Daz Studio Pro BETA - version 4.9.3.166! Release Candidate 5 (*UPDATED*)

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Comments

  • barbultbarbult Posts: 23,514
    L'Adair said:

    Expand Edit under Action, right-click on e.g. Undo. See screenshot.

    Thank you. There are no shortcuts listed there. I've added a few and applied. Those are now working. So somehow, when I updated to the latest beta, I managed to wipe out all the shortcuts! I wonder what I did to do that. It must have been something I did, or everyone would be in here complaining...! Now all I have to do is find all of them and set them back to what they should be! Fun times.

    Thanks again for your help. I was really frustrated they weren't working.

    ETA: I discovered the "Default Keyboard Shortcut" menu item after right-clicking to set the shortcut. That helped a lot. Though I still needed to view the same in the 4.9 release, to see which shortcuts were in use. When I tried setting the default on one action, it said that shortcut was already in use... But all in all, it's going much faster now.

    Import... > Actions > OK > Default Advanced.dsx > Open

    magix101 said:

    Hey Richard...thanks yeah...after more tests I found out something.

    In older versions (I have one on a back up drive...thankfully) it does not matter if you create a primitive in DS

    If you save it as a subset, it will embed the obj file into the scene...so older versions and newer versions of 4.9 do this.

    BUT if you created a model in another app save it as an .obj and import it into DS then save it as a scene or scene subset

    then the latest version of DS will embed the models data into the scene file...whereas the earlier version of 4.9 writes it to auto adapted

    so I have a work around, its gonna take a bit longer but at least I can finish my work...annoying but happy that I can at least deal with this problem.

    I am amazed that more people are not complaining about this as it makes creating multiple scenes impractical.

    In reality when you first save a scene or subset daz studio should have the option of letting you create a directory where you woyld like to store 

    obj type data...thats even better than the auto_adapted thing which usually requires a good amount of cleaning up to get the directories working cleanly

    but still even thats better than what is happening in the latest DS 4.9 build.

    Cheers

    Yes, it would... and that is the point behind fixing what has otherwise been a bug in builds prior to the 4.9.3.x build that addressed it.

    Cris, I don't understand what you are saying here, either. You said "Yes, it would", but I don't what "it" is or what it would do. Can you clarify, and explain what bug was fixed in 4.9.3.x, please?

  • ChoholeChohole Posts: 33,604
    edited February 2017
    barbult said:
    L'Adair said:

    Expand Edit under Action, right-click on e.g. Undo. See screenshot.

    Thank you. There are no shortcuts listed there. I've added a few and applied. Those are now working. So somehow, when I updated to the latest beta, I managed to wipe out all the shortcuts! I wonder what I did to do that. It must have been something I did, or everyone would be in here complaining...! Now all I have to do is find all of them and set them back to what they should be! Fun times.

    Thanks again for your help. I was really frustrated they weren't working.

    ETA: I discovered the "Default Keyboard Shortcut" menu item after right-clicking to set the shortcut. That helped a lot. Though I still needed to view the same in the 4.9 release, to see which shortcuts were in use. When I tried setting the default on one action, it said that shortcut was already in use... But all in all, it's going much faster now.

    Import... > Actions > OK > Default Advanced.dsx > Open

    magix101 said:

    Hey Richard...thanks yeah...after more tests I found out something.

    In older versions (I have one on a back up drive...thankfully) it does not matter if you create a primitive in DS

    If you save it as a subset, it will embed the obj file into the scene...so older versions and newer versions of 4.9 do this.

    BUT if you created a model in another app save it as an .obj and import it into DS then save it as a scene or scene subset

    then the latest version of DS will embed the models data into the scene file...whereas the earlier version of 4.9 writes it to auto adapted

    so I have a work around, its gonna take a bit longer but at least I can finish my work...annoying but happy that I can at least deal with this problem.

    I am amazed that more people are not complaining about this as it makes creating multiple scenes impractical.

    In reality when you first save a scene or subset daz studio should have the option of letting you create a directory where you woyld like to store 

    obj type data...thats even better than the auto_adapted thing which usually requires a good amount of cleaning up to get the directories working cleanly

    but still even thats better than what is happening in the latest DS 4.9 build.

    Cheers

    Yes, it would... and that is the point behind fixing what has otherwise been a bug in builds prior to the 4.9.3.x build that addressed it.

    Cris, I don't understand what you are saying here, either. You said "Yes, it would", but I don't what "it" is or what it would do. Can you clarify, and explain what bug was fixed in 4.9.3.x, please?

    One of those cases where the quote went wrong.  Cris was responding to the post that said 


    Wouldn't saving your modeled item(s) as Figure or Prop asset and then including those in your scene avoid this problem?

    Post edited by Chohole on
  • If you are using the same thing in multiple scenes it would make sesne to save it as an asset - the explicit equivalent of the Auto_Adapted folder.

  • 3dOutlaw3dOutlaw Posts: 2,470

    I submitted a bug report on this, but then saw there is a later version of DS here than I have.  If anyone has time, and can see if this works in the latest...I found that in release ...153 the "Refresh" on a folder-based category does not update, based on the contents of the target folder changing.  (see attached example)  If this is already fixed in the latet release, I can close the bug report and download the latest!

    Refresh.jpg
    1458 x 663 - 193K
  • 3dOutlaw said:

    I submitted a bug report on this, but then saw there is a later version of DS here than I have.  If anyone has time, and can see if this works in the latest...I found that in release ...153 the "Refresh" on a folder-based category does not update, based on the contents of the target folder changing.  (see attached example)  If this is already fixed in the latet release, I can close the bug report and download the latest!

    That's not a bug - the categories may be more-or-less the same as the folders in many cases, but they don't have to be and there's no relationship between the two lists. You could right-click on the TerraDome folder and add it to that category, if you wished.

    This is the same version of DS as the current release build - Daz keeps both available and the beta updated to the current release.

  • I see a frequent reference to 'Source Maintenance' in the Change Log.

    What does that actually mean?

    :0/

  • I see a frequent reference to 'Source Maintenance' in the Change Log.

    What does that actually mean?

    :0/

    It means unspecified (to us) work on DS.

  • JoelLovellJoelLovell Posts: 112

    Anyone know if the iRay Server support will include animations soon?

  • dtinc88dtinc88 Posts: 81

    Hi All,

    Is 4.9.3.166 still the latest build for BETA?

     

  • hzrhzr Posts: 207

    TO THE DEVS : Could you please implement a slider for icon size in both the content library and smart content pane? The current super small icons are really making it hard to guess how the outfits will look like when imported to the scene. Something like fixed steps for 128/256/384 sizes or a very gradual slider like you did with the render library would be very nice.

  • SzarkSzark Posts: 10,634
    hzr said:

    TO THE DEVS : Could you please implement a slider for icon size in both the content library and smart content pane? The current super small icons are really making it hard to guess how the outfits will look like when imported to the scene. Something like fixed steps for 128/256/384 sizes or a very gradual slider like you did with the render library would be very nice.

    I second that but we need to make a feature request as they won't see it here in the forums. :)

  • Szark said:
    hzr said:

    TO THE DEVS : Could you please implement a slider for icon size in both the content library and smart content pane? The current super small icons are really making it hard to guess how the outfits will look like when imported to the scene. Something like fixed steps for 128/256/384 sizes or a very gradual slider like you did with the render library would be very nice.

    I second that but we need to make a feature request as they won't see it here in the forums. :)

    If items have a larger thumbnail, a .tip.png image, then it wil appear when you hover the mouse over (assuming you haven't turned tool tips off). If not then zooming wouldn't do any good as the detail would be the same.

  • GKDantasGKDantas Posts: 200
    Szark said:
    hzr said:

    TO THE DEVS : Could you please implement a slider for icon size in both the content library and smart content pane? The current super small icons are really making it hard to guess how the outfits will look like when imported to the scene. Something like fixed steps for 128/256/384 sizes or a very gradual slider like you did with the render library would be very nice.

    I second that but we need to make a feature request as they won't see it here in the forums. :)

    If items have a larger thumbnail, a .tip.png image, then it wil appear when you hover the mouse over (assuming you haven't turned tool tips off). If not then zooming wouldn't do any good as the detail would be the same.

    Hi Richard, could you talk more about that tip thumbnail? What is the size? I really like the idea for my packs

  • GKDantas said:
    Szark said:
    hzr said:

    TO THE DEVS : Could you please implement a slider for icon size in both the content library and smart content pane? The current super small icons are really making it hard to guess how the outfits will look like when imported to the scene. Something like fixed steps for 128/256/384 sizes or a very gradual slider like you did with the render library would be very nice.

    I second that but we need to make a feature request as they won't see it here in the forums. :)

    If items have a larger thumbnail, a .tip.png image, then it wil appear when you hover the mouse over (assuming you haven't turned tool tips off). If not then zooming wouldn't do any good as the detail would be the same.

    Hi Richard, could you talk more about that tip thumbnail? What is the size? I really like the idea for my packs

    The file is a 256 pixel square PNG named filename.tip.png, for filename.duf and filename.png or filename.duf.png.

  • MBuschMBusch Posts: 547
    edited April 2017
    GKDantas said:
    Szark said:
    hzr said:

    TO THE DEVS : Could you please implement a slider for icon size in both the content library and smart content pane? The current super small icons are really making it hard to guess how the outfits will look like when imported to the scene. Something like fixed steps for 128/256/384 sizes or a very gradual slider like you did with the render library would be very nice.

    I second that but we need to make a feature request as they won't see it here in the forums. :)

    If items have a larger thumbnail, a .tip.png image, then it wil appear when you hover the mouse over (assuming you haven't turned tool tips off). If not then zooming wouldn't do any good as the detail would be the same.

    Hi Richard, could you talk more about that tip thumbnail? What is the size? I really like the idea for my packs

    The file is a 256 pixel square PNG named filename.tip.png, for filename.duf and filename.png or filename.duf.png.

    That's the size and ratio recommended in the Documentation Center, but in fact you can do it at any size and ratio. It just works. ;-)

    Post edited by MBusch on
  • GKDantasGKDantas Posts: 200
    MBusch said:
    GKDantas said:
    Szark said:
    hzr said:

    TO THE DEVS : Could you please implement a slider for icon size in both the content library and smart content pane? The current super small icons are really making it hard to guess how the outfits will look like when imported to the scene. Something like fixed steps for 128/256/384 sizes or a very gradual slider like you did with the render library would be very nice.

    I second that but we need to make a feature request as they won't see it here in the forums. :)

    If items have a larger thumbnail, a .tip.png image, then it wil appear when you hover the mouse over (assuming you haven't turned tool tips off). If not then zooming wouldn't do any good as the detail would be the same.

    Hi Richard, could you talk more about that tip thumbnail? What is the size? I really like the idea for my packs

    The file is a 256 pixel square PNG named filename.tip.png, for filename.duf and filename.png or filename.duf.png.

    That's the size and ratio recommended in the Documentation Center, but in fact you can do it at any size and ratio. It just works. ;-)

    Thanks, will try that

  • GaryHGaryH Posts: 66
    MBusch said:
    GKDantas said:
    Szark said:
    hzr said:

    TO THE DEVS : Could you please implement a slider for icon size in both the content library and smart content pane? The current super small icons are really making it hard to guess how the outfits will look like when imported to the scene. Something like fixed steps for 128/256/384 sizes or a very gradual slider like you did with the render library would be very nice.

    I second that but we need to make a feature request as they won't see it here in the forums. :)

    If items have a larger thumbnail, a .tip.png image, then it wil appear when you hover the mouse over (assuming you haven't turned tool tips off). If not then zooming wouldn't do any good as the detail would be the same.

    Hi Richard, could you talk more about that tip thumbnail? What is the size? I really like the idea for my packs

    The file is a 256 pixel square PNG named filename.tip.png, for filename.duf and filename.png or filename.duf.png.

    That's the size and ratio recommended in the Documentation Center, but in fact you can do it at any size and ratio. It just works. ;-)

     

    I use .tip files extensively - but here's a "tip" for your tips.  Keep your long dimension at 850 pixels or less, otherwise DS will scale it down and you'll get a lower quality image with bad aliasing.  Another tip, in 4.9 if you hover over a product image it will display the product image's .jpg in the support folder if you've exported your product.  This allows you to create large, again up 850 pixels in the long dimension, product image popups that behave just like tip files.  The same large product image is used for the thumbnail and I've found that the ideal ratio for these images is 1.411, which is slightly narrower than the 1.3 ratio of DS 4.8 and earlier.

  • Eustace ScrubbEustace Scrubb Posts: 2,691
    garyh.pub said:

    I use .tip files extensively - but here's a "tip" for your tips.  Keep your long dimension at 850 pixels or less, otherwise DS will scale it down and you'll get a lower quality image with bad aliasing.  Another tip, in 4.9 if you hover over a product image it will display the product image's .jpg in the support folder if you've exported your product.  This allows you to create large, again up 850 pixels in the long dimension, product image popups that behave just like tip files.  The same large product image is used for the thumbnail and I've found that the ideal ratio for these images is 1.411, which is slightly narrower than the 1.3 ratio of DS 4.8 and earlier.

     

    So if I render the TIP images at 512 x 512 (four times their current size, by area) they'll pop up to the full 512 x 512? Nice! I could even do 640 x 480, I suppose, though I remember when that was a nice monitor size!
  • dtinc88 said:

    Hi All,

    Is 4.9.3.166 still the latest build for BETA?

     

    On the face of it, yes.

    According to the Change Log hyperlinked in the first post of the thread, Public Build Beta is 'Pending'. It has been since the most recent full release.

     

    :0/

  • AndySAndyS Posts: 1,434

    Hi,

    did someone already notice some issues related to Displacement SubD?
    For details: https://www.daz3d.com/forums/discussion/161031/daz-4-9-3-166-degradation-of-rendered-details

    Is this only an effect of the Beta, I'm using, or the same situation for the official 4.9.3.166 full version?

  • IceDragonArtIceDragonArt Posts: 12,548

    I installed the beta version on my laptop a couple of weeks ago.  Everything was working well and then all of a sudden as of yesterday, my categories are no longer working.  I can put them in the category and it lights up with the white letters like its in the category but there is nothing there.  I download via DIM not connect.  But even my clothing conversion save files won't stick in the category I put them in.

  • DoctorJellybeanDoctorJellybean Posts: 8,128

    I installed the beta version on my laptop a couple of weeks ago.  Everything was working well and then all of a sudden as of yesterday, my categories are no longer working.  I can put them in the category and it lights up with the white letters like its in the category but there is nothing there.  I download via DIM not connect.  But even my clothing conversion save files won't stick in the category I put them in.

    Do you have Products showing in Product view?

  • IceDragonArtIceDragonArt Posts: 12,548

    In the original spot that DIM puts them yes.  But my custom categories are suddenly empty.  (these are the categories that do NOT change the file structure). 

    I also wondered, when I downloaded and installed the beta version it picked up all of the items and category structures that were in my original version of 4.8 which is running on my laptop as well. Is it supposed to do that?  Or should they be completely separate?  I thought I would have to download all of my content to the beta build as well as do all new categories but that has not been the case? 

    Oh, and its lost the items in my custom categories in BOTH builds, the 4.8 and the beta.  My current version of 4.9 on my pc is not having any issues and is up to date.  Its not the beta build.

  • IceDragonArtIceDragonArt Posts: 12,548
    edited May 2017

    So I've spent the lasttwo hours putting things back into their categories in both 4.8 and the beta.  They stick in the 4.8 but not in the beta.  Which makes it completely useless to me.  Without the categories I have built I spend so much time looking for content its not even worth doing.  I am not sure why it would just lose everything and then no longer connect the files to the originals even though it shows that the links are there.

    Also, for instance, Adventure Lord for Genesis. - Is in the correct spot in the product library, right where its always been, nothing has changed.  I have this in two custom categories People/Genesis/Male/Clothing/Fantasy & Medieval/Adventure Lord and then /Mats for the materials. The other custom category is the same except it goes to Female/Clothing etc.  Here's the weird part.  The files show in the custom category for the male, but just the clothing itself, not the mats.  Neither the clothing or the mats show in the female no matter how many times I try to link the files.  And for the converted to G2F files, the clothing files show in the linked category but the mats will not show under the AdventureLordG1 Mats file either..  Not understanding why it would show in one category yet refuse to link in the others.

    Post edited by IceDragonArt on
  • SpottedKittySpottedKitty Posts: 7,232
    I thought I would have to download all of my content to the beta build as well as do all new categories but that has not been the case?

    No, it's plugins (extras beyond the set that comes installed with D|S) that usually need to be reinstalled; sometimes they should be uninstalled then reinstalled, so the plugin installer can pick up on the fact that there's now a regular release and a beta. Content will not be affected, although, you should check to make sure the beta is using the same content location settings as the full release — settings (for content, tab layout, render settings etc.) are independent for the two versions.

  • IceDragonArtIceDragonArt Posts: 12,548

    Ya the plug ins work fine in both, its the custom categories I seem to be having issues with.  I did go ahead and re import meta data through dim on all products which actually helped quite a bit but did not fix the problem entirely.  I can live with the few things that simply refuse to go into categories if its just a few items, I haven't had a chance to check everything but some of it seems to be back. I have a couple other things I want to try to see if it fixes things as well.  Sometimes if I uninstall the product and re install it, it will show again as well. Although I would still like to know why its randomly losing things in the custom categories as they are simple links and shouldn't really just disappear.  I have one category that has the thumbnails that say Morphs, Nails, Eyes, Make Up with a colored background but the actual items won't link, just the thumbnails not associated with an actual product.

  • IceDragonArtIceDragonArt Posts: 12,548

    Wanted to update, don't know if it will help anyone else.  I've been doing clothing conversions from Genesis to Genesis 2 Females with the plug in (which still works perfectly, I'm not having any issues with my plugins). I have about 30 or so done and they are in a folder in Figures.  I had them linked in the custom categories with my other G2F female clothing.  When I downloaded my last purchase last night, I had about 15 items for Genesis show up as new, that I have had for months, and have been happily linked in their custom categories.  When they showed up as new, they were no longer linked and all of my conversions in the Figures folder are now also unlinked.  The thumbnails for those, are showing as orphaned in my custom categories, like I moved the original file (in Figures) which I have not.  Its still right where it should be. I am able to link all of them to correct custom categories and they show as new thumbnails, next to the orphaned category thumbnails.   This seems to be an issue with Genesis products only, all of my other custom categories seem to be fine except for a couple of random items that seem to have become unlinked.  Which is very strange, I'm not sure why it would only affect Genesis items?  Including the ones that were converted. Anyway, it looks like I'm just going to have to go through and relink everything, most of it is sticking although several items are not.  The Extended Square Nails for Genesis refused to link no matter what I do.

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