What is the difference between "saving ."scene subset" & "subset asset/prop asset"?

OK so this may sound like a dumb ask. But just What is the difference between "saving ."scene subset" & "subset asset/prop asset"

What has one got or do better than the other? 


  • felisfelis Posts: 3,011

    Scene/scene subcet is for agregated parts. Prop/asset is the individual object.

    But if you have imported or changed a prop I would save it as a prop/asset first, even though you want to use it together with other items in a scene subset. Else you will contain all the object information in the scene file, instead of just a reference to the object.

  • crosswindcrosswind Posts: 1,837

    First, there're two major file types in DS: *.duf (DSON User File) and *.dsf (DSON Support File)
    - *.duf : user-facing files that're shown in your Daz Libraries. *.duf are mainly used for saving scene file, various presets, etc. Actually it can store all types of data but just depending on the figures / objects you're gonna save.
    - *.dsf : non user-facing files that're not shown in your Daz Libraries but just in 'Daz Library\data' folders. *.dsf are mainly used for storing base geometry / rigging, morph data , UV data, etc.

    Scene Subset : mainly used for saving a Set of figures / objects in your scene, as per your selection. Then you may load / merge the Subset into other scene(s). It never saves any *.dsf but *.duf only. When saving, it'll check if there's any *.dsf file 'supports' the figures / objects you select. If not, all geometry / UV / rigging... data will be saved in duf file. For newly-created/imported objects that you've never saved any figure / prop assets, the duf file size may be pretty big after saving. So if you're a content creator, save figure / prop assets first.

    Scene Assets: save everything in the scene, both *.dsf and *.duf. It'll save one single duf file for loading all objects, and save multiple duf files for each single object in the scene.

    Figure / Prop Assets: save a single object only, both *.dsf and *.duf. This function could be frequently used if you're a content creator.

    So you may choose to use the proper function depending on your cases and needs...

  • You would usually save an asset only when creating a new item from imported content (OBJ files as props, figures, or morphs for example). If you are working with existing content you can generally ignore the Support Assets menu.

  • thanks all. very interesting info

  • A Support Asset is considered by DS as one item.

    So you might save a kitchen knife as a support asset. To create a kitchen knife block populated with six knives, you's save the knife as a Support Asset (maybe with length morphs) and the wooden block as a Support Assest, and having done that you'd save the wooden block with six knives (each with its own length morph setting) in it as a Scene Subset. This way the knives can be taken out and used.

    If the wooden block & six knives was saved as a Support Asset, the only way to remove a knife from the block would be by a morph or rigging before saving as a 'Support Asset'.

    Hope that adds a little more to the explanations above.



  • myotherworldmyotherworld Posts: 505
    edited September 19
    Thanks Richard, as always helpful and informative.
    Post edited by myotherworld on
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