software suggestions / bugs
here are a few basic things I'd like to see in daz3d:
*layered image editor could use the GPU for placement. As is, this tool is very very slow
*undo for deleting polys
*simple text labeling in puppeteer window
*undo option/preference for perspective camera changes
*pivot point manipulation direct in an objects paremeter settings
*camera projection maps
*light linking
*ability to transform a vertex or edge
*deformers that work on object groups
*color coding in the scene view
* better iray exr support (multi channel, bounding box, meta data)
*save and load render image path with file
*an 'edit in' option when right clicking on a texture map so you can launch different image editors such as gimp, photoshop, etc
*bug: layered image editor textures do not update when refreshing textures
thanks,
Marc
www.marcrienzo.com
Comments
That's likely not possible or desireable as often when adding mesh back into figures, the UVmap is scrapped. {and possibly the surface materials}
Part of the point of Perspective View is that it does not occupy the undo stack, so you can for example look around chnages to a pose and undo them if desired without having to step back through a host of view changes, or even lose the chnage you wish to undo. If you want to be able to undo use a camera - there is an option in the Scene tab of Preferences to create a default camera with a new scene.
Have you looked at Iray Canvasses (Advanced tab of Render Settings)?
Use a weight map and dForm can, among other things, be set to target a grouop.
For what?
I'd also like to have Undo for deleted geometry and exr support, as they're common features in quite a few 3D software.
For all non-camera views, it's a commonly-used mechanism with no undo stack, so...
As for 'LIE refresh bug', if you mean Ctrl + I, no, they won't be updated if you just modify the maps on the layers from their folders, as the slot uses a baked map from the temp folder. I used to have such a need as well but I could not remember where the 'layered maps' locate, so I still had to open the editor... But it'll be nice to have a 'refresh for rebake' option anyway
Yes - Pivot Point offest is a big one foir me too. You buy poses or sets and try to rotate a figure and it goes off in a huge arc somewhere off screen. I want to scream. There should be a simple manipulation gizmo or a shortcut to relocate the pivot point to a default.
You can change pivot point with the geometry editor.
Your problem described with the pose, is not the pivot point, but how the pose was created, where the creater has used the hip for translations in X and Z, instead of moving the figure.
I thiought it was the Joint Editor but whatever it is, I tried to do it by moving the two gizmos (green and red) and found it far too fiddly. I have read on this forum about other software having a one-click reset to default which would be ideal for those problems. I'm not sure I understand the distinction you make between the pose and the pivot point = as I said, the figure doesn't move around its Y-Axis, it moves as though the pivot point is way offset.
Yes, Joint Editor, not Geometry Editor.
Both the figure (e.g. Genesis 9) and the root node (the Hip for humans, usually) can be moved around. If the pose moves the Hip it will be offsset from the figure, trying to rotate the figure will therefore have the issue you see. A solo pose should not move the hip beyond what is needed to keep the feet on the floor (or bottom on the seat, or whatever), a multi-figure pose may move it enough to have the figuer interact correctly but should try to keep the figure nodes at the centre of the group. If a pose from the Daz store does move the Hip far from the figure node please report it to support.
I just want AMD GPU rendering at some point. Nvidia is far too expensive, and I'd rather not blow my entire project trying to play that game.
The SDK isa vailable, someone just needs to write a plug-in to make a suitable render engine available within DS or via a bridge. Of coruse the materials may well then need extensive revision.