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  • 4.15 does not USE GPU! render refuses to render without CPU then leaves GPU idle

    jnwggs said:

    Richard Haseltine said:

    jnwggs said:

    Richard Haseltine said:

    jnwggs said:

    Richard Haseltine said:

    dragoneyes002 said:

    Richard Haseltine said:

    dragoneyes002 said:

    @jnwggs

    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...

    I think when Richard posted " though it really should be a matter of hours" he accidently left out the "not". 

    By

    barbult barbult March 2021 in Technical Help (nuts n bolts)
  • White Priestess 8.1 discussion

    Hylas said:

    Toyen said:

    I really like her. :)

    Gorgeous! She reminds me a bit of Lilith 7 here.

    The head morph is actually 75% White Priestess and 50% Tasha 8 :)

    By

    Toyen Toyen March 2021 in The Commons
  • 4.15 does not USE GPU! render refuses to render without CPU then leaves GPU idle

    jnwggs said:

    Richard Haseltine said:

    jnwggs said:

    Richard Haseltine said:

    jnwggs said:

    Richard Haseltine said:

    dragoneyes002 said:

    Richard Haseltine said:

    dragoneyes002 said:

    @jnwggs

    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...

    I would regard an hour as a surprisingly long time, though if you have different base figures loaded (Geensis 8 Female, Genesis 8 male, Genesis 3...) then each could contribute to the time taken. Still, hours would seem a long delay to me - I would be surprised at anything over an hour really.

    By

    Richard Haseltine Richard Haseltine March 2021 in Technical Help (nuts n bolts)
  • Just-In-Time Morph Loading?

    CO3DR said:

    I appreciate the contributions to the thread. I think Richard and PerttiA understand way more about the internals than I will ever. In the other thread I referenced above, PerttiA said it was the creation of the dials that takes the time (and consumes a lot of memory). So, whatever THAT is called is what I would like to defer. Is it possible to just build the set of dials that are visible in the UI, and make me pay the load time penalty when I resize the number of morph dials I can see, or actually CLICK on one in order to use it?

    So, maybe it's not "Just-In-Time Morph Loading" that I want. Maybe it's "Just-In-Time Dial Content". The fact of the matter is that I hardly ever load a character and tweak the shape with any more than one or two of the available character dial morphs, and in the vast majority of cases, it's ZERO.

    To travel from Earth to Mars, do I need a starmap of the whole galaxy?

    As I understasnd it the building of the UI dials that control proeprties is not the principle consumer of time, it's setting up the properties themselves and their relationships.

    By

    Richard Haseltine Richard Haseltine March 2021 in Daz Studio Discussion
  • Where can I control JCMs?

    You have a bone selected.  Select the main figure.  I think the JCMs are on the main figure - hidden morph.

    By

    lilweep lilweep March 2021 in Daz Studio Discussion
  • Why don’t I buy like I used to

    ...while I have favourite PAs, I tend buy what I know I will use and get the most "mileage" from (like morph skin, conversion/utility scripts and other vendor resources). 

    That said, it's been fairly slim so far as some of the themes (like today's) don't hold any interest for me and definitely not bothering with G8.1. Mostly been doing PC+ for a day, Daz O's and PA store sales.  Not getting much if any of the new stuff. save for PC+ or something that fits an important and longing need. 

    By

    kyoto kid kyoto kid March 2021 in The Commons
  • Just-In-Time Morph Loading?

    I appreciate the contributions to the thread. I think Richard and PerttiA understand way more about the internals than I will ever. In the other thread I referenced above, PerttiA said it was the creation of the dials that takes the time (and consumes a lot of memory). So, whatever THAT is called is what I would like to defer. Is it possible to just build the set of dials that are visible in the UI, and make me pay the load time penalty when I resize the number of morph dials I can see, or actually CLICK on one in order to use it?

    So, maybe it's not "Just-In-Time Morph Loading" that I want. Maybe it's "Just-In-Time Dial Content". The fact of the matter is that I hardly ever load a character and tweak the shape with any more than one or two of the available character dial morphs, and in the vast majority of cases, it's ZERO.

    To travel from Earth to Mars, do I need a starmap of the whole galaxy?

    By

    CO3DR CO3DR March 2021 in Daz Studio Discussion
  • 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 

    By

    gsil247 gsil247 March 2021 in Technical Help (nuts n bolts)
  • 4.15 does not USE GPU! render refuses to render without CPU then leaves GPU idle

    Richard Haseltine said:

    jnwggs said:

    Richard Haseltine said:

    jnwggs said:

    Richard Haseltine said:

    dragoneyes002 said:

    Richard Haseltine said:

    dragoneyes002 said:

    @jnwggs

    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...

    By

    jnwggs jnwggs March 2021 in Technical Help (nuts n bolts)
  • Converted Studio Scene Memory Usage For Cycles Render

    Being 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.

    By

    Dartanbeck Dartanbeck March 2021 in Blender Discussion
  • Missing Morphs in Mandie Satin Slippers for Genesis 8 Females

    Radkres 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.

    By

    Richard Haseltine Richard Haseltine March 2021 in The Commons
  • 4.15 does not USE GPU! render refuses to render without CPU then leaves GPU idle

    jnwggs said:

    Richard Haseltine said:

    jnwggs said:

    Richard Haseltine said:

    dragoneyes002 said:

    Richard Haseltine said:

    dragoneyes002 said:

    @jnwggs

    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).

    By

    Richard Haseltine Richard Haseltine March 2021 in Technical Help (nuts n bolts)
  • 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 ! laugh )

     

    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 ! laugh

    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... smiley

     

     

    **Yes, I know that the farthings, pennies and shillings are all the same size

    By

    3dcheapskate 3dcheapskate March 2021 in Freebies
  • There are morphs where cross-talking does not work properly for V4 outfits in daz 4.15

    Thank 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.

    By

    ittonn ittonn March 2021 in Technical Help (nuts n bolts)
  • 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? 

    By

    Mistara Mistara March 2021 in The Commons
  • Z Gentle Euphoria Cloth and Poses for Genesis 3 and 8 Female help

    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%.

    By

    DrunkMonkeyProductions DrunkMonkeyProductions March 2021 in Technical Help (nuts n bolts)
  • Face Transfer

    it'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

    https://www.daz3d.com/face-transfer-shapes-for-genesis-8

    By

    clivewil2 clivewil2 March 2021 in Technical Help (nuts n bolts)
  • Missing Morphs in Mandie Satin Slippers for Genesis 8 Females

    Radkres 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. smiley 

    By

    barbult barbult March 2021 in The Commons
  • Missing Morphs in Mandie Satin Slippers for Genesis 8 Females

    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.

    By

    Radkres Radkres March 2021 in The Commons
  • White Priestess 8.1 discussion

    Any 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,,,

    By

    Wonderland Wonderland March 2021 in The Commons
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