Carrara 8.5.0.172 Beta Now Available for Download
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OK I know I am a little late in DLing and installing this BETA Version but I finally did.
I installed (without uninstalling 8.1 vsn) and the serial code for this BETA version found in the first post of this thread is not working.....what am I doing wrong?
I entered it manually and also copy and pasted it.....nothing. I am getting a "The Serial Number is invalid" message........
Edit: NM
Got it found a code later in the thread and re-entered it manually (again) and it registered. What a PITA. Code should just be defaulted in....it's a FREE BETA what sence does a code make???? Oh well, good to go now.
Glad you found the right serial number. Have fun!
Why does M5 Phillip applied to Genesis look very blurry even at maxed settings (obj acc 0.5, AA best)?
M4 Alan X and M5 Phillip, note the difference in detail. The maps are not the issue.
Hi Araneldon :)
I think the difference would be the settings for the shaders,
it looks like the left figure has highlight and shininess, possibly bump too,.. both adding to the perceived "Sharpness" of the image.
the one on the right has very little highlight / shininess / bump, so it looks dull and less detailed
The sample render is not ideal, but there is a considerable difference in detail and I don't think it's due to bump or specular. Troll for Genesis seems fine. Anyone else care to test this?
Also apparently the M5 shape is broken in Carrara while it works fine in DS4. In Carrara armpits appear broken when arms are bent down.
Root/Actor/Universal/All Muscle Volumes dial does nothing in Carrara, works as intended in DS4.
David 3 Head shape (Actor/Head/Male) does not appear if Actor is selected, Genesis must be selected instead.
M5 genitals only appear to render correctly with a texture (Caleb) applied when not Fit Fo Genesis. Fitting seems to mess up the UVs somehow.
Carrara "stopped working" when closed.
I think I'm just about done with Genesis in Carrara...
Something else worth checking, ...depending on how the shaders are loaded,... is the setting for handing texture maps.
In C8.5 it's default setting is "Fast Mip-map"
You could try changing that to "Sampling", unless they're both the same,.. then I'm clueless as usual :)
For those of you relying on the SN for This Beta Build, here you go: CDZCPRO-085-0000018-ZWM-001-EBTOMDO (Expires 12/1/2012)
Thanks for the update, bfurner!
Would someone please test these. I need to know before submitting a bug report whether these are bugs in Carrara as opposed to just installation issues on my end.
Thanks for the update - judging by it's short life-span, something new coming along real soon?
Phooey, I was hoping 8.5 would be released before the s/n expired on 11/01. I'll gladly take the new # and keep using the beta though.
Hi araneldon :)
I also don't see, or (I can't find) David in the parameters list in Carrara at all. ....although I have it in DS
The armpits on M5 work ok for Me (see pic)...
can you post a pic of what you're getting.
I don't see a "Root/Actor/Universal/All Muscle Volumes", so it could be a morph pack which I don't have.
Any idea what set it comes from ?
Hope it helps :)
Apparently I get similar borkiness with the Freak 3 shape.
Muscle volumes come from Genesis Evolution: Muscularity.
I asked 3Dage to test a bug fix, on an unrelated bug, for me with a build you don't have, which also happens to fix that smoothing issue. Unfortunately there is a problem with that build breaking the SDK so that build is not public.
BTW those stray verts do exist in DS on M5, but they aren't as pronounced, you have to turn off smoothing and know where to look. :)
BTW David's head is a content issue not a Carrara Issue.
It's not just a stray vert or two; there's some ugliness in the shoulders and pecs in my render that isn't present in 3dage's which looks the same as mine does in DS4.
I'm using build 172 and M5 1.1, no idea what is going on here.
Okay, thanks.
I'm a first time Carrara user and, after give it a chance of being a "Carrara user", loading a DUF file got me this:
What sort of scene are you trying to import?
I get that with anything that has to be frozen to the timeline, such as an Optitex clothing sim or animation made with aniblocks. Static scenes and animations done with Puppeteer work OK.
it's a static scene, genesis figure posed with clothes, no dynamics or aniblocks involved.
This is a Beta, so any information you can give Daz will help sort out problems - suggest you add a report to this https://bugs.daz3d.com/view.php?id=47640
If you don't have an account specifically for the bug tracker, you will need to open one - your store account doesn't work for the bug tracker.
HI zilvergrafix :)
You know that you can Load Genesis and clothing directly from the Smart content in Carrara, and also any newly updated content in DUF format should be in the smart content too. so poses and materials should be loadable if they're in Duf format,. or in "Older" Poser format for figures like V4, V3 etc.. which can be loaded into carrara from the Content tab in the browser.
There's now less need to import complete scenes from Daz Studio. but I've saved several genesis figures with clothes in Duf from DS, and opened them in Carrara 8.5 beta,..
Can you give any details about what products you're using,. perhaps I can try to replicate the issue here.
Hope it helps :)
thanks for posting the new serial number early :-)
I assume that this new serial number expires in 2013 rather than the 2012 date in the edited post :-)
LOL. Caught out by the US vs UK date format. Of course! 1 Dec not 12 Jan. Sorry :-)
Someone tried Carrara beta with windows 8 Pro? I am getting some errors messages with th CR2 file importer and with some browser.cpp (or something) when try to add a runtime.
The version 8.1 is working fine, even the 32 bits.
Let's see if I can explain simply...a normal is the side of the facet that should face outwards - if it doesn't, you don't get correct light reflection from the mesh, hence artifacts. Sometimes in the modelling process, some normals get wrongly made and end up facing inwards.
OK - so what you do is select the mesh, go to the utilities tab and click on the one that looks like a square thumb tack. You get three options - select the A and you get a red arrow in the centre of each facet - they should all be pointing outwards, but it is difficult to spot the few which may not be. Click on the one that looks like a thumb tack with four spikes. That will give you a single yellow arrow. If it's not pointing outwards, click on the A again, which should make it reverse direction. This show that your normals are unified and correctly aligned.
For some reason, I've never got the actual reverse normal option to actually do anything, but this method works for me.
now that the current serial number has expired, does anyone know when the next one will be available or the actual upgrade ready?. Some of the scenes I've made in 8.5 I am anxious to get back to.