Where did I go wrong?

    You did nothing wrong... only because you copied a Wearable Preset that converted or saved by you rather than from a Product. DS can only create DJL file for a copied Preset from a Product (marked as Is Vendor in cms database...).

    If you try Cut / Paste, you'll find you're not able to Cut a Preset file from a Product in its original folder... other than just Copy a link, which is a protection set by DS ~~ But you can Cut / Paste on a Preset file saved by you.

    If you want to create a DJL file for the one you saved.... to another Daz Library, you can only make it with : RMB-Click menu > Create Link for Asset... The folder structure and DJL will be created in the target Daz Library.

    Post edited by crosswind on
  • ImagoImago Posts: 5,474

    FrankTheTank said:

    Not sure where I should report this, but is Daz aware of this emissive problem in Filament? The problem where you need to refresh all the objects with emissive surfaces for them to show up corrrectly?

    For example, if you have a scene set up with emissive surfaces, they will show up correctly the first time you setup the scene, but as soon as you save the scene, close the scene, and reopen it, the emissive surfaces will no longer show up correctly. However if you simply click on each surface again and make any kind of change to it, that surface will show up correctly. You have to do this for all emissive surfaces anytime you reopen a scene in filament.

    It seems to force a "refresh" or something. I've figured out how to fix it in bulk by using the V3D Iray lIght Manager Pro script, but it still needs to be fixed. The quickest way is to simply toggle on/off on the two-sided emissive property. But any change to the surface illumination settings will fix the problem so it has nothing to do with two sided emissives.

    It could have something to do with bloom, the lights in the first image you can see that they are on, but very weak and no bloom, as soon as they are "refreshed" the lights are much stronger and bloom is active.

    It worked fine in previuos DAZ Studio versions?

  • FrankTheTankFrankTheTank Posts: 1,336

    Imago said:

    It worked fine in previuos DAZ Studio versions?

    I don't know, I've only just started using Filament since DS 4.23.x. I think I might have dabbled a bit with Filament before, but I never paid attention to what worked or didn't. I didn't take it seriously until now. But now all my focus is on using Filament and animation. 

  • ElorElor Posts: 2,456
    edited April 12

    Does someone else has the same problem as I have with the Spot Render ?

    On Windows with Daz Studio 4.23.44, if I'm asking that tool to render on a new window, the bottom row and the rightest column of pixels are replaced by transparent pixels.

    Post edited by Elor on
  • DoctorJellybeanDoctorJellybean Posts: 9,059

    Elor said:

    Does someone else has the same problem as I have with the Spot Render ?

    On Windows with Daz Studio 4.23.44, if I'm asking that tool to render on a new window, the bottom row and the rightest column of pixels are replaced by transparent pixels.

    I can't say that it happens to me

    Spot render.png
    2560 x 1440 - 822K
  • ElorElor Posts: 2,456
    edited April 12

    DoctorJellybean said:

    I can't say that it happens to me

    A couple of screenshots to explain what I did better (sorry, I posted my previous message while another spot render was almost finished):

    I selected the bottom-right corner, starting with the mouse cursor outside of the part of the aspect frame guide and ending with it outside too. After taking a screenshot of the resulting processed spot render, I did the same in the top-left corner (so mouse cursor outside the aspect frame both at the start and the end of the selection). Then I merged the two screenshots of the selection process:

    Spot render for the bottom-right corner (I did that screenshot before discovering I could do a screenshot with Windows just before letting Daz Render) doing the spot render: a row and a column of empty pixels at the border, when they should be rendered:

    Spot render for the top-left corner and they are no empty row and column of empty pixels (I don't know how to check if the spot render is not skipping a row and a column at the bottom and right part of the area I asked it to render):

    I also did some tests a couple of days ago with just the beach HDRI included with Daz Studio and if I'm asking Daz Studio to do a spot render of the whole area included in the aspect frame, the problem is here too. As far as I know, it's always missing a one pixel wide column and a one pixel high row.

    I also did the same test with the beach HDRI on my Mac, and the spot render here rendered every rows and columns.

    Afaik, Spot Render is configured the same on my Mac and on my Windows machine and neither ever had access to the various Premier tools even while I had a subscription active.

    areas_spot_rendered.jpg
    800 x 918 - 245K
    bottom_right.jpg
    1538 x 1160 - 602K
    top_left.jpg
    1538 x 1160 - 582K
    Post edited by Elor on
  • barbultbarbult Posts: 25,283
    edited April 12

    Elor said:

    DoctorJellybean said:

    I can't say that it happens to me

    A couple of screenshots to explain what I did better (sorry, I posted my previous message while another spot render was almost finished):

    I selected the bottom-right corner, starting with the mouse cursor outside of the part of the aspect frame guide and ending with it outside too. After taking a screenshot of the resulting processed spot render, I did the same in the top-left corner (so mouse cursor outside the aspect frame both at the start and the end of the selection). Then I merged the two screenshots of the selection process:

    Spot render for the bottom-right corner (I did that screenshot before discovering I could do a screenshot with Windows just before letting Daz Render) doing the spot render: a row and a column of empty pixels at the border, when they should be rendered:

    Spot render for the top-left corner and they are no empty row and column of empty pixels (I don't know how to check if the spot render is not skipping a row and a column at the bottom and right part of the area I asked it to render):

    I also did some tests a couple of days ago with just the beach HDRI included with Daz Studio and if I'm asking Daz Studio to do a spot render of the whole area included in the aspect frame, the problem is here too. As far as I know, it's always missing a one pixel wide column and a one pixel high row.

    I also did the same test with the beach HDRI on my Mac, and the spot render here rendered every rows and columns.

    Afaik, Spot Render is configured the same on my Mac and on my Windows machine and neither ever had access to the various Premier tools even while I had a subscription active.

    I have a Windows PC, and I can reproduce this problem. The spot render tool is set to save to a window and Automatic start. The first screenshot shows where I dragged the cursor for the spot render tool. I saved the spot render window as a PNG file to preserve transparency. I opened the file in Photoshop and zoomed in to the lower right corner, to confirm the empty last row and column of pixels.

    Screenshot 2025-04-12 160751 DS 4.23.1.44 Spot Render drag direction.jpg
    549 x 865 - 93K
    Screenshot 2025-04-12 161358 zoom in on spot render file result shows transparent row and column.jpg
    885 x 807 - 56K
    Post edited by barbult on
  • barbultbarbult Posts: 25,283

    crosswind said:

    barbult said:

    barbult said:

    Richard Haseltine said:

    barbult said:

    I'm using DS 4.23.1.44 Public Build.

    I have an asset (Wearable) that I want to be able to access from a second Content Library mapped folder. This is what I tried, with unexpected results:

    1. Navigate to the asset file in the Content Library in its mapped folder
    2. Right click on the asset thumbnail and select Create Link for Asset...
    3. It wanted me to select a folder, so I navigated to the folder that I wanted to be able to access the asset from and clicked Select Folder.
    4. Instead of putting a link to the asset in the folder I selected, it created a whole folder hierarchy below the selected folder, and it put the link several levels down in that hierarchy.

    Is that what it is supposed to do?

    Edit: So, I went to my Windows Explorer and dragged the djl file to the folder I wanted it in, and I deleted the subfolder hierarchy that was created by "Create Link for Asset". Now I seem to have what I wanted, but it doesn't seem that all that should be necessary to create a link in the right place.

    It asks for a Base Destination Path, essentially a starting folder from which it will then recreate the path to the selected files (which may not all have the same path, as the command will work from containers thata re not folders on disc). So yes, it is the intended behaviour  though i can see why it will not alwways be the desired behaviour.

    You can, however, get the behaviour you want if you select the file(s), right-click>Copy, then navigate to the disc-based location you want, right-click>Paste - this will create .djl files in the desired folder.

    Thank you for the clarification. I tried Copy/Paste, and that worked just right. I didn't realize it would create a link instead of a full copy of the asset. 

    I thought this copy/paste worked for me to create a djl file when I tried it right after you posted it, but now I can't get it to work. I must have forgotten how I did it. Now the paste creates a full copy of the DUF file and the icon and tip PNG files. This is what I did:

    1. In the Content Library, in a mapped folder, I right clicked on a wardrobe item and selected Copy.
    2. In the Content Library, in a different mapped folder, I right clicked in an open area and selected Paste.
    3. Then I right clicked on the new item that was pasted in and selected Browse to File Location...
    4. The folder I pasted into opened and it contains the DUF and PNG files, not a djl file.

    Where did I go wrong?

    You did nothing wrong... only because you copied a Wearable Preset that converted or saved by you rather than from a Product. DS can only create DJL file for a copied Preset from a Product (marked as Is Vendor in cms database...).

    If you try Cut / Paste, you'll find you're not able to Cut a Preset file from a Product in its original folder... other than just Copy a link, which is a protection set by DS ~~ But you can Cut / Paste on a Preset file saved by you.

    If you want to create a DJL file for the one you saved.... to another Daz Library, you can only make it with : RMB-Click menu > Create Link for Asset... The folder structure and DJL will be created in the target Daz Library.

    Thanks for the explanation. I wonder how you know all this stuff!

  • crosswindcrosswind Posts: 8,419

    barbult said:

    crosswind said:

    barbult said:

    barbult said:

    Richard Haseltine said:

    barbult said:

    I'm using DS 4.23.1.44 Public Build.

    I have an asset (Wearable) that I want to be able to access from a second Content Library mapped folder. This is what I tried, with unexpected results:

    1. Navigate to the asset file in the Content Library in its mapped folder
    2. Right click on the asset thumbnail and select Create Link for Asset...
    3. It wanted me to select a folder, so I navigated to the folder that I wanted to be able to access the asset from and clicked Select Folder.
    4. Instead of putting a link to the asset in the folder I selected, it created a whole folder hierarchy below the selected folder, and it put the link several levels down in that hierarchy.

    Is that what it is supposed to do?

    Edit: So, I went to my Windows Explorer and dragged the djl file to the folder I wanted it in, and I deleted the subfolder hierarchy that was created by "Create Link for Asset". Now I seem to have what I wanted, but it doesn't seem that all that should be necessary to create a link in the right place.

    It asks for a Base Destination Path, essentially a starting folder from which it will then recreate the path to the selected files (which may not all have the same path, as the command will work from containers thata re not folders on disc). So yes, it is the intended behaviour  though i can see why it will not alwways be the desired behaviour.

    You can, however, get the behaviour you want if you select the file(s), right-click>Copy, then navigate to the disc-based location you want, right-click>Paste - this will create .djl files in the desired folder.

    Thank you for the clarification. I tried Copy/Paste, and that worked just right. I didn't realize it would create a link instead of a full copy of the asset. 

    I thought this copy/paste worked for me to create a djl file when I tried it right after you posted it, but now I can't get it to work. I must have forgotten how I did it. Now the paste creates a full copy of the DUF file and the icon and tip PNG files. This is what I did:

    1. In the Content Library, in a mapped folder, I right clicked on a wardrobe item and selected Copy.
    2. In the Content Library, in a different mapped folder, I right clicked in an open area and selected Paste.
    3. Then I right clicked on the new item that was pasted in and selected Browse to File Location...
    4. The folder I pasted into opened and it contains the DUF and PNG files, not a djl file.

    Where did I go wrong?

    You did nothing wrong... only because you copied a Wearable Preset that converted or saved by you rather than from a Product. DS can only create DJL file for a copied Preset from a Product (marked as Is Vendor in cms database...).

    If you try Cut / Paste, you'll find you're not able to Cut a Preset file from a Product in its original folder... other than just Copy a link, which is a protection set by DS ~~ But you can Cut / Paste on a Preset file saved by you.

    If you want to create a DJL file for the one you saved.... to another Daz Library, you can only make it with : RMB-Click menu > Create Link for Asset... The folder structure and DJL will be created in the target Daz Library.

    Thanks for the explanation. I wonder how you know all this stuff!

    Ah... I used to test a lot with Smart Content as well as a postgreSQL DBA tool ~~blush

  • IceCrMnIceCrMn Posts: 2,204

    The new filament toon rendering system is great. Love what Daz has done here with this. It's breathed new life into my entire library no matter the age of the asset. 

    In fact the older the asset the better it seems to work.

    I'm now spending hours playing with toons and making scenes. 

    Here's my problem though.

    If I work with the filament preview running for long periods of time or I, for example, decide to delete everything in my scene and add new different assets Studio consumes all available GPU ram and then becomes unusable.

    You'll notice this when you make a change and things start to disappear from the scene then suddenly Studio stops responding or stutters when moving or changing things.

    So far the only way I've found to solve this is to restart it. Saving the scene or sub-set before restarting isn't always successful. Sometimes the scene/subset loads back in with the same corruption. Things like characters loading but are invisible things like that.

    We need a better way to manage VRAM/RAM usage or a way to manually clear/purge either or both.

  • ImagoImago Posts: 5,474

    Quick request to the devs: It's possible to have the Graph pane detachable from the main timeline? This way I could put it in place of my trusty GraphMate when it stops working in next versions of DAZ Studio.
    Also, please, make those big buttons on the right smaller or let the zoom out to go a bit more further or simply let them slide on the left like in GraphMate. As they are right now, they cover the very last keys in the graph. Or position them horizontally on the bottom part or, even better, place them along with the other buttons in the timeline.

    It's way too cluttered, it's hard to use that. I don't see the use for such big buttons there.

  • felisfelis Posts: 5,002
    edited April 19

    Got a weird problem.

    I tried to install latest beta, but when I tried to launch it failed.

    Then when I looked in DIM, it was 'ready to install', but installing it gave a -1 bit file size.

    Thinking there might have been in error in downloading I deleted it and redownloaded and installed, but with same result.

    Looking in DIM log gave me this: 2025-04-19 15:36:47.179 [WARNING] :: Open Install Manifest Failed - The file could not be opened: D:/DAZ/InstallManager/ManifestFiles/

    Looking in the manifest files, it exists and when opened is readable, but I assume that there must be some mismatch.

    Anything others have seen, or any suggestion for  what could cause it?

     

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    Post edited by felis on
  • Richard HaseltineRichard Haseltine Posts: 105,054

    Try deleting the .dsx file for the product in the Manifests folder (to give DIM total amnesia about that product).

  • felisfelis Posts: 5,002

    I tried deleting the DSX file, deleting it in DIM and redownloading, but with same result. There is not generated a new DSX file.

    Now the log gives this: 2025-04-19 16:00:09.546 [WARNING] :: Extract File Failed - : C:/Program Files/DAZ 3D/DAZStudio4 Public Build/avatar_sdk.dll

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