Daz Studio BETA - version 4.23.1.8!

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Comments

  • felis said:

    I had overlooked the new Axis options in Style blush

    They aren't new, but they do have different values in the new colour set.

  • crosswindcrosswind Posts: 7,287
    edited December 22

    Midnight under Darkside ? That'll depend...

    Personally I don't like them.... too dark with high contrast... easily make eyes exhausted after a long time. Especially when you occasionally switch to other applications with Light theme, that'll be definitely not good to your eyes, AHHHHHHH !

    I've been always using Highway which, IMO, is the best Style in DS with more reasonable / flexible design. For instance, the bool value property, On in green, Off in grey, which just needs a glance to distingsuish, yada yada. I love it.

    Post edited by crosswind on
  • crosswindcrosswind Posts: 7,287

    Oh, yes, when change the surface selection in Surfaces tab, the property list is refreshed to go back to the top.. This is really annoying.

    There was no such issue in previous DS PB version as well as DS 4.22.

  • barbultbarbult Posts: 24,403

    Richard Haseltine said:

    johndoe_36eb90b0 said:

    dForce simulation is drastically slower in this version.

    Not as a result of changes to dForce itself. Are you comparing it to a previous beta or the general release? The latter will have separate, and therefore possibly different, settings (though the defaults are the same, unless you are using a startup file to alter them).

    I haven't noticed any difference between dForce Simulation speed between this and the previous beta version.

  • takezo_3001takezo_3001 Posts: 1,989

    felis said:

    I like the more contrasty look for the text.

    But I wonder why the color option for was removed for Parameters > General. Coloring of the individual parameters can help faster to identify the one you are looking for.

    And it is annoying that it in surfaces jump back to start, if you change to another surface, or you are changing a parameter to give more options, e.g. setting Metallic Flakes to a non 0 value.

    Indeed, it's a needless omission...

  • suffo85suffo85 Posts: 182
    edited December 23

    I like the new color scheme, but thought I would mention since installing this beta all of my morphs now load in sideways.

    Even Daz export straight to import loads in sideways.  I've tried messing with the inverts, toggling any of them or a combination still results in a sideways import.

    Anyone else having this issue?

    Nevermind, fixed.

    Loading times for some things seemed to have improved for me on this version also.  Thanks whoever did that. :)

    Post edited by suffo85 on
  • crosswindcrosswind Posts: 7,287

    suffo85 said:

    I like the new color scheme, but thought I would mention since installing this beta all of my morphs now load in sideways.

    Even Daz export straight to import loads in sideways.  I've tried messing with the inverts, toggling any of them or a combination still results in a sideways import.

    Anyone else having this issue?

    In settings of Import Otpions dialogue, are Axis Conversion set as XYZ ?

    Also check settings in Export options...

  • suffo85suffo85 Posts: 182

    crosswind said:

    suffo85 said:

    I like the new color scheme, but thought I would mention since installing this beta all of my morphs now load in sideways.

    Even Daz export straight to import loads in sideways.  I've tried messing with the inverts, toggling any of them or a combination still results in a sideways import.

    Anyone else having this issue?

     

    In settings of Import Otpions dialogue, are Axis Conversion set as XYZ ?

    Also check settings in Export options...

    Thanks crosswind, yeah, I had figured it out as you were posting that.  I compared my normal DS install to beta to see what was going on and one of the axis conversions had been changed, although I don't ever remember doing it.  It must've been this way for months heh.

  • crosswindcrosswind Posts: 7,287

    suffo85 said:

    crosswind said:

    suffo85 said:

    I like the new color scheme, but thought I would mention since installing this beta all of my morphs now load in sideways.

    Even Daz export straight to import loads in sideways.  I've tried messing with the inverts, toggling any of them or a combination still results in a sideways import.

    Anyone else having this issue?

     

    In settings of Import Otpions dialogue, are Axis Conversion set as XYZ ?

    Also check settings in Export options...

    Thanks crosswind, yeah, I had figured it out as you were posting that.  I compared my normal DS install to beta to see what was going on and one of the axis conversions had been changed, although I don't ever remember doing it.  It must've been this way for months heh.

    Ha, NP! smiley 

  • Richard Haseltine said:

    johndoe_36eb90b0 said:

    dForce simulation is drastically slower in this version.

    Not as a result of changes to dForce itself. Are you comparing it to a previous beta or the general release? The latter will have separate, and therefore possibly different, settings (though the defaults are the same, unless you are using a startup file to alter them).

    It seems that last couple of beta versions and the last release which I just tried have the same slowness for hair (cloth does not seem to be affected). Could also be the latest NVIDIA studio drivers, who knows. I don't have time right now to rollback everything until I find which one worked fast with hair too.

    As for the other issue I mentioned with geograft -- when you load a G8F figure which was saved from the scene as a subset and which had an object from the scene selected as a collision for the geograft that object is replaced with the G8F figure itself as a geograft collision target instead of with None leading to figure loading with deformed geograft.

    If you then do a zero figure pose it reverts back to normal. However, simulating dForce hair on that figure will also lead to geograft getting deformed even though neither G8F figure nor the geograft have any dForce surfaces themselves. Resetting collision to None on the geograft will resolve it. The way I see it, those are two bugs:

    1. Geograft collision target set to parent figure instead of None when original collision object is missing when loading the figure

    2. Geograft with such collision target being affected by dForce simulation when it shouldn't

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