Compability Base vs Compability

Hi!

What's the difference between "compability base" and "compability" for assets in the DAZ 3D database? Cannot find any information about that.

/Minas

Comments

  • margravemargrave Posts: 1,822
    edited December 2021

    "Compatibility Base" keeps track of what kind of object something in your scene is, so the program knows what to associate with it. It's used for things like Smart Content with "Filter by Context" enabled.

    Not sure where you're seeing just plain "Compatibility".

    Post edited by margrave on
  • A compatibility base is the complement of compatibility - an item (clothing to be fitted to a figure, materials to eb applied to the clothing) needs its target to be set as a compatibility base so that it can then be set to be compatible with it.

  • Thanks for the response, but I don't understand it fully.

    Looked around the Content DB Editor for some assets - here, as an example, the product Hanging Vines - Ivy Plants. Compability seems stright forward, it just points out to which type of assets an asset can be applied to; here the material can be applied to all types of vine objects:

    The Compability Base seems seems only to be applied for "real objects" (not for materials etc) and seems to mostly point at itself; but not always - here HV Hanging Vine 01 points to itself, but HV Hanging Vine 01a points to HV Hanging Vine 01.

     

  • The compatibility base is a model (or it can be more broadly defined, such as a selected surface for a shader preset) - it is something that other things can be compatible with. Nothing can be "compatible with" anythign that is not itself a compatibility base. A piece of clothing will usually be compatible with a base figure (or figures) and will itself be a compatibility base for its materials. In your example the vines are not compatible with as they are stand-alone, and the two files you cite are both using the same asset so they both have the same compatibility base (it isn't defined on the preset for loading but the underlying asset in the Data folder).

  • minaRedminaRed Posts: 8
    edited December 2021

    Richard Haseltine said:

    The compatibility base is a model (or it can be more broadly defined, such as a selected surface for a shader preset) - it is something that other things can be compatible with. Nothing can be "compatible with" anythign that is not itself a compatibility base. A piece of clothing will usually be compatible with a base figure (or figures) and will itself be a compatibility base for its materials. In your example the vines are not compatible with as they are stand-alone, and the two files you cite are both using the same asset so they both have the same compatibility base (it isn't defined on the preset for loading but the underlying asset in the Data folder).

    Aha, so the reference you give for Compability is not a reference to the object itself, it's a reference to the object's Compability Base!

    Post edited by minaRed on
  • Right - to try a different phrasing some objects are the base for a compatibility property that belongs to certain files.

  • Richard Haseltine said:

    Right - to try a different phrasing some objects are the base for a compatibility property that belongs to certain files.

    Thanks!

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