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Diomede's Notepad, Sketchpad, and Chilling Pad
The last step was to use ERC FREEZE so that the changes would be associated with the morph dial in future sessions. To find ERC FEEZE, I opened the parameters pane and found my new morph's dial. I right clicked on the parameters dial and chose edit mode. I then right clicked aain and in the edit menu chose ERC FREEZE. Using the menu, Imade sure that the ERC FREEZE was for the morph dial by going to where I had placed it whe I first importd the mesh using morphloader pro. In this case, that was ACTOR PEOPLE. I then accepted with my morph checked. I then saved my new morph as a morph asset, and then I saved my new character as a scene subset.
Diomede's Notepad, Sketchpad, and Chilling PadI started a new Daz Studio scene and loaded the default G8M. Found morph loader pro in the EDIT FIGURE menu. When the morphloader menu appeared, I navigated to my saved obj file. I clicked the triangle next to my morph name to see the full menu. I changed the ocation so that it would be in ACTOR PEOPLE, but you can put wherever you want. Accepted and confirmed the creation of the morph. Found the morph in the parameters pane for G8M. Dialed to 1 to confirm that the morph changes the mesh. Note that the skeleton no longer perfectly matches the figure.
Diomede's Notepad, Sketchpad, and Chilling PadCreating my Claymation 3-Fingered G8M Morph
In the next few posts I will show my progress in creating a 3-fingered toon man for G8M. At the moment, I have created the FBM in my modeler and used Daz Studio tools to apply to G8M.
Yeah we've been here beforekyoto kid, I am sorry for your losses. I congratulate you on your continued efforts to stay online, whatever,
I'm in a position where it is not convenient to just grab my 2009 Macbook and get to a library or taco bell to use free wifi. The Macbook has not always been reliable tor the years I've had it. The Macbook has a very small hard drive, etc. I would never use the Macbook to do DAZ stuff.
Rght now, my life is in turmoil. And, over the decades, I've encountered more frustration with 3D art than success. And I'm having difficulty reading this 13 inch screen.
...what I would do was download the manual files onto my notebook then transfer them to the main system via USB stick when I got home. You can move those files to the DIM folders on your desktop and use the DIM to install them.
Shape Splitter - Divide, Combine and Save (The new version is already available. 1.2.1)[Commercial]Uh, I think I found maybe the issue.
I did a quick test where I set the mesh Resolution Level to Basic and SubDivision Level to 0. According to my first test this seems to fix this issue.
Maybe x-morph could set automatically the Resolution Level and SubDivision to the right values and restore them after it's done?
I will later do more tests, if this is really the solution, but it looks good.
Thanks gerster, I'll review and correct it.
Shape Splitter - Divide, Combine and Save (The new version is already available. 1.2.1)[Commercial]Uncheck "Pose Zero Before Spawn",

This option allows any value that is not morph, to be set to zero, before Spawn, which is useful when you change the poses of the figure, but in this case, it is better to disable it.
Shape Splitter - Divide, Combine and Save (The new version is already available. 1.2.1)[Commercial]Before "Spawn Morph", the value is 100% for the morph Nostril Flare?
I have made a short video of process I am following
Shape Splitter - Divide, Combine and Save (The new version is already available. 1.2.1)[Commercial]Before "Spawn Morph", the value is 100% for the morph Nostril Flare?
It is - I have tried with several morphs/expressions and as you press the spawn button the figure returns to the default state then the save process starts, leaving you with a new morph that does nothing
User interfaceI've attached my current Keyboard Mouse Controlls with the Shortcuts I use in this ActionList DSX file. Its a plain text XML format easy to read and to edit with a text editor.
DazStudio4-10_Syrus_MyCustomActions_5_4.zip 7K
Just extract and copy this dsx file to C:\Users\UserName\AppData\Roaming\DAZ 3D\Studio4\user layouts\actions. Then open the Window > Workspace > Customize dialogue, press Import choose FileType: Actions browse to the DSX file and Accept. Before doing that you better save a Backup of your current Actions List with pressing Export - Actions - Save File. Hit the "Defaults" Button to reset everything to default.
The following CodeSnippets show the changes I made to the default controlls.
Or just show the default key bindings. The rest is default or nothing assigned to.
I wonder if I can delete the lines with the actions from the list where no keys are assigned and have this dsx file to only import those key bindings as an addition to the current assigned keys.
First the so called View Accelerators that most people complain about. Here are the ones I use.
<ViewAccelerators> <OrbitCameraAccel Accel="Alt+LeftMB"/> <RotateCameraAccel Accel="Ctrl+Alt+LeftMB"/> <PanCameraAccel Accel="Alt+RightMB"/> <DollyCameraAccel Accel="Alt+MidMB"/> <BankCameraAccel Accel="Ctrl+Alt+RightMB"/> <ZoomDCameraAccel Accel="Ctrl+Shift+RightMB"/> <ZoomFCameraAccel Accel=""/> </ViewAccelerators>Now on to the Frame and Aim Camera and Perspective view Controlls the Frame also works in Orthograpic view eg. Left Side. I think I will stick with Ctrl+F and Ctrl+A for Frame/Aim.
What it Frames and Aims at depends on the selected Viewport Tool you currently use, you can frame a selected node with the Universal Tool, a selected Joint Center Point with the Joint Editor tool or a face, edge, point Selection with the Geometry Editor. But its important to Frame something before you Orbit around to have the invisble focus point of the current View set to the selected once. Also applies to Camera views or if you select to watch through a spot light to set the focus point from the Viewport dropdown menu.
<Action Accel="Ctrl+A" Class="DzAimCameraAction" ShowTextWithIcon="false"/> <Action Accel="Ctrl+F" Class="DzFrameCameraAction" ShowTextWithIcon="false"/> <Action Accel="Ctrl+Alt+R" Class="DzResetCameraAction" ShowTextWithIcon="false"/> <Action Accel="Ctrl+Alt+A" Class="DzPointAtAction" ShowTextWithIcon="false"/>Switching to Ortographic view has become a mess lately in my actions list by default you press Ctrl+ left, right, up, down. New users hit this easily by accident and then wonder why they can't orbit the perspective view in the Viewport anymore.
By deleting the line Accel="Ctrl+Left" and similar in front the Keyboard shortcut is deleted. I acces those views with the Viewport dropdown I also change the Draw Style there. Deleting those Orto View and Draw Style changing shortcuts can even prevent your cats change anything in DazStudio by jumping on your keyboard.

Read the full story behind this here: So my cat jumped on my keyboard when I wasn't around and...
<Action Accel="Ctrl+Left" Class="DzLeftViewAction" ShowTextWithIcon="false"/>
<Action Class="DzLeftViewAction" ShowTextWithIcon="false"/> <Action Class="DzBackViewAction" ShowTextWithIcon="false"/> <Action Class="DzBottomViewAction" ShowTextWithIcon="false"/> <Action Class="DzFourViewsAction" ShowTextWithIcon="false"/> <Action Accel="Ctrl+Down" Class="DzFrontViewAction" ShowTextWithIcon="false"/> <Action Accel="Ctrl+P" Class="DzPerspectiveViewAction" ShowTextWithIcon="false"/> <Action Class="DzRightViewAction" ShowTextWithIcon="false"/> <Action Class="DzSideBySideAction" ShowTextWithIcon="false"/> <Action Class="DzSingleViewAction" ShowTextWithIcon="false"/> <Action Class="DzTopAndBottomAction" ShowTextWithIcon="false"/> <Action Class="DzTopViewAction" ShowTextWithIcon="false"/>Its important to know if the Keyboard Navigation is turned on or off. You can Add this toggle action to your Toolbar to see if its on or off.
<Action Accel="Shift+K" Class="DzViewControlKeyNavAction" ShowTextWithIcon="false"/>The following lines are for the Keyboard Navigation controlls. You see all the single letter keys assigned that most people hit by accident: WASDQE + IJKLUO even P and Alt+P never used those. Press Shift+K and you can walk through your DazStudio Scene with WASD like in a FirstPersonShooter game.
<Action Accel="Q" Class="DzDollyCameraUpAction" ShowTextWithIcon="false"/> <Action Accel="E" Class="DzDollyCameraDownAction" ShowTextWithIcon="false"/> <Action Accel="W" Class="DzDollyCameraForwardAction" ShowTextWithIcon="false"/> <Action Accel="S" Class="DzDollyCameraBackAction" ShowTextWithIcon="false"/> <Action Accel="A" Class="DzDollyCameraLeftAction" ShowTextWithIcon="false"/> <Action Accel="D" Class="DzDollyCameraRightAction" ShowTextWithIcon="false"/> <Action Accel="]" Class="DzIncreaseCameraDollyFactorAction" ShowTextWithIcon="false"/> <Action Accel="[" Class="DzDecreaseCameraDollyFactorAction" ShowTextWithIcon="false"/> <Action Accel="Alt+[" Class="DzResetCameraDollyFactorAction" ShowTextWithIcon="false"/> <Action Accel="I" Class="DzRotateCameraUpAction" ShowTextWithIcon="false"/> <Action Accel="K" Class="DzRotateCameraDownAction" ShowTextWithIcon="false"/> <Action Accel="J" Class="DzRotateCameraLeftAction" ShowTextWithIcon="false"/> <Action Accel="L" Class="DzRotateCameraRightAction" ShowTextWithIcon="false"/> <Action Accel="U" Class="DzBankCameraLeftAction" ShowTextWithIcon="false"/> <Action Accel="O" Class="DzBankCameraRightAction" ShowTextWithIcon="false"/> <Action Accel="}" Class="DzIncreaseCameraRotateFactorAction" ShowTextWithIcon="false"/> <Action Accel="{" Class="DzDecreaseCameraRotateFactorAction" ShowTextWithIcon="false"/> <Action Accel="Alt+]" Class="DzResetCameraRotateFactorAction" ShowTextWithIcon="false"/> <Action Accel="P" Class="DzLevelCameraRotateAction" ShowTextWithIcon="false"/> <Action Class="DzIncreaseCameraLevelFactorAction" ShowTextWithIcon="false"/> <Action Class="DzDecreaseCameraLevelFactorAction" ShowTextWithIcon="false"/> <Action Class="DzResetCameraLevelFactorAction" ShowTextWithIcon="false"/> <Action Accel="Alt+P" Class="DzLevelCameraSnapAction" ShowTextWithIcon="false"/>And here are the other controlls for the Geometry Editor and the Node Weight Map Brush Tool. Funny the internal name is still "DzPolygonGroupEditorTool".
I finaly solved the conflict with my View controlls and "Remove from Selection" ModifierAccel="Shift" (it was Alt by default).
The lines with MouseWheelAccel show the current key binds for changing the brush size with the mouse wheel. But I think in Geometry Editor only "Brush General Size" Ctrl is used.
<ViewToolAccelerators> <DzPolygonGroupEditorTool> <MouseBtnAccel ModifierName="Add to Selection" ModifierAccel="Ctrl"/> <MouseBtnAccel ModifierName="Remove from Selection" ModifierAccel="Shift"/> <MouseWheelAccel ModifierName="Brush General Size" ModifierAccel="Ctrl"/> <MouseWheelAccel ModifierName="Brush Inner Size" ModifierAccel="Shift"/> <MouseWheelAccel ModifierName="Brush Outer Size" ModifierAccel="Alt"/> <MouseBtnAccel ModifierName="Constrain Gradient" ModifierAccel="Alt"/> <MouseBtnAccel ModifierName="Single Side Scale" ModifierAccel="Ctrl"/> </DzPolygonGroupEditorTool> <DzNodeWeightBrushTool> <MouseWheelAccel ModifierName="Brush General Size" ModifierAccel="Ctrl"/> <MouseWheelAccel ModifierName="Brush Inner Size" ModifierAccel="Shift"/> <MouseWheelAccel ModifierName="Brush Outer Size" ModifierAccel="Alt"/> <MouseBtnAccel ModifierName="Constrain Gradient" ModifierAccel="Alt"/> <MouseBtnAccel ModifierName="Single Side Scale" ModifierAccel="Ctrl"/> <MouseBtnAccel ModifierName="Subtractive Painting" ModifierAccel="Ctrl+Shift"/> <MouseBtnAccel ModifierName="Alternate Brush" ModifierAccel="Ctrl"/> </DzNodeWeightBrushTool> </ViewToolAccelerators>These are the controlls for the Geometry Editor I use those alot. Most are default I've just added Clear Selection on Ctrl+NumpadDot. If I want to select all I just hit Ctrl+NumpadMultiply its Invert Selection.
<Action Accel="Ctrl+," Class="DzFacetSelClearAction" ShowTextWithIcon="false"/> <Action Accel="Ctrl+*" Class="DzFacetSelConnectedAction" ShowTextWithIcon="false"/> <Action Accel="Ctrl++" Class="DzFacetSelGrowAction" ShowTextWithIcon="false"/> <Action Accel="Ctrl+/" Class="DzFacetSelInvertAction" ShowTextWithIcon="false"/> <Action Accel="Ctrl+-" Class="DzFacetSelShrinkAction" ShowTextWithIcon="false"/>This default shortcut had helped me alot in the Joint Editor deleting unnessacary bones of conforming items after the Transfer Utility.
<Action Accel="Shift+Del" Class="DzJEDeleteBoneAction" ShowTextWithIcon="false"/>These are my controlls for the Timline and moving to Key Frames. Works also in GraphMate and KeyMate.
<Action Accel="Ins" Class="DzAddKeysAction" ShowTextWithIcon="false"/> <Action Accel="Ctrl+Shift+Del" Class="DzDeleteKeysAction" ShowTextWithIcon="false"/> <Action Accel="Ctrl+Left" Class="DzPrevFrameAction" ShowTextWithIcon="false"/> <Action Accel="Ctrl+Right" Class="DzNextFrameAction" ShowTextWithIcon="false"/> <Action Accel="Shift+Left" Class="DzSkipToPrevKeyAction" ShowTextWithIcon="false"/> <Action Accel="Shift+Right" Class="DzSkipToNextKeyAction" ShowTextWithIcon="false"/> <Action Accel="Ctrl+PgDown" Class="DzPlayToggleAction" ShowTextWithIcon="false"/> <Action Accel="End" Class="DzSkipToPlayrangeEndAction" ShowTextWithIcon="false"/> <Action Accel="Home" Class="DzSkipToPlayrangeStartAction" ShowTextWithIcon="false"/>If you start to pose or animate you should use some of those keys. The F3 to F8 shortcuts are my idea to quickly acces the Memorize-Restore Figure/Items actions. The seperate Pose/Shape sibling actions can be found in the main menu. Also all other important actions like Zero, Restore and Clear Figure / Items can be accesed in my main menu.
<Action Accel="Ctrl+D" Class="DzMoveToFloorAction" ShowTextWithIcon="false"/> <Action Accel="Ctrl+C" Class="DzCopyNodeAction" ShowTextWithIcon="false"/> <Action Accel="Ctrl+V" Class="DzPasteNodeAction" ShowTextWithIcon="false"/> <Action Accel="Shift+Y" Class="DzSymmetryAction" ShowTextWithIcon="false"/> <Action Accel="Shift+B" Class="DzBakeToTransformsAction" ShowTextWithIcon="false"/> <Action Accel="F3" Class="DzRestoreFigureAction" ShowTextWithIcon="false"/> <Action Accel="F4" Class="DzMemorizeFigureAction" ShowTextWithIcon="false"/> <Action Accel="F5" Class="DzMemorizeSelectedItemsAction" ShowTextWithIcon="false"/> <Action Accel="F6" Class="DzRestoreSelectedItemsAction" ShowTextWithIcon="false"/> <Action Accel="F7" Class="DzRestoreFigurePoseAction" ShowTextWithIcon="false"/> <Action Accel="F8" Class="DzMemorizeFigurePoseAction" ShowTextWithIcon="false"/>Its not a bad idea to assign some shortcuts to the Pin actions if you create poses on a regular basis. I tried some lately but most times I can't remember and use my main menu instead.
<Action Accel="Ctrl+Shift+K" Class="DzIKClearPinAction" ShowTextWithIcon="false"/> <Action Class="DzIKClearPinsAction" ShowTextWithIcon="false"/> <Action Class="DzIKConvertToFKAction" ShowTextWithIcon="false"/> <Action Class="DzIKEnableHardPinsAction" ShowTextWithIcon="false"/> <Action Class="DzIKEnableIKAction" ShowTextWithIcon="false"/> <Action Class="DzIKEnablePinsAction" ShowTextWithIcon="false"/> <Action Accel="Ctrl+K" Class="DzIKPinBothAction" ShowTextWithIcon="false"/> <Action Class="DzIKPinRotationAction" ShowTextWithIcon="false"/> <Action Class="DzIKPinTranslationAction" ShowTextWithIcon="false"/>I hate the right-click on selection in the Scen pane just to Expand From Selected in the sub menu i will try to learn my new shortcut Ctrl+Shift+E in future.
<Action Accel="Ctrl+Shift+E" Class="DzHPExpandFromSelectedAction" ShowTextWithIcon="false"/> <Action Accel="Ctrl+Shift+I" Class="DzHPInvertSelectionAction" ShowTextWithIcon="false"/>Oh this is like in Blender - just press H and the selected gets hidden Un-Hide is Alt+H. Its the Node Visibility I think.
<Action Accel="H" Class="DzHideSelectedAction" ShowTextWithIcon="false"/> <Action Accel="Alt+H" Class="DzUnHideSelectedAction" ShowTextWithIcon="false"/>Exporting-Importing OBJs has become faster since I use these shortcuts alot.
<Action Accel="Ctrl+E" Class="DzExportAction" ShowTextWithIcon="false"/> <Action Accel="Ctrl+I" Class="DzImportAction" ShowTextWithIcon="false"/>With this I can switch between the first two Activity Bar Workspace Layouts without having the Activity Bar on screen. You know the default Actors, Wardrobe & Props and the Pose & Animate "Rooms".
<Action Accel="Ctrl+Shift+F1" Class="DzActivityAction0" ShowTextWithIcon="false"/> <Action Accel="Ctrl+Shift+F2" Class="DzActivityAction1" ShowTextWithIcon="false"/>This will toggle to show the Activity Bar if needed, thought most times it is unnassecary ans just wastes alot of screenspace.
<Action Accel="Shift+F1" Class="DzToggleActivityBarAction" ShowTextWithIcon="false"/>Someone complained about hitting Ctrl+U all time while trying to Undo Ctrl+Z. I changed that Lock Docking/Undocking = Ctrl+Shift+U.
<Action Accel="Ctrl+Shift+U" Class="DzLockUIAction" ShowTextWithIcon="false"/>The DazStudio Fullscreen mode had fooled me the fist time I tried. In the (default?) layout that I used there was no keyboard shortcut assigned. Once I choosed Fullscreen from the mainmenu I never had a chance to exit the fullscreen only a restart helped.
<Action Accel="F12" Class="DzFullScreenAction" ShowTextWithIcon="false"/>Show us your 3Delight rendersVery nice indeedy! Lovely light and shadow there!Tks!
Some male eye candy.
Nice skin!
Yeah, I tried most of that but the eyes just wouldn't pick up any environment reflection. Probably just doing something wrong. With so many options, it's easy to miss something you should be paying attention to.

You could check if your figure does have its cornea bulge morph dialed in or not. Default eye shapes don't pick up reflections that well.
Tks have to try that:)
How to duplicate a morph slider?Is it a morph, or is it a pose control driving some of the facial rig bones (or a mix of bones and moprhs)? If theer is a morph, or morphs, is it HD?
Show us your 3Delight rendersYeah, I tried most of that but the eyes just wouldn't pick up any environment reflection. Probably just doing something wrong. With so many options, it's easy to miss something you should be paying attention to.

You could check if your figure does have its cornea bulge morph dialed in or not. Default eye shapes don't pick up reflections that well.
Shape Splitter - Divide, Combine and Save (The new version is already available. 1.2.1)[Commercial]Before "Spawn Morph", the value is 100% for the morph Nostril Flare?
Octane 4 with AI featuresNvidia has Open sourced MDL now! they announced it at the RTX Quadro announcement https://blogs.nvidia.com/blog/2018/08/13/open-source-mdl-sdk/
Thats nice and all but will Studio ever impliment it?
For what? You can already bring a chunk of MDL code into Shader Mixer as a Custom Brick.
Some would like to render a scene in the OctaneRender for DAZ Studio plugin with the materials looking identical to the iray version.
Currently there is an autoconversion that converts DAZ Studio material parameters into Octane material parameters based on a manually coded set of rules.
Users were asked to provide feedback to improve that conversion here:
https://render.otoy.com/forum/viewtopic.php?f=44&t=58442
There is conflicting information going around what can be done with MDL in the Iray version of DAZ Studio.
3rd party developers commented more than a year ago that even when Otoy would support MDL they would not yet know how to easily gather the MDL information from the DAZ Studio API and transfer it to the octane plugin.
Maybe the DAZ Studio Iray SDK and the DAZ Studio API were updated in the last two years and now all that is left is to wait until Otoy finds the time to implement MDL on their end?
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In any case the latest statement about MDL in Octane may have been on Sep 15, 2018
"Sbsar and MDL are definitely on the to do list, but there are quite a few things that will happen before them. Namely layered material node and spectron features that were shown in SIGGRAPH 2018."Source:
https://render.otoy.com/forum/viewtopic.php?f=33&t=68770&p=345891&hilit=mdl#p345891
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Spectron features are shown in this video:
Life After Octane 4: Introducing Vectron, Spectron and...Octane 5?
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Changing Morph dial targetHello everyone, i may need help to know if something i intend to do is possible or not. Note I am not a pro and I m learning 3d modeling basically for fun.
Anyway, I'm working on something like an alien character, say a female with 4 arms and/or 4 breasts. I managed to create a body morph that creates a second pair of breasts below the regular ones. I was wondering if i could assign the same morph dials i use to morph the normal breasts to the additional pair.
Classic Long Hair G8F Morph Loader Pro ProblemHey all. I'm using this: https://www.daz3d.com/classic-long-hair-with-dforce-for-genesis-8-females
And the instruction are to run a dforce sim, then save as a base res obj, then to import the base res obj via morph loader pro as a custom morph, in order to simulate again
Whenever I try this I'm told the files don't match. Anyone know how I can get around this problem? I've never used morph loader, so I may be doing something wrong. Thank you!
Interactive License?Woody
2. If you are selling a product that allows the end user to strip the moedling data. For example a 3d game.As far as I remember, you are obligated to "protect" the meshes in such a case... Would a sort of encrypted packaging be enough for that, or what would be required?
(And how should your program access these encrypted files then - I'd guess having the encryption-code in the exe might be considered risky nowadays, too?)
The mesh needs to be protected in such a way as to prevent anyone stripping it out of the game. The is noted in the license -
3.0 Interactive License Addendum
*snipped* User may not in any case: publish, market, distribute, transfer, sell or sublicense any renderings, animations, software applications, data or any other product from which any CRT Content, or any part thereof, or any substantially similar version of the CRT Content can be separately exported, extracted, or de-compiled into any re-distributable form or format.
I used the word allow, maybe a better why would have been. If possible You are not going to be able to preventing people taking models. People take the models from AAA games all the time. The sad truth is if you have the code to encrypt the data then others have the code to decrypt it Also I miss spoke the first time on 3D printing. You can print for personal use jyst not for commercialThat's why I asked - I wanted to know what sort of encryption would be deemed sufficient...
Shape Splitter - Divide, Combine and Save (The new version is already available. 1.2.1)[Commercial]Because many expressions are not really morphs, you must create the morph using the Tab Combine.
That is, loads Genesis 8 (Base), and you move the dial (Nostril Flared) that you want from Shape or Parameters, and you execute X-Morphs, and in the Combine tab, click Spawn Morph, and this creates a morph, which you can already divide with the tool.
It is important that it is always done from the base figures, so that the morphs do not duplicate in some cases.Thanks for your quick resonse. However, I cannot get the above method to work. I have created a base Gen 3 female, set mesh res to base, dialled down dub divs, dialled in 'nostril flare', opened x-morphs, combine tab, spawn morph, chosen path and named new morph, acccpted. New morph is created in desired location, but dialling it to 100% does nothing - it appears that it is setting the original morph to 0% before creating the new one.
Any ideas would be greatfully received. Many thanks
Buying a new computer. What configuration is best for DAZ rendering?Q: What configuration is best for Daz rendering? A: The one that comes out next year.

But seriously, it depends on whether you're using 3dl or Iray. It also depends on your budget. For Iray, I'd say at least a 4 core processor. CPU speed isn't super important for Iray, but you need something decent. For system RAM you need about 2-3 times as much as your GPU has. So if you have an 8Gb card, you'd need 16-24Gb of RAM. If you run out of system RAM during renders (like I do with my setup) it's not the end of the world, but if you can avoid it, you should do so.
Disk space depends on how content you have and how much you plan to buy. The more important thing is what kind of data protection you want to use (external backup, RAID, cloud storage, 3.5" floppies, etc.) Personally, I use a Raid 1 volume with two 4Tb drives. A few months ago one of my drives died. I ordered a replacement, installed it, and Windows rebuilt the volume in about 24 hours. It's a lot better than losing all your data.
No one can make a decent recommendation without knowing what renderer you use or your budget. Also, is there any equipment you plan to transfer from your old computer to the new one? That can save you some money.
Edit: If you can get onboard video for a few extra bucks, it's definitely worth it. If your computer ever has a problem and you're trying to figure out where the fault is, being able to boot with onboard video lets you take the GPU out of the equation at least temporarily.
New plugin: Phong tessellation and displacementmebbe?, a mthod to save a hd morph from the plugin ds to a disp map ?
I'm working on the subject. I think you can expect something in 3 or 4 weeks from now.
Thank you !!!!











