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Sci Fi Space Ship by David Brinnen is currently a freebie
https://www.daz3d.com/free-3d-models
Perhaps you'd like to add it to your library and, of course, make some renders!
Note: I would recommend to import .obj model file without textures first, and then manually apply just the diffuse and opacity* textures on scene objects (perhaps also reduce resolution from 4096x4096 to something smaller). Or, what would be easier, just apply Bryce-native materials of your choice instead.
*as I think there is no good way to use normal, height, metallic, emissive, gloss and specular textures "out of the box". Though I think there are possible ways to adapt them and use - see here for idea.
Has anyone tried Nvidia Omniverse to render Iray from Blender?If materials are important and you want to pose in blender, then it is better for you to import materials as BSDF which are much more faithful to iray than principled, then render with cycles. This is the easiest workflow you can have in blender.
Anyway, if anything you do is pose and render, honestly I don't see why you can't do that in daz studio that's what daz studio is good for. While blender is much better for animation and effects, or to customize the assets as desired if one needs to.
4.23 loses all the face groups.
I need to hide or delete some faces of products.As vertigo boots for example,I want to hide the belts. But the regions do not contain the whole belts.I remember it had face groups to define the belts' faces before.But now,they gone.So,it's hard to select the whole belt.That is why I said face groups lost. I know I can use Blender to delete the faces and import a new obj into daz then transfer skin weight from g8f,but that is not the problem.I just want to figure out why face groups gone,or is there another way to select the faces of the same uv in daz? I found daz almost has any functions for modelling and Rigging.But they hide very deeply that most of them can not be easily found.crosswind said:woyodo said:
....They are all the same after loading Vertigo boots into 4.22 and 4.23 ~ It would not make sense if there were no those "face groups with 0" in 4.22 but only in 4.23.
And this sort of "issue" is pretty commonly-seen as I said before. If you don't like them, just remove those groups and re-save a figure asset.
Face groups all 0? I could select the face groups before and hide the geometries I don't want.Is there another way to hide them?Hide them ? Why ? Delete them !!
Then re-save as Figure Asset if you like...
How to import animations from Daz to Blender using Diffeomorphic?I can't seem to find a single tutorial online on how to do this. I prefer to animate in Daz, and I want to be able to use that animation on my character in Blender, imported with Diffeomorphic.
I'm just sitting here trying every setting, but nothing works. I've tried exporting the pose in daz as a pose preset with animated range selected then clicking "import action" in diffeo. There was one time—I'm not sure what I had clicked—but the animation at least made keyframes giving me some movement, however, transforms like arms and legs didn't bend or move. But now it only imports as a pose.
When I imported the characted through easy importer i checked every morph option, and when I try to import the action, I also select "load missing morphs," but the only thing that happens is it loads as a pose that doesn't move with tons of missing parts to the facial expression anyway, indicating missing morphs, which just doesn't make sense. Obviously, I'm having a ton of issues here, so if someone can point me toward a tutorial or give me step-by-step instructions, I would be forever grateful.
Can#t find aiko 9Moved to Technical help and edited subject line to reflect topic.
You do have to install the Premier Exclusives through Daz Studio - Conect>Login, check Update metadata (or use the command from the Connect menu), then install from the install pane, the All or Avaialble filters in Smart Content>Products pag, or though the container in the Products group in the Content Library pane.
Daz Connect not working properlyOkay, its been some time and every few hours of checking the Smart Content the Aiko 9 icon has appeared in the smart content.
When I hover the mouse over the icon it says click to install.
Unfortunatly icon is greyed (unclickable) so not installable
Left click I choose update Metadata just in case but no change.
Left click I choose show in Content Library which works but icon is still unclickable
I load the Base Anime Feminine character and filter for Aiko but nothing there
The Aiko 9 content is visable but not down-loadable/installable?
I am out of ideas at this point.
[Solved] Diffeomorphic 'Blender to ZAZ' - 'Save pose Preset' euler rotation order ?I have a genesis 2 rigify animation that I baked onto the 'Keep DAZ' rig that looks pretty good in blender and doesn't experience gimbal lock with the default rotation order generated (YZX) for the hip (Y = Yaw, Z = Roll, X = Pitch) . However when I save the pose preset of the baked 'Keep DAZ Rig' and import it to DAZ, the animation is fine except for a few frames where the hip bone is rotated ~ 90 degrees on x axis where the character bends forward at the hip (also the character is turned 180 degrees around), and the exported pose goes from a smooth curve then suddenly wraps around in the negative direction, so it makes the model snap to the new orientation which is similar but not quite aligned. I baked the DAZ rig using the blender bake action, is it better to bake it using the bake tool in diffeomorphic tool?
When I save the animation back to DAZ, maybe blender Z up is converting to DAZ Y Up, and this is also messing up the rotation order in the conversion? Any recommendations on how to solve this?
What rotation order is used in converting from Blender 'Keep DAZ rig' back to regular Daz rig for the pose?
Also, on the diffeomorphic blog it said there were problems rotating the hips more than 180 degrees without changing the default settings (which I do on y axis, to turn the character completely around 180 degrees), but I don't know what that means / what settings.
The first glitch is manually fixable in the timeline by just re-aligninng / moving the key frames, but the second is harder, and would hope if there's a way to fix it before saving the pose from blender.
Thanks
Has anyone tried Nvidia Omniverse to render Iray from Blender?My problem is not only at rendering time.
But also posing mulitple times in a complex scene. Which I find very slow and high time cost.
That's why I'm considering to be able to do it on blender for time saver.
Of course if I just do it for a one time scene, it is as you said, not worth so much.
But if I had to do it multiple times, than it could be a game changer for me.Nnvidia omniverse says it can skip the hasle of doing export-import part and collobarate with different softwares. It can do real time update.
Diffeomorphic on LinuxUnless something has changed, the import needs the DAZ files, but once saved as a Blender file, it does not.
Export Import Texture namesmmoch25 said:
crosswind said:
mmoch25 said:
I've been editing meshes and then exporting/importing them to fix the changes, rather than saving them as a figure/prop.
Anyway when I import the obj it changes the texture names, making it impossible to just cut and paste the textures.
The original textures will be something like
wall
wall trim 01
But once they're imported it's changed to
wall_MAIN_Wall_02
wall_trim_01_MAIN_Wall_02
I know I can just rename them, but is there a box to check when exporting that keeps the original names?
If you meant OBJ format... Well, OBJ format doesn't support space character in both surface name and file name ~~ For instance:
- if there're space characters in Surface name, it'll auto-add underscore characters
- if you export to OBJ with a file name in which there're space characters, then it won't work with *.mtl file, i.e. no texture will be assigned when importing OBJ object, yada yada ~~So what is the best format for purely exporting and importing, not concerned about editing, I just want to simplify the mesh, e.g. remove bones, zero it out, relocate the transform widgets etc
No doubt that's still OBJ format... Well, I have to say as long as a content creator well understands how OBJ format works, he/she should never type in space character when naming a surface / group, etc.
So, if you encounter such a case like the above one, just modify them... I have no idea if there's any other better way...
Premier QuestionsOrangeFalcon said:
johnjohn808 said:
I`m asking as a semi prodessional Daz artist.
Am I getting this correct? If I as a comic book creator, used a morph from one of the exclusive characters to create a new character to add to an ongoing comic series, I`d have to keep subscribing every month to keep that character in my storyline?If so, Premier is not feesible as it would cut into profit from the sales of my comics.
It`s hypothetical because I make my own characters from merchant resources, but just incase ( It doesn`t have to be a character) I wanted to kit bash something like a chair from an interior that was exclusive to Premier membership.
You would be correct. Once you unsub, no more Premier content. I hopefully see this model (pun intended) going away after the backlash and having the tier structured for just discounts, something everyone can enjoy.
Presumably in that specific case you could create your character, export it as an obj, then re-import it as a morph?
Daz Connect not working properlyHave you logged in in daz Studio with Update Metadata checked, or used the Connect>Update metadata command while logged in?
Anime Toons and Filatoon Shader Q&AOrangeFalcon said:
Here's a test of just having a Distant Light (8k lumens) and a Spotlight (20k lumens) right next to her, pulled back only on the X axis. Try resetting your environment setting, increasing the disparity between the lumens for both lights and then play with the spread angle.
Where did you get that magic broom? I looked at the page with the products and don't see it listed there. I must have it O_O
I'm using the default distant light in the Genesis 9 Toon folder and don't remember tweaking (at least not in a way that made the problem worse or better).
OrangeFalcon said:
Where did you get that magic broom? I looked at the page with the products and don't see it listed there. I must have it O_O
I tried to list every product I used in a render but I can't list products not available on Daz

In this case, I usually list them all in the render's description, in 'the saw and the hammer' section. I usually don't add a link because I'm not sure what are the rules on the gallery for links (and they are not clickable, so…).
It's a model from an artist named Forel'', who shared it under a CC Attribution licence on Sketchfab:
https://sketchfab.com/3d-models/magic-broom-3f4da67028f6474084c0c3f1f102a99b
I converted it for Daz Studio (through Blender as far as I remember, to get an OBJ file: the original file is not rigged so no reason to try to use the, back then, not that great Daz Studio FBX importer) then felt like the gendarme in a Seven company movie (to bomb a bridge, he's supposed to put the blue thread on the blue button and the red thread on the red one, except the detonator has a white and a green button) while trying to know where to put the various textures files. Then I rigged it, to be able to pose the footrest and the chain with the lantern and did my first render with it, creating a pose in the process.
When Daz released FilaToon, it felt like the broom could look very nice with it, so I upgraded it, fixing some mistakes I made back then, adding a dForce static modifier to the broom (mainly to be able to make the leaf invisible to simulation by default instead of letting them mess with skirts and dress…), converting each surface with various FilaToon presets and I also finished converting my original pose to every base figure since Genesis 3 (so G3F, G3M, etc, up to G9BAF and G9BAM).
If you're willing to wait, as far as I understand it, the CC licence allows me to share my work so I'm trying to put the finishing touches (like finding how to add metadata, package everything properly to avoid the common pitfall with freebies, like files not included or included but with an absolute path tailored for the creator's own computer -- it would be fun to have Daz for Windows trying to make sense of an absolute MacOS path though-- write the attribution, etc) on all of that.
elsephster said:
I ran into the same problem but then I finally found the Ray Length setting under Display was the solution. I have no idea why this is under Display instead of Light, but at least it worked. The default setting is only 2.5, which is very short.
Oh, nice, I'll keep that in mind.
Diffeomorphic on LinuxA silly question, is the absolute path file only used while importing ? or is the file needed on the Linux machine also.
In my case I import from DAZ running on a Windows machine to Blender (same machine so also windows), all the contents are then copied to another machine running Blender on Linux where I want to use it without any DS involvement.
As far as I understand from the blogpost the file generated is only used at import from DAZ and is not used after the import has completed, is that correct ?
Same question about the checkbox "Case-sensitive path", do I need to set that on the Linux machine even if I am never going to actually import on it ?
Or would it be better to map the DAZ content drive so the Linux machine can access it to import using Blender on the Linux machine instead of copying the imported contents from Blender(Win) to Blender(Linux) ?
Note: I always use the "Save local textures" to copy the texture files if that makes any difference.
Hope I did not make that sound too confusing ;)
How do you change the pictures in Smart Content?I had fixed a thumbnail for a shoe product that was released with the thumbnail for a hair product. And then there was an update to the shoes, the hair thumbnail showed back up. I submitted a ticket to DAZ and after 9 months someone acknowledged it. More months passed, and then they told me to use Daz Connect to receive the update. Why can't they release the correction by way of DIM updates? Dummy me, I have been through this before, I did use Connect and my carefully groomed and fixed metadata, with my own sub-categories were gone.
Daz Connect is poison for anyone who uses Smart Content. And that is one reason I won't opt for Premiere. Unless I set up a completely independent system, isolated to download the products pused, then copy the files over to my protected systems I work on.
Export Import Texture namescrosswind said:
mmoch25 said:
I've been editing meshes and then exporting/importing them to fix the changes, rather than saving them as a figure/prop.
Anyway when I import the obj it changes the texture names, making it impossible to just cut and paste the textures.
The original textures will be something like
wall
wall trim 01
But once they're imported it's changed to
wall_MAIN_Wall_02
wall_trim_01_MAIN_Wall_02
I know I can just rename them, but is there a box to check when exporting that keeps the original names?
If you meant OBJ format... Well, OBJ format doesn't support space character in both surface name and file name ~~ For instance:
- if there're space characters in Surface name, it'll auto-add underscore characters
- if you export to OBJ with a file name in which there're space characters, then it won't work with *.mtl file, i.e. no texture will be assigned when importing OBJ object, yada yada ~~So what is the best format for purely exporting and importing, not concerned about editing, I just want to simplify the mesh, e.g. remove bones, zero it out, relocate the transform widgets etc
Export Import Texture namesmmoch25 said:
I've been editing meshes and then exporting/importing them to fix the changes, rather than saving them as a figure/prop.
Anyway when I import the obj it changes the texture names, making it impossible to just cut and paste the textures.
The original textures will be something like
wall
wall trim 01
But once they're imported it's changed to
wall_MAIN_Wall_02
wall_trim_01_MAIN_Wall_02
I know I can just rename them, but is there a box to check when exporting that keeps the original names?
If you meant OBJ format... Well, OBJ format doesn't support space character in both surface name and file name ~~ For instance:
- if there're space characters in Surface name, it'll auto-add underscore characters
- if you export to OBJ with a file name in which there're space characters, then it won't work with *.mtl file, i.e. no texture will be assigned when importing OBJ object, yada yada ~~[Released] Content Wizard [Commercial]Dieter said:
Dieter said:
RiverSoft Art said:
RiverSoft Art said:
Dieter said:
Sorry,
Hello Riversoft;
after the last update of DAZ Studio to version 4.22.0.19
after installing the metadata in the smart content CW is not closed properly.
Either items of clothing or figures from different stores remain in the scene!
Is there an update or another solution for this?It's pretty annoying to have to close and restart DAZ every time!
Thanks
DieterI'll investigate.
For me, CW finishes. However, it IS slower. Looking at the Daz log for when CW is installing Smart Content, I see a lot of this:
2024-10-09 07:07:55.928 [INFO] :: Clearing the scene... 2024-10-09 07:10:39.938 [INFO] :: Loaded image: Fabric 1_Color.jpg 2024-10-09 07:10:39.975 [WARNING] :: QWidget::repaint: Recursive repaint detected 2024-10-09 07:10:40.092 [INFO] :: *** Scene Cleared ***Notice the BIG time gap between when the script calls Scene.clear() and the scene ACTUALLY being cleared. I don't think I can do anything about that. The call is an atomic operation (i.e., one line of code) that the script has no control over. I will keep investigating though.
Hello Riversoft,
I tried to install some files with CW again today and again encountered the problem I mentioned!
After installing in Smart Content, the last piece of clothing or figure remains in the viewport and cannot be deleted without canceling CW and DAZ Studio.
Even after waiting for over 10 minutes, nothing happened!
The metadata is saved correctly!
Attached is the log file and a screen shot
Dieter
What version of DS are you using? I am not seeing this at all. In fact, with 4.23.0.1 I am not seeing the slowdown either.
Export Import Texture namesI've been editing meshes and then exporting/importing them to fix the changes, rather than saving them as a figure/prop.
Anyway when I import the obj it changes the texture names, making it impossible to just cut and paste the textures.
The original textures will be something like
wall
wall trim 01
But once they're imported it's changed to
wall_MAIN_Wall_02
wall_trim_01_MAIN_Wall_02
I know I can just rename them, but is there a box to check when exporting that keeps the original names?
Importing DAE filesI have a DAE file, but I don't know if the file is complete or if DAZ is havinf trouble loading it. I tried importing it into Blender, but they don't have an option for DAE files. It will import bits and pieces of the file, but it wont come in fully.
Here is a link to the file






