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Daz 3D Forums > Search
  • Daz > Blender > I just want to boolean the eyes (Or get a solid mesh to 3d print)

    Remeshing the figure seems to be the best way to go, back to working on the best way to shrinkwrap and remesh the hair.

     

    New steps for those that want them:

    Pose in DAZ, export OBJ, import into blender, select model > remesh > voxel, .005 (i dont need it super smooth since I will be printing it small, but remeshing at voxel .002 looked pretty good too)

    Make a high density iconosphere (new object, icosphere, modifier, subdivisions x6) center the ico over the hair, add modifier deform shrinkwrap, type projection, negative checked.  Then remesh that and boolean to the body.  Use 3dPrint tools to handle cleanup.

    By

    quantum.x.anomaly quantum.x.anomaly August 2024 in Blender Discussion
  • How can I make functional custom terrains?

    PAs are using external tools to do the modelling, and then import in DS for texturing and if it shall have rigging.

    You can do a bit inside DS with DFormers and others, but it is very limited.

    By

    felis felis August 2024 in Technical Help (nuts n bolts)
  • Create or transfer "Open Fly" morph for G8 Male Mega Wardrobe Jeans

    If the mesh isn't welded, then you can create your own morph.

    But you can not copy it from somewhere else. In theori you might be able to do it as a projected morph if the mesh is very similar in the source, but I wouldn't try on that.

    You can in DS use Dformer or mesh grabber, but I would go for a modeller, and then import as a morph.

    By

    felis felis August 2024 in Technical Help (nuts n bolts)
  • can I import curve based hair from blender to daz(particle or extrapolated)

    chakib3 said:

      EDIT: I submitted bug report to Blender for them to investigate writing line elements into OBJ format.

    last time i sent a bug report to blender I never had any answer, I am stil unable to export on FBX format, evry export have Nonuniform sclae eror wen I import on DAZ, , I am going to send a new bug report for the 4.2 version will it s stil not working

    $ 

    I contacted the developer for the Blender module directly and he asked to submit the bug report through proper channels. Whether that means it has a higher chance of being looked at im not sure.
    In any case, a workaround for writing Line Elements to obj in Blender can be found here: https://www.deviantart.com/uncannyvalet/journal/Blender-Hair-in-Daz-Studio-Making-Polyline-Hair-1088126863 ;

    By

    UncannyValet UncannyValet August 2024 in Daz Studio Discussion
  • can I import curve based hair from blender to daz(particle or extrapolated)

      EDIT: I submitted bug report to Blender for them to investigate writing line elements into OBJ format.

    last time i sent a bug report to blender I never had any answer, I am stil unable to export on FBX format, evry export have Nonuniform sclae eror wen I import on DAZ, , I am going to send a new bug report for the 4.2 version will it s stil not working

    $ 

    By

    chakib3 chakib3 August 2024 in Daz Studio Discussion
  • Export from DAZ to Blender with 52 AR Blendshapes

    So the 'Import FACS from FBX' option worked, however when I try to retarget the DAZ skeleton to the Mixamo skeleton, the facial animation goes terribly wrong. I just want to use Mixamo animations with facial mocap. What do I do?

    Padone said:

    Just load the FACS with easy import, then you can load arkit mocaps with the bvh module.

    https://bitbucket.org/Diffeomorphic/retarget_bvh/downloads/

    By

    ktttttt ktttttt August 2024 in Blender Discussion
  • IRAY can't render

    crosswind said:

    RGB parameters out of range doesn't matter and most of people have this message.

    Your DS version ? and are you using Nvidia Studio driver ? and Version ?

    4.22.0.16

    4060 TI 16G 

     

     

    Hi, I tried it again this morning, checking the models in the scene one by one.
    Finally, the problem is a model of hair.

    【Rose Hair for Genesis 3 and 8 Female(s)】

    delete the hair, save it, and open the whole scene without a problem.
    But this hair model, I have used it before, and there is no problem. It's officially sold by DAZ. 

     

    When I tried to import this hair model separately for IRAY preview, the above mentioned problem occurred and I stayed in this shader mode all the time.
    At this point, I'm sure the source of the problem is it, but I don't know what the cause of the problem is.

    By

    kyoreona kyoreona August 2024 in Technical Help (nuts n bolts)
  • How to adjust dforce simulation manually?

    crosswind said:

    or if you know Blender, send the simulated item to Blender, tweak it there, then import it as a delta morph with Morph Loader Pro.

    I'd second this method.

    The original post highlights one of the major shortcomings of dForce. Some other cloth simulation alternatives are able to adjust the drape while it is simulating - that's why a lot of people buy Marvelous Designer but either exporting to Blender or simulating in MD should not be necessary. 

    By

    marble marble August 2024 in Daz Studio Discussion
  • IRAY can't render

    I think I found the trigger.
    After I rebooted the software, the tests worked fine.
    But I only have to load my project once, and the above problem occurs. Even if you shut down the project and re-import a simple item, there will be problems.
    But once you reboot the software, it's back to normal.

    By

    kyoreona kyoreona August 2024 in Technical Help (nuts n bolts)
  • IRAY can't render

    here is the log

     

    2024-08-18 00:09:16.906 [WARNING] :: QColor::setRgb: RGB parameters out of range

    2024-08-18 00:09:16.924 Iray [INFO] - IMAGE:IO ::   1.0   IMAGE  io   info : Loading image "F:\3D\A-collection\A_world\CLOUD\! 01\34\Z My Favourite Gadge Props\Runtime\Textures\Z My Favourite Gadgets\Grunge_Light.png", no selector, pixel type "Rgb_16", 512x512x1 pixels, 1 miplevel.

    2024-08-18 00:09:16.925 Iray [INFO] - IMAGE:IO ::   1.0   IMAGE  io   info : Loading image "F:\3D\A-collection\A_world\CLOUD\! 01\34\Z My Favourite Gadge Props\Runtime\Textures\Z My Favourite Gadgets\Grunge.png", no selector, pixel type "Rgb_16", 512x512x1 pixels, 1 miplevel.

    2024-08-18 00:09:16.928 Iray [INFO] - IMAGE:IO ::   1.0   IMAGE  io   info : Loading image "F:\3D\A-collection\A_world\CLOUD\! 01\34\Z My Favourite Gadge Props\Runtime\Textures\Z My Favourite Gadgets\Laptop Screen.jpg", no selector, pixel type "Rgb", 2500x1600x1 pixels, 1 miplevel.

    2024-08-18 00:09:16.931 Iray [INFO] - IMAGE:IO ::   1.0   IMAGE  io   info : Loading image "F:\3D\A-collection\A_world\CLOUD\! 01\34\Z My Favourite Gadge Props\Runtime\Textures\Z My Favourite Gadgets\Laptop Keyboard 2.png", no selector, pixel type "Rgba", 2048x2048x1 pixels, 1 miplevel.

    2024-08-18 00:09:16.938 Iray [INFO] - IMAGE:IO ::   1.0   IMAGE  io   info : Loading image "F:\3D\A-collection\A_world\CLOUD\! 01\34\Z My Favourite Gadge Props\Runtime\Textures\Z My Favourite Gadgets\Lense.jpg", no selector, pixel type "Rgb", 275x275x1 pixels, 1 miplevel.

    2024-08-18 00:09:16.940 Iray [INFO] - IMAGE:IO ::   1.0   IMAGE  io   info : Loading image "D:\Program Files\DAZ 3D\DAZStudio4\shaders\iray\resources\DTHDR-RuinsB-500.hdr", no selector, pixel type "Rgb_fp", 512x256x1 pixels, 1 miplevel.

    2024-08-18 00:09:16.942 Iray [INFO] - TRAV:DATABASE ::   1.0   TRAV   db   progr: Traversing scene.

    2024-08-18 00:09:16.959 Iray [INFO] - TRAV:DATABASE ::   1.0   TRAV   db   info : Traversing scene took 0.017 s.

    2024-08-18 00:09:16.960 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating geometry contexts.

    2024-08-18 00:09:16.961 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating geometry.

    2024-08-18 00:09:16.961 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Importing scene graph.

    2024-08-18 00:09:16.965 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Auto instancing compression ratio 1.00 (Full instancing compression ratio 1.00)

    2024-08-18 00:09:16.965 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Importing geometry for motion time 0

    2024-08-18 00:09:16.971 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Geometry import (1 triangle object with 169 k triangles, 1 instance yielding 169 k triangles) took 0.006 s

    2024-08-18 00:09:16.971 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating motion transforms.

    2024-08-18 00:09:16.971 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating section objects.

    2024-08-18 00:09:16.971 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating materials.

    2024-08-18 00:09:16.973 Iray [INFO] - MATCNV:RENDER ::   1.0   MATCNV rend info : found 26 textures, 0 lambdas (0 unique)

    2024-08-18 00:09:16.973 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Emitter geometry import (1 light source with 188 triangles, 1 instance) took 0.000 s

    2024-08-18 00:09:16.973 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating environment.

    2024-08-18 00:09:16.977 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating compiled material code.

    2024-08-18 00:09:16.977 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating compiled environment code.

    2024-08-18 00:09:16.977 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating material textures.

    2024-08-18 00:09:16.977 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating environment textures.

    2024-08-18 00:09:16.977 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating BSDFs.

    2024-08-18 00:09:16.977 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating volumes.

    2024-08-18 00:09:16.977 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating lens.

    2024-08-18 00:09:16.977 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating lights.

    2024-08-18 00:09:16.977 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating object flags.

    2024-08-18 00:09:16.977 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating backplate.

    2024-08-18 00:09:16.978 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating compiled backplate code.

    2024-08-18 00:09:16.978 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating backplate textures.

    2024-08-18 00:09:16.978 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating decals.

    2024-08-18 00:09:16.982 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Using iray core convergence estimate.

    2024-08-18 00:09:16.982 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Allocating 1-layer frame buffer

    2024-08-18 00:09:16.987 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Using interactive scheduling, caustic sampler disabled

    2024-08-18 00:09:16.987 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Initializing local rendering.

    2024-08-18 00:09:16.989 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Initializing OptiX for CUDA device 0

    2024-08-18 00:09:17.217 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Rendering with 1 device(s):

    2024-08-18 00:09:17.217 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : CUDA device 0 (NVIDIA GeForce RTX 4060 Ti)

    2024-08-18 00:09:17.218 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Rendering...

    2024-08-18 00:09:17.218 Iray [INFO] - IRAY:RENDER ::   1.2   IRAY   rend progr: CUDA device 0 (NVIDIA GeForce RTX 4060 Ti): Processing scene...

    2024-08-18 00:09:17.331 Iray [INFO] - IRAY:RENDER ::   1.6   IRAY   rend info : Importing lights for motion time 0

    2024-08-18 00:09:17.331 Iray [INFO] - IRAY:RENDER ::   1.6   IRAY   rend info : Initializing light hierarchy.

    2024-08-18 00:09:17.334 Iray [INFO] - IRAY:RENDER ::   1.6   IRAY   rend info : Light hierarchy initialization took 0.002 s

    2024-08-18 00:09:17.361 Iray [INFO] - IRAY:RENDER ::   1.2   IRAY   rend info : CUDA device 0 (NVIDIA GeForce RTX 4060 Ti): Scene processed in 0.143s

    2024-08-18 00:09:17.363 Iray [INFO] - IRAY:RENDER ::   1.3   IRAY   rend info : CUDA device 0 (NVIDIA GeForce RTX 4060 Ti): Allocated 28.016 MiB for frame buffer

    2024-08-18 00:09:17.363 Iray [INFO] - IRAY:RENDER ::   1.2   IRAY   rend info : CUDA device 0 (NVIDIA GeForce RTX 4060 Ti): Allocated 1.969 GiB of work space (2048k active samples in 0.000s)

    2024-08-18 00:09:17.363 Iray [INFO] - IRAY:RENDER ::   1.2   IRAY   rend info : CUDA device 0 (NVIDIA GeForce RTX 4060 Ti): Optimizing for cooperative usage (performance could be sacrificed)

    2024-08-18 00:09:17.497 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00001 iteration after 0.271 s.

    2024-08-18 00:09:17.502 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Rendering...

    2024-08-18 00:09:17.543 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00002 iterations after 0.313 s.

    2024-08-18 00:09:17.581 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00003 iterations after 0.351 s.

    2024-08-18 00:09:17.621 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00004 iterations after 0.390 s.

    2024-08-18 00:09:17.655 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00005 iterations after 0.424 s.

    2024-08-18 00:09:17.693 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00006 iterations after 0.462 s.

    2024-08-18 00:09:17.729 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00007 iterations after 0.498 s.

    2024-08-18 00:09:17.768 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00008 iterations after 0.536 s.

    2024-08-18 00:09:17.826 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00010 iterations after 0.595 s.

    2024-08-18 00:09:17.912 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00013 iterations after 0.681 s.

    2024-08-18 00:09:17.998 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00016 iterations after 0.767 s.

    2024-08-18 00:09:18.075 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00019 iterations after 0.844 s.

    2024-08-18 00:09:18.159 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00022 iterations after 0.929 s.

    2024-08-18 00:09:18.236 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00025 iterations after 1.004 s.

    2024-08-18 00:09:18.317 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00028 iterations after 1.085 s.

    2024-08-18 00:09:18.468 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00034 iterations after 1.237 s.

    2024-08-18 00:09:18.670 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00042 iterations after 1.439 s.

    2024-08-18 00:09:18.869 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00050 iterations after 1.638 s.

    2024-08-18 00:09:18.954 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Device statistics:

    2024-08-18 00:09:18.954 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : CUDA device 0 (NVIDIA GeForce RTX 4060 Ti): 50 iterations, 0.384s init, 1.516s render

    2024-08-18 00:09:22.290 [VERBOSE] :: Requesting current notification data...

    2024-08-18 00:09:22.290 [VERBOSE] :: Requesting default notification data...

    2024-08-18 00:09:23.651 [INFO] :: Clearing the scene...

    2024-08-18 00:09:23.708 [INFO] :: *** Scene Cleared ***

    2024-08-18 00:09:23.734 [INFO] :: Resetting view cameras...

    2024-08-18 00:09:25.944 [INFO] :: Prepare asset load (open): /Props/Z My Favourite Gadgets/Z MFG Laptop.duf

    2024-08-18 00:09:25.944 [INFO] :: Locking viewport redraw...

    2024-08-18 00:09:25.944 [INFO] :: Viewport redraw locked.

    2024-08-18 00:09:25.988 [VERBOSE] :: Native format content directories: 207

    2024-08-18 00:09:25.988 [VERBOSE] :: Poser format content directories: 4

    2024-08-18 00:09:25.988 [VERBOSE] :: Other import format content directories: 0

    2024-08-18 00:09:25.988 [INFO] :: Begin asset load (open): /Props/Z My Favourite Gadgets/Z MFG Laptop.duf

    2024-08-18 00:09:25.996 [INFO] :: Clearing the scene...

    2024-08-18 00:09:26.004 [INFO] :: *** Scene Cleared ***

    2024-08-18 00:09:26.004 [INFO] :: Determining missing assets...

    2024-08-18 00:09:26.027 [INFO] :: Setting textures...

    2024-08-18 00:09:26.028 [INFO] :: Scanning for addons...

    2024-08-18 00:09:26.032 [INFO] :: Creating node geometry...

    2024-08-18 00:09:26.035 [INFO] :: Creating UV sets...

    2024-08-18 00:09:26.035 [INFO] :: Creating materials...

    2024-08-18 00:09:26.090 [INFO] :: Resolving legacy figures...

    2024-08-18 00:09:26.090 [INFO] :: Sorting property groups...

    2024-08-18 00:09:26.090 [INFO] :: Setting up follow targets...

    2024-08-18 00:09:26.090 [INFO] :: Finished asset load (open): 0m 0.102s - /Props/Z My Favourite Gadgets/Z MFG Laptop.duf

    2024-08-18 00:09:26.121 [INFO] :: Unlocking viewport redraw...

    2024-08-18 00:09:26.121 [INFO] :: Viewport redraw unlocked.

    2024-08-18 00:09:26.197 [INFO] :: Loaded image: Grunge_Light.png

    2024-08-18 00:09:26.200 [INFO] :: Loaded image: Lense.jpg

    2024-08-18 00:09:26.210 [INFO] :: Loaded image: Grunge.png

    2024-08-18 00:09:26.231 [INFO] :: Loaded image: Laptop Keyboard 2.png

    2024-08-18 00:09:26.281 [INFO] :: Loaded image: Laptop Screen.jpg

    2024-08-18 00:09:27.457 [WARNING] :: QColor::setRgb: RGB parameters out of range

    2024-08-18 00:09:27.477 Iray [INFO] - IMAGE:IO ::   1.0   IMAGE  io   info : Loading image "F:\3D\A-collection\A_world\CLOUD\! 01\34\Z My Favourite Gadge Props\Runtime\Textures\Z My Favourite Gadgets\Grunge_Light.png", no selector, pixel type "Rgb_16", 512x512x1 pixels, 1 miplevel.

    2024-08-18 00:09:27.478 Iray [INFO] - IMAGE:IO ::   1.0   IMAGE  io   info : Loading image "F:\3D\A-collection\A_world\CLOUD\! 01\34\Z My Favourite Gadge Props\Runtime\Textures\Z My Favourite Gadgets\Grunge.png", no selector, pixel type "Rgb_16", 512x512x1 pixels, 1 miplevel.

    2024-08-18 00:09:27.481 Iray [INFO] - IMAGE:IO ::   1.0   IMAGE  io   info : Loading image "F:\3D\A-collection\A_world\CLOUD\! 01\34\Z My Favourite Gadge Props\Runtime\Textures\Z My Favourite Gadgets\Laptop Screen.jpg", no selector, pixel type "Rgb", 2500x1600x1 pixels, 1 miplevel.

    2024-08-18 00:09:27.484 Iray [INFO] - IMAGE:IO ::   1.0   IMAGE  io   info : Loading image "F:\3D\A-collection\A_world\CLOUD\! 01\34\Z My Favourite Gadge Props\Runtime\Textures\Z My Favourite Gadgets\Laptop Keyboard 2.png", no selector, pixel type "Rgba", 2048x2048x1 pixels, 1 miplevel.

    2024-08-18 00:09:27.491 Iray [INFO] - IMAGE:IO ::   1.0   IMAGE  io   info : Loading image "F:\3D\A-collection\A_world\CLOUD\! 01\34\Z My Favourite Gadge Props\Runtime\Textures\Z My Favourite Gadgets\Lense.jpg", no selector, pixel type "Rgb", 275x275x1 pixels, 1 miplevel.

    2024-08-18 00:09:27.493 Iray [INFO] - IMAGE:IO ::   1.0   IMAGE  io   info : Loading image "D:\Program Files\DAZ 3D\DAZStudio4\shaders\iray\resources\DTHDR-RuinsB-500.hdr", no selector, pixel type "Rgb_fp", 512x256x1 pixels, 1 miplevel.

    2024-08-18 00:09:27.494 Iray [INFO] - TRAV:DATABASE ::   1.0   TRAV   db   progr: Traversing scene.

    2024-08-18 00:09:27.512 Iray [INFO] - TRAV:DATABASE ::   1.0   TRAV   db   info : Traversing scene took 0.017 s.

    2024-08-18 00:09:27.513 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating geometry contexts.

    2024-08-18 00:09:27.513 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating geometry.

    2024-08-18 00:09:27.513 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Importing scene graph.

    2024-08-18 00:09:27.517 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Auto instancing compression ratio 1.00 (Full instancing compression ratio 1.00)

    2024-08-18 00:09:27.517 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Importing geometry for motion time 0

    2024-08-18 00:09:27.525 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Geometry import (1 triangle object with 169 k triangles, 1 instance yielding 169 k triangles) took 0.008 s

    2024-08-18 00:09:27.525 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating motion transforms.

    2024-08-18 00:09:27.525 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating section objects.

    2024-08-18 00:09:27.526 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating materials.

    2024-08-18 00:09:27.527 Iray [INFO] - MATCNV:RENDER ::   1.0   MATCNV rend info : found 26 textures, 0 lambdas (0 unique)

    2024-08-18 00:09:27.527 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Emitter geometry import (1 light source with 188 triangles, 1 instance) took 0.000 s

    2024-08-18 00:09:27.527 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating environment.

    2024-08-18 00:09:27.531 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating compiled material code.

    2024-08-18 00:09:27.532 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating compiled environment code.

    2024-08-18 00:09:27.532 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating material textures.

    2024-08-18 00:09:27.532 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating environment textures.

    2024-08-18 00:09:27.532 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating BSDFs.

    2024-08-18 00:09:27.532 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating volumes.

    2024-08-18 00:09:27.532 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating lens.

    2024-08-18 00:09:27.532 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating lights.

    2024-08-18 00:09:27.532 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating object flags.

    2024-08-18 00:09:27.532 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating backplate.

    2024-08-18 00:09:27.532 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating compiled backplate code.

    2024-08-18 00:09:27.532 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating backplate textures.

    2024-08-18 00:09:27.532 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating decals.

    2024-08-18 00:09:27.537 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Using iray core convergence estimate.

    2024-08-18 00:09:27.537 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Allocating 1-layer frame buffer

    2024-08-18 00:09:27.545 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Using interactive scheduling, caustic sampler disabled

    2024-08-18 00:09:27.545 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Initializing local rendering.

    2024-08-18 00:09:27.548 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Initializing OptiX for CUDA device 0

    2024-08-18 00:09:27.761 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Rendering with 1 device(s):

    2024-08-18 00:09:27.761 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : CUDA device 0 (NVIDIA GeForce RTX 4060 Ti)

    2024-08-18 00:09:27.761 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Rendering...

    2024-08-18 00:09:27.762 Iray [INFO] - IRAY:RENDER ::   1.2   IRAY   rend progr: CUDA device 0 (NVIDIA GeForce RTX 4060 Ti): Processing scene...

    2024-08-18 00:09:27.868 Iray [INFO] - IRAY:RENDER ::   1.3   IRAY   rend info : Importing lights for motion time 0

    2024-08-18 00:09:27.868 Iray [INFO] - IRAY:RENDER ::   1.3   IRAY   rend info : Initializing light hierarchy.

    2024-08-18 00:09:27.871 Iray [INFO] - IRAY:RENDER ::   1.3   IRAY   rend info : Light hierarchy initialization took 0.003 s

    2024-08-18 00:09:27.903 Iray [INFO] - IRAY:RENDER ::   1.2   IRAY   rend info : CUDA device 0 (NVIDIA GeForce RTX 4060 Ti): Scene processed in 0.142s

    2024-08-18 00:09:27.908 Iray [INFO] - IRAY:RENDER ::   1.3   IRAY   rend info : CUDA device 0 (NVIDIA GeForce RTX 4060 Ti): Allocated 28.016 MiB for frame buffer

    2024-08-18 00:09:27.908 Iray [INFO] - IRAY:RENDER ::   1.2   IRAY   rend info : CUDA device 0 (NVIDIA GeForce RTX 4060 Ti): Allocated 1.969 GiB of work space (2048k active samples in 0.000s)

    2024-08-18 00:09:27.908 Iray [INFO] - IRAY:RENDER ::   1.2   IRAY   rend info : CUDA device 0 (NVIDIA GeForce RTX 4060 Ti): Optimizing for cooperative usage (performance could be sacrificed)

    2024-08-18 00:09:28.092 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00001 iteration after 0.321 s.

    2024-08-18 00:09:28.097 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Rendering...

    2024-08-18 00:09:28.127 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00002 iterations after 0.352 s.

    2024-08-18 00:09:28.151 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00003 iterations after 0.375 s.

    2024-08-18 00:09:28.175 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00004 iterations after 0.399 s.

    2024-08-18 00:09:28.199 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00005 iterations after 0.423 s.

    2024-08-18 00:09:28.221 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00006 iterations after 0.446 s.

    2024-08-18 00:09:28.245 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00007 iterations after 0.470 s.

    2024-08-18 00:09:28.269 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00008 iterations after 0.494 s.

    2024-08-18 00:09:28.296 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00009 iterations after 0.521 s.

    2024-08-18 00:09:28.330 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00011 iterations after 0.555 s.

    2024-08-18 00:09:28.389 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00015 iterations after 0.614 s.

    2024-08-18 00:09:28.486 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00022 iterations after 0.710 s.

    2024-08-18 00:09:28.581 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00029 iterations after 0.806 s.

    2024-08-18 00:09:28.680 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00036 iterations after 0.905 s.

    2024-08-18 00:09:28.777 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Received update to 00043 iterations after 1.001 s.

    2024-08-18 00:09:28.829 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Device statistics:

    2024-08-18 00:09:28.829 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : CUDA device 0 (NVIDIA GeForce RTX 4060 Ti): 43 iterations, 0.372s init, 0.844s render

    2024-08-18 00:09:29.738 [VERBOSE] :: Requesting current notification data...

    2024-08-18 00:09:29.738 [VERBOSE] :: Requesting default notification data...

    2024-08-18 00:09:30.462 [INFO] :: Clearing the scene...

    2024-08-18 00:09:30.512 [INFO] :: *** Scene Cleared ***

    By

    kyoreona kyoreona August 2024 in Technical Help (nuts n bolts)
  • GENERAL FREEBIE REQUESTS part 3

    5 pc drum set 3ds - 3D Model - ShareCG  Can use PoseRay (google.com) to convert to obj format and import into DAZ Studio.

    SM_Drum Kit (renderosity.com)

    Ludwig Drum Set - Poser - ShareCG

    By

    DollyGirl DollyGirl August 2024 in Freebies
  • can I import curve based hair from blender to daz(particle or extrapolated)

    UncannyValet said:

    crosswind said:

    UncannyValet said:

    To add, the only PA tool is the dForce Hair Modifier, which enables all of the good things that come with dForce Hair.  Like using Surface UVs, SBH generation from guide strands, simulation properties, and so on.

    But is not needed to simply import hair that was built in other software like Blender or Xgen.

    We know that Daz manipulates "polyline hair" with the way of dynamically generating PR/PS hairs by using SBH techniques rahter than using a static mesh which may bring challenge even disaster to some user's DS Viewport. 

    Generating the child hairs with dForce modifier would be ideal as there are numerous functionalities that are provided through that process, not only dForce functionality but the ability to generate child hairs similar to SBH Editor. But given that is only for PA's, then the challenges of polyline hair need to be accepted. Perhaps some users will struggle with very high vert count of polyline hair, but I don't think it is any more demanding than turning Preview PR Hairs on.  Personally, when I have 1-2mil polyline hair in viewport it is fine, but something like 6mil does slow it down noticeably.  I dont presume to know how best to optimise for users with "potato" PCs other than reducing the vert count.

    For morphs, the deltas for every strand needs to be saved in the morph, not just changes to guide strands, so i suspect that will increase the load time of the morphs and size dsf files.

    Actually SBH's morphs are loaded pretty quickly and DSF files are normally with small sizes even uncompressed.

    We know users have no way to add dForce capability to SBH as well as make morphs on SBH since only dFormers work statically on SBH in the Scene only. But additionally I was told that Daz gives some tools to PAs to efficiently convert, import/export SBH as well as make morphs on them... isn't that true ?
     

    The process I described above would be similar to the process Daz PAs likely follow, except they would, as a final/intermediate step, add a dForce Hair Modifier to the imported lines.  There used to be a video here explaining the process that PAs follow but the uploader appears to have made it private in the last few days. 
     

    Im not sure what PAs can/cannot do or the extra functions they have (and maybe i was wrong to say their only tool is the dForce Hair modifier), all I can address is the things we can do as non PA.  We can:

    • add morphs to polylines/splines/curves 
    • export SBH made in SBH Editor (anyone can export at any Render Tesselation Sides value)
    • import SBH that was made in SBH Editor (exported at any Render Tesselation Sides value)
    • import Curves from other software 
    • Import mesh from other softwaare and convert to lines

    Yes I was told some workflows can be workaround but may be time-consuming as well as with some limitations. I've never tried any but just learned to make transmapped ones or directly render in Blender by using Diffoe on the hairs made with HairTools.

    I'll try them when having time and further check with my PA friends. Thank you.

    By

    crosswind crosswind August 2024 in Daz Studio Discussion
  • can I import curve based hair from blender to daz(particle or extrapolated)

    crosswind said:

    UncannyValet said:

    To add, the only PA tool is the dForce Hair Modifier, which enables all of the good things that come with dForce Hair.  Like using Surface UVs, SBH generation from guide strands, simulation properties, and so on.

    But is not needed to simply import hair that was built in other software like Blender or Xgen.

    We know that Daz manipulates "polyline hair" with the way of dynamically generating PR/PS hairs by using SBH techniques rahter than using a static mesh which may bring challenge even disaster to some user's DS Viewport. 

    Generating the child hairs with dForce modifier would be ideal as there are numerous functionalities that are provided through that process, not only dForce functionality but the ability to generate child hairs similar to SBH Editor. But given that is only for PA's, then the challenges of polyline hair need to be accepted. Perhaps some users will struggle with very high vert count of polyline hair, but I don't think it is any more demanding than turning Preview PR Hairs on.  Personally, when I have 1-2mil polyline hair in viewport it is fine, but something like 6mil does slow it down noticeably.  I dont presume to know how best to optimise for users with "potato" PCs other than reducing the vert count.
    For morphs, the deltas for every strand needs to be saved in the morph, not just changes to guide strands, so i suspect that will increase the load time of the morphs and size dsf files.

    We know users have no way to add dForce capability to SBH as well as make morphs on SBH since only dFormers work statically on SBH in the Scene only. But additionally I was told that Daz gives some tools to PAs to efficiently convert, import/export SBH as well as make morphs on them... isn't that true ?
     

    The process I described above would be similar to the process Daz PAs likely follow, except they would, as a final/intermediate step, add a dForce Hair Modifier to the imported lines.  There used to be a video here explaining the process that PAs follow but the uploader appears to have made it private in the last few days. 
     

    Im not sure what PAs can/cannot do or the extra functions they have (and maybe i was wrong to say their only tool is the dForce Hair modifier), all I can address is the things we can do as non PA.  We can:

    • add morphs to polylines/splines/curves 
    • export SBH made in SBH Editor (anyone can export at any Render Tesselation Sides value)
    • import SBH that was made in SBH Editor (exported at any Render Tesselation Sides value)
    • import Curves from other software 
    • Import mesh from other softwaare and convert to lines
    • rig polyline hair using transfer utility

    with those functions available to all users, it is sufficient to make polyline hair.

    By

    UncannyValet UncannyValet August 2024 in Daz Studio Discussion
  • can I import curve based hair from blender to daz(particle or extrapolated)

    UncannyValet said:

    To add, the only PA tool is the dForce Hair Modifier, which enables all of the good things that come with dForce Hair.  Like using Surface UVs, SBH generation from guide strands, simulation properties, and so on.

    But is not needed to simply import hair that was built in other software like Blender or Xgen.

    We know that Daz manipulates "polyline hair" with the way of dynamically generating PR/PS hairs by using SBH techniques rahter than using a static mesh which may bring challenge even disaster to some user's DS Viewport. We know users have no way to add dForce capability to SBH as well as make morphs on SBH since only dFormers work statically on SBH in the Scene only. But additionally I was told that Daz gives some tools to PAs to efficiently convert, import/export SBH as well as make morphs on them... isn't that true ?

    By

    crosswind crosswind August 2024 in Daz Studio Discussion
  • can I import curve based hair from blender to daz(particle or extrapolated)

    To add, the only PA tool is the dForce Hair Modifier, which enables all of the good things that come with dForce Hair.  Like using Surface UVs, SBH generation from guide strands, simulation properties, and so on.

    But is not needed to simply import hair that was built in other software like Blender or Xgen.

    By

    UncannyValet UncannyValet August 2024 in Daz Studio Discussion
  • can I import curve based hair from blender to daz(particle or extrapolated)

    It may not be common knowledge, hence the earlier replies in this thread, but there is a way to do it.  I can make a full tutorial which I will post soon but basically the steps are:
    1. Convert Hair Curves to something that you can export. There are many ways to do this, but an option is to do the following:

    1. Right click your Hair Curves and select Convert to>Mesh (or you can go to the top panel and select Object>Convert to>Mesh)
    2. Right click the converted Mesh and select Convert to>Curve (Important: select Curve not Curves).  This step may take a very long time depending on hair complexity.  

    2. Bevel the edges of the Curve to make tubes

    1. In the Object Data Properties panel, you should see Geometry>Bevel option.
    2. Change the resolution to 0
    3. Change the diameter to 0.01 (or some other low value)

    3. Export the object as .obj file and import to Daz Studio

    4. Within Daz Studio, you need to convert to splines that will work with Daz Studio Iray Curves

    1. Select the Hair and go to Edit>Obejct>Geometry>Convert Tubes to Lines

    5. Rig the hair to your Figure or Haircap by going to Edit>Object>Transfer Utility and running the utility


    At the moment, the steps 2-4 appear to be necessary, as simply exporting Curves from Blender and importing to Daz Studio does not work with Iray Curves. It will render but you will not have a smooth contiguous curve.

    If you want to add morphs, you will need to follow the same process for each morph up to and including step 4 and then export the converted lines as obj, and import using Morph Loader Pro.

     

     

    By

    UncannyValet UncannyValet August 2024 in Daz Studio Discussion
  • How to adjust dforce simulation manually?

    or if you know Blender, send the simulated item to Blender, tweak it there, then import it as a delta morph with Morph Loader Pro.

    By

    crosswind crosswind August 2024 in Daz Studio Discussion
  • can I import curve based hair from blender to daz(particle or extrapolated)

    hello I look about that since to day and i looked to many tutorial but I don't found my answer, can you import a curve based hair made on blender to daz studio? I tryed expôrt it as OBJ bit the only think I have is an empty object wen I open it on daz, I know you can do with hair card style hair , but IS it possible with curves extarpolated, or at least with particle system? if you know how to do that or have tutorial thanks to share

    By

    chakib3 chakib3 August 2024 in Daz Studio Discussion
  • Search feature in Content Database menus

    You can also copy the matching .dsa files from /Runtime/Support/ to

    %appdata%/daz 3d/studio4/runonce

    and start DS - I think I am right in recalling that that will import the product's metadata.

    By

    Richard Haseltine Richard Haseltine August 2024 in Product Suggestions
  • Search feature in Content Database menus

    If you are just looking to import one specific product's metadata then perhaps this freebie script would help?

    By

    SofaCitizen SofaCitizen August 2024 in Product Suggestions
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