paganeagle2001 opened this issue on Jun 06, 2013 · 9 posts
paganeagle2001 posted Thu, 06 June 2013 at 4:49 PM
As the title says:-
http://poser.smithmicro.com/updates.html
All the best.
Graet Uncle LROG
Who honors those we love for the very life we live?, Who sends monsters to kill us?, and at the same time sings that we will never die., Who teaches us whats real?, and how to laugh at lies?, Who decides why we live and what we'll die to defend?, Who chains us?, and Who holds the key that can set us free... It's You!, You have all the weapons you need., Now Fight!
paganeagle2001 posted Thu, 06 June 2013 at 5:11 PM
And before anyone asks!!!! LOL.
Smith Micro Software, Inc. and the Poser team are pleased to announce that the Poser Pro 2014 Service Release 1 (SR1) is now available for both Mac OS X and Windows. SR1 will update your non-beta version of Poser Pro 2014 English to the latest version.
SR1 offers several enhancements and addresses known issues present in the following areas:
• General performance and stability updates and improvements
• Cloth Room improvements
• Material Room improvements
• Preview Rendering improvements
• Final Rendering improvements
• Animation improvements
• Figure Creation improvements
• PoserPython improvements
In order to download Poser Pro 2014 SR1 or receive technical support for the product, you must have registered your Poser Pro 2014 application serial number. If you have not yet done so, please register now at http://www.smithmicro.com/support/product-registration.aspx.
With your registered Poser Pro 2014 serial number, you can access and download SR1 at http://poser.smithmicro.com/poserproupdates.html.
SR1 Enhancements and Fixes, by Category
General
• Duplicated props now properly reference binary morph data from the original
Cloth Room
• Re-enabled progress dialog and cancellation of cloth simulation
Material Room
• Fixed case where blank mapNames would cause file to not parse correctly
Preview Rendering
• Fixed case where incorrect texture arrays would cause instability (SreeD only)
• Wind force lines will now obey the object and figure visibility settings
Final Rendering
• Improved stability of Subsurface Scattering with very small shading rates
• Shadow maps now render correctly in separate process multi-pass renders
• Fixed artifacts in rendering with reflections and certain geometry
• Transparent surfaces now show specularity in reflections
• Improved stability when rendering with 'Remove backfacing polys' enabled
Animation
• Animation palette: Now preserving current actor when camera is adjusted
• Animation palette: Corrected scrolling direction (Mac OS X only)
Figure Creation
• Disabled conforming of magnet deformers by default. Greatly improves Fitting room workflow without requiring dev rig and magnetize poses.
• Fixed case where magnets on props were incorrectly being created to operate in world space instead of local space
• Now computing magnets for existing figures in local space again. Loading files with version 10.0 or newer will trigger computation in world space. Toggle 'Compute magnets in world space' on figure Properties tab to adjust behavior.
• Fixed case where wave deformers on figures were being created to operate in world space instead of local space
• Changed morph creation brush logic to improve interaction when multiple figures or objects are overlapping
• Fixed refresh of Morphing tool Create tab when switching objects
• Improved behavior of morph creation on props parented to a figure body part
• Setup, Fitting room: Fixed case where collapsed items in selection dialog were not included in results
• Copy Morphs From: Enabled copying of invisible parameters and linkedParms
• Copy Morphs From: Now connecting meta value parameters. These are value parameters that in addition to controlling target parameters also control other value parameters. This also fixes some other value ops that may not have been connected in certain cases.
PoserPython
• Now preventing running of Tkinter scripts to improve stability. Tk as included in OS X causes instability when embedded in an application (Mac OS X only)
• Now preserving current actor when camera is adjusted
All the best.
Great Uncle LROG
Who honors those we love for the very life we live?, Who sends monsters to kill us?, and at the same time sings that we will never die., Who teaches us whats real?, and how to laugh at lies?, Who decides why we live and what we'll die to defend?, Who chains us?, and Who holds the key that can set us free... It's You!, You have all the weapons you need., Now Fight!
bevans84 posted Thu, 06 June 2013 at 6:37 PM
Fixed everything I needed it to fix.
PrecisionXXX posted Thu, 06 June 2013 at 6:44 PM
Thanks for the heads up.
Doric
The "I" in Doric is Silent.
JoePublic posted Thu, 06 June 2013 at 7:41 PM
Attached Link: http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2868504
Be careful to check your figures after installation.SR1 introduced a nasty rendering flaw to several of my 3rd Gen DAZ figures.
So back up your preferences and stuff, in case you have to roll back like I did.
PrecisionXXX posted Thu, 06 June 2013 at 8:12 PM
Pretty obvious, but I'll ask anyhow, did you go into the materials room and click normals forward?
Doric.
The "I" in Doric is Silent.
JoePublic posted Thu, 06 June 2013 at 8:25 PM
"Pretty obvious, but I'll ask anyhow, did you go into the materials room and click normals forward?"
Yep. No difference.
And why should I have to suddenly re-update years worth of custom shaders I built for a change that makes no performance or quality improvement whatsoever anyway ?
BTW, the skin shader I use is 90% EZSkin with a few specularity improvements for a better OpenGL preview.
randym77 posted Thu, 06 June 2013 at 8:52 PM
Servers must be getting hammered. The download is slower than molasses flowing uphill in January.
PrecisionXXX posted Thu, 06 June 2013 at 9:39 PM
Quote - "Pretty obvious, but I'll ask anyhow, did you go into the materials room and click normals forward?"
Yep. No difference.
And why should I have to suddenly re-update years worth of custom shaders I built for a change that makes no performance or quality improvement whatsoever anyway ?
BTW, the skin shader I use is 90% EZSkin with a few specularity improvements for a better OpenGL preview.
Just something I do without thinking about it. First thing clicked. There are times when it can make a lot of difference.
Doric.
The "I" in Doric is Silent.