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  • Daz Studio 5 preview release is delayed and that's good news.

    inquire said:

    In the past, just using the transfer assistant the Mac OS supplies, I've been able to copy over the DAZ Studio Content libraries (with data, Materials, People, Props, etc., and even the DAZ3D folder with the InstallManager/Downloads/Filters/ManifestFiles. I've never noticed any problems. Of course, the application itself,  DAZ Studio, I would again download. [Some of the other apps worked fine; some had to be re-downloaded as well.] 

     Now, and I'm not at all a computer savy person, so I'm asking for guidance, not trying to argue, but now I seem to be reading that  this shold not be done. 

    The DAZ Productions help page basically says that, but what you have done is going to work just fine so long as you copy the content and the "config" files to the same places on the new system.  In fact not all the config files need copyiing - it's the DIM config, the CMS DB and config and at least "Studio4/ContentDirectoryManager.dsx", but it's safe to copy the whole config directory then install DAZ Studio on top of it.  The CMS database may be architecture (endianness) dependent; it may not be possible to copy from Windows to MacOS or vice versa.

    The help page seems concerned that users not move the content around.  In some sense copying everything to the same path on a new machine doesn't move anything, but it is necessary to preserve the CMS database (which, on Windows, defaults to %AppData%/DAZ 3D/cms and I suspect is in a .config directory in the user $HOME on the Mac).

    Yet, above, from Doctor Jellybean, I'm also reading: "Yes, the Content folder is the folder containing the downloaded files. You can copy over the Library, which contains the installed content. However, the application and plugins should be installed from scratch. You will need to install PostgreSQL, but don't copy the actual database over."  

    This will lose the metadata; the CMS database will be empty.  Doing "Reimport Metadata..." will restore all the DAZ metadata (I just tested that) but not quite all the user-generated data (see below).

    And:

    "Well, if you copy over the Library as well, and mapped the paths in DAZ Studio, then you can re-import the metadata in DAZ Studio by clicking on the menu icon (top right) of the Content Library pane, select Content DB Maintenance and select Re-Import Metadata."

    My understanding from what Richard said is that this only works if you have previously done "Content Library/Content DB Maintenance.../Export User Data" on the original machine to get any data you added out of the CMS on that machine; so you have to do this before you copy your library over.

    So, will this not work? I do have my own content mingled in, such as Scene Subsets, Poses, etc. I'm not lazy, so I've been making duplicates of all of these things. Then, if I have to just copy over the InstallManager/Downloads files, I could then install my own files where I want them.

    You have to do your library yourself.  If you do Export User Data... then the file goes into that library, so copying just that directory tree, re-installing all the DAZ products, then doing "Re-Import Metadata" should (also) restore the system state; you can just choose to import the exported user data and products individually.

    But I'm hoping the simplier approach will work: That is: copy over the Content folder, too, download the applicaiton, the plugins, PostgreSQL, but not the cms database, and re-import the metadata. The database, I'm guessing, will be reformed as DAZ Studio runs. 

    The "Re-Import Metadata" step rebuilds the CMS.  It says what it is going to do:

    image

    So it has found all the products (somehow) and has my previously saved metadata (apparently), as well as something I didn't know I had (I don't have the faintest idea where the AncientMineShaft stuff comes from!)  Before trying it in anger I suggest checking out what happens; it seems to fail to preserve the contents of SmartContent/Saved Files, replacing it with stuff corresponding to DAZ3D packages.  It's easy to test:

    1. Shut down DIM and all instances of DAZ Studio (the following steps temporary change the CMS under their feet).
    2. Start DAZ Studio.
    3. F2/CMS Settings/Cluster Directory/Browse.  Create a new directory somewhere convenient (click up one directory level in the browser; that's a good place.)
    4. Accept and, if necessary, click the "Start CMS" button.

    At this point "Smart Content" is empty.  Now do "Re-Import Metadata" and see if the results are ok.  Since you now have two completely separate CMS databases you can just flip between the two using the F2/CMS Settings/Cluster Directory setting.  When finished swap back to your original Cluster Directory setting.

    Anyway, Please: more guidance.

    All three of the ways suggested seem to work:

    • Copying the whole set of directories, config (including the CMS DB/cluster), DIM and Content, has to work; it's exactly the same as restoring a machine from backup.  Indeed, if your machine fails permanently and you take it to a repair shop for data recovery you will end up with a new machine with just a complete copy of all the original data; same thing.  You may have to re-license software at this point because the licensing uses the CPU ID, which has changd.
    • Copying everything but the config, manually setting the old config by pointing the CMS directories at the right place in DAZStudio and DIM, then restoring the metadata seems to work apart from the lose of saved file metadata.
    • Re-installing from DIM downloads gets you a clean content system, you then copy over your Library, or multiple libraries in my case, to restore the non-DAZ stuff (created, Rendero* etc. though the later can be restored from .zip).  Finally, if you want, do re-import metadata.  (I'm not sure I actually want to do the last step; the enormous list of saved files has no value to me, I use a carefully constructed directory tree below Scenes/Sets/Poses etc ;-)

    It is also, in truth, easy to move the CMS directories around; just edit the path in "Content Directory Manager".  This does have the problem that the old path is still in the Manifest Files DIM writes, but the symbolic link trick I described works round that (I tried it) as, I'm pretty sure, does bulk-editting all the manifests.

    By

    jbowler jbowler September 2021 in The Commons
  • Who knows this model?

    Matt_Castle said:

    Possibly a bit of a clue in one of the other images...

     

    LOL, nice call Matt. Without that though, it would have been anyone guess since the only one that would know would be the one that created the image. it still baffles me that users think other users can identify characters with all the morph combinations there are.

    By

    FSMCDesigns FSMCDesigns September 2021 in The Commons
  • Partial dforce without resetting

    roezaka said:

    Catherine3678ab

    How do you make the morph of dforce?

    Okay. I use Hexagon, be sure the bridge option in D/S is for the Advanced bridge. {edit > preferences ...}

    I run the simulation. Then using the scene tab I select the simulated garment and send it over the bridge to Hexagon. {don't worry, there's nothing to learn about Hexagon required here} In Daz Studio, "clear the simulation" of the garment, keep that garment selected {it's still posed or whatever, that's fine}, In Hexagon select the garment {scene tree on far right side} and then File ... send it back over the bridge to D/S.  In making the morph, double click on some areas to change options {i.e. name the morph} and right-click to change other options. REVERSE DEFORMATIONS. After the morph is 'made' - in D/S dial it in to be sure it took all right, then dial out that morph and Save it as a morph asset {as always just select the one morph being made}. Then I remove the garment from the scene and load in a fresh one {to clear any attachments with regards to DForce}, dial in the morph ... then pick the next garment that I'm adding DForce to and run the simulation on that garment. Whether or not I make any more morphs depends upon how likely I am to ever want to remake the scene.

    Generally speaking it takes less time to make a morph than it does to run the simulations.

    By

    Catherine3678ab Catherine3678ab September 2021 in Technical Help (nuts n bolts)
  • Daz Studio 5 preview release is delayed and that's good news.

    In the past, just using the transfer assistant the Mac OS supplies, I've been able to copy over the DAZ Studio Content libraries (with data, Materials, People, Props, etc., and even the DAZ3D folder with the InstallManager/Downloads/Filters/ManifestFiles. I've never noticed any problems. Of course, the application itself,  DAZ Studio, I would again download. [Some of the other apps worked fine; some had to be re-downloaded as well.] 

     Now, and I'm not at all a computer savy person, so I'm asking for guidance, not trying to argue, but now I seem to be reading that  this shold not be done. 

    Yet, above, from Doctor Jellybean, I'm also reading: "Yes, the Content folder is the folder containing the downloaded files. You can copy over the Library, which contains the installed content. However, the application and plugins should be installed from scratch. You will need to install PostgreSQL, but don't copy the actual database over."  And:

    "Well, if you copy over the Library as well, and mapped the paths in DAZ Studio, then you can re-import the metadata in DAZ Studio by clicking on the menu icon (top right) of the Content Library pane, select Content DB Maintenance and select Re-Import Metadata."

    So, will this not work? I do have my own content mingled in, such as Scene Subsets, Poses, etc. I'm not lazy, so I've been making duplicates of all of these things. Then, if I have to just copy over the InstallManager/Downloads files, I could then install my own files where I want them.

    But I'm hoping the simplier approach will work: That is: copy over the Content folder, too, download the applicaiton, the plugins, PostgreSQL, but not the cms database, and re-import the metadata. The database, I'm guessing, will be reformed as DAZ Studio runs. 

    Anyway, Please: more guidance.

    By

    inquire inquire September 2021 in The Commons
  • High-End Answer to the Lack of Carrara Development

    How about we put together all the links for accessories from Gennesis 1 (clothing, character, morph, etc.) so that the user can easily use the selection of characters and figures. Then Carrara will be more interesting again. New users will be added. When pictures and animations are shown in the galleries, then I think that more people are really interested in Carrara, they will of course also see it at Daz and the Daz company says yes, this is a way of making money. then there can be further development. Ideas and plugins can already be seen in the Daz forums. it could be a temptation. What do you think about that.

    By

    Khoe Khoe September 2021 in Carrara Discussion
  • Insufficient hardware?

    You definitely need more than 16GB of system RAM for an 11GB card. Adding the 16GB of system RAM will definitely help as it's used to setup the transfer of data to the card, and that usually requires 2-3 times the amount of VRAM you're filling. 

    - Greg

    By

    algovincian algovincian September 2021 in Technical Help (nuts n bolts)
  • Strand based hair problem

    Okay, my case is that, golden growler will work and will only work  under the circumstance that there is only golden palace loaded on the figure, but I have applied several other grafts for the female figure as well, so that golden growler is not going to function, the only solution to make it compatible with other grafts as well is to convert it into a figure and use transfer utility.

    By

    ArchinaRz ArchinaRz September 2021 in Technical Help (nuts n bolts)
  • Partial dforce without resetting

    Catherine3678ab

    How do you make the morph of dforce?

    By

    roezaka roezaka September 2021 in Technical Help (nuts n bolts)
  • Daz Install Manager (DIM) 1.4.0.94, Now Available! (*UPDATED*)

    I have transferred my Daz and Dim data to a new drive a few weeks ago, and then realised yesterday that the transfer was botched (by Windows or else)
    I have different installation folders (Male, Female, etc...) and in the Installed tab some are installed but pointing towards their old location, which I, unfortunately, deleted last Sunday.
    Is there a way to sort items by their installation path?

    By

    gabazieuteeshopping gabazieuteeshopping September 2021 in The Commons
  • Face Transfer problems

    Voxxa said:

    Thank you sooo much for this! This last year I've done so amazing models with Face Transfer just to find they're all gone. Maybe from now I'll be able to finish and keep them all together. Huge thanks!

    You're quite welcome :-) 

    By

    Catherine3678ab Catherine3678ab September 2021 in Daz Studio Discussion
  • daz crashes whenever i try to load g8f. [Solved]

    PerttiA said:

    Huh... 562 lines of "Could not find..." before DS bailed out, out of which the first 47 lines are related to converted morphs...

    It's hard to see, where even to start, but...

    Towards the end, you have lines (54 lines before bailout) for Auto Face Enhancer, in the past that was a major pain in the back, you could start by uninstalling it.
    Freja/Marion has 80 lines of "Could not find output property for formula" - Uninstall
    SF-Design/Girls4GU has 265 lines of "Could not find output property for formula" - Uninstall
    Vyktohria/Creepy Kids 52 lines of "Could not find output property for formula" - Uninstall
    xenic101/Musculature 21 lines of "Could not find output property for formula" - Uninstall

    The XTransfer morphs are located in ".../data/DAZ 3D/Genesis 8/Female/Morphs/XTransfer/" I would move everything out of that folder, somewhere DS cannot see them.
    One of the converted morph packages is "Growing Up", which will not work with G8F products that are looking for the real Growing Up for Genesis 8 Females.

    Have you bought the required assets for the products you have installed, namely the head and body morphs for Genesis 8 Female? It looks like at least some of the products are looking for them.

    I have to stop now as it's past midnight already, but those will at least get you started.

    I did everything you said and made slight progress and the genesis 8 female is in the scene section before it crashes but not in the viewport is there any way i can get rid of the converted morph thats causing the issues heres the log file.

    By

    Strobe_Light Strobe_Light September 2021 in Technical Help (nuts n bolts)
  • The Kids4 Morphs++ Expressions

    NorthOf45 said:

    The six "default expressions" (libraries/pose/daz's the kids 4/morph injections/morphs++/2_head/8_expressions/) are the morph injections, not presets. You need to dial them in to get any effect. Did you initialize the K4 Shapes ++ morphs? (But then, the other morphs wouldn't work). (Not sure how it is handled with Poser).

    Preset is probably the wrong word on my part, but yes I added the morph injections for the expressions & ramped up the dials.  But this had no effect.

    By

    fallonlance fallonlance September 2021 in Poser Discussion
  • Celebrity Look-a-Likes for 3D figures part 3

    Haruchai said:

    ElSinestroUno has made free Sigourney Weaver and Keanu Reeves morphs for Gen8

    Keanu Reeves for Genesis 8 Male by ElSinestroUno on DeviantArt

    Sigourney Weaver Morph for G8F by ElSinestroUno on DeviantArt

     

     

    Thank you

    By

    Pudgy Pudgy September 2021 in The Commons
  • The Kids4 Morphs++ Expressions

    The six "default expressions" (libraries/pose/daz's the kids 4/morph injections/morphs++/2_head/8_expressions/) are the morph injections, not presets. You need to dial them in to get any effect. Did you initialize the K4 Shapes ++ morphs? (But then, the other morphs wouldn't work). (Not sure how it is handled with Poser).

    By

    NorthOf45 NorthOf45 September 2021 in Poser Discussion
  • Unity bridge suggestions/feedback

    chris_63502790 said:

    Long time Unity dev here... been using the bridge for a bit, a few issues that would really help make imported models look better or performant.

    Hi,

    I can't speak on behalf of Daz or the Daz Bridges team, but I will point out that the group working on the Daz Bridges is small, and that they are responsible for all the bridges; not just DazToUnity: https://www.daz3d.com/forums/discussion/469326/daz-bridge-support-is-here/p1. ; I agree with you that frequent communication and updates is always a good thing, but in my humble opinion, the updates and communication from the Daz Bridge team has been better than most major software companies, especially for a family of products that was announced less than 12 months ago.

    With regards to your specific itemized issues, I can give you some of my thoughts and possible solutions based on my work with the Bridge source code over the past few months:

    1. Unity does not do well with hundreds of materials per model. Sometimes the asset bridge iterates through the model being exported to unity and creates hundreds of materials for a prop/model. It would be very helpful for performance reasons in a production environment, if the asset bridge could realize the same material is being copied over and over and just reference the 1 material rather than creating multiple copies of the same material over and over.

    Agreed.  I already have plans to create a material lookup table and merge equivalent materials during the Unity material creation process.

    2. Emissive maps are often not generated or the settings for the emissive are wrong in the IrayUberMetal shader. Emission strength, EmissionExposureWeight are often set to 1 or 0 which doesn't cause Unity HDRP to actually create the emissive effect on materials. 

    Thanks for reporting this.  I just looked at the "Emission Color" processing code and confirm that this is a bug.  The EmissionStrength and EmissionExposureWeight shader parameters are not being set for IrayUber materials during the Unity material creation process.  I will try to make a hotfix for this in the Unofficial DTU project and then make a pull request upstream to the official DazToUnity github repository as soon as I can.

    3. Sliders for adjusting the Metallic/Specular/Height/Normal floats for the IrayUber shaders would be fantastic, trying to adjust the float numbers manually can be a bit of a pain at times.

    I agree as well.  You can very easily make this improvement yourself by right-clicking a material, selecting "Edit Shader...", then finding the desired parameter, such as "Metallic", and then finding the "Mode" dropdown and changing it from "Default" to "Slider".  Then click "Save Asset".  I'll put this on my todo list, but I will probably take me some time, as I already have about 2-3 months of work mapped out.  If you would like to submit your changes, that would be awesome -- but please submit .shadergraph files made with Unity 2019, since they don't seem to be backward compatible.

    4. Hair looks less than awesome when exporting to Unity HDRP 7.x, Unity has a LTS (long term support) build for HDRP 10.x (v2020.3.17f1) which now includes a native Hair & Eye shader for HDRP. The hair shader is much better than the IrayUber shader. Maybe consider an option to use the native HDRP shaders for Unity rather than the IrayUber ones.

    Already on my todo list, as well as support for dForce strand based hair.

    5. Now the most important one....A lot of fidelity is lost on exporting models from Daz to Unity, specifically it looks like in the wireframe handling for faces. My guess is that the export is doing wireframe reduction (?) or some other type of mesh base operation which causes a significant loss in model fidelity. So, here's what artists do in workflow for game design in production, we actually use 2 models, one for closeup cinematics/cutscences, and another model for gameplay. The cutscene models are close up and have a much higher tris count. This is fine because, when doing cutscenes, we're not loading a huge unity scene, so the higher tris count is fine and performant in most cases. LODs are typically not used in cutscenes. In gameplay, lower tris models are used since the camera is some distance away. With Daz, model exports are losing a lot of HD face details. I think a lot of it depends on the model, since some of the daz models use layered normal maps to create additional detail and some increased wirewrame tris. My recomendation would be to do what Character Creator does, give us the option on the export tris count (ie max, etc). Let us decide how much you're cutting off the export.

    I'm not sure 100% what you mean by wireframe handling, but I think you might be talking about "mesh resolution" or "subdivision level".  Most current Daz3D assets are modelled using Subdivision Surface technology (just do an internet search for "Subdivision Surfaces" for more info).  Currently, the DazToUnity bridge can only effectively export figures at Subdivision Level 0, aka no subdivisions (base mesh).  Usually, Daz Studio renders figures in the viewport at subdivision level 1 or 2 by default.  So that mesh resolution difference from 0 to 1 or 2 subdivision levels may be what you are describing as loss of fidelity.  Although you can specify higher levels of subdivision in the DazToUnity Bridge options, these levels are not fully supported because the extra vertices generated do not have corresponding bone weights calculated for them yet.  There is a solution for the DazToUnreal Bridge using opensubdiv to calculate the missing boneweights.  This is also on my todo list.

    EDIT: Just to be clarify: the Bridge currently does not perform any polygon reduction (sometimes also called mesh decimation) or otherwise reduce the number of triangles in a mesh below the base mesh resolution.  It is just outputting the base resolution without the enhanced subdivision detail that is by default enabled in the viewport and render windows of DazStudio.

    6. Geoshells, Geoshells, Geoshells.... this is a nightmare for any pipeline workflow, whether exporting to Unity, Unreal, or Charactor Creator. Please, for the love that all that is holy, do something about Geoshell exports. My recomendation would be a material baking process to remap and bake the entire thing on export for 4096k textures for HDRP, yes 4k. 

    I agree that the best solution may be baking... but it is not as simple as just simple L.I.E. texture baking.  Please note that Geoshells do something that regular L.I.E. textures simply can not do: they can map textures onto the underlying mesh using a completely different set of geometry, topology, UV coordinates, normal vectors, etc.  This allows geoshells to apply fine texture details efficiently onto areas that would normally suffer from texture stretching, deformations or seams if applied using the underlying mesh alone.  That means that in order to bake the geoshell onto the underlying mesh, you need to project the texture information from one coordinate space onto the textures of a different coordinate space, and that means all the advantages of the geoshell are lost; potentially causing a lot of awful looking textures.  So if the underlying mesh uses a 4K texture, the baked texture using this theoretical geoshell projection algorithm might need 16K to achieve the same quality.  So there are lots of things to consider and, unfortunately, none of the proper solutions that I'm aware of are mathematically, logistically or financially simple.  My current planned workaround would be to optionally exclude them from export, also on my todo list.

    7. Add an option to export all the texture files to Unity. A lot of the Daz assets have multiple texture maps for small changes to the look of an asset, a color change from red to blue for example. The export doesn't pick up these extra textures in the folder for the asset, so we have to a) find the texture in daz, b) copy it over to unity manually. It could be great if there was a little checkbox to copy all the textures in the daz asset folder for that model over Unity in like a "SourceTexture" or Misc folder. 

    If I understand correctly, you want to be able to select a figure from the viewport for export, then have the option to export all the make-up variations, eye-color variations, etc. at one time.  Instead of selecting the figure from the viewport, it might be possible to do create a function to do something similar by directly specifying the Product Package to export, ex: select the Victoria 8.1 Product off the "Smart Content" panel and export all the texture set variations from that, rather than selecting a figure from the viewport.  The problem is this: since modern Daz figures are made to be vertex order / morph and often UV compatible with other figures within its generation, I don't know if there is a 100% accurate way to do a reverse lookup on the active texture applied to a material and trace it back to the Product Package to which it belongs.  Unfortunately, exporting from the Product Package would require code that processes and converts the asset library data rather than processing and converting the active scenegraph data.  I could possibly make a script-based solution that reads the asset library data for a selected Product Package and instantiates all combinations of texture sets onto as many active figures as needed and then batch export all of them into Unity using the DazToUnity Bridge.  I will consider putting this on my todo list, but it isn't something I can do this year.

    8. Instances!!!! In Daz, assets have instances, when exporting it over, there's no mesh for the instance. I get that his is helping Daz to be performant and it doesn't really exist in Daz, but it breaks a model when exporting it to unity and it's additional work for developers to locate the original object that was instanced and duplicate/place it where it belongs. Again, maybe a checkbox that copies that mesh source and creates it on export at the x,y,z cordinate where the instance is supposed to be. I get it might not be "exact" for every Daz asset, but at least it's something that might save us some time in the workflow.

    Already on my todo list.  But if anyone wants to contribute this as a script, that would be much appreciated by myself and the community!

    9. Make it paid gateway so you can maintain it, it kind of sucks to offer this bridge and then sort of leave it like a ghost town without frequent updates. I know that if this were consistently maintained, I'd gladly pay for it to be improved over time.

    I think Daz3D has already committed itself to making the Daz Bridges completely free and open source.  In my opinion, that decision is much better for the community longterm.  However, I do appreciate the need for the existence of a premium or VIP subscription support service for game studios or other businesses which need time-critical help.  I think offering a yearly developer subscription plan that includes priority support separate from the forums, PC+ discount pricing and the interactive licenses for $5 or $10 would be a very big hit.

    I took a look at the Enterprise licensing plans and they are actually very competitive, when you factor in the included interactive licenses and number of seats.  If they included VIP support, maybe that could be an option for you.  If you need higher quality integration with Unity Engine, you may want to try the Unity Asset Store Tafi products.

    Hope this helps.  Good luck with your projects.

    Also, you may want to consider trying the Unofficial DTU Bridge if you haven't already done so.  I've added a number of bugfixes and quality of life improvements for HDRP, as well as URP and Built-in RenderPipelline support.

    https://www.daz3d.com/forums/discussion/494626/unofficial-updates-for-daztounity-bridge-urp-built-in-pbrskin-anims-dforce

    By

    danielbui78 danielbui78 September 2021 in Unity Discussion
  • M4 clothing fit to G8?

     said:

    Yes: 

    a) fit M4 to Genesis, fit Genesis to Genesis 2 Male, fit Genesis 2 Male to Genesis 3 Male, fit Genesis 3 Male to Genesis 8 Male.

    b) Save as Wearable Preset or save as Prop/Morph Preset.

    I think that is all you need to do.

    Excellent advise, it works perfectly. Thank you @nonesuch00

    By

    tam_c3df5332fc tam_c3df5332fc September 2021 in Technical Help (nuts n bolts)
  • Pose set observation

    Taoz said:

    Silent Winter said:

    Taoz said:

    richardandtracy said:

    And use a pose conversion script after applying a G8 pose to G3, no need to worry they're not making more G3.

    Is there a simple script for that like the one for G3 > G8?

    https://www.sharecg.com/v/89846/browse/8/Script/Daz3d-Pose-Converter-Standalone

    ^Free and does a good job converting poses between any Genesis generations. There are some poses that oddly don't work with it but the vast majority do.

    Thanks, already have that one though, was looking for one that doesn't create new presets but just converts the loaded pose like the other one does.  It's also "non-commercial use" only, the other one has an unrestricted license.  

    MCphylyss - the person who did the above script - wrote in the first comment to his product: "PS : Don't know anything about licenses. I just don't want that someone sells the script itself, but if that's up tom me, you can of course do whatever you want with your converted poses..." so the non-commercial shouldn't bother you (or anyone) who will just use it to transfer poses.

    By

    maikdecker maikdecker September 2021 in The Commons
  • HD Figure Permenantly Warped after Mesh Grabber used- unistall/reinstall did not fix

    I was adding Anemone's crest to Cthuloid's head, but it didn't attach cleanly. I selected Anemone's Crest in scene navigator, selected Mesh Grabber Tool, and selected a bit of surface on the forehead region of the Crest. The face went wonky, even though it was not selected. Undo did not work. I closed the file without saving... but it loads with the disfigurement. I figured I'd have to start from the beginning, but loading Cthuloid into a new scene, even after a restart, results in a disfigured figure loading. I never saved any morph or even the scene. I had immediately tried undo and to dump the scene at shut-down, so I don't see how this happened.

    Things I have tried:

    1. Restart Machine- figure still disfigured after fresh load (both previous file and a fresh load of Cthuloid)
    2. Used Daz Install Manager to Uninstall and Reinstall- still disfigured (fresh load- I did not open old file again)
    3. Tried to load base G8M and add Cthuloid featured one-by-one. As soon as I manually apply the morph, the face explodes.

    Please send help... and wine...

    I have a pic of the file that I rendered a few minutes before activating the Mesh Grabber tool, and one of the face explosion. RIP my darling Baby Kraken. LOL.

    By

    LoreMistress Izaria LoreMistress Izaria September 2021 in Technical Help (nuts n bolts)
  • Daz Studio Pro BETA - version 4.15.0.30! (*UPDATED*)

    @CrimsonMagic's numbers show the same pattern, this is with a populated DSON cache, my numbers above are without one:

    8/31/21 2:49 AM 00:01 0.920 Begin asset load (open): /Scenes/G8FM.base.duf
    8/31/21 2:49 AM 00:00 0.012 *** Scene Cleared ***
    8/31/21 2:49 AM 00:03 3.070 Determining missing assets...
    8/31/21 2:49 AM 00:02 2.178 Setting textures...
    8/31/21 2:49 AM 25:10 1509.936 Scanning for addons...
    8/31/21 3:14 AM 00:00 0.050 Creating node geometry...
    8/31/21 3:14 AM 00:00 0.054 Creating UV sets...
    8/31/21 3:14 AM 00:02 2.175 Creating materials...
    8/31/21 3:14 AM 00:00 0.000 Resolving legacy figures...
    8/31/21 3:14 AM 00:04 3.679 Preparing modifiers...
    8/31/21 3:14 AM 00:38 37.923 Creating modifiers...
    8/31/21 3:15 AM 00:02 1.614 Creating property aliases...
    8/31/21 3:15 AM 00:00 0.017 Creating property links...
    8/31/21 3:15 AM 10:20 619.951 Creating sum stage formulas...
    8/31/21 3:25 AM 00:02 1.977 Creating multiply stage formulas...
    8/31/21 3:26 AM 00:00 0.017 Processing scene data...
    8/31/21 3:26 AM 00:00 0.005 WARNING: QColor::setRgb: RGB parameters out of range
    8/31/21 3:26 AM 00:00 0.016 Finalizing modifiers...
    8/31/21 3:26 AM 00:00 0.002 Finalizing channels...
    8/31/21 3:26 AM 00:00 0.000 Finalizing materials...
    8/31/21 3:26 AM 00:00 0.066 Sorting property groups...
    8/31/21 3:26 AM 00:00 0.000 Setting up follow targets...
    8/31/21 3:26 AM 00:00 0.001 Start following: Genesis 8 Female << Genesis 8 Female E
    8/31/21 3:26 AM 00:00 0.000 Following started: Genesis 8 Female << Genesis 8 Female
    8/31/21 3:26 AM 00:02 2.391 Connect base morphs: Genesis 8 Female << Genesis 8 Fema
    8/31/21 3:26 AM 00:00 0.010 Base morphs connected: Genesis 8 Female << Genesis 8 Fe
    8/31/21 3:26 AM 00:02 2.241 Creating morph projection map: Genesis 8 Female << Gene
    8/31/21 3:26 AM 00:00 0.001 Start following: Genesis 8 Male << Genesis 8 Male Eyela
    8/31/21 3:26 AM 00:00 0.001 Following started: Genesis 8 Male << Genesis 8 Male Eye
    8/31/21 3:26 AM 00:01 0.595 Connect base morphs: Genesis 8 Male << Genesis 8 Male E
    8/31/21 3:26 AM 00:00 0.010 Base morphs connected: Genesis 8 Male << Genesis 8 Male
    8/31/21 3:26 AM 00:00 0.389 Creating morph projection map: Genesis 8 Male << Genesi
    8/31/21 3:26 AM 00:00 0.001 Setting current camera...
    8/31/21 3:26 AM 00:10 10.080 Finalizing scene data...
    8/31/21 3:26 AM 36:39 2199.382 Finished asset load (open): 36m 39.380s - /Scenes/G8FM.

     

    Those figures have a third large peak on "Creating Modifiers" but it is small compared to the two other peaks.  The bottom row of the spreadsheet is just the total time, as a check.

    By

    jbowler jbowler September 2021 in Daz Studio Discussion
  • Daz Studio Pro BETA - version 4.15.0.30! (*UPDATED*)

    PerttiA said:

    A thought comes to mind... Have they increased the logging (in the betas) to track down what kinds of assets have the biggest impact on loading times, increased loading time being just an unavoidable side effect.

    It's possible.  These days Qt provides extensive logging support but I don't think that was in Qt4.8 so maybe DAZ are using QDebug.  That said, logging at the assert level seems unlikely to perturb the steps taken when handling an individual asset; my script only produces 271 lines in the log file with .28:

    Line 1: 2021-09-01 09:53:39.532 DEBUG: Executing Script...
    * * *
    Line 271: 2021-09-01 09:55:44.509 DEBUG: Script executed in 124 secs 977 msecs.

    A lot of those are WARNING lines which are produced anyway:

    2021-09-01 09:54:26.641 WARNING: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(6898): Could not find output property for formula: Genesis8Female:/data/DAZ%203D/Genesis%208/Female/Morphs/TMLI/Lashes/TMLI%20Lashes%2004.dsf#TMLI%20Lashes%2004?value in file : /data/Daz%203D/Genesis%208/Female/Morphs/OziChick/Zahra/Zahra%20Body.dsf
    2021-09-01 09:55:40.728 WARNING: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(5957): Could not find parent for modifier: PBMDDStilettoNails.
    2021-09-01 09:55:40.737 WARNING: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(1727): Failed to create modifier: PBMDDStilettoNails!

    If I delete those lines only 81 lines remain, I've posted these below with the big jumps in bold:

    2021-09-01 09:53:39.532 DEBUG: Executing Script...
    2021-09-01 09:53:39.534 Prepare asset load (open): /People/Genesis 8 Female/Genesis 8 Basic Female.duf
    2021-09-01 09:53:39.534 Locking viewport redraw...
    2021-09-01 09:53:39.534 Viewport redraw locked.
    2021-09-01 09:53:39.588 Begin asset load (open): /People/Genesis 8 Female/Genesis 8 Basic Female.duf
    2021-09-01 09:53:39.624 *** Scene Cleared ***
    2021-09-01 09:53:39.624 Determining missing assets...
    2021-09-01 09:53:39.701 Setting textures...
    2021-09-01 09:53:39.830 Scanning for addons...
    2021-09-01 09:53:56.261 JSON interpreter error: Too many values for color.
    2021-09-01 09:53:56.372  G:/DAZ 3D/Studio/Genesis 8/G8Figures-Unused/data/Daz 3D/Genesis 8/Female/Morphs/Hinkypunk/Kinsley/KinsleyBody.dsf (24,0): Illegal new-line in string
    2021-09-01 09:54:21.331 Creating node geometry...

    2021-09-01 09:54:21.337 Creating UV sets...
    2021-09-01 09:54:21.339 Creating materials...
    2021-09-01 09:54:21.426 Resolving legacy figures...
    2021-09-01 09:54:21.426 Preparing modifiers...
    2021-09-01 09:54:21.685 Creating modifiers...
    2021-09-01 09:54:24.043 Creating property aliases...
    2021-09-01 09:54:24.072 Creating property links...
    2021-09-01 09:54:24.073 Creating sum stage formulas...
    2021-09-01 09:55:39.374 Creating multiply stage formulas...

    2021-09-01 09:55:39.686 Processing scene data...
    2021-09-01 09:55:39.686 Finalizing modifiers...
    2021-09-01 09:55:39.688 Finalizing channels...
    2021-09-01 09:55:39.688 Finalizing materials...
    2021-09-01 09:55:39.689 Sorting property groups...
    2021-09-01 09:55:39.697 Finalizing scene data...
    2021-09-01 09:55:39.772 Begin Loading Character Addons...
    2021-09-01 09:55:39.793 Prepare asset load (merge): /data/DAZ 3D/Genesis 8/Female Eyelashes/Tools/Script Loads/Genesis 8 Female Eyelashes.duf
    2021-09-01 09:55:39.793 Locking viewport redraw...
    2021-09-01 09:55:39.793 Viewport redraw locked.
    2021-09-01 09:55:39.802 Begin asset load (merge): /data/DAZ 3D/Genesis 8/Female Eyelashes/Tools/Script Loads/Genesis 8 Female Eyelashes.duf
    2021-09-01 09:55:39.804 Determining missing assets...
    2021-09-01 09:55:39.815 Setting textures...
    2021-09-01 09:55:39.875 Scanning for addons...
    2021-09-01 09:55:40.671 Creating node geometry...
    2021-09-01 09:55:40.672 Creating UV sets...
    2021-09-01 09:55:40.672 Creating materials...
    2021-09-01 09:55:40.675 Resolving legacy figures...
    2021-09-01 09:55:40.675 Preparing modifiers...
    2021-09-01 09:55:40.731 Creating modifiers...
    2021-09-01 09:55:40.748 Creating sum stage formulas...
    2021-09-01 09:55:40.758 Creating multiply stage formulas...
    2021-09-01 09:55:40.758 Finalizing modifiers...
    2021-09-01 09:55:40.758 Finalizing channels...
    2021-09-01 09:55:40.758 Finalizing materials...
    2021-09-01 09:55:40.758 Sorting property groups...
    2021-09-01 09:55:40.759 Setting up follow targets...
    2021-09-01 09:55:40.759 Start following: Genesis 8 Female << Genesis 8 Female Eyelashes
    2021-09-01 09:55:40.761 Following started: Genesis 8 Female << Genesis 8 Female Eyelashes
    2021-09-01 09:55:40.761 Connect base morphs: Genesis 8 Female << Genesis 8 Female Eyelashes
    2021-09-01 09:55:40.919 Base morphs connected: Genesis 8 Female << Genesis 8 Female Eyelashes
    2021-09-01 09:55:40.925 Creating morph projection map: Genesis 8 Female << Genesis 8 Female Eyelashes
    2021-09-01 09:55:41.006 Finished asset load (merge): 0m 1.205s - /data/DAZ 3D/Genesis 8/Female Eyelashes/Tools/Script Loads/Genesis 8 Female Eyelashes.duf
    2021-09-01 09:55:41.027 Unlocking viewport redraw...
    2021-09-01 09:55:41.027 Viewport redraw unlocked.
    2021-09-01 09:55:41.029 Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Head/PHMEyelashesLengthUpper.dsf
    2021-09-01 09:55:41.030 Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Head/PHMEyelashesLengthLower.dsf
    2021-09-01 09:55:41.035 Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Head/PHMEyelashesCurl.dsf
    2021-09-01 09:55:41.092 Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 8/Female Eyelashes/Morphs/D.Master/Dolly/PHMEyelashesExpand.dsf
    2021-09-01 09:55:41.095 Loaded morph deltas: 0m 0.1s - /data/Daz 3D/Genesis 8/Female Eyelashes/Morphs/DAZ 3D/Head/PHMEyelashesLengthUpper.dsf
    2021-09-01 09:55:41.096 Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 8/Female Eyelashes/Morphs/DAZ 3D/Head/PHMEyelashesLengthLower.dsf
    2021-09-01 09:55:41.098 Loaded morph deltas: 0m 0.1s - /data/Daz 3D/Genesis 8/Female Eyelashes/Morphs/DAZ 3D/Head/PHMEyelashesCurl.dsf
    2021-09-01 09:55:41.267 Prepare asset load (merge): /People/Genesis 8 Female/Materials/Base Materials/Iray/Base MAT Eyelashes.duf
    2021-09-01 09:55:41.267 Locking viewport redraw...
    2021-09-01 09:55:41.267 Viewport redraw locked.
    2021-09-01 09:55:41.275 Begin asset load (merge): /People/Genesis 8 Female/Materials/Base Materials/Iray/Base MAT Eyelashes.duf
    2021-09-01 09:55:41.281 Determining missing assets...
    2021-09-01 09:55:41.292 Setting textures...
    2021-09-01 09:55:41.292 Creating materials...
    2021-09-01 09:55:41.294 Applying animations...
    2021-09-01 09:55:41.305 Setting up follow targets...
    2021-09-01 09:55:41.305 Finished asset load (merge): 0m 0.30s - /People/Genesis 8 Female/Materials/Base Materials/Iray/Base MAT Eyelashes.duf
    2021-09-01 09:55:41.306 Unlocking viewport redraw...
    2021-09-01 09:55:41.306 Viewport redraw unlocked.
    2021-09-01 09:55:41.308 Finished Loading Character Addons
    2021-09-01 09:55:41.458 Finished asset load (open): 2m 1.870s - /People/Genesis 8 Female/Genesis 8 Basic Female.duf
    2021-09-01 09:55:44.508 Unlocking viewport redraw...
    2021-09-01 09:55:44.508 Viewport redraw unlocked.
    2021-09-01 09:55:44.509 DEBUG: Result:
    2021-09-01 09:55:44.509 DEBUG: Script executed in 124 secs 977 msecs.

    Extracting the big gaps:

    2021-09-01 09:53:39.830 Scanning for addons...
    16.791s doing that..., then two errors:
    2021-09-01 09:53:56.261 JSON interpreter error: Too many values for color.
    2021-09-01 09:53:56.372  G:/DAZ 3D/Studio/Genesis 8/G8Figures-Unused/data/Daz 3D/Genesis 8/Female/Morphs/Hinkypunk/Kinsley/KinsleyBody.dsf (24,0): Illegal new-line in string
    24.959s doing that...
    2021-09-01 09:54:21.331 Creating node geometry...
    2021-09-01 09:54:24.073 Creating sum stage formulas...
    75.301s doing that...
    2021-09-01 09:55:39.374 Creating multiply stage formulas...

    So of the total 124.977s to execute the script:

    • 41.750s Scanning for addons...
    • 75.301s Creating sum stage formulas...
    • Leaving 7.926s for everything else

    ​Of course I can't get the corresponding times for 4.15.0.2, but if would be interesting if other contributors could do the same analsys on their log files for .28 to see if those logs show different breakdowns.

    By

    jbowler jbowler September 2021 in Daz Studio Discussion
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