User Tools

Site Tools


Serious 3D Power Bundle

image_medium.jpg

DAZ Studio 3 Advanced

image_medium.jpg

Product: DAZ Studio 3 Advanced
DAZ Original: YES
Created By: omnifreaker, GoFigure!, Dreamlight
Released: June 15, 2009


Product Information

Official DAZ Documentation

Updated - May 26, 2009
Uploaded - May 27, 2009

3D Curriculum Book

User Documentation

3D Party Tools

File Listing

* DEFAULT CONTENT INSTALLED WITH DS3 ADVANCED


\content\aniBlocks\aniMate\Dance

ankle_touch_and_point.gfa
double_touch_and_point.gfa
idle_dance_in_place.gfa
lean_forward_and_point.gfa
lockin_arm_and_leg.gfa
lockin_combo.gfa
roll_and_point.gfa
spin.gfa
staying_alive.gfa

\content\aniBlocks\aniMate\Fighting

boxing.gfa
kick-(A).gfa
kick-(B).gfa
kiss_slap-(A).gfa
kiss_slap-(B).gfa
punch.gfa
push-(A).gfa
push-(B).gfa
slap-(A).gfa
slap-(B).gfa

\content\aniBlocks\aniMate\Gestures

bow.gfa
clap.gfa
get_outta_here.gfa
high_five-(A).gfa
high_five-(B).gfa
shoulder_pat-(A).gfa
shoulder_pat-(B).gfa
tantrum.gfa

\content\aniBlocks\aniMate\Ups & Downs

crouch_and_jump.gfa
jump.gfa
kneel_idle.gfa
kneel_to_stand.gfa
sit_in_chair.gfa
stand_to_kneel.gfa
stand_up.gfa

\content\aniBlocks\aniMate\Walks

corner left.gfa
corner right.gfa
forward_(1_cycle).gfa
start-(N).gfa
stop-(N).gfa

\content\aniBlocks\aniMatePlus\expression

v4-BrowSqueeze.ds
v4-BrowSqueeze.gfa
v4-EyesSquint.ds
v4-EyesSquint.gfa
v4-LipsPucker.ds
v4-LipsPucker.gfa
v4-MouthFrown.ds
v4-MouthFrown.gfa
v4-MouthSmile.ds
v4-MouthSmile.gfa
v4-MouthSmileOpen.ds
v4-MouthSmileOpen.gfa
v4-MouthSneer.ds
v4-MouthSneer.gfa
v4-NoseWrinkle.ds
v4-NoseWrinkle.gfa
v4-TongeLickLips.ds
v4-TongeLickLips.gfa
v4-TongeStickOut.ds
v4-TongeStickOut.gfa

\content\aniBlocks\aniMatePlus\living

v4-Blink.ds
v4-Blink.gfa
v4-BlinkTwice.ds
v4-BlinkTwice.gfa
v4-breath_nod.ds
v4-breath_nod.gfa

\content\aniBlocks\aniMatePlus\visibility

rt-invisible.ds
rt-invisible.gfa
rt-visible.ds
rt-visible.gfa

\content\People\Victoria 4\Clothing\V4 BasicWear\Materials

10 Boy Shorts.dsb
10 Boy Shorts.dsb.png
10 Sports Bra.dsb
10 Sports Bra.dsb.png

\content\People\Victoria 4\Morphs

Default Morph.dsb
Default Morph.dsb.png
Heavy Morph.dsb
Heavy Morph.dsb.png
Muscular Morph.dsb
Muscular Morph.dsb.png
Skinny Morph.dsb
Skinny Morph.dsb.png

\content\People\Victoria 4\Poses\Modern Day Poses

MD V4 Pose 1.ds
MD V4 Pose 1.png
MD V4 Pose 11.ds
MD V4 Pose 11.png
MD V4 Pose 12.ds
MD V4 Pose 12.png
MD V4 Pose 13.ds
MD V4 Pose 13.png
MD V4 Pose 14.ds
MD V4 Pose 14.png
MD V4 Pose 15.ds
MD V4 Pose 15.png
MD V4 Pose 16.ds
MD V4 Pose 16.png
MD V4 Pose 17.ds
MD V4 Pose 17.png
MD V4 Pose 18.ds
MD V4 Pose 18.png
MD V4 Pose 19.ds
MD V4 Pose 19.png
MD V4 Pose 2.ds
MD V4 Pose 2.png
MD V4 Pose 20.ds
MD V4 Pose 20.png
MD V4 Pose 3.ds
MD V4 Pose 3.png
MD V4 Pose 4.ds
MD V4 Pose 4.png
MD V4 Pose 6.ds
MD V4 Pose 6.png
MD V4 Pose 8.ds
MD V4 Pose 8.png
MD V4 Pose 9.ds
MD V4 Pose 9.png

\content\QuickStart\Poses

Beach Cyc Transform Set.dsb
Volleyball Transform Set.dsb

\content\QuickStart\Scenes

QuickStart Scene.dsa
QuickStart Scene.dsa.png

\content\Runtime\Geometries

Null.obj

\content\Runtime\Geometries\ClassicCasualV4

25CCV4_Pants.obj
25CCV4_Shirt.obj
25CCV4_Shoes.obj

\content\Runtime\Geometries\DAZClothing\MilWom\V4

v4BoyShorts.obj
v4SportsBra.obj

\content\Runtime\Geometries\DAZPeople

blMilWom_v4b_QS.obj

\content\Runtime\Geometries\DAZProps\ArticulateProps

blMPCyc.obj
blMPCycPlane.obj

\content\Runtime\Geometries\DHGAcceso

DHGA_Bench.obj
DHGA_Chair.obj

\content\Runtime\Geometries\Lisbeth\GlamourHair

GlamourHairV4.obj

\content\Runtime\Geometries\LJ\V4-Shoes

V4-Trainers.obj

\content\Runtime\Geometries\RDesigns\VolleyballNet

BVBS_volleyball.obj

\content\Runtime\libraries\Character\ClassicCasualV4

25CCV4_Pants.cr2
25CCV4_Pants.png
25CCV4_Shirt.cr2
25CCV4_Shirt.png
25CCV4_Shoes.CR2
25CCV4_Shoes.png

\content\Runtime\libraries\Character\DAZ People

Victoria 4.2 QuickStart.cr2
Victoria 4.2 QuickStart.png

\content\Runtime\libraries\Character\DAZ's Victoria 4 Clothing

Boy Shorts.cr2
Boy Shorts.png
Sports Bra.cr2
Sports Bra.png

\content\Runtime\libraries\Character\Environment

MPCycBeach_QS.cr2
MPCycBeach_QS.rsr
MPCycForest2_QS.cr2
MPCycForest2_QS.rsr
MPCycForest_QS.cr2
MPCycForest_QS.rsr
MPCycWild2_QS.cr2
MPCycWild2_QS.rsr
MPCycWild_QS.cr2
MPCycWild_QS.rsr
PPBackdrop 4_QS.cr2
PPBackdrop 4_QS.rsr

\content\Runtime\libraries\Character\GlamourHair

GlamourHair V4.cr2
GlamourHair V4.rsr

\content\Runtime\libraries\Character\V4-Trainers

V4-TrainersDS.cr2
V4-TrainersDS.png

\content\Runtime\libraries\light\Environment

MPCycBeachLights.lt2
MPCycBeachLights.rsr
MPCycForestLights.lt2
MPCycForestLights.rsr
MPCycWildLights.lt2
MPCycWildLights.rsr

\content\Runtime\libraries\Pose\DAZ's Victoria 4\General Poses

V4 Arms Raised 01.png
V4 Arms Raised 01.pz2
V4 Contraposto 01.png
V4 Contraposto 01.pz2
V4 Fashion 01.png
V4 Fashion 01.pz2
V4 Kneeling 01.png
V4 Kneeling 01.pz2
V4 Looking 01.png
V4 Looking 01.pz2
V4 Pensive 02.png
V4 Pensive 02.pz2
V4 Reclining 01.png
V4 Reclining 01.pz2
V4 Running 01.png
V4 Running 01.pz2
V4 Seated 01.png
V4 Seated 01.pz2
V4 Walking 01.png
V4 Walking 01.pz2

\content\Runtime\libraries\Pose\DAZ's Victoria 4\Magnetize Clothing

!Magnetize to V4.png
!Magnetize to V4.pz2
Magnetize to V4 1.png
Magnetize to V4 1.pz2
Magnetize to V4 2.png
Magnetize to V4 2.pz2
Magnetize to V4 3.png
Magnetize to V4 3.pz2
Magnetize to V4 4.png
Magnetize to V4 4.pz2
Magnetize to V4 5.png
Magnetize to V4 5.pz2
Magnetize to V4 6.png
Magnetize to V4 6.pz2
Magnetize to V4 7.png
Magnetize to V4 7.pz2
Magnetize to V4 8.png
Magnetize to V4 8.pz2
Magnetize to V4 9.png
Magnetize to V4 9.pz2

\content\Runtime\libraries\Pose\DAZ's Victoria 4\MATerials Sample-Res

!All_Mapless.png
!All_Mapless.pz2
!All_Natural_BKN.png
!All_Natural_BKN.pz2
!All_Natural_NG.png
!All_Natural_NG.pz2

\content\Runtime\libraries\Pose\MAT GlamourHair

GlamourHair 01.pz2
GlamourHair 01.rsr
GlamourHair 03.pz2
GlamourHair 03.rsr
GlamourHair 04.pz2
GlamourHair 04.rsr
GlamourHair 05.pz2
GlamourHair 05.rsr

\content\Runtime\libraries\Pose\MAT MPCyc

MPCycBeach_QS.pz2
MPCycBeach_QS.rsr
MPCycForest_QS.pz2
MPCycForest_QS.rsr
MPCycWild_QS.pz2
MPCycWild_QS.rsr

\content\Runtime\libraries\Pose\V4-Trainers

!! FeetTrainerPos.png
!! FeetTrainerPos.pz2

\content\Runtime\libraries\props\Environment

MPCycBeachP1.pp2
MPCycBeachP1.rsr
MPCycBeachP2.pp2
MPCycBeachP2.rsr
MPCycBeachP3.pp2
MPCycBeachP3.rsr
MPCycForestP1.pp2
MPCycForestP1.rsr
MPCycForestP2.pp2
MPCycForestP2.rsr
MPCycForestP3.pp2
MPCycForestP3.rsr
MPCycWildP1.pp2
MPCycWildP1.rsr
MPCycWildP2.pp2
MPCycWildP2.rsr
MPCycWildP3.pp2
MPCycWildP3.rsr

\content\Runtime\libraries\props\Great Room Accesories

Bench.png
Bench.pp2
Chair.png
Chair.pp2

\content\Runtime\libraries\props\Volleyball

!Volleyball.png
!Volleyball.pp2

\content\Runtime\textures\ClassicCasualV4

25CCV4_Pants.jpg
25CCV4_Ref.jpg
25CCV4_Shirt.jpg
25CCV4_ShirtT.jpg
25CCV4_Shoes.jpg

\content\Runtime\textures\DAZ\Characters\MilWom\V4

V4SmplEyesM.jpg
V4SmplEyesTr.jpg
V4SmplEyeSurfcM.jpg
V4SmplEyeSurfcTr.jpg
V4SmplFaceM.jpg
V4SmplFaceM_BKN.jpg
V4SmplLashesTr.jpg
V4SmplLimbsM.jpg
V4SmplMouthM.jpg
V4SmplTorsoM_BKN.jpg
V4SmplTorsoM_NG.jpg

\content\Runtime\textures\DAZ\Clothing\MilWom\V4\BasicWear

07BoyShortsD.jpg
07BraD.jpg
10BoyShorts.jpg
10BoyShortsB.jpg
10Bra.jpg
10BraB.jpg

\content\Runtime\textures\DAZ\Props\MPCyc

MPCycBeachM.jpg
MPCycBeachPM1.jpg
MPCycBeachPM2.jpg
MPCycBeachPM3.jpg
MPCycBeachPTr1.jpg
MPCycBeachPTr2.jpg
MPCycBeachPTr3.jpg
MPCycForestM.jpg
MPCycForestPM1.jpg
MPCycForestPM2.jpg
MPCycForestPM3.jpg
MPCycForestPTr1.jpg
MPCycForestPTr2.jpg
MPCycForestPTr3.jpg
MPCycWildM.jpg
MPCycWildPM1.jpg
MPCycWildPM2.jpg
MPCycWildPM3.jpg
MPCycWildPTr1.jpg
MPCycWildPTr2.jpg
MPCycWildPTr3.jpg

\content\Runtime\textures\DAZ\Props\MPCyc\PhotoPaperBackdrops

PPBackdrop4.jpg

\content\Runtime\textures\Lisbeths\GlamourTex

GlamourTex01.jpg
GlamourTex03.jpg
GlamourTex04.jpg
GlamourTex05.jpg
GlamourTexScull01.jpg
GlamourTexScull03.jpg
GlamourTexScull04.jpg
GlamourTexScull05.jpg
GlamourTexScullTR.jpg
GlamourTexTR.jpg

\content\Runtime\textures\LJ\V4-Shoes

SilverReflTrainer.jpg
Trainer_002_Bump.jpg
Trainer_002_Pink.jpg

\content\Runtime\textures\RDesigns\Volleyball

BVBS_volleyball.jpg
BVBS_volleyballdisp.jpg

\content\Runtime\textures\VAL\DreamHome

Bench01.jpg
Bench01BUM.jpg
Chair01.jpg
Chair01BUM.jpg
DH_CopperRefl.jpg

\content\Runtime\WebLinks\DAZ Productions, Inc

DAZ Free Weekly Download.pzs
DAZ Platinum Club.pzs
DAZ3D.pzs
Mimic Voice Software.pzs

\ShaderMixer\Shader Mixer Presets\Presets

BlueMarble.dsa
BlueMarble.dsa.png
Chrome.dsa
Chrome.dsa.png
Clouds.dsa
Clouds.dsa.png
Flagstone.dsa
Flagstone.dsa.png
FractalSum.dsa
FractalSum.dsa.png
Glass.dsa
Glass.dsa.png
MarbleGraniteTile.dsa
MarbleGraniteTile.dsa.png
Orange Toon.dsa
Orange Toon.dsa.png
Simple Skin.dsa
Simple Skin.dsa.png
Subsurface Stone.dsa
Subsurface Stone.dsa.png
TiledTextureSetup.dsa
TiledTextureSetup.dsa.png
WeaveDisplacement.dsa
WeaveDisplacement.dsa.png
Wood.dsa
Wood.dsa.png

\ShaderMixer\Shader Mixer Scenes\Scenes

Caustic Sample.dae
Caustic Sample.png
Color Bleeding Sample.dae
Color Bleeding Sample.png
Pattern Sample.dae
Pattern Sample.png
Volume Smoke Sample.dae
Volume Smoke Sample.png

Carrara 7 Pro

image_medium.jpg

Product: Carrara 7 Pro
Product Code: ca_ap032
DAZ Original: Yes
Released: December 18, 2008

Product Information

System requirements

Cycle: Public Release
Build: 7.1
Version Released: February 26, 2009

Product Notes

Current Release - 7.1

Release 7.0

New Features

  • 3D Paint - Includes a new 3D Paint Tool that enables textures to be selected, edited and “painted” directly onto an object. The 3D paint tool provides a variety of painting modes including brushing with a variety of brushes, airbrushing, stamping, and support for lines, an eyedropper, and an eraser. Custom brush settings can be saved and later reused. 3D Paint also supports layers, image stamping, and tablet support. Real-time display of bump maps and specularity has also been added to the 3D paint tool.
  • UV Editing/Unfolding - Includes a new UV Editor that shows a 3D view of the polygon mesh, a 2D display of the UV values on the polygon mesh vertices, and a set of tools to manipulate them. You can choose from 4 different projection methods to use for custom mapping. The UV editor “Unfold” function allows you to define seams and pinpoints where the UV template will be unfolded and later stitched. The relax seam tool helps a you selectively reduce the dense areas of the UV for a more uniform map.
  • LOD support for Content Figures - Includes support for Content Figures that have multiple Levels of Detail (LOD). You can use lower resolution LOD figures in your viewport to enhance performance and then render with a higher resolution LOD figure for the best quality. If you have multiple figures in the scene you can enhance performance by reducing the mesh resolution on those figures that are further away from the camera and don't require as much detail. Carrara 7.0 provides advanced auto-switching capabilities that will automatically switch between higher and lower LOD figures based on distance from the camera. As the figure or the camera is moved within the scene, the system determines which figure to use based on user determined preference settings.
  • Vertex Modeling in Assembly Room - The Vertex Modeling capabilities that were previously only available in the “Modeling” room are now available in the “Assembly” room. This enhancement saves time by allowing you to perform modeling functions in the assembly room where other objects can also be seen.
  • Transparency Optimizations for Rendering - Time consuming and complex transparency rendering operations have been optimized in Carrara 7.0 to provide better and faster results.
  • Multi-pass Rendering - Provides the ability to render multiple passes and save these off to separate image files. These render passes or layers (multi-pass render layers) can be edited in another application like Photoshop to increase contrast in the rendered image, change a reflection color, make an edit to a shadow map, or even swap out a background color. This tool will make it faster to make changes to a rendering which if you needed to re-render to see the changes it could take hours and hours. The edits to layers can be changed in minutes.
  • Larger Textures in OpenGL Display - Provides the ability to increase the texture size that is displayed in the Open Graphics Library (OpenGL) or viewport. The settings are based on what texture size your graphics board will support and can be adjusted for performance or quality (up to 4096×4096).
  • Bump & Specularity in OpenGL Display - Provides the ability to view bump and specularity while in OpenGL display (if your video card supports these options).
  • NLA Track Groups - When using Carrara for creating animations, this new grouping tool provides an improved interface to create groups of tracks then collapse or expand the tracks in those groups. This new tool helps you optimize the screen space so you can focus on your animation.
  • COLLADA Export - Figures and scenes can now be exported in COLLADA format. Currently only available for PCs.
  • DAZ Studio Content Support Improvements - Includes enhanced the handling of .DAZ scene files being loaded into Carrara 7.0. Requires DAZ Studio Build 2.3.3.138 or higher.

Resolved Issues

  • Sound clips and Mimic animation is limited to just over 24 seconds each.
  • Sound Track/Clips Delete using right click menu doesn't work.
  • Playing a 12/16 bit aiff on windows causes an error.
  • Importing some IGES files crashes Carrara.
  • Weight Painting display is broken on the Mac in some cases.
  • Image maps in leaves don't render at full resolution.
  • Feature size slider is inoperable on mountain filter.


Release 7.1

Enhancements

  • PNG save option: produces a superior image quality to jpeg by not having the artifacts that jpeg compression produces.
  • Add Sliders to the Properties of a figure: implement a simple feature to allow the user to change an item's translate/rotate values using simple dials in the Properties Tab similar to how it’s implemented inside DAZ Studio.
  • Let any object cast light effects: it would be very useful in order to make impressive particle effects were every particle of a spark could cast its own lens flare. It would be very useful too for little points of light in an object (like a space ship) without having to make hundreds of lights, parenting them to the object and avoiding them to lighten the scene.
  • Image option for painting to support alpha mask so you can paint w/ images properly.
  • AfterEffects – updated to the latest version and incorporated into Carrara. The plug-in was last updated for AE 6.5.
  • Update to the base content that ships with Carrara: every shader, preset, and content item was updated with new shaders, Carrara 7.1 features, and even accurate scaling of every model shipping with the program. A major goal of the update was to get all scenes and items scaled to work perfectly with V4 and M4.

Change log

(Note: the numbers refer to the issues' Bug tracker ID.)

  • Carrara [28202] - Added a shader consolidation command
  • Carrara [28202] - Added automatic shader consolidation option
  • Carrara [28202] - Shader consolidation command should not remove unused shaders
  • Carrara [28446] - Added mouse wheel support
  • Carrara [28446] - Always display spin boxes for transform value.
  • Carrara [28446] - Implemented the requirement for real time update of dials
  • MultiPass Rendering - Major improvements of the atmosphere and post effects passes
  • MultiPass Rendering - Shadow improvement for the multi pass shadow layer Rendering
  • Added png export support for RGB and RGBA.
  • 3D Paint [28372] - Fixed ray hit on rendering facet mesh
  • 3D Paint [28398] - Fixed reveal brush issue
  • 3D Paint - Added reveal shader tool keyboard shortcut
  • 3D View [27840] - Fixed transparency issue
  • CR2 Importer [28342] - Fixed crash
  • Carrara [27207] - Made the open/save windows dialog resizable
  • Carrara [28202] - Added a shader consolidation command
  • Carrara [28202] - Added automatic shader consolidation option
  • Carrara [28202] - Shader consolidation command should not remove unused shaders
  • Carrara [28367] - The current properties client should be set in Activate not in Initialize
  • Carrara [28446] - Added mouse wheel support
  • Carrara [28446] - Always display spin boxes for transform value.
  • Carrara [28446] - Implemented the requirement for real time update of dials
  • Final Rendering [27544] - Fixed ambient occlusion issue with alpha and transparency
  • Hair [26960] - Fixed crash during hair simulation
  • Hair [28442] - Fixed memory issue with colliders to share them between hair groups during simulation
  • Keyboard Shortcut [27758] - Fixed hard coded keyboard shortcut
  • MultiPass Rendering [27706] - Fixed missing tiles in gbuffers
  • MultiPass Rendering - Fixed ambient occlusion pass error
  • MultiPass Rendering - Major improvements of the atmosphere and post effects passes
  • MultiPass Rendering - Shadow improvement for the multi pass shadow layer Rendering
  • Particle [28423] - Fixed jitter issue with colliding particles
  • Plant [27419] - Fixed issue with animated wind or rustle
  • Plant - Added .png export support for RGB and RGBA.
  • Plant - Fixed crash
  • Rendering [26765] - Fixed light effects to show also on lights created by a particle system
  • Rendering [28157] - Fixed crash while rendering a scene
  • Shader [27267] - Fixed major issue due to division by 0
  • Terrain [21947] - Fixed editable terrain filter height
  • Vertex Modeling [27201] - Fixed “Most Ortho Plane Mode” feature in assemble room
  • Vertex Modeling [27611] - Fixed pane part update when changing UV image display mode
  • Fixed: Removed UV relax operation
  • Fixed: Removed 3D Paint keyboard shortcuts for preferences
  • Fix 0028272: When closing a shading module while another shader is visible, the close window operation should be less destructive.
  • Plant: Fixed 0028621: Fixed transparent rendering issue
  • Photoshop Format: Fixed 0028638: Fixed layer issue with transparent image
  • CR2 Importer: Fixed 0028544: Fixed zero pose issue with linked params
  • Final Rendering: Fixed 0028698: Fixed crash when no photon map
  • Carrara: Fix 0028634: So that the undo would work correctly
  • Final Rendering: Fixed 0028729: Fixed crash due to precision issue with ray hit accumulator
  • 3D View: Fixed 0028739: Fixed undo when using spin boxes for the transform
  • Carrara: Fix 0028730: Changed the naming recovery algorithm to use a sorted edge list to create a map
  • 3D View: Fixed 0028739: Fixed compilation warning
  • Shading Module : Fixed : Fixed probable issues in shading room due to a previous change 32687
  • CR2 Importer: Fixed 0028662: Fixed smooth scaling skinning issue on the Freak 4
  • Carrara: Fix 0028751: Spin control now enforces the same range check as the text box.
  • Carrara: Fix 0028723: Added shift as key modifier to make the spin control more sensitive.
  • Carrara: Fix 0028683: Set UV export to use white as background color.
  • Vertex Modeler: Fixed 0028537: Fixed crash when loading morph from obj
  • Translation : Implemented : French translation
  • Carrara: Implemented 0028446: Mouse wheel on spin box would now be changing values faster
  • Carrara: Implemented 0028779: Added support for sliders to have spin boxes on the text part
  • Carrara: Implemented 0028779: Changed the resources so that parameter node would display spin boxes
  • Final Rendering: Fixed 0028788: Fixed crash with ambient occlusion


Known Issues

None.

Please report any issues besides the ones listed above to the DAZ 3D Bug Database. When submitting more than one issue, please submit one report for each issue. For multiple issues, you do not need to include all of your hardware configuration information or company contact information.


Notes

  • To add a vertex object and edit that new object in the Assembly room:
  1. Click on the vertex object in the tool bar.
  2. Click in the scene where you want the object added –> Carrara will add the new vertex object and switch to edit mode.
  • To add a vertex object and edit that new object in the Modeling room:
  1. Click on the vertex object in the tool bar.
  2. Drag the vertex object from the tool bar to the scene where you want the object added –> Carrara will add the new vertex object and switch to the Modeling Room.


RENDER NODE

1. Shut down all computers that will be used for the render (this isn't really necessary, but makes giving the directions more clear

2. Boot up all computers that will be used for the render.

3. Decide which computers will be used as Render Nodes.

4. Pick one computer to be the Master.

5. Launch the Render Node application from the Start Menu on all computers that were selected to be Render Nodes.

6. For each Render Node application that is running

6.1. Select File > Preferences.

6.2. Select “Application” from the drop down menu in the Preferences dialog.

6.3 Verify that all running Render Node applications show the same number for “Port1:” By default this is 5020.

6.4 Click OK to close the preferences dialog.

7. Go to the computer that was selected to be the Master and launch the Carrara 7 Pro application from the start menu.

8. Select File > Preferences.

9. Select “Render Room” from the drop down list.

10. In the group “Network Rendering” verify that “Port1” is the same number as “Port1” from step 6.3. 11. Set Sub Net to “Automatic”

12. Click OK to accept those settings and close the Preferences dialog.

13. Enter the Render Room.

14. Switch to the Batch Queue tab in the tray at the bottom of the screen (tabs are located along the left hand side).

15. Click the Add button.

16. Select the Carrara file to be rendered.

17. In the properties tray, Rendering tab, Miscellaneous section (at the bottom of the properties tray, often requires scrolling down to see it) verify that “Enable Network Rendering” is check marked.

18. Switch to the Output tab and Click “Set File Name” so that the resulting render is saved where desired.

19. Click Launch.

20. A render window will appear. Grey tiles with an N represent the areas that are being handled by a Render Node. If the render window and grey tiles appeared, there is no need to go further. Only follow steps 21 through 32 if you saw no grey “N” tiles during the render.

21. If no grey “N” tiles are visible in the render window you need to configure the Sub Net manually. This should only be required if your network consists of multiple network interfaces (such as a wired and wireless connection). In this case, the master Carrara 7 Pro application needs to be told which network to use.

22.Select File > Preferences.

23. Select “Render Room” from the drop down list.

24. In the group “Network Rendering,” set Sub Net to “Manual.”

25. Click the Start menu and then select “Run”

26. In the dialog, type “cmd” to open a command prompt window.

27. Type “ipconfig”

28. Set the “ID” fields in the Carrara 7 Pro preferences dialog to the same numbers as seen in the “IP Address” from the ipconfig output.

29. Set the “Mask” fields in the Carrara 7 Pro preferences dialog to the same numbers as seen in the “Subnet Mask” from the ipconfig output.

30. In the command prompt window type “exit” to close it.

31. Click OK to accept the settings and to close the preferences dialog.

32. Repeat steps 13 - 20.

Support

Visit our site for further technical support questions or concerns: http://www.daz3d.com/i.x/support

Thank you and enjoy your new products!

DAZ Productions Technical Support
12637 South 265 West #300
Draper, UT 84020
Phone:(801) 495-1777
FAX:(801) 495-1787
TOLL-FREE 1-800-267-5170

Notes

  • Source of information about version 7.1 release: official release thread and official beta release thread.
  • A Carrara 6 Reference Guide (CarraraOnlineHelp.pdf) can be found installed in this folder: Carrara 7 Pro\Carrara Help\CarraraOnlineHelp
  • The usage License can be found in the main Carrara 7 Pro folder.