-
About the impact of SSD performance on DAZ
It is really hard to say since there are other factors in scene loading outside of drive speed. Technically, yes, scenes will load faster as PCIE 5.0 drives can have read speeds that are up to twice as fast as PCIE 4.0 drives. Whether or not that translates into a "siginificant increase" is dependent on more than raw drive speed. When I switched from a 7200 RPM HDD to a PCIE 4.0 SSD, which provided a huge jump in raw drive performance, the scene loading time did not increase at the same proportion. I would say that scenes loaded about 15-20 percent faster after the switch due to the other factors involved (e.g. DAZ has to load all morph packages installed for a Genesis 8 character no matter which are used, which can add a lot of time depending on how many characters and morph packs you have installed).
[Released] STUDify [Commercial]Hi everyone, my next product to hit the store soon is a 4 in 1!
- A set of 5, Genesis 9 dForce smart prop accessories (3 choker widths and a cuff for each wrist)
- A 4K leather shader with 16 color presets
- The STUDify shader (24 tileable stud 4K displacement presets - 4 shapes with 6 sub styles within each)
- 2 geometry shell creation scripts.
Now Released!
https://www.daz3d.com/studify
STUDify Presets
Because the studs are generated via tileable displacement maps, you can apply them to anything (run one of the geoshell creation scripts first), but you can also create some very unique styles by changing the Horizontal and Vertical tiling values.
Preview images are included, so you can easily adjust the size/density of the studs without Iray being active. These preview images have very low gamma so won't be visible in render.
The STUDify presets should be applied to a figure/prop geoshell as there will be gaps between the studs and the original surface will be visible.
Geometry Shell Creation Scripts
The geoshell creation scripts can be used for any project and speeds up the shell preparation process, because all you need to do is select the surfaces you want the shell to cover on the host prop/figure and the scripts will:
- Create a geometry shell
- Make all shell surfaces opaque
- Turn of visibility of unselected surfaces
- Select visible shell surfaces, ready for a shader to be applied.
One of the scripts also makes the shell selectable in the viewport, so that the Surface Selection Tool can be used for easier texturing.
dForce Accessories
The accessories have been created as smart props (rather than conforming) to avoid deformation from morphs or poses (which could have a knock-on effect to how the displacement maps perform). These automatically get parented to the neck and forearms of Genesis 9 so that only minimal manual adjustment should be necessary, and can be dForce simulated for a snug fit.
Each accessory also comes with an 'Expand' morph that allows the prop to be expanded or contracted for further adjustment. Because they're non-conforming and use dForce, they can be used with other figures if manually parented and positioned.
The accessories have special edge-to-edge UV's optimised for the STUDify shaders, so that tiling is easier.
Bonus content!
I've attached an alternate UV for my dForce Stretch Belts belt, that's also optimised for the STUDify shaders. To load the alternative UV, load one of the belt presets into your scene, select the buckle and delete it (plus the parent rigid follow node).
Select the belt in the scene, then right-click the Surfaces tab and select Edit > Load UV Set... from the menu.
Navigate to where you have unzipped the attached obj (forum wouldn't let me attach obj directly), select it and then in the subsequent UV Loader dialog, click Accept. Don't replace the default UV as this will break the materials included with the belt product.
In your Surfaces tab, navigate to UV Set, click the dropdown and now you should have a new option for the UV, as per the name you specified.
The original belt only has one surface, so you will need to create a new Front surface for the belt using the Geometry Editor Tool which is only the front facing polygons, otherwise the STUDify shaders would apply to the edges and backface too.
Once you have done both of these steps, you can then save this updated belt as a scene subset to a location of your choice. This is recommended over saving modified assets, because doing so would break the original materials because of the extra surface, and the extra UV set doesn't get saved alongside this.
With a scene subset, both the new surface and UV are embedded in the preset, ready to be used in any scene.
Apologies for all the manual steps, but I can't create the scene subset for you as this would be distributing a version of the original product!
Help in converting clothing to fit Toon ElephantDo you know Blender or have Mesh Grabber ?
With Blender: you can simply export Toon Elephant and Tutu to OBJ files, import them into Blender, make Tutu well fit on Elephant. Export Tutu to OBJ and import it into DS. Rig Tutu to Elepant with Transfer Utility.
With Mesh Grabber: similarly but just make Tutu well fit on Elepant in DS. Rig it with Transfer Utility.
I don't have that product but made a quick example with another one, by making the fit in Blender ~~
The Little Ball Of Calm - Entries ThreadI can't calm down before I know what is inside!

It's my own morph and modified fur based on Daz House Cat.
Missing Chungdan morphs ST+Bend 65 twist' (Morphs/Chungdan/Chungdan Morph/ST+Bend 65 twist 15 L.dsf)I got a character file and there is one missing file, /data/DAZ 3D/Genesis 8/Female/Morphs/Chungdan/Chungdan Morph/ST+Bend 65 twist 15 L.dsf
I can't seem to find which product it belongs to. There are somewhat similar morph in the product 'Ribbon Heel & Hosiery Set for Genesis 8 Female(s)' by Chungdan listied in the Daz documentation centre but this exact product is not there. Anyone have any idea?
Smart enhancing System for Genesis 9- and who else?They are correction morphs to help G9 bends. They will not help any other figure. You would first need to transfer the G8 shape to G9 to benefit from it.
Daz Studio 2026 Beta - version 6.25.2026.6423! (Updated March 09, 2026)stripe6499_9253833ae8 said:
Meipe's G8 Golden Palace V2 isn't working. There's an error in the Mat copy. However, if you've loaded up a model in 4.23 and applied GP and the Mat copy in there, it does transfer over to 2025 when you load in the model to 2025
2025-04-23 03:49:08.429 [INFO] :: Loading script: D:/Daz 3D/Applications/Data/Daz 3D/My Daz 3D Library/People/Genesis 8 Female/Anatomy/Golden Palace v2/3-GoldenPalace_Material Copy_v2.dse
2025-04-23 03:49:08.437 [DEBUG] :: start
2025-04-23 03:49:08.437 [DEBUG] :: Selecting root node
2025-04-23 03:49:08.438 [DEBUG] :: found Genesis8Female ...using it as root for parsing
2025-04-23 03:49:08.438 [DEBUG] :: Alexandra 8 HD
2025-04-23 03:49:08.438 [DEBUG] :: Alexandra 8 HD ->Validated root node
2025-04-23 03:49:08.438 [DEBUG] :: Found Target node
2025-04-23 03:49:08.439 [DEBUG] :: Genesis8Female ->source node
2025-04-23 03:49:08.439 [DEBUG] :: Golden Palace Genitalia Graft found: GoldenPalace_2254 ->target node 1
2025-04-23 03:49:08.439 [DEBUG] :: Source: Torso
2025-04-23 03:49:08.439 [DEBUG] :: Target: GP_Torso
2025-04-23 03:49:08.451 [WARNING] :: Script Error (D:/Daz 3D/Applications/Data/Daz 3D/My Daz 3D Library/People/Genesis 8 Female/Anatomy/Golden Palace v2/3-GoldenPalace_Material Copy_v2.dse): Line 368
2025-04-23 03:49:08.451 [WARNING] :: TypeError: Property 'doDuplicateElement' of object DzUberIrayMaterial(0x20dd90f6370, "Torso") is not a function
2025-04-23 03:49:08.451 [WARNING] :: Error in script execution: D:/Daz 3D/Applications/Data/Daz 3D/My Daz 3D Library/People/Genesis 8 Female/Anatomy/Golden Palace v2/3-GoldenPalace_Material Copy_v2.dseThere were changes to the scripting engine and SDK, so some scripts will need an update to work with DS2025.
WendyLuvsCatz said:
I am not installing it yet as see no need
but...
am I missing something?
can you just use D|S4 to do all the stuff with plugins and scripts
then save the scene and just render it in 2025
That would depend on whether the plugin is needed to open the scene. If it's not then it should work.
Daz Studio 2026 Beta - version 6.25.2026.6423! (Updated March 09, 2026)Meipe's G8 Golden Palace V2 isn't working. There's an error in the Mat copy. However, if you've loaded up a model in 4.23 and applied GP and the Mat copy in there, it does transfer over to 2025 when you load in the model to 2025
2025-04-23 03:49:08.429 [INFO] :: Loading script: D:/Daz 3D/Applications/Data/Daz 3D/My Daz 3D Library/People/Genesis 8 Female/Anatomy/Golden Palace v2/3-GoldenPalace_Material Copy_v2.dse
2025-04-23 03:49:08.437 [DEBUG] :: start
2025-04-23 03:49:08.437 [DEBUG] :: Selecting root node
2025-04-23 03:49:08.438 [DEBUG] :: found Genesis8Female ...using it as root for parsing
2025-04-23 03:49:08.438 [DEBUG] :: Alexandra 8 HD
2025-04-23 03:49:08.438 [DEBUG] :: Alexandra 8 HD ->Validated root node
2025-04-23 03:49:08.438 [DEBUG] :: Found Target node
2025-04-23 03:49:08.439 [DEBUG] :: Genesis8Female ->source node
2025-04-23 03:49:08.439 [DEBUG] :: Golden Palace Genitalia Graft found: GoldenPalace_2254 ->target node 1
2025-04-23 03:49:08.439 [DEBUG] :: Source: Torso
2025-04-23 03:49:08.439 [DEBUG] :: Target: GP_Torso
2025-04-23 03:49:08.451 [WARNING] :: Script Error (D:/Daz 3D/Applications/Data/Daz 3D/My Daz 3D Library/People/Genesis 8 Female/Anatomy/Golden Palace v2/3-GoldenPalace_Material Copy_v2.dse): Line 368
2025-04-23 03:49:08.451 [WARNING] :: TypeError: Property 'doDuplicateElement' of object DzUberIrayMaterial(0x20dd90f6370, "Torso") is not a function
2025-04-23 03:49:08.451 [WARNING] :: Error in script execution: D:/Daz 3D/Applications/Data/Daz 3D/My Daz 3D Library/People/Genesis 8 Female/Anatomy/Golden Palace v2/3-GoldenPalace_Material Copy_v2.dseExport ERC, Joint Corrective, and .dsf Formula Operations to Adjust Bones with Morphs Outside of DAZHi everyone,
I'm working on integrating DAZ3D characters into Unity and have run into something I’m hoping to get some insight on.
Currently, I have everything set up with blendshapes working properly in Unity—including a full IK-driven character controller.
But I’ve now noticed that when I change a morph (like adjusting body proportions), the bones (armature) don’t move accordingly as they do inside DAZ Studio.
In DAZ Studio, morphs like finger length or body proportions also drive bone translation/rotation through ERC and joint corrective behaviors, which obviously don’t export with FBX.After digging through the
.dsffiles, I found that these adjustments are actually defined under theformulasection with operations that drive the bones based on morph values.
I’m currently working on a solution that recursively parses all.dsffiles under:C:\Users\Public\Documents\My DAZ 3D Library\data\DAZ 3D\Genesis 9\Base\Morphs\Daz 3D\I am thinking of extract all the
formulaoperations and save them into a custom format. Then I apply those operations in Unity at runtime to adjust the armature just like DAZ Studio does.My question is:
Is this the correct or recommended approach to achieve the same ERC and joint corrective behavior in Unity, or is there a better/simpler/official way to export and use these bone transformations outside DAZ Studio?My end goal is a fully customizable character creator with blendshapes and corresponding bone transformations for proportion adjustments, just like how it works in DAZ Studio.
Any guidance or tips from others who’ve tackled this would be greatly appreciated!
Thanks!
Free Toon Characters coming July 1st, early download available nowwsterdan said:
WendyLuvsCatz said:
yes going the other way is allowed and one way you could allow people to create a clone themselves
an option is a toon bodysuit fitted to G8 as a clothing item for it with a handy toon morph
that is actually how I dress Catoon and Barnabus in G8 and G9 clothing (though mine is for only my own use)
I made a bodysuit that is an identical mesh vertex wise for both character's "outfits" but it's own object with it's own unique vertex count and UV's, loose enough to be clothing
I then Autofit to that suit, you just let the user use the G8 suit to create a morph shape for the Toon suit
I was actually thinking along those lines, cutting off the head of the Omnitoon mesh and making it a G8 bodysuit.
Still hoping DAZ lets me distribute them, as it's soooo much easier.
mine are headless and handless as both were too hard to match
Catoon actually has separate boots as the paws to hard too match to Genesis toes so is a solid shoe for both I fit to
they are both other people's figures so even more limited
what I can do though is model clothing for both and the reason I did it
(not made much yet or shared any)
Free Toon Characters coming July 1st, early download available nowWendyLuvsCatz said:
yes going the other way is allowed and one way you could allow people to create a clone themselves
an option is a toon bodysuit fitted to G8 as a clothing item for it with a handy toon morph
that is actually how I dress Catoon and Barnabus in G8 and G9 clothing (though mine is for only my own use)
I made a bodysuit that is an identical mesh vertex wise for both character's "outfits" but it's own object with it's own unique vertex count and UV's, loose enough to be clothing
I then Autofit to that suit, you just let the user use the G8 suit to create a morph shape for the Toon suit
I was actually thinking along those lines, cutting off the head of the Omnitoon mesh and making it a G8 bodysuit.
Still hoping DAZ lets me distribute them, as it's soooo much easier.
Free Toon Characters coming July 1st, early download available nowyes going the other way is allowed and one way you could allow people to create a clone themselves
an option is a toon bodysuit fitted to G8 as a clothing item for it with a handy toon morph
that is actually how I dress Catoon and Barnabus in G8 and G9 clothing (though mine is for only my own use)
I made a bodysuit that is an identical mesh vertex wise for both character's "outfits" but it's own object with it's own unique vertex count and UV's, loose enough to be clothing
I then Autofit to that suit, you just let the user use the G8 suit to create a morph shape for the Toon suit
Free Toon Characters coming July 1st, early download available nowwsterdan said:
CES3D said:
wsterdan said:
nightwolf1982 said:
@CES3D The issue is essentially releasing the base figure geometry - which would be necessary when creating a clone of the figure. Character and part morphs don't include the geometry, just the vertex changes to create the new character/shape.
It isn't really necessary to include G3 and G8 clones with the figures, though, there are tutorials available for setting up clones in DAZ for non genesis figures.
Actually, the clones don't include any DAZ geometry; they're made by taking the Omnitoon mesh and reshaping it so that it matches the shapes of Genesis 3 and Genesis 8. It's only because it closely matches their shapes that there's an issue... which, of course, seems ludicrous when anyone can download a free copy of DAZ Studio and have the actual 3D mesh -- not just the shapes of them -- for both figures, for free.
Such is the world of intellectual copyright.
My proposal is to include a Morph of the Toon Character for G8, which end-users can then use as a base to create clones of other base figures, such as Genesis generations and V4/M4, for the Toon Character.
Of course, this process requires a certain level of expertise, so you need to include either a detailed manual explaining the steps or a script that automates the procedure.- You will create a Morph of the Toon Character for G8, based on the Clone of G8 for the Toon Character which you already have.
- You will distribute the Toon Character, and the Morph of the Toon Character for G8 created in step 1, along with either a manual or scripts to perform the following steps.
- End-users will utilize the provided manual or script to create a Clone of G8 for the Toon Character, based on the Morph of the Toon Character for G8 which you distribute in step 2.
- Based on the G8 clone created in step 3, end-users will then create G1 to G9 clones for the Toon Character (again, using the manual or script).
- Finally, based on the G1 clone created in step 4, end-users will create V4/M4/K4 clones for the Toon Character (using the manual or script).
DAZ's permission would be necessary if you were to distribute clones of G3/G8 for the Toon Character. However, distributing morphs of the Toon Character for G3/G8 should not require permission.
Well, the clone is essentially a morphed Toon Character, and that brings us back to a morph that is a copy of the copyrighted "shape" of Genesis 8, still not allowed, except with permission.
For now, I'm happy just waiting for word from DAZ. The last I heard is that the team is looking into it. If permission is denied, then I'll try figure out a workaround.
Yes, I am also aware that a clone is essentially a morph.
I am not saying that "permission is required to distribute clones, but not required to distribute morphs."
What I am saying is that "permission is required to distribute a clone (morph) of G8 for your Toon Character, but permission is not required to distribute a clone (morph) of your Toon Character for G8."Free Toon Characters coming July 1st, early download available nowCES3D said:
wsterdan said:
nightwolf1982 said:
@CES3D The issue is essentially releasing the base figure geometry - which would be necessary when creating a clone of the figure. Character and part morphs don't include the geometry, just the vertex changes to create the new character/shape.
It isn't really necessary to include G3 and G8 clones with the figures, though, there are tutorials available for setting up clones in DAZ for non genesis figures.
Actually, the clones don't include any DAZ geometry; they're made by taking the Omnitoon mesh and reshaping it so that it matches the shapes of Genesis 3 and Genesis 8. It's only because it closely matches their shapes that there's an issue... which, of course, seems ludicrous when anyone can download a free copy of DAZ Studio and have the actual 3D mesh -- not just the shapes of them -- for both figures, for free.
Such is the world of intellectual copyright.
My proposal is to include a Morph of the Toon Character for G8, which end-users can then use as a base to create clones of other base figures, such as Genesis generations and V4/M4, for the Toon Character.
Of course, this process requires a certain level of expertise, so you need to include either a detailed manual explaining the steps or a script that automates the procedure.- You will create a Morph of the Toon Character for G8, based on the Clone of G8 for the Toon Character which you already have.
- You will distribute the Toon Character, and the Morph of the Toon Character for G8 created in step 1, along with either a manual or scripts to perform the following steps.
- End-users will utilize the provided manual or script to create a Clone of G8 for the Toon Character, based on the Morph of the Toon Character for G8 which you distribute in step 2.
- Based on the G8 clone created in step 3, end-users will then create G1 to G9 clones for the Toon Character (again, using the manual or script).
- Finally, based on the G1 clone created in step 4, end-users will create V4/M4/K4 clones for the Toon Character (using the manual or script).
DAZ's permission would be necessary if you were to distribute clones of G3/G8 for the Toon Character. However, distributing morphs of the Toon Character for G3/G8 should not require permission.
Well, the clone is essentially a morphed Toon Character, and that brings us back to a morph that is a copy of the copyrighted "shape" of Genesis 8, still not allowed, except with permission.
For now, I'm happy just waiting for word from DAZ. The last I heard is that the team is looking into it. If permission is denied, then I'll try figure out a workaround.
Free Toon Characters coming July 1st, early download available nowwsterdan said:
nightwolf1982 said:
@CES3D The issue is essentially releasing the base figure geometry - which would be necessary when creating a clone of the figure. Character and part morphs don't include the geometry, just the vertex changes to create the new character/shape.
It isn't really necessary to include G3 and G8 clones with the figures, though, there are tutorials available for setting up clones in DAZ for non genesis figures.
Actually, the clones don't include any DAZ geometry; they're made by taking the Omnitoon mesh and reshaping it so that it matches the shapes of Genesis 3 and Genesis 8. It's only because it closely matches their shapes that there's an issue... which, of course, seems ludicrous when anyone can download a free copy of DAZ Studio and have the actual 3D mesh -- not just the shapes of them -- for both figures, for free.
Such is the world of intellectual copyright.
My proposal is to include a Morph of the Toon Character for G8, which end-users can then use as a base to create clones of other base figures, such as Genesis generations and V4/M4, for the Toon Character.
Of course, this process requires a certain level of expertise, so you need to include either a detailed manual explaining the steps or a script that automates the procedure.- You will create a Morph of the Toon Character for G8, based on the Clone of G8 for the Toon Character which you already have.
- You will distribute the Toon Character, and the Morph of the Toon Character for G8 created in step 1, along with either a manual or scripts to perform the following steps.
- End-users will utilize the provided manual or script to create a Clone of G8 for the Toon Character, based on the Morph of the Toon Character for G8 which you distribute in step 2.
- Based on the G8 clone created in step 3, end-users will then create G1 to G9 clones for the Toon Character (again, using the manual or script).
- Finally, based on the G1 clone created in step 4, end-users will create V4/M4/K4 clones for the Toon Character (using the manual or script).
DAZ's permission would be necessary if you were to distribute clones of G3/G8 for the Toon Character. However, distributing morphs of the Toon Character for G3/G8 should not require permission.
G8F Better Nipple Geograft
G8.1F Better Nipple, a geograft replacement nipple mesh for DAZ Genesis 8/8.1 Female, 360 quads. The original mesh is a little bit sparse in polygons for my preference and the DAZ morphs have always looked a bit strange to me so this version is a bit more detailed and includes three new morphs that can be blended with the existing morphs or used by themselves to give a completely new shape to the nipple. The UV map is identical to the stock G8F UV map, so textures and materials can be re-used. The model will automatically follow the morph dials used in the main figure and show roughly the same shape as the unmodified figure.
Dials for the new morphs can be found on the top level of the G81F_BetterNipple figure, under Actor/Chest/Real World/Excessive. NB: these morphs are not particularly intended to be used at 100%, feel free to experiment with a variety of values! See readme for more info!
Sample images available at the download site (login required).
Since this type of item seems to be doing super well in the store, and since I got forum moderation's blessing to post this type of content as long as it's sanitized and gated behind a login and content filtering options, I decided to offer it here. Enjoy :)
Download: RenderHub (login required)
Daz Studio 2026 Beta - version 6.25.2026.6423! (Updated March 09, 2026)TimberWolf said:
Daz have said that Studio v.4.whatever will *always* be available for download and therefore anything we have bought and functions properly in that version will continue to do so. I see no reason to doubt that. As for the future my opinion is that software-as-a-service (i.e. a subscription model) is very much here to stay - read into that what you will.
There is nothing to stop you using Daz 4 to create a scene and drop-kick it over to 2025+ for rendering should you so wish. No one is going to try to recompile or re-jig plugins at this point and if I was the creator of one I would be loathe to say if it would even be possible until things have settled down. I wouldn't hold your breath waiting for a definitive answer this early in the process.
Without any hint of exaggeration I could also teach you, in less than 5 minutes, how to replicate all of the functionality in Mesh Grabber (and more), in Blender, even if you'd never seen it before, and that software is free. The Daz ecosystem is changing, that's for sure.
How did you integrate blender functionality into the Studio UI?
Or are you;
exporting obj from Studio
importing obj into blender
fiddling in blender
exporting new obj from blender
importing new obj to Studio
applying new obj as morph to clothes/character/whatever in Studio?
Don't get me wrong, I would be very interested in something like this
Right now, mesh grabber is the only tool of it's kind that I know of in Studio and it's one of the few on the "I can't live without it" list.
Ethin's Art and ... stuff.Ethin said:
Redfern said:
Ethin said:
Low effort "M'Ress" scene.
Yeah, something akin to that. Well, I have my own custom head morph I'd use, but yeah, something similar.


... However my aesthetic might not be the best for Trek art. lol

hahah Great meme!
Off Topic Thread #2
There were some plugins, like a fluid one there that looked interesting. Hopefully, they have been salvaged elsewhere.therixx said:Well, it seems that the hunt is over.
ShareCG is officially closed.
There were still lots of items I would have downloaded, but I cannot complain too much. I got most Carrara related stuff and a ton of other things.
I hope there will be a huge content transfer to other sites, as they suggest in their final message.Relaxing clothing on modelsIn addition to what Linwelly said, you can try to dForce it - just stopping the dForce early after it's smoothed just a little bit. You could also try using Mesh Grabber if you have it. But since you're porting over to Blender anyway, you could also do a little smoothing there if you prefer.
If you plan on using the uniform a lot, I recommend making any adjustments to it while the figure is in the default pose, and create and save a morph for the uniform.












