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Daz 3D Forums > Search
  • G8.1M geoshell issues

    Can I join your Stupid Club sorakuno?  I can't get this manual method to work either. Why has nobody made a simple script to transfer the geo texture/shader to the 8.1 shell?

     

    By

    fred9803 fred9803 July 2021 in Technical Help (nuts n bolts)
  • Daz Studio 5 development update

    kyoto kid said:

    DAZ_Rawb said:

    kyoto kid said:

    ...by "backwards compatibility" this means creating a scene in the 5 pre-beta stays in the 5 pre-beta just like "what happens in Vegas stays in Vegas"?

    As long as you get your library locations mapped correctly and they don't rely on any yet to be converted plugins you should be able to load and save scenes freely between the two of them. Daz Studio 5 will eventually add new features that 4 doesn't understand but that is similar to trying to load Iray content in Daz Studio 4.7 or earlier.

    ...I tend to rely on a large number of pluguns and scripts like Zev0's Skin Builder, Growing Up, and other morph/shaping plugins, Generation X2, and other Merchant resources for character development as well as Wowie's Awe Shader for 3DL and various G8 - G3 conversion scripts.  I may give the initial beta a pass until more such content iis updated (though GenerationX2 likely looks to be done as the PA passed on a few years ago, one of the reasons I didn't make the full move on to G8 as the plugin is instrumental in character development).

    Also is this going to include a new version of Iray as well?  I understand Nvidia is dropping driver support for W7/8.1 this fall so will that affect GPU performance particularly for those of us with older GPUs like Maxwell and Pascal?

    Skin Builder, the conversion scripts, and Generation X don't leave relics, they do their work and produce regular content with no remaining depenency on the creation tool so you could continue to host those in DS 4 and open the scenes in DS 5.

    Growing Up is morphs and posing, so there is no reason to think it wouldn't work in DS 5. The same is true of the merchant resource morph and texture sets.

    The shader is the only item you list that might be problematice, but even there we have no idea what the potential triggers for incompatibility may be.

    By

    Richard Haseltine Richard Haseltine July 2021 in The Commons
  • Daz Studio 5 development update

    DAZ_Rawb said:

    kyoto kid said:

    ...by "backwards compatibility" this means creating a scene in the 5 pre-beta stays in the 5 pre-beta just like "what happens in Vegas stays in Vegas"?

    As long as you get your library locations mapped correctly and they don't rely on any yet to be converted plugins you should be able to load and save scenes freely between the two of them. Daz Studio 5 will eventually add new features that 4 doesn't understand but that is similar to trying to load Iray content in Daz Studio 4.7 or earlier.

    ...I tend to rely on a large number of pluguns and scripts like Zev0's Skin Builder, Growing Up, and other morph/shaping plugins, Generation X2, and other Merchant resources for character development as well as Wowie's Awe Shader for 3DL and various G8 - G3 conversion scripts.  I may give the initial beta a pass until more such content iis updated (though GenerationX2 likely looks to be done as the PA passed on a few years ago, one of the reasons I didn't make the full move on to G8 as the plugin is instrumental in character development).

    Also is this going to include a new version of Iray as well?  I understand Nvidia is dropping driver support for W7/8.1 this fall so will that affect GPU performance particularly for those of us with older GPUs like Maxwell and Pascal?

    By

    kyoto kid kyoto kid July 2021 in The Commons
  • How I make the outfit looks like what I bought on my model?

    Dialing the breasts back down would help, the mesh is now self-intersecting which is going to limit what any bridging morph or Smoothing Modifier can handle. Still, it may be worth checking the shapes in the top to see if it has soemthing like a Bridge or Cleavage morph.

    Edit: I see this is the 3DS forum, if that is indeed where you are working you won't have access to the Smoothing Modifier anyway though 3DS may well have soem kind of smooth-and-collide feature of its own.

    By

    Richard Haseltine Richard Haseltine July 2021 in Daz Studio Discussion
  • [LINKS] Doctor Who freebie list: Regeneration

    I can't believe I didn't share my work on this thread...

    https://www.renderosity.com/freestuff/items/83886/david10-for-g8m

    Product: David10 for G8M
    Author: RKane_1

    Hello. I present to you David10 for G8M. This is really just a morph with a Character Preset that uses a Skin Materials found in Edward 8

    The morph is under Actor/People/Real World

    I have included a Character Preset but it does use Edward 8's Materials.

    The Hair he is pictured with is not included but it is as follows:

    -Super Natural Brows G8M with the Shape Preset of SNB G8M Style 33
    -CC Beard Boss with the Brown Material and Shaping -> Sides preset of CC Beard Boss - Short Burns with Materials 02 Brunettes -> CC Beard Boss - 02 Brunettes - 02
    -Tousled Hair with the Brown Materials set.

    Please enjoy his Timey Wimey Goodness.

     

    By

    RKane_1 RKane_1 July 2021 in Freebies
  • [Released] dForce2Morph [Commercial]

    Will this work even when the character (and therefore the clothing item also) has been heavily morphed prior to simulation? For example, my character has been morphed to an ogre, the clothing grew along with them via auto-follow, and after this I ran the simulation, and then created the morph. I suspect the morph would not work if used when the character is not an ogre, but I hope it will work when the character has been morphed in the same way as it was before running this script.

    By

    Havos Havos July 2021 in Daz PA Commercial Products
  • Obj bodysuit not following morphs after transfer - solved

    OK, I got this to work:

    1. I create a G8F geoshell, that I export to OBJ then re-import.
    2. I then use Geom Editor to remove all geometry but the torso, for my specifc applicaiton.
    3. I then run the transfer utility from G8F to the OBJ (defaults), but under Morph Targets I add ALL, and set Content Type at the bottom to Follower-Wardrobe-Full Body.
    4. I end up with a Figure that I can move and morph.
    5. I then Fit To G8F (which has morphs applied), and the morphs follow.

    #5 and 6 were optional, after the above  There are still a few morphs that don't follow, but they are freebies, so I figure if I check follow-and resave them as a morph asset they are just specific problems to those couple of morphs.

    Thanks!

    (why I am doing this...?  It's for a torso wrap that I can use as a collision object that does not have a modifier itself.  This means shirts and such don't wrap around the arms, when they get too close to the torso) 

    By

    3dOutlaw 3dOutlaw July 2021 in Technical Help (nuts n bolts)
  • Obj bodysuit not following morphs after transfer - solved

    OK, I think I tried that, but I will try it again.  So I am going to try this, added #5 & #6:

    1. I create a G8F geoshell, that I export to OBJ then re-import.
    2. I then use Geom Editor to remove all geometry but the torso, for my specifc applicaiton.
    3. I then run the transfer utility from G8F to the OBJ (defaults), but under Morph Targets I add Shaping and Pose, and set Content Type at the bottom to Follower.
    4. I end up with a Figure that I can move and morph.
    5. Save as Support Asset - Figure/Prop Asset with content type follower.
    6. Delete the object and reload from content lib
    7. I then Fit To G8F (which has morphs applied), and non of the morphs follow.  I see AutoFollow is not checked, and even if I check it...they still don't follow.

    I will report back

    By

    3dOutlaw 3dOutlaw July 2021 in Technical Help (nuts n bolts)
  • [LINKS] Doctor Who freebie list: Regeneration

    Does anyone know where I can download a copy of Matt Smith's sonic screwdriver I have the face morph (supposedly for Matt Smith) for Genesis 2 male, although I can't get it to look right. Maybe it's the hair as I don't have a hair similar to Matt's rather sensible hair I have Clara Oswald for G8F. I have the Tardis interiors and exteriors, just no sonic.

    By

    druc druc July 2021 in Freebies
  • So what is a good texture painting app these days?
    chevybabe25 said:

    This all depends on what you are texturing, your interest in learning new software, and your budget.

    If you are texturing clothing, hard surfaces or just trying to alter a skin texture, Substance Painter is where its at.  20 dollars a month with only a small learning curve, and plenty of tutorials online to get you started. It even makes normals and bumps while you paint. How cool is that?

    Zbrush. Meh. Great for sculpting, not my favorite for painting.

    Mari can be intuitive to those that have a lot of experience with Photoshop. The detail you can get  from photos are amazing, it can use Photoshop brushes and it does procedural stuff too. It requires more computer power, hand painting and patience. Last I checked, its free for personal use. 

    Mudbox is a great easy way to transfer photos to figures, and it also has sculpting; similar to zbrush but a smidge different.  I personally like the sculpting more for the finer, detail work., and it s fairly cheap at 10 dollars a month.

    Overall, I believe, for beginners, Substance is probably the easiest and best bang for your buck. 

    Wait Mari is free for personal use? I didn't know that! The only thing that stopped me with Mari was the huge price tag ... I will check it out. Thank you Chevybabe you're awesome.

    By

    Asari Asari July 2021 in The Commons
  • Obj bodysuit not following morphs after transfer - solved

    Maybe the problem is that, as far as I can understand from your description, you haven't made an asset out of the imported OBJ yet.

    Autofollow has to be checked on the parent morph for the fitted items to follow.

    Why I asked about you making morphs yourself, was because when I have made morphs myself, fitted items have not followed before I have saved the morphs as morph asset with autofollow checked (+reopening DS and reloading the figure)

    By

    PerttiA PerttiA July 2021 in Technical Help (nuts n bolts)
  • Unwanted shadows with hair opacity

    Not easily. I tried making a morph using Hexagon and that netted a bunch of error messages! Hopefully on your other post the answer will appear as to what hair was being used. Sometimes they use hair that has not yet been released - so might be one yet to appear in the store.

    By

    Catherine3678ab Catherine3678ab July 2021 in Daz Studio Discussion
  • Natural Bent Elbow Morph?

    melissastjames said:

    It's all because you have to export from Daz at the base resolution, subdivide in the modeling program, make the morph, and then reimport back to daz at the base resolution using the morph loader tool (or GoZ if it decides to work...which only seems to happen when Gemini aligns with the Fifth House of Venus or something similar in cosmic rarity). 

    So would you inflate the bicep and deflate the forearm?  

    Have commands to quickly set from my.Higher-Res to base, and vicey-versa.  Part of my visual menus and subject to revision maybe.
    Think Base should give you a pretty good start.  Unless you are using a major arm HD?  Then that's trickier, but you would be still hiding HD with bigger base changes from my exp for this pose with morph.

    For me, artists' eyes is the critical thing here.  If you have them, then is sadly (at first anyway) probably quickest and best fix.
    Not only are you deflating forearm for eg, but it kinda displaces a bit to side.  Scrunchied.  And it's not linear.  So scuplting.  But yeah that infl/defl would be my start point.  But maybe not yours?

    Once you have, wil work for that arm type, lol.
    Morphs are like Alice and Wonderland.  Never know when it stops.  Or for me anyway lol.

    By

    Saxa -- SD Saxa -- SD July 2021 in The Commons
  • Natural Bent Elbow Morph?

    Saxa -- SD said:

    Totally get you on mirror reflection with arms bent.

    To me, That's the beauty of Hex.  Or i think so.  Inflate one/deflate other.  Different maybe to Zbrush? and ultra-fast and how you want. Plus morphs you can dial in by strength, as you know, so you're not stuck with just off/on. 

    Move the mesh you want by panning around.  Still think you can do alot with deflate/inflate.  But not making immaculate poses like you often do that mirror reality almost perfectly. 

    On another note, TBH, never really run into a high-end elbow morph.  Muscle stuff is decent but I don't think anyone has made MJ-Portrait level realism yet.  :)

    Yeah, you can do that with ZBrush too. I'm just superbly lazy when it comes to making custom morphs and importing them. Something invariably goes wrong the first try and I have to import all over again. It's all because you have to export from Daz at the base resolution, subdivide in the modeling program, make the morph, and then reimport back to daz at the base resolution using the morph loader tool (or GoZ if it decides to work...which only seems to happen when Gemini aligns with the Fifth House of Venus or something similar in cosmic rarity). 

    So would you inflate the bicep and deflate the forearm?  

    By

    MelissaGT MelissaGT July 2021 in The Commons
  • Natural Bent Elbow Morph?

    Totally get you on mirror reflection with arms bent.

    To me, That's the beauty of Hex.  Or i think so.  Inflate one/deflate other.  Different maybe to Zbrush? and ultra-fast and how you want. Plus morphs you can dial in by strength, as you know, so you're not stuck with just off/on. 

    Move the mesh you want by panning around.  Still think you can do alot with deflate/inflate.  But not making immaculate poses like you often do that mirror reality almost perfectly. 

    On another note, TBH, never really run into a high-end elbow morph.  Muscle stuff is decent but I don't think anyone has made MJ-Portrait level realism yet.  :)

    By

    Saxa -- SD Saxa -- SD July 2021 in The Commons
  • Natural Bent Elbow Morph?

    Saxa -- SD said:

    Hexagon Bridge from DS works flawless and super-fast (ie. HexBeta - not regular).

    So easy to inflate mesh to how you want, reimport, make morphs until you get one you like.  Skeptical you can beat own morph if you have an artists eye to make mesh proper.  You get then how you want it.  Just a thought.

    I have ZBrush...I just didn't want to go through that whole rigmarole of having to paint a freeze map on the part of the arm I don't want to move (the forearm) and then adjust the part of the arm I do (the bicep). There are also some muscle flex morphs I can try but based on looking at my own bent arm in the mirror, the bicep doesn't really flex all that much unless you're trying to "bump" it. If you're just touching your chin like that, it's really just two pieces of arm folded upon each other.  

    By

    MelissaGT MelissaGT July 2021 in The Commons
  • Natural Bent Elbow Morph?

    Hexagon Bridge from DS works flawless and super-fast (ie. HexBeta - not regular).

    So easy to inflate mesh to how you want, name change as morph, and make morphs until you get one you like.  Skeptical you can beat own morph if you have an artists eye to make mesh proper.  You get then how you want it.  Just a thought.

    By

    Saxa -- SD Saxa -- SD July 2021 in The Commons
  • [Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]

    RiverSoftArt said:

    xyer0 said:

    Sorry to jump in line, but does checking/ticking Hide Eyes solve the problem of eyeballs losing their sphericality? (These are non-stylized Core Figures---normal eyes). And if it does, are there any caveats?

    In a tangential way yes but also no.  smiley.   The Hide Eyes checkbox controls whether the script will hide the eyes during the conversion process. This option controls whether the script avoids the eyes being used in the conversion process. This option is designed to be used (checked) with the 2019 conversion process.  The 2020 and legacy process should leave it unchecked.  A very, very low Tolerance (0.0005), especially with the legacy method and some with the 2020 method, would help with spherical eyes.  If you want to experiment, my suggestion is to uncheck "Convert Corrective Morphs" (as each morph adds time to conversion process).  Make sure you delete the morphs between conversion attempts.

    Thanks so much! I was increasing the tolerance rather than decreasing in hopes of retaining a round iris. Thanks also for telling me to delete their morphs (and in Viktor's query response, where they are found). 

    By

    xyer0 xyer0 July 2021 in Daz PA Commercial Products
  • Natural Bent Elbow Morph?

    So I have a specific pose that I want to use that has a really bent elbow and I'm having a hard time getting it to look in any way natural. I'd even settle for just not funky. The character body is Olympia 8 with some customized morphs, but nothing extreme. The first example is with no third-party corrective morphs. The second image is with Auto Shape Enhancer dialed in at 90%. The third image is Ultimate Natural Bend Morphs for G8F. Is there anything else out there that might help or could anybody give me a point in the right direction to helping her myself? So far I've only created some soft body indent morphs, etc. 

    I know changing the lighting can help make things look better (or worse). This is just the base studio lighting I use for all my scenes. I arrange the pose first and then work on lighting...that's just my personal workflow. 

    By

    MelissaGT MelissaGT July 2021 in The Commons
  • SF Ball Jointed Dolls for Genesis 8 and 8.1

    I was really excited to see this as well! I was too afraid to get the G3 version because I use G8 now and I wasn't sure how it would transfer. 

    By

    Sera Sera July 2021 in The Commons
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