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Daz 3D Forums > Search
  • Diffeomorphic UDIM Artefact

    Blender 5.2.0

    Diffeomorphic 5.2.0.3018

    G8F material: FW Rebekah HD for Victoria 8

    Steps:

    - Import a G8F via Diffeomorphic's manual import

    - Merge Rigs

    - Import standard morphs, including Head, Expression, FACS, Body, JCMs, Flexions

    - Import Daz Favorites, including Zev's Breast Control, Bend Control, Tongue Control, Expression Smoother

    - Save Local Textures with All Mesh checked

    - Merge Materials with every setting unchecked, including Ignore Bump Strength

    - Switch to Edit Material tab, set Face as Active Material, press Make UDIM Textures, change Image Size to 4096, check Combine Texture Types and all material zones, and press OK

    - Set Face as Active Material, press Overwrite Materials, check only Torso, Lips, Legs, Fingernails, Toenails, Face, EyeSocket, Arms, and press OK

    - Switch to Cycles GPU, and the following artefact occurs on the whole G8F mesh.

    By

    mark212160 mark212160 7:25AM in Blender Discussion
  • Xin's HD Morph Add-on 2.0.0 Error

    Blender 5.2.0

    Diffeomorphic 5.2.0.3018

    Xin's HD Morph 2.0.0

    Steps:

    - Import a G8F via Diffeomorphic's manual import

    - Merge Rigs

    - Import standard morphs, including Head, Expression, FACS, Body, JCMs, Flexions

    - Import Daz Favorites, including Zev's Breast Control, Bend Control, Tongue Control, Expression Smoother

    - Specify the working directory for Xin's add-on

    - Specify the base mesh as the G8F mesh

    - Switch to HD mesh generation tab, specify Generate Rigged HD, set HD subdivision to 3, check Import base morphs and Copy other meshes, press Generate HD mesh, and the errors shown in the screenshot occur.

    By

    mark212160 mark212160 6:46AM in Blender Discussion
  • Is there a way to add/edit Smart Content categories?

    NorthOf45 said:

    The Default categories (where the included metadata places the assets) can be deleted, but not renamed or moved (i.e., Read-Only). You can add new sub-categories directly in the Default tree, and they will have full access (Read-Write).

    Great, how do I do that? Is it something I can do in the app, or do I have to fiddle with config files?

    For example, you can re-categorize assets into different Default categories, like those in "Anatomy/Extenal", presumably into "Anatomy/External", then delete the offending category. If there is an error in the metadta file itself, stray categories will return if you re-install the faulty product. A help ticket is the only way to get it changed officially. Nothing stopping you from doing it yourself while you wait for some kind of response.

    Oh, I moved the item long ago. I can't even remember which one it was. I just still have that zombie category sitting around.

     

    By

    gwalla_2536c3a4a6 gwalla_2536c3a4a6 4:02AM in Technical Help (nuts n bolts)
  • Dual v4_v6 Script Example: Inheritance, Modules

    Summary:
     The Main script file together with its associated modules demonstrates one way to implement Inheritance and Modules in DAZ Script so that the same files can be used in both v4 and v6.
      It demonstrates a simple Personnel App with an Inheritance hierarchy like this:
        BaseObject      : Provides className() and inherits() functions (like a QObject)
          Person        : A BaseObject with FirstName, LastName properties
            Employee    : A Person with ID property
              Manager   : An Employee with Department property
      This mechanism is intended only for non-trivial applications that would be simplified by using inheritance and/or modules - i.e. it would be overkill for many simple utilities.

     Files (attached to this post):
       Test_v4_v6.dsa   : Top-level script, containing the Main Routine of the Application:
                                         Open it in the Script IDE Pane and Execute it from there.
       zzzOBJ_lib.dsa   : Module: App-generic BASE Object class
       zzzUTY_lib.dsa   : Module: App-generic Library of Utility facilities
       zzzPER_lib.dsa   : Module: App-specific: Simple Personnel facilities

     Inheritance:
      Inheritance between Object Classes is implemented via the ECMAScript 'Object.create( <prototypeObj> )'
        mechanism, and involves no version-specific code: https://docs.daz3d.com/public/software/dazstudio/4/referenceguide/scripting/api_reference/object_index/object
      Note that v4 does not recognize v6 stuff like: class, extends, constructor(), super()

     Modules:
      In v4: Modules are simply external script files 'included' into the Main script in its Global scope, i.e. before any anonymous function that serves as the Main Routine.
        The 'include()' commands execute only within v4-specific code that is activated by testing: if( (App.versionString < '6.') ) { ...v4-specific code.
        All facilities in the Global scopes of the Main script, and of all modules already 'included', become visible to the code in the 'included' module.
        All facilities in the Global scope of a module becomes visible to all code following the 'include()' command that loaded that module.

      In v6: Modules are implemented via the CommonJS facilities provided by DSv6, i.e:
        Modules Export their facilities by adding them as properties to their 'module.exports' Object provided by the v6 script context.
        Scripts Import facilities from a module via the 'require(<module>)' function provided by the v6 script context, which returns the 'module.exports' Object from the <module>.
        The 'module.exports' and 'require()' commands execute only within v6-specific code that is activated by testing: if( (App.versionString >= '6.') ) { ...v6-specific code.
        NO facilities in the Global scopes of the Main script, or of any modules already 'required', become visible to the code in the 'required' module.
          BUT: You can 'inject' visibility of any existing facilities into any module:
            Immediately after the 'require()' call,
            by passing the relevant context data to an Exported function of the module,
            which saves references to that context into its local scope,
            all of which must occur before the module refers to such Context in its body.
          In this demo that is done by passing Object g_zzzAPP_Context to a LoadAppContext() function that is provided by each relevant module.
        ONLY facilities explicitly Exported by the 'module.exports' command are visible outside the module.

     I found it simplest to develop the code in v4, which automatically excludes any v6-specific commands, and only once that is working add the version-specific IMPORTS and EXPORTS sections  to handle the differences in module scope.

     I am NOT expert in any of DAZScript, QtScript, ECMAScript, or JavaScript. If you can suggest better ways to do this, please post them to this forum topic.

    Hope you find this useful.

    P

    By

    Praxis Praxis 3:45AM in Daz Script Developer Discussion
  • [Diffeomorphic] Workflow?

    In my workflow I just save the base figure in blender with just jcms and facs. Then every charcter I create in daz I save as dbz file. Import the dbz morph in morph panel, make sure to switch the ERC method to translation custon (this makes sure the rig scales with the mesh) in global setttings.
    For clothes I just import them using File>Import>Daz(1st option) and locate them in my daz library and the set the mesh fitting to Unmorphed shared or unique. Then parent the cloth rig to genesis figure and then merge the two rigs in the corrections tab(I use the option tie rig instead). After that selecting the cloth and genesis mesh, transfer the jcms and custom morphs to cloth mesh. If there are any clothing morphs you can import them using import custom morphs. 
     

    By

    bilyatboring bilyatboring 3:04AM in Blender Discussion
  • UV texture templates?

    felis said:

    Philippi_Child said:

    felis said:

    I tried some random newer products, and those didn't have templates.

    You can kind of getting it by setting viewport to UV-view and take a screenshot, but it is unprecise. Potentially you can use existing textures as reference, but that is also unprecise.

    Personally I take the products into blender when needed and get my UV templates from there.

    How do you do this? Thanks!

    If asking about blender.

    Export object from Daz Studio as obj (personally I prefer in base resolution)

    Import in blender (there is a scale difference of 100 (DS unit 1 cm, blender unit 1 m) but that doesn't matter for UV)

    For a normal UV (with no overlap) go into UV Editting, press 'A' (all) an export in desired size.

    For an UV with overlap, go to Modelling, select wanted surfaces, and then go to UV Editing and export at desidered size. Repeat for other surfaces.

    thank you!

    By

    Philippi_Child Philippi_Child August 31 in The Commons
  • UV texture templates?

    Philippi_Child said:

    felis said:

    I tried some random newer products, and those didn't have templates.

    You can kind of getting it by setting viewport to UV-view and take a screenshot, but it is unprecise. Potentially you can use existing textures as reference, but that is also unprecise.

    Personally I take the products into blender when needed and get my UV templates from there.

    How do you do this? Thanks!

    If asking about blender.

    Export object from Daz Studio as obj (personally I prefer in base resolution)

    Import in blender (there is a scale difference of 100 (DS unit 1 cm, blender unit 1 m) but that doesn't matter for UV)

    For a normal UV (with no overlap) go into UV Editting, press 'A' (all) an export in desired size.

    For an UV with overlap, go to Modelling, select wanted surfaces, and then go to UV Editing and export at desidered size. Repeat for other surfaces.

    By

    felis felis August 31 in The Commons
  • Creating templates for Daz products in Blender.

    Ok so for "template" I guess you mean the uv map. For this it's enough to export as obj in daz studio.

    steps:

    1. in daz studio export as obj
    2. import in blender
    3. edit mode: uv editor > uv > export uv layout

    p.s. Or in DS4 you can see the uv map in the viewport panel, selecting the "uv view", but it will be displayed at the viewport resolution. Then you can print the screen and manipulate with a paint program, eventually. The blender way is more precise as it allows to export the uv map at the desired resolution.

    p.s. In blender you can also paint directly over the 3d model, that's often easier because you don't care of the uv seams.

    By

    Padone Padone August 31 in Blender Discussion
  • Is there a way to add/edit Smart Content categories?

    The Default categories (where the included metadata places the assets) can be deleted, but not renamed or moved (i.e., Read-Only). You can add new sub-categories directly in the Default tree, and they will have full access (Read-Write). For example, you can re-categorize assets into different Default categories, like those in "Anatomy/Extenal", presumably into "Anatomy/External", then delete the offending category. If there is an error in the metadta file itself, stray categories will return if you re-install the faulty product. A help ticket is the only way to get it changed officially. Nothing stopping you from doing it yourself while you wait for some kind of response.

    You could make Custom Categories, but that will create a new tree, separate from Default. Some users like to have all Categories in one place.

    By

    NorthOf45 NorthOf45 August 31 in Technical Help (nuts n bolts)
  • Has Anyone here experimented with Gaussian Splatting?

    These are all great insights but I have to ask about the biggest showstopper I've run into...
    How can I get Twinmotion to import animated morphs from FBX?
    I tried looking this up but the article from 2024 I found made it sound like there used to be a lot more import options in Twinmotion when right now there seems to just be three checkboxes and 1 numeral field.
    I also reimported my fbx back into daz studio and imported it into blender and can confirm that the fbx absolutely has the animated morph data in it, for whatever reason twinmotion 2026.1 just isn't bringing it in. Have you had this issue? The epic games launcher appears like it will allows me to painlessly choose an earlier version of Twinmotion that goes all the way back to 2023. Which version are you currently using?

    By

    Diaspora Diaspora August 31 in Daz Studio Discussion
  • [Released] RSSY Clothing Converter from Genesis 9 to Genesis 8 [Commercial]

    Richard Haseltine said:

    arielgagnon said:

    The RSSY Clothing Converter G9 to G8F script fails immediately on launch, before any dialog appears.

    Log: Script Error: Line 89 — TypeError: Result of expression 'pDirectory' [null] is not an object.

    Setup: Daz Studio 4.24, Windows. Scene contains only a default Genesis 8 Basic Female, at origin, default pose, selected.

    Content directories: C:/Users/ariel/Documents/DAZ 3D/Studio/My Library (first) and C:/Users/Public/Documents/My DAZ 3D Library. Both writable, both with a Runtime/Support folder. I recently moved all libraries out of OneDrive. Conformers are present in data/sickleyield2023/rssyg9ftog8fconverter/conformers. Reinstalled the product, same error.

    The G8M version fails the same way, and the Install Custom Actions script fails at line 37 with the same error.

    How did you instal? What is the full path to the script, starting from the drive le

    Installed via DIM. Full path: C:\Users\Public\Documents\My DAZ 3D Library\Scripts\RiverSoft Art\Clothing Converter\RSSY Clothing Converter G9 to G8F.dse

    I have since done a completely clean reinstall: uninstalled in DIM, manually deleted every remaining file (scripts, RSG9G8CCConstants.dsa, RSG9ToG8ClothingConversionFunctions.dse, the data\sickleyield2023 conformers, the XML and the Runtime/Support metadata), then reinstalled. All 336 conformers and both Common files are present. Daz Studio was restarted. Same error, unchanged.

    My content directories are C:\Users\ariel\Documents\DAZ 3D\Studio\My Library (first) and C:\Users\Public\Documents\My DAZ 3D Library (second). Both writable, both with a Runtime\Support folder. Nothing is on OneDrive or a network drive.

    By

    arielgagnon arielgagnon August 31 in Daz PA Commercial Products
  • The "The Weather Changes More Often than the Thread Title" Complaint Thread

    butterflyfish said:

    Alas, Google tells me you can't get that here. There's a Belgian Chocolate Cappuccino flavor of that brand on Amazon (only 7 left!) but otherwise you'd have to import it. And I don't like coffee enough to bother with that.

    I live in Massachusetts so you're never far from Dunkins. There are four in my very small city, plus multiple others in the surrounding towns.

     Sorry to hear that.  I'm surprised though since I always thought of Mokate as being a global brand.

     

    By

    3DIO 3DIO August 30 in The Commons
  • The "The Weather Changes More Often than the Thread Title" Complaint Thread

    3DIO said:

    butterflyfish said:

    I can't drink coffee at all unless it's half hot cocoa. But since Dunkin's discontinued that (they called it a Dunkacchino), I don't drink any type of coffee. At Dunkin's or Starbucks I get a strawberry refresher, and at home I mostly drink flavored water or the occasional cup of chai.

    They don't have Dunkin' here in the UK (as far as I'm aware), so I don't know what that drink tastes like, but I can personally recommend this stuff from Mokate.

    I first bought it thinking it was some fancy tasting coffee, but it tastes more like cocoa to me (really nice cocoa).  I put three sweetners in the cup with these satchets, and it's pretty much taken over as one of my favourite drinks.  I reckon I drink it more than tea or coffee now.

    I know they call it coffee, but to me it's not coffee, it's more like a luxurious cocoa with I suppose a little extra (which would be the coffee part of it).  You get nine in a box for £1, so they only cost around 10p each.

    Sweetner does make or break the drink, though.  I use three Hermesetas in these, and never use too much water so as not to ruin it.
     

    Alas, Google tells me you can't get that here. There's a Belgian Chocolate Cappuccino flavor of that brand on Amazon (only 7 left!) but otherwise you'd have to import it. And I don't like coffee enough to bother with that.

    I live in Massachusetts so you're never far from Dunkins. There are four in my very small city, plus multiple others in the surrounding towns.

    By

    butterflyfish butterflyfish August 30 in The Commons
  • Content Catalog - Windows/macOS (Commercial) - Out now

    DoctorJellybean said:

    memcneil70 said:

    Just a bit of DIM weirdness. I bought the Mac version of the program because I save my .zip files on that computer, but on my new Windows 11 laptop when I downloaded from DIM, I made the decision to not save .zip files. So I didn't buy the Windows version ot the program. I am considering a long term process of uninstalling and reinstalling and saving my .zips on an external hard drive but have not yet done that. 

    But on the Windows11 DIM, the Mac version of this program is being listed as available to be installed?! I double-checked and I absoluted do not have Mac ticked to be installed by DIM on that computer. I have bought many programs that are OS specific, but this is the first time this has occured.

    It is not causing me any issues other than reminding myself to ignore it. But I thought I should mention it.

    I suspect that the DIM package creation went sideways, I will check with QA.

    As Barbult said, you can hide it. 

    Thank you all, I am sorry for the late reply. Two days of crazy running around away from home and little computer time. Well, maybe it is like the recent metadata I am seeing, it is like they are using an AI that sees a name we would know 'Coffee Table' refers to a table in front of a couch, but codes it as 'Food' instead. That is driving my inner inventory management soul crazy.

    By

    memcneil70 memcneil70 August 30 in Daz PA Commercial Products
  • Has Anyone here experimented with Gaussian Splatting?

    I used Postshot from Jawset during the beta and even created a splat importer for Cinema 4D, results are really good once you get shaders set up properly (which the plugin does now). Cool stuff, but in my everyday usage I don't have a need for it.
    Rendered and vertice/point view in cinema 4D, and the last image is my result with a 3DGS Ply import with Iray material conversion in DS.

     

    To do what you are requesting requires significantly more work IMO and then there are going to be speed issues exporting good enough data and images for training. It can be done though.

    By

    umblefugly umblefugly August 30 in Daz Studio Discussion
  • Daz animated figures to Twinmotion

    Diaspora said:

    Damn Wendy, you're really doing some heavy lifting for the topic of Twinmotion, I didn't want to bother you more than I already have in the other thread about what the workflow is but if it's as simple as just fbx export out of Daz and fbx import in Twinmotion, then that sounds good to me!

    I try to make animations loop and load animations with it set to 10fps before exporting at 30fps because they can get jerky

    baking AniBlocks at 10fps a good idea too in general

    only bone animation supported in FBX so no dforce

     

    By

    WendyLuvsCatz WendyLuvsCatz August 30 in The Commons
  • Daz animated figures to Twinmotion

    Damn Wendy, you're really doing some heavy lifting for the topic of Twinmotion, I didn't want to bother you more than I already have in the other thread about what the workflow is but if it's as simple as just fbx export out of Daz and fbx import in Twinmotion, then that sounds good to me!

    By

    Diaspora Diaspora August 30 in The Commons
  • [Released] Content Wizard [Commercial]

    SonixUK said:

    I don't know if this is a CW issue or a Smart Content issue - The files don't have thumbnails in Smart Content and no longer work as links. Attempting to use them results in an error (Error loading content in log file).

    .djl files are not supposed to be visible in Smart Content: when I'm using them and use the default UI to create metadata for a product, they are not added to the files requiring metadata. Instead, I just set both G8 and G9 version of the hair / clothes / etc as the Compatibilities for the .duf files and it'll work flawlessly.

    If you have any recent product by Strangefate, you can check how Daz made the metadata for them (it's how I learned about .djl files).

    Here's an example of metadata I made for Aeon Soul's last freebie (see here, it's a top for G8F and G9). By default, each version has its own set of material presets, but during the process of making them, I replaced all material presets from the Genesis 9 folder by .djl pointing to G8 mat. presets:

    Once done, it's like that in Smart Content:

    and like that in Content Library:

    I didn't think about making a screenshot with the G9 version selected and Filter by context active, but it's working.

    Overall, I think it's the better way to do it: there is not difference in the way the Content Library is working while in Smart Content but you only have one set of material presets instead of two.

    By

    Elor Elor August 30 in Daz PA Commercial Products
  • Making an object

    Yea, even if the vertices (converted polygons) are hidden, they'll be exported so as to preserve the vertex count as well as UV. Then you still can import the exported object with Morph Load Pro.

    By

    crosswind crosswind August 30 in Technical Help (nuts n bolts)
  • Mr Potato Head?

    There are a few pretty good models on Sketchfab which should import easily enough. Obviously it's up to you to do the rigging if you want a fully poseable character but it shouldn't be too tricky or time-consuming.

    https://sketchfab.com/search?features=downloadable&q=potato+head&type=models

     

    By

    TimberWolf TimberWolf August 29 in The Commons
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