DAZ products you both love AND hate
K T Ong
Posts: 486
in The Commons
Are there any DAZ products which you love but also hate at the same time?
For me, the Chinese Courtyard fits the bill at present. The historically and culturally authentic set is just gorgeous. At the same time, though, you can only load the entire scene into DAZ in one go (instead of loading only the elements you want), and it's such a system/memory hog it slows everything down to a creep. I had to painstakingly eliminate parts of the scene I didn't want in order to speed things up, and even then only by a bit. Very frustrating. This otherwise wonderful product really should be re-released as a construction set where you can load just the things you want instead of everything at once.
Over to you fellas?

Comments
I really liked Leo 7 but his baked in height made him difficult to mix with other characters so I ended up not using him.
Can't you just load G7 Male and apply his shape and textures after and then adjust whatever you want?
You can always load him, scale him down to 92%, export that as an obj, re-import, and then save that as a morph. That way you have a Leo 7 that can be mixed in with others.
What she's complaining about is that instead of making the body shape morph and scaling it up to the height desired for the character, they scaled the figure to the target height, then made the shape morph, so you would have to scale it down iif you didn't want the figure as tall as Leo naturally is supposed to be.
I think this thread is going to go down in flames.
You sure you want to call products out like this? lol
Every single long hair item that does not contain bones. I have so many of them and they all look fantastic, but ive wasted countless hours trying to get dynamic movement out of morphs that are hobbled by autofit. Long hair (no bones) is what costs me the most time and effort in rendering these days.
If you parent the hair, instead of using autofit, the bones are still there! You can use any hair for any generation and just make sure the scalp is aligned correctly, then parent, and all morphs are still there.
I have an outstanding ticket for Leo’s issues so I have no secrets that I was hoping his body morph wouldn’t scale. This is a product I really really liked.
If I truly dislike a product I return it. But Leo’s shape was awesome. Using his genetics was difficult due to the way he was created.
Alot of those bones dont work though. It seems like they only adjust with the jcm's(?) of the figure. I always parent when I match hair thats from a different generation. But trying to get a semi realistic movement of the back hair and front hair around the clollars and shoulders is nightmarish...unless there is a technique that I am unaware of?
LAMH.... looks so good... generates such huge files for Iray rendering. Luckily the Catalyst version fixes most of that, at the expense of limiting the critters.
Oh, that's an easy one - DAZ Studio itself. Great program with incredible capabilities and each generation gets better, BUT.... figuring out how to make it do things is an ongoing nightmare due to DAZ's unwillingness to actually provide decent documentation, there's the constant dread of installing a new update and finding that many of my favorite plugins no longer work properly and the angst of fighting a losing war trying to keep all the content organized. So, while I love the progam to pieces and now use it almost exclusively over Poser Pro, I really wish DAZ would work a bit harder on making the actual user experience not quite so onerous.
Agreed!
The older hair that was created for Poser has controls under neck in Poser so it should be the same in DS. Of course newer hair, especially from PAs like OOT have many more interesting wind morphs. 3Dream and Mairy have Poser hair with a ton of morphs though that should work in DS. If you parent, you should get all the morphs that came with the hair, but some hairs just didn't come with that many to begin with.
A million times agreed!
can you autofit the hair to one that does have bones maybe?
Sure. Ive got plenty of v4 hair and I know the morphs and bones your speaking about. I think im not being specific enough. The movement that I have trouble with consistantly is the twist of the neck. Trying to get the back and front hair to drape over the collar and shoulder while also getting a nice twist on the back hair is troublesome. Add a steep bend to the head, combined with the twist and I tend to spend all of my time on at least a few long hair styles before deleting them all and resorting to a pony tail or short hair cut. Anyhow, I love the long hair styles, I just feel that the technology is so behind the times that its become a nuisance.
And now, im going to bow out of this conversation because I need food and coffee and I feel a slight touch of the grouchy coming on...

No issues with DS itself, but there are a few products I purchased that I want to use that are way to taxing on resources due to poor modeling or excessive textures/texture sizes. I can load them fine by themselves and do a render, but add a figure, clothing, hair and /or an environment and it makes the scene pretty unusable. Luckily I learn my lesson and avoid new releases from these vendors.
+1
I don't buy long hair anymore if it doesn't have; I return if I thought it did and it doesn't.
If you have "Scene Optimizer" it takes a few seconds to overcome the excessive texture sizes. If the issue is with too many polygons this can be tackled with the decimator, but it is less straightforward, and has some unpredicatable results.
Remember to delete the maps of all the inner mouths of characters who don’t have their mouths open!
I have both and use both in addition to a script to reduces textures sizes, but would be nice not to have to use them.
True, but the advantage of the having the large textures is that you have the option to zoom right in to certain parts of the scene, and the textures should still look good. I have some enviroments that look fine from a distance, but on zooming into some areas look really bad.
If you hide or use cutout on all body parts that are covered with clothes would that help? And is there a difference between completely hiding a body part vs going in surfaces and using cut out?
Wonderland: The point is lowering the texture load. If you have a dozen different mouth textures, that's getting loaded in.
...but when parenting to G3 or G8 you now have an upper and lower neck bone to deal with instead of just the single one.
A million + one
I love Perry Walinga's Airport Island products. You need a supercomputer if you're planning to do a full environment load, though. DAZ Studio eats up around 15GB of my SSD space just for the environment geometries and textures. I have to start with texture shader drawstyle, remove unnecessary stuff, and then switch to Iray. I love large products and a huge possibility for kitbashing but there's a point that a product is too large and cripples my other PC. His Airport Island set needs to be modularized similar to his Jumbo Jet VIP product.
Right, then wouldn't you want to hide body parts that are covered with clothes?
Also, should you hide anything that isn't in the viewport or will DS ignore all that automatically?
I sympathize to a large degree, but hey, what can you expect? DAZ is free. ;)