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Z Gentle Euphoria Cloth and Poses for Genesis 3 and 8 Female help
DrunkMonkeyProductions said:
It's setup to work with the included poses.
If you select the "cloth" and then go to the parmaeters tab, there are a set of morph dials under "Actor" that correspond to the particular pose.
see attached.
Apply the pose preset to g3/g8, then select the cloth and apply the corresponding morph dial to 100%.
Ok that makes sense. Thank you for this
4.15 does not USE GPU! render refuses to render without CPU then leaves GPU idleRichard Haseltine said:
jnwggs said:
Richard Haseltine said:
jnwggs said:
Richard Haseltine said:
dragoneyes002 said:
Richard Haseltine said:
dragoneyes002 said:
yeah that and not clearing from the processes so the program hangs LONG after being shut down. the refusal to open even if the process was ended. there are a few bugs. but the not using the GPU has been the most annoying.
On the not being able to start a new instance until the old one has finished closing, it is possible but requires the instance have a new name Daz Studio Pro 4.12 - instances
I have been using DAZ long enough to know when a scene will tip the balance and have to fall back to CPU for that kind of heavy scene I'm ok with CPU helping but as a few have been posting the GPU is not being tapped at all and that is a major waste of resources the faster processor for the render is tossed to the side and ignored. you'd think getting them both to work together would have been intuitive.
I'm speaking of DAZ3D the program hanging in processes five-ten minutes after being closed. then the program refuses to start even when the programs process has been terminated and no longer hanging. just two days ago while we were discussing this thread it took nearly 30 tries to get DAZ to open. that I'd call a bug.
It's meant to work that way - the link explains how to set up a command line switch (or use the attached script to do it for you) so that you can launch a new instance of Daz Studio while the other is closing.
So by "overnight", I'm talking about 12 hours later it's still open in the processes and I coudn't open Daz Studio until I terminated. Is it really supposed to stay open indefinately like that? I've never seen a program do this...
It certainly shouldn't usually hang for that long - is it actually doing anything (using CPU, if you check Task Manager) or is it literally hanging? As I said you can set up short cuts to launch a fresh instance of DS even while a previous one iss till closing, but unless you want to hand-craft tghe command line it should be done in advance.
The main process ends, but a second "back ground process" opens below that in Task Manager that never closes. You have to manually close it before Daz will restart. Note though, that this does not always happen. Sometimes that back ground process terminates by itself after 10 minutes or so. If I open Daz and then close it right away, the back ground process starts up and closes again after only a few seconds. But if I create a scene and render it, it's anybody's guess when the background process will close...sometimes, like I've said, it never does and you may only notice that when you go to open up Daz later in the day, or even the next day. I actually pinned Task Manager to my task bar just for shutting down Daz when this happens so that I don't have to press "Control, alt, delete" so much. That's how frustrating this is. I'm hoping, like everyone else, that this latest bug will get cleared up someday...That and the randomly switching back and forth between GPU and CPU I mentioned earlier...
I'm not sure what you mean by background process - when you close DS it goes from the icons on the Task Bar and in the Apps list in Task manager, because it no longer has a UI, but it stays open in Background Processes until it has finished clearing up after itself (which can take a long time with a morph-heavy figure with lots of links, though it really should be a matter of hours - I have masses of characters and morph sets installed for Genesis 8 Female and it takes less than ten minutes, admittedly with a fairly high-end Ryzen CPU and plenty of RAM so there should be little or no disc swapping).
You kind of answered your own question. Yes, I'm talking about the Background Processes that stay open in while it's clearing itself up.
Ok, so you're saying it's normal then for Daz to take "a matter of hours" to clear itself up before you can use it again, but not overnight? I don't think that I know of any other program that takes so long to shut itself down before you can reopen it. Don't most programs let you open up a new instance and take care of "clearing up" the instance you've shut down "in the background?" In fact, a lot of programs let you have several instances of the same program running simultaneously - Such as Firefox...
Converted Studio Scene Memory Usage For Cycles RenderBeing a Carrara user I'm used to this sort of thing, Brian.
Here's what's going on - Daz Studio 4.0 was a genius design built for the Genesis (unimesh) system to use a database so that only the morphs currently being used will add weight to the individual scene. Not just Genesis figures, but anything that uses this database-related morph system.
So when we want to have dial-able morphs in Carrara or Blender (or whatever), we need to INJect those morphs as we did with previous generations. Think of the Add Morphs in Diffeomorphic as a multiple INJ pose file from the old days.
Edit - This means that the obj information for each morph added Must be stored along with the save file
My Rosie 5 figure has loads and loads of expression and shape morphs brought in on Genesis 1 via GenX2 and can be quite weighty in both Blender and Carrara.
Looking more and more at using Blender instead of, say Carrara or Daz Studio, I'm beginning to think that our Daz characters might just benefit from using a more Blender-centric way of thinking when it comes to animation and shape-change poses, etc., where instead of using all of our beloved morphs, we add our own custom controller bones like this, just as an example. He has a ton of great videos on this stuff:
Keep in mind that Diffeomorphic has options to get loads and loads of all of this done already for us. The manual is an excellent read for what the various options can automajically do for us:
- Rigging section explains a lot on how we can opt for the standard DS-style rig or go for animator-friendly IK rigs
- Finishing section covers setting up for an easier time with IK posing and animating. It's really cool that he's taken the time to set these things up for us
Morphs section is where we can save or add weight by not adding or adding morphs respectively. What I meant above is that we could use the various methods offered in the series of videos that the above video belongs to, or we can add controller Morphs that Daz (or someone else) has already made.
I'm brand new to Blender, so to Diffeomorphic too. So I'm going to take these initial steps into this trying all of the various methods that Diffeomorphic offers as well as keeping one that just comes in through the conversion process.
The guy (Royal Skies) that does the above video also has a series on animating, and has now begun teaching how to script in Unity. They're all very short videos that are packed with pro advice/instruction, so when we want to learn from one of them, we'll need to pause a bunch of times and follow along - which is actually very cool!
Anyway, I hope that helps to clear up the file size differences. It really helps to illustrate the genius that has gone in under the hood of Daz Studio. I was having conversations with some of the development team while DS 4.0 was being built as I was working with the beta for Carrara 8.5 Pro. I would defend them against insults from the community until Daz themselves told me nicely to stop defending them! LOL They truly put a Lot of heart and soul into all of this magic.
Missing Morphs in Mandie Satin Slippers for Genesis 8 FemalesRadkres said:
Ok Sorry looks like the problem is with a non Compatible Morph causing the poke through on the foot than and how the new hidden morph feature works even if it does cause me confusion as to why it was put into operation with out letting people know this is how we are doing it now.
I Blame myself for getting confused with this. I am sorry if I caused you problems.An unsupported morph should project into the fitted items. If it isn't then it may be a rigidity group on the shoes, or it may be that - if the morph is very local in effect - there are no adjacent vertices in the shoes to pick up the change and so it gets skipped. You can check, with a bit of fiddle, for Rigidity groups by selecting the shoes, opening the Tool Settings pane, and switching to Tools>Geometry Editor. At the top of the pane chnage the mode to Vertex Selection and if there is a rigidity group assigned you should see it listed in the body of the pane.
4.15 does not USE GPU! render refuses to render without CPU then leaves GPU idlejnwggs said:
Richard Haseltine said:
jnwggs said:
Richard Haseltine said:
dragoneyes002 said:
Richard Haseltine said:
dragoneyes002 said:
yeah that and not clearing from the processes so the program hangs LONG after being shut down. the refusal to open even if the process was ended. there are a few bugs. but the not using the GPU has been the most annoying.
On the not being able to start a new instance until the old one has finished closing, it is possible but requires the instance have a new name Daz Studio Pro 4.12 - instances
I have been using DAZ long enough to know when a scene will tip the balance and have to fall back to CPU for that kind of heavy scene I'm ok with CPU helping but as a few have been posting the GPU is not being tapped at all and that is a major waste of resources the faster processor for the render is tossed to the side and ignored. you'd think getting them both to work together would have been intuitive.
I'm speaking of DAZ3D the program hanging in processes five-ten minutes after being closed. then the program refuses to start even when the programs process has been terminated and no longer hanging. just two days ago while we were discussing this thread it took nearly 30 tries to get DAZ to open. that I'd call a bug.
It's meant to work that way - the link explains how to set up a command line switch (or use the attached script to do it for you) so that you can launch a new instance of Daz Studio while the other is closing.
So by "overnight", I'm talking about 12 hours later it's still open in the processes and I coudn't open Daz Studio until I terminated. Is it really supposed to stay open indefinately like that? I've never seen a program do this...
It certainly shouldn't usually hang for that long - is it actually doing anything (using CPU, if you check Task Manager) or is it literally hanging? As I said you can set up short cuts to launch a fresh instance of DS even while a previous one iss till closing, but unless you want to hand-craft tghe command line it should be done in advance.
The main process ends, but a second "back ground process" opens below that in Task Manager that never closes. You have to manually close it before Daz will restart. Note though, that this does not always happen. Sometimes that back ground process terminates by itself after 10 minutes or so. If I open Daz and then close it right away, the back ground process starts up and closes again after only a few seconds. But if I create a scene and render it, it's anybody's guess when the background process will close...sometimes, like I've said, it never does and you may only notice that when you go to open up Daz later in the day, or even the next day. I actually pinned Task Manager to my task bar just for shutting down Daz when this happens so that I don't have to press "Control, alt, delete" so much. That's how frustrating this is. I'm hoping, like everyone else, that this latest bug will get cleared up someday...That and the randomly switching back and forth between GPU and CPU I mentioned earlier...
I'm not sure what you mean by background process - when you close DS it goes from the icons on the Task Bar and in the Apps list in Task manager, because it no longer has a UI, but it stays open in Background Processes until it has finished clearing up after itself (which can take a long time with a morph-heavy figure with lots of links, though it really should be a matter of hours - I have masses of characters and morph sets installed for Genesis 8 Female and it takes less than ten minutes, admittedly with a fairly high-end Ryzen CPU and plenty of RAM so there should be little or no disc swapping).
Endlessly ongoing... playing cards/casino chips/coins/banknotes scatter... hiatus time (still)Things are proceeding quite well, but I've run into a minor problem*.
First a render of 216 non-intersecting* coins** within a very small space, using the Set A, B, C, and D positions and random rotations.

The PoserPython script for randomizing positions and rotations was very simple, so when I get get round to DAZifying the DAZ Script equivalent should be simple too.
Stripping out the unnecessary crud from the Poser PZ2 files is easy, but tedious and laborious. Luckily I've worked out how to reduce the number of cock-ups I make while doing that - only do one a day !
I'm fairly certain that creating a figure for 54 playing cards, spheres, cubes, whatever will simply be a case of changing the geometry file name (two places) in the CR2, and ensuring that the mesh is correctly grouped into 'Scatter_01' to 'Scatter_54'.
*Problem - the observant among you will have noticed that some of the coins are actually intersecting, which they shouldn't be. That, after all, was the whole purpose of the spreadsheet and resulting tables of x/y/z coordinates in that post over there....
...and...
...Oh bugger ! I've just spotted the reason !
I was one row out in the new spreadsheet I created when I subtracted 27.5 from each of the values, so what I have is:- New X Offset = Set # Item Number - 27.5 ...which explains why it was sequential, doesn't it - only a complete idiot would have missed that !
- New Y Offset = Old X Offset - 27.5
- New Z Offset = Old Y Offset - 27.5
ROFL ! You have to able to laugh at your own stupidity, don't you ! (That's why I'm such a happy chappie most of the time !
)Edit: Just noting the dimensions of a few objects.
- Standard playing card 2.5" x 3.5" (1:1.4)
- Casino chip 1.535" x 0.134" (39mm x 3.4mm)
- Old British coin diameters: farthing 0.82", penny 1.22", sixpence 0.76", shilling 0.93",
- Pirate treasure: Doubloon 1.2" (x 0.085"), Spanish Dollar 1.5"
The original idea was to allow four 54-item scatters (props at the outset, now figures) to be loaded at the same location, have four different positional setups A, B, C, and D applied (morphs with the prop version, poses with the figure version), and guarantee that no pair of scatter items would intersect. The values I calculated for A/B/C/D x/y/z positions were all integer values from 0 to 53 for the prop version (values in steps of 1 unit between -26.5 and +26.5 for the figure version), and such that the scatter items were just over 5 times as far apart as they needed to be, meaning that I could bring them closer together by a factor of 5 (setting the prop morph to 20% instead of 100% for the prop version) or make each item 5 times bigger without touching its position (setting All_Scatter_ScaleFactor to 5 for the figure version) and still no two scatter items would overlap.
However, this was based on each scatter item, regardless of any rotations applied to it, being bounded within a 1 unit diameter sphere centred at the scatter item centre, which is why I created the casino chips so that the disks were 1 unit in diameter. Since I'm working in Poser, where 1 unit = 103.2" (just over 8') this means that everythings huge, but that's a simple scale setting - e.g. for casino chips of 39mm (1.535") diameter) as I just need to scale the prop/figure to (1.535/103.2) x 100% ≃ 1.5%.I made a bit of a mistake with the playing cards by modeling them at 1.4units x 1unit instead of 1 x 0.714 but that's easy to fix - the scale factor to make a 1x0.714unit card into a 3.5"x2.5" card would be (3.5/103.2)x100% ≃ 3.4%
But if I have a mixture odf cards and chips, say sets A and B are cards while C and D are chips, then what scale factor do I use ? Obviously to get the correct sizes I need to use 3.4% for A and B, and1.5% for C and D. But since the scale factor also implicitly affects the positions of each item by the same amount then sets A and B aren't matching C and D.
Confused ? Don't worry - that's all for my own reference and I understand what I'm on about !

Edit 2 (16th March): For various reasons that seem sensible to me at this time I think I've decided to have my OBJs at 100 times real world size, so a standard playing card 2.5"x3.5" will be 250"x350". For my scatters I've been creating the OBJ meshes at a scale of 1 unit = 1 inch. However, because I import my OBJs into Poser without any scaling 1 unit becomes.1 Poser Native Unit (PNU) , i.e. 103.2" (or 8'7.2" if you prefer). So I need to apply a scaling factor of 0.969 (100/103.2 correct to 4dp) when I finish the OBJ so that the OBJ, after importing into Poser, will be 100 times real world size.
Edit 3 (18 March 2021): I've gone back to the cards, which is where I started. I've resized the original mesh to be be 250" x 350" (i.e. 100 times actual size of 2½" x 3½"). I'm using Poser scale of 1 PNU = 103.2", so in the OBJ file each card is 2.4225 x 3.3915 units.
I've made some minor correctuions to the template for 54 cards and posted it as an update back there, but here it is too:

I've got the Set A/B/C/D pose files (PZ2) with the correct numbers now (thanks to a simple PoserPython script and spreadsheet). I've got a basic PoserPython script that randomizes translations and/or rotations of the 54 scatters (I haven't tied to avoid intersections with that - maybe later). Still going well...

**Yes, I know that the farthings, pennies and shillings are all the same size
There are morphs where cross-talking does not work properly for V4 outfits in daz 4.15Thank you for answering.
Removing a morph with the same name from a v4 outfit now produces an fbm morph. Since something changed in the Auto fit specification in daz4.10 and later versions, does it mean that it will be necessary to remove the morph from now on in order for the FBM morph to work properly with Auto fit?
Bejaymac said:
I told you what the problem was back in 2019, much of V4's clothing comes with hundreds of morphs, when you autofit them those morphs are all still there, they are interfering with Studio's ability to push G3F/G8F's morphs into the clothing.
You are going to have to delete all of those morphs from the autofitted item, or give up trying to autofit clothing.
Rakshasi by oso - feline morph or costume?WendyLuvsCatz said:
I only have the male
quick Carrara render with fur
(not tackling tail yet as geograft will need editing to make conformer)
Thanks. handsome khajiit.
morph works without setting it up for the hd plugin?Z Gentle Euphoria Cloth and Poses for Genesis 3 and 8 Female helpIt's setup to work with the included poses.
If you select the "cloth" and then go to the parmaeters tab, there are a set of morph dials under "Actor" that correspond to the particular pose.
see attached.
Apply the pose preset to g3/g8, then select the cloth and apply the corresponding morph dial to 100%.
Face Transferit's called 'head propagating scale' in my setup.
if you haven't already, you'll probably want to grab some head/body morph kits at some point if you intend to keep working with FT to adjust all the little quirks and flaws that pop up (neck length/width being a major one)
i also found 'face transfer shapes' to be very helpful, it has an adjustable slider to remove the 'flatness' that some FT faces begin with
Missing Morphs in Mandie Satin Slippers for Genesis 8 FemalesRadkres said:
Ok Sorry looks like the problem is with a non Compatible Morph causing the poke through on the foot than and how the new hidden morph feature works even if it does cause me confusion as to why it was put into operation with out letting people know this is how we are doing it now.
I Blame myself for getting confused with this. I am sorry if I caused you problems.There isn't much documentation. That is why we have to help each other here in the forum. That is how we learn. Keep asking questions.
Missing Morphs in Mandie Satin Slippers for Genesis 8 FemalesOk Sorry looks like the problem is with a non Compatible Morph causing the poke through on the foot than and how the new hidden morph feature works even if it does cause me confusion as to why it was put into operation with out letting people know this is how we are doing it now.
I Blame myself for getting confused with this. I am sorry if I caused you problems.White Priestess 8.1 discussionAny renders yet? I'm on the fence, I don't really like the main character, but I like enough other things in the bundle to make it worth it. If her skin looks OK, I can easily re-morph her but I' haven't tried the G8.1 shaders yet and not sure if I want to fool with them . Also is there a way of using the old G8 shaders if we don't like the 8.1 shaders? So far I haven't been impressed by renders with the new shaders,,,
Daz Studio 4.16[.0.x] Pro, General Release! (*UPDATED*)inquire said:
jbowler said:
I suspect all the load time is going building the UI; the "Parameters" tab for a typical character on my system has about 7500 slider widgets on it. That is a fantastically large amount of Qt UI for a single pane. We already know from the previously posted VTune analysis of DAZStudio shut-down time that the time is spenting unlinking QObjects before DAZStudio closes; the VTune analysis shows the Qt (not DAZ) code for unlinking signals at the top of the instruction prefetch fault list. Each widget has multiple sub-widgets; a QSlider, an input box, an icon, four buttons which evoke drop-downs. At a guess that could easily be 20 QObjects per dial and each QObject has quite a lot of signals.
As has been suggested delaying the instantiation of the dials is the only obvious way round this without changing the UI completely but such delayed instantiation is itself a lot of work. It has also been pointed out that Qt4.8 was known to have performance issues with QObject deletion because of the way the signals are unlinked and this is supposedly improved in Qt5 (this is from the Qt discussion lists, not the DAZ ones.) Certainly this is consistent with my work-round for the shutdown time.
A single character seems to produce a minimum of three dials, e.g. Rana, Rana Head, Rana Body. Some characters produce more, for example Zelara 8 gives me Zelara 8 Spine Interaction HD, Zelara 8 Body, Zelara 8 Body HD Details, Zelara 8 Head, Zelara 8 Head HD Details, Zelara 8 Alien HD Details, Zelara 8, Zelara 8 HD Details. That basically 3 for Zelara 8 but 5 for the Zelara 8 HD add-on.
It isn't quite a a simple as load time being proportional to the number of dials; expression packs add a lot of dials, accounting for 1144 dials total for Pose Controls/Head/Expressions in my system, but poses+expressions only seems to add about 2.5s to my load time. It is, however, very likely that the QObject creation time is not linear in the number of QObjects created; indeed that was part of the problem identified in deletion. Consequently it is conceivable that load times with lots of characters may magically improve with Qt5 or, indeed, Qt6
I don't know much at all about these things, but I'm wondering if it's possible to load just some of the characters. For example, if under Characters in the My Library folder I have Genesis, Genesis 2, Genesis 3 and Genesis 8, is there a way I could make a set just for Genesis 8 (or Genesis 3)? Then, if I loaded just one version of Genesis, would that cut down on load times?
This doesn't help; see the last two rows in my table for the load of a G8F. The first but one row is with all my G8 content, basically 90 seconds. None of my other content was visible to DAZStudio. The last row is with all my content, basically it took 90 seconds (there is less than half a second difference in time between the two loads, and this is within the error limits of my timings).
Only G8 related content has a significant time on load of a G8 character after the first load. Indeed only G8F stuff affects G8F and only G8M stuff affects G8M load times. The really annoying thiing is that a lot, perhaps most, of the time is down to the number of G8 characters; each new character causes a slow down on all the characters. This is because DAZStudio treats characters as morphs; you can morph any combination of characters you like. I know PAs do this a lot to show how their new characters will happy-morph with the DAZ base characters, but I never do it; if I want to change the shape of a character I use one of the morph packs. I'd like to be able to tell DAZStudio to ask for morphs to be enabled if I start to use them, not have everything enabled automatically.
It is possible to build a scene starting with pretty much nothing available to DAZStudio and just adding things as required, but in practice that means separating things like characters into groups and even moving them around using DIM while developing a scene.
Rakshasi by oso - feline morph or costume?It's a morph.
Rakshasi by oso - feline morph or costume?Hi,
i'm looking at the Oso store sale. I don't have a feline for g8.
what is the Rakshasihttps://www.daz3d.com/rakshasi-with-dforce-hair-for-genesis-8-female
is it a costume /mask that that goes over the g8 figure or a head morph?

Thanks.
Face TransferIf you have the base figure morphs in the store there is a morph to scale the head.
Missing Morphs in Mandie Satin Slippers for Genesis 8 FemalesRadkres said:
O.o But then the Supported Shapes FBM Should still be Seen just like the FBMGirl8 is still seen!
So the Object is not preforming as intended!
They Should be Still found under Actor.
They are intended to be hidden if the base figure has the matching morph - presumably you don't have Girl 8 if that morph is showing on the shoes.
The completely gratuitous complaint threadMcGyver said:
Complaint...
F*****g Apple... Urrrrrgh!... F**k them and their stupid Photos app... It's garbage wrapped in rotting garbage stuffed in a sack of soiled gorilla diapers that have been sitting in the sun in Arizona in June.
I hate Photos with passion that transcends reasonable logic... it sucks and Apple insists on having you deal with it as the gatekeeper to your photos.You used to be able to hook up your phone, open preview and direct the goddamn computer to transfer the pictures to any damn folder you want... or crappy iPhoto if you were into kinky self inflicted pain...
Now the moment you connect the phone to a Mac, it's like "oh no you don't, this is going straight to to Photo where you'll have to jump through hoops to sort this out"...
Forget doing that on a PC because it disconnects every few minutes, especially if you are doing a big .mov file... I so wanna go down to Cupertino with my favorite whacking shovel and express my discontent with those responsible for the aforementioned discontent.
This is literally a ten minute thing that so far has involved three computers, three operating systems and an hour and forty minutes of my time and I'm still not close to started because I'm now updating the OS on my MacBook to allow it to recognize the goddamn phone.
Grrrrrrrrrrrrrrrrrrrr!
doesnt let me copy mp3s from my pc to phone either. if theres a way to hack into my own phone, havent found it yet havent found a way to block the daily reminder to log in to appleid.
i did find a hack to get the old win7 photo viewer in win10. turnos out is brueid in the win10. doesnt show unless viewing a tiff file . found the way to stop the upgrade nag is to delete the upgrade file from storage. even tho i have it set not to auto update and i'm set to metered data, it downloads that 4gb file ever so often.
every time it updates it messes up my settings so badly, i have to call my phone service to fix it. last time it broke caller id. fix was to reset network settings. time before that my phone stopped ringing incoming calls.Face TransferHeyy! Im new to Daz Studio - Daz3d and this is my first time doing a render with a face transfer and I think it turned out pretty good, but is it possible to make the head bigger?











