-
Genesis 8 loading with wrong shape
Tracked down the products that have been effected. If you download a fresh copy of these and install again (overwrite), they should not be automatically activated anymore.
Z Sexy Bodybuilder Shape Preset and Poses for Genesis 8 Female
Body Morph Kit for Genesis 8 Female
Rory HD for Genesis 8 Female
RY Elysa for Victoria 8
MDD Oomi For G8F (Rendo)Body Warmer, Gilet, Winter Vest....?Any type of winter/warm clothing is slim pickings at this, and other DAZ/Poser stores, but the closest thing I can find is this:
https://www.daz3d.com/urban-metro-outfit-for-genesis-2-male-s
It should autofit to G3M/G8M without issues. Main snag of this one is the zip is partially open, so you either need to make a morph, or use something like Mesh Grabber to attempt to close it.
Another (very old) option is this.
https://poserworld.com/hiking-set-for-daz-victoria-4
At least it comes completely closed, and has morphs to open it. You should be able to get it onto males via autofit to Genesis, and then to G2M/G3M or G8M as desired. I have the set, so I can show you what it looks like on G8M it you want.
The only other option is to use a full winter coat, of which there are a handful, and either use a transparency to remove the sleeves, or hack off the sleeves using some mesh editor like Hexagon.
Clarity Genesis 8.1I'm lost now... When you have DS 4.15 installed with the updated Genesis 8 Starter Eseentials, you will have two base figures in People\Genesis 8 Female\, "Genesis 8 Basic Female" and "Genesis 8.1 Basic Female"
The "Genesis 8 Basic Female" is your old G8F and works as always, the "Genesis 8.1 Basic Female" is the new base figure and if you load her, she will read all the installed G8F morphs and characters automatically, except for the G8F base expressions, because their loading has been blocked with the dummy/placeholder files in G8.1F morph directories.
The completely gratuitous complaint threadSubtropic Pixel said:
certaintree38 said:
Complaint: Finally got Xtransfer. Tried to transfer morphs one section at a time. Everything went well for the first two sections. Then I got to "Full Body." Lots of morphs here. Something went wrong and the script quit. Now I don't know what needs to be redone and my G3 throws out a duplicate formal error when loaded. :( I'll get it figured out, but not relishing the time lost. I haven't felt productive in days.
Restore from a backup. You...do have backups, right?
I have... stuff. Not sure how up-to-date everything is though. The error went away after a few minutes. No idea why. Seems like Xtransfer rolls back changes when it fails, which is nice. I just had to go through and do them in batches of three, find the one that failed, and move on. Haven't lost anyone I'm attached to so far.
I do really need to get better about my backups. Can't decide if keeping my external HD plugged in to allow automatic updates defeats the purpose.
Anyway, crisis averted!
Daz to Blender Update 2.0Andy-DAZ3D said:
Hi Folks,
I'm making use of the latest bridge to see how well it imports figures into Blender. I don't think I'm using it incorrectly and to get it to behave I had to make some alterations to one of the files. Below is a decription of a few issues I've had. Sorry it's a bit long-winded and hopefully there is a simpler solution than the one described below.
Andy
----
My configuration is:
- Blender: 2.90
- DAZStudio: 4.12.1.118
- Bridge: 2.1.0
Issue 1
If I don't specify any pJCM morphs in the DAZ Script dialog Daz to Blender: Morph Names, no joint morphs are exported to Blender. This results in the figure mesh being the wrong shape around the joints if the figure is exported in a posed position. This also happens to default-posed figures posed in Blender.
So I went back into DAZ and exported the figure with every pJCM morph available in the Daz to Blender: Morph Names dialog. This was an improvement.
Issue 2
Having solved issue 1, there are parts of the mesh that are wrong. For example, if I export the G8F figure using 2 poses (one being the mirror of the other), one pose will have the right elbow correctly shaped, whilst in the mirror pose the left elbow is not.
I know Blender uses drivers to tie bones to shapekeys, so I went looking through Blender looking for the drivers. The shapekey for the left elbow was not being applied as the formula was wrong. I then looked at some other drivers and noticed issues. These are:
- The formula is wrong (i.e. the result of the formula is not a positive value and so the shapekey is not applied).
- The rotation axis is wrong.
I went digging through the bridge files and found Database.py in AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\DTB. The two sections of interest are tbl_mdrive_g3 and tbl_mdrive. These tables set up the drivers and the properties in these tables backed up what I waas seeing in Blender, so if I was to fix the issues I was seeing, it would be here.
The Solution
Two tables have been modified. Below is a snapshot of the changes I've made. I should note that, I don't know what happens with characters beyond G3F and G8F base figures or to clothing.tbl_mdrive_g3=[ # Rotations: X = 0, Y = 1, Z = 2 ['pJCMShldrDown_75_L', 'lShldrBend', 0, 'val*-0.764'], # G3F ORIGINAL WAS 2, 'val*0.764'], ['pJCMShldrDown_75_R', 'rShldrBend', 0, 'val*0.764'], # G3F ORIGINAL WAS 2, 'val*-0.764'], ['pJCMShldrFwd_95_L', 'lShldrBend', 2, 'val*-0.603'], # G3F ORIGINAL WAS 0 ['pJCMShldrFwd_95_R', 'rShldrBend', 2, 'val*-0.603'], # G3F ORIGINAL WAS 0 ['pJCMShldrUp_35_L', 'lShldrBend', 0, 'val*1.637'], # G3F ORIGINAL WAS 2, 'val*-1.637'], ['pJCMShldrUp_35_R', 'rShldrBend', 0, 'val*-1.637'], # G3F ORIGINAL WAS 2, 'val*1.637'], ['pJCMCollarUp_50_L', 'lCollar', 0, 'val*1.146'], # G3F ORIGINAL WAS 'val*-1.146'], ['pJCMCollarUp_50_R', 'rCollar', 0, 'val*-1.146'] # G3F ORIGINAL WAS 'val*1.146'], ] tbl_mdrive = [ # Rotations: X = 0, Y = 1, Z = 2 # G3F Drivers should not be here unless they are shared with other models. # Doing so defines the driver twice in Blender. #['pJCMShldrDown_75_L', 'lShldrBend', 0, 'val*-0.764'], # G3F ORIGINAL WAS 2, 'val*0.764'], #['pJCMShldrDown_75_R', 'rShldrBend', 0, 'val*0.764'], # G3F ORIGINAL WAS 2, 'val*-0.764'], #['pJCMShldrFwd_95_L', 'lShldrBend', 2, 'val*-0.603'], # G3F ORIGINAL WAS 0 #['pJCMShldrFwd_95_R', 'rShldrBend', 2, 'val*-0.603'], # G3F ORIGINAL WAS 0 #['pJCMShldrUp_35_L', 'lShldrBend', 0, 'val*1.637'], # G3F ORIGINAL WAS 2, 'val*-1.637'], #['pJCMShldrUp_35_R', 'rShldrBend', 0, 'val*-1.637'], # G3F ORIGINAL WAS 2, 'val*1.637'], #['pJCMCollarUp_50_L', 'lCollar', 0, 'val*1.146'], # G3F ORIGINAL WAS 'val*-1.146'], #['pJCMCollarUp_50_R', 'rCollar', 0, 'val*-1.146'], # G3F ORIGINAL WAS 'val*1.146'], # Unknown ['lShldrBend_CTRLMD_N_YRotate_n110', 'lShldrBend', 1, 'val*-0.521'], ['lShldrBend_CTRLMD_N_ZRotate_90', 'lShldrBend', 2, 'val*0.637'], ['lShldrBend_CTRLMD_N_ZRotate_n40', 'lShldrBend', 2, 'val*-1.433'], # G8F Drivers ['pJCMAbdomen2Fwd_40', 'abdomenUpper', 0, 'val*1.433'], # GOOD ['pJCMAbdomen2Side_24_L', 'abdomenUpper', 2, 'val*-2.389'], # GOOD ['pJCMAbdomen2Side_24_R', 'abdomenUpper', 2, 'val*2.389'], # GOOD ['pJCMAbdomenFwd_35', 'abdomenLower', 0, 'val*1.638'], # GOOD ['pJCMAbdomenLowerFwd_Navel', 'abdomenLower', 0, 'val*1.638'], # GOOD ['pJCMAbdomenUpperFwd_Navel', 'abdomenUpper', 0, 'val*1.433'], # GOOD ['pJCMBigToeDown_45_L', 'lBigToe', 0, 'val*-1.274'], # ORIGINAL WAS 'val*1.274'], ['pJCMBigToeDown_45_R', 'rBigToe', 0, 'val*-1.274'], # ORIGINAL WAS 'val*1.274'], ['pJCMChestFwd_35', 'chestLower', 0, 'val*1.638'], # GOOD ['pJCMChestSide_20_L', 'chestLower', 2, 'val*-2.866'], # GOOD ['pJCMChestSide_20_R', 'chestLower', 2, 'val*2.866'], # GOOD ['pJCMCollarTwist_n30_L', 'lCollar', 1, 'val*-1.911'], # ORIGINAL WAS 'val*1.911'], ['pJCMCollarTwist_n30_R', 'rCollar', 1, 'val*1.911'], # ORIGINAL WAS 'val*-1.911'], ['pJCMCollarTwist_p30_L', 'lCollar', 1, 'val*1.911'], # ORIGINAL WAS 'val*-1.911'], ['pJCMCollarTwist_p30_R', 'rCollar', 1, 'val*-1.911'], # ORIGINAL WAS 'val*1.911'], ['pJCMCollarUp_55_L', 'lCollar', 0, 'val*1.042'], # ORIGINAL WAS 2, 'val*-1.042'], ['pJCMCollarUp_55_R', 'rCollar', 0, 'val*-1.042'], # ORIGINAL WAS 2, 'val*1.042'], ['pJCMFootDwn_75_L', 'lFoot', 0, 'val*-0.764'], # ORIGINAL WAS 'val*0.764'], ['pJCMFootDwn_75_R', 'rFoot', 0, 'val*-0.764'], # ORIGINAL WAS 'val*0.764'], ['pJCMFootUp_40_L', 'lFoot', 0, 'val*1.433'], # ORIGINAL WAS 'val*-1.433'], ['pJCMFootUp_40_R', 'rFoot', 0, 'val*1.433'], # ORIGINAL WAS 'val*-1.433'], ['pJCMForeArmFwd_135_L', 'lForearmBend', 0, '(val-1.309)*0.955'], # ORIGINAL WAS '(val+1.309)*-0.955'], ['pJCMForeArmFwd_135_R', 'rForearmBend', 0, '(val+1.309)*-0.955'], # GOOD ['pJCMForeArmFwd_75_L', 'lForearmBend', 0, 'val*0.764'], # ORIGINAL WAS 'val*-0.764'], ['pJCMForeArmFwd_75_R', 'rForearmBend', 0, 'val*-0.764'], # GOOD ['pJCMHandDwn_70_L', 'lHand', 0, 'val*-0.819'], # ORIGINAL WAS 2, 'val*0.819'] ['pJCMHandDwn_70_R', 'rHand', 0, 'val*0.819'], # ORIGINAL WAS 2, 'val*-0.819'] ['pJCMHandUp_80_L', 'lHand', 0, 'val*0.717'], # ORIGINAL WAS 2, 'val*-0.717'] ['pJCMHandUp_80_R', 'rHand', 0, 'val*-0.717'], # ORIGINAL WAS 2, 'val*0.717'] ['pJCMHeadBack_27', 'head', 0, 'val*-2.123'], # GOOD ['pJCMHeadFwd_25', 'head', 0, 'val*2.293'], # GOOD ['pJCMIndex1Dwn_90_L', 'lIndex1', 0, 'val*-0.637'], # ORIGINAL WAS 2, 'val*0.637'], ['pJCMIndex1Dwn_90_R', 'rIndex1', 0, 'val*0.637'], # ORIGINAL WAS 2, 'val*-0.637'], ['pJCMIndex2Dwn_105_L', 'lIndex2', 0, 'val*-0.546'], # ORIGINAL WAS 2, 'val*0.546'], ['pJCMIndex2Dwn_105_R', 'rIndex2', 0, 'val*0.546'], # ORIGINAL WAS 2, 'val*-0.546'], ['pJCMIndex3Dwn_90_L', 'lIndex3', 0, 'val*-0.637'], # ORIGINAL WAS 2, 'val*0.637'], ['pJCMIndex3Dwn_90_R', 'rIndex3', 0, 'val*0.637'], # ORIGINAL WAS 2, 'val*-0.637'], ['pJCMMid1Dwn_95_L', 'lMid1', 0, 'val*-0.603'], # ORIGINAL WAS 2, 'val*0.603'], ['pJCMMid1Dwn_95_R', 'rMid1', 0, 'val*0.603'], # ORIGINAL WAS 2, 'val*-0.603'], ['pJCMMid2Dwn_105_L', 'lMid2', 0, 'val*-0.546'], # ORIGINAL WAS 2, 'val*0.546'], ['pJCMMid2Dwn_105_R', 'rMid2', 0, 'val*0.546'], # ORIGINAL WAS 2, 'val*-0.546'], ['pJCMMid3Dwn_90_L', 'lMid3', 0, 'val*-0.637'], # ORIGINAL WAS 2, 'val*0.637'], ['pJCMMid3Dwn_90_R', 'rMid3', 0, 'val*0.637'], # ORIGINAL WAS 2, 'val*-0.637'], ['pJCMNeckBack_27', 'neckUpper', 0, 'val*-0.7581'], # GOOD ['pJCMNeckBack_27', 'neckLower', 0, 'val2*-1.197'], # GOOD ['pJCMNeckFwd_35', 'neckUpper', 0, 'val*0.76203'], # GOOD ['pJCMNeckFwd_35', 'neckLower', 0, 'val2*1.20327'], # GOOD ['pJCMNeckLowerSide_40_L', 'neckLower', 2, 'val*-1.911'], # GOOD ['pJCMNeckLowerSide_40_R', 'neckLower', 2, 'val*1.911'], # GOOD ['pJCMNeckTwist_22_L', 'neckLower', 1, 'val*2.606'], # GOOD ['pJCMNeckTwist_22_R', 'neckLower', 1, 'val*-2.606'], # GOOD # Unknown ['pJCMNeckTwist_Reverse', 'neckLower', 0, 'val*1.433'], # G8F ['pJCMPelvisFwd_25', 'pelvis', 0, 'val*-2.293'], # ORIGINAL WAS 'val*2.293'], ['pJCMPinky1Dwn_95_L', 'lPinky1', 0, 'val*-0.637'], # ORIGINAL WAS 2, 'val*0.637'], ['pJCMPinky1Dwn_95_R', 'rPinky1', 0, 'val*0.637'], # ORIGINAL WAS 2, 'val*-0.637'], ['pJCMPinky2Dwn_105_L', 'lPinky2', 0, 'val*-0.546'], # ORIGINAL WAS 2, 'val*0.546'], ['pJCMPinky2Dwn_105_R', 'rPinky2', 0, 'val*0.546'], # ORIGINAL WAS 2, 'val*-0.546'], ['pJCMPinky3Dwn_90_L', 'lPinky3', 0, 'val*-0.637'], # ORIGINAL WAS 2, 'val*0.637'] ['pJCMPinky3Dwn_90_R', 'rPinky3', 0, 'val*0.637'], # ORIGINAL WAS 2, 'val*-0.637'], ['pJCMRing1Dwn_95_L', 'lRing1', 0, 'val*-0.637'], # ORIGINAL WAS 2, 'val*0.637'], ['pJCMRing1Dwn_95_R', 'rRing1', 0, 'val*0.637'], # ORIGINAL WAS 2, 'val*-0.637'], ['pJCMRing2Dwn_105_L', 'lRing2', 0, 'val*-0.546'], # ORIGINAL WAS 2, 'val*0.546'], ['pJCMRing2Dwn_105_R', 'rRing2', 0, 'val*0.546'], # ORIGINAL WAS 2, 'val*-0.546'], ['pJCMRing3Dwn_90_L', 'lRing3', 0, 'val*-0.637'], # ORIGINAL WAS 2, 'val*0.637'], ['pJCMRing3Dwn_90_R', 'rRing3', 0, 'val*0.637'], # ORIGINAL WAS 2, 'val*-0.637'], ['pJCMShinBend_155_L', 'lShin', 0, '(val-1.571)*0.882'], # GOOD ['pJCMShinBend_155_R', 'rShin', 0, '(val-1.571)*0.882'], # GOOD ['pJCMShinBend_90_L', 'lShin', 0, 'val*0.637'], # GOOD ['pJCMShinBend_90_R', 'rShin', 0, 'val*0.637'], # GOOD ['pJCMShldrDown_40_L', 'lShldrBend', 0, 'val*-1.433'], # ORIGINAL WAS 2, 'val*1.433'], ['pJCMShldrDown_40_R', 'rShldrBend', 0, 'val*1.433'], # ORIGINAL WAS 2, 'val*-1.433'], ['pJCMShldrFwd_110_L', 'lShldrBend', 2, 'val*-0.521'], # ORIGINAL WAS 0 ['pJCMShldrFwd_110_R', 'rShldrBend', 2, 'val*-0.521'], # ORIGINAL WAS 0 ['pJCMShldrUp_90_L', 'lShldrBend', 0, 'val*0.637'], # ORIGINAL WAS 2, 'val*-0.637'], ['pJCMShldrUp_90_R', 'rShldrBend', 0, 'val*-0.637'], # ORIGINAL WAS 2, 'val*0.637'], ['pJCMThighBack_35_L', 'lThighBend', 0, 'val*1.638'], # GOOD ['pJCMThighBack_35_R', 'rThighBend', 0, 'val*1.638'], # GOOD ['pJCMThighFwd_115_L', 'lThighBend', 0, '(val+0.995)*-0.988'], # GOOD ['pJCMThighFwd_115_R', 'rThighBend', 0, '(val+0.995)*-0.988'], # GOOD ['pJCMThighFwd_57_L', 'lThighBend', 0, 'val*-1.006'], # GOOD ['pJCMThighFwd_57_R', 'rThighBend', 0, 'val*-1.006'], # GOOD ['pJCMThighSide_85_L', 'lThighBend', 2, 'val*-0.674'], # GOOD ['pJCMThighSide_85_R', 'rThighBend', 2, 'val*0.674'], # GOOD ['pJCMThumb1Bend_50_L', 'lThumb1', 0, 'val*1.146'], # GOOD ['pJCMThumb1Bend_50_R', 'rThumb1', 0, 'val*-1.146'], # ORIGINAL WAS 'val*1.146'], ['pJCMThumb1Up_20_L', 'lThumb1', 2, 'val*-2.866'], # GOOD ['pJCMThumb1Up_20_R', 'rThumb1', 2, 'val*-2.866'], # ORIGINAL WAS 'val*2.866'], ['pJCMThumb2Bend_65_L', 'lThumb2', 0, 'val*-0.882'], # ORIGINAL WAS 'val*0.882'], ['pJCMThumb2Bend_65_R', 'rThumb2', 0, 'val*0.882'], # GOOD ['pJCMThumb3Bend_90_L', 'lThumb3', 0, 'val*-0.637'], # ORIGINAL WAS 'val*0.637'], ['pJCMThumb3Bend_90_R', 'rThumb3', 0, 'val*0.637'], # GOOD ['pJCMToesUp_60_L', 'lToe', 0, 'val*0.955'], # ORIGINAL 'val*-0.955'], ['pJCMToesUp_60_R', 'rToe', 0, 'val*0.955'], # ORIGINAL 'val*-0.955'], # Unknown ['rShldrBend_CTRLMD_N_YRotate_110', 'rShldrBend', 1, 'val*0.521'], ['rShldrBend_CTRLMD_N_ZRotate_40', 'rShldrBend', 2, 'val*1.433'], ['rShldrBend_CTRLMD_N_ZRotate_n90', 'rShldrBend', 2, 'val*-0.637'], # ['EyesSideSide', 'sight', 2, 'val * -0.955'], # ['EyesSideR', 'sight', 2, 'val * -0.955'], # ['EyesSideL', 'sight', 2, 'val * 0.955'], # ['EyesUpDown', 'sight', 0, 'val * 0.955'], ]Awesome thanks for sharing this! You can also push requests directly to our GitHub for edits you made for the code. We would of course test it out first but, that way I wouldn't miss this awesome work you did.
https://github.com/daz3d/DazToBlender/tree/develop
The completely gratuitous complaint threadcertaintree38 said:
Complaint: Finally got Xtransfer. Tried to transfer morphs one section at a time. Everything went well for the first two sections. Then I got to "Full Body." Lots of morphs here. Something went wrong and the script quit. Now I don't know what needs to be redone and my G3 throws out a duplicate formal error when loaded. :( I'll get it figured out, but not relishing the time lost. I haven't felt productive in days.
Restore from a backup. You...do have backups, right?
The completely gratuitous complaint threadComplaint: Finally got Xtransfer. Tried to transfer morphs one section at a time. Everything went well for the first two sections. Then I got to "Full Body." Lots of morphs here. Something went wrong and the script quit. Now I don't know what needs to be redone and my G3 throws out a duplicate formal error when loaded. :( I'll get it figured out, but not relishing the time lost. I haven't felt productive in days.
Daz Studio Pro BETA - version 4.15.0.30! (*UPDATED*)Public Beta (4.15.0.12)
-
Source maintenance
-
Setting the maximum number of recent open files (via API) now persists between sessions
-
Updated public API documentation; DzContentMgr
-
Explicitly enable Iray instancing shift (Render Settings > Optimization > Instancing Optimization) for “auto” (Auto) and “on” (Memory) states instead of relying on default/initialized value
-
No material impact on precision issues with close surfaces on objects positioned far from world origin
-
-
Force update of scene shift for each frame of an NVIDIA Iray render
-
No material impact on precision issues with close surfaces on objects positioned far from world origin
-
-
Force update of scene shift if the camera moves for the NVIDIA Iray DrawStyle
-
No material impact on precision issues with close surfaces on objects positioned far from world origin
-
-
Fixed FBX exporter support for text actions in morph rule settings; Bake == 0; Export == 1, Ignore == 2
DAZ Studio : Incremented build number to 4.15.0.12
Cool. Anyone dealing with anomalies regarding large camera/figure distances from scene center should definitely try this latest beta as this should clear most things up.
Instancing optimization is an interesting point -- I just tested this case of artifacts I was seeing at -415 ZTrans with 4.15.0.9, and it turns out that if Instancing Optimization is set to Auto there are artifacts. However, setting explicitly to either Speed or Memory appears to fix the problem.
However, further testing with a scene where the figure is at -6565.896 XTrans shows that actually only Instancing Optimization set to Memory fully fixes the problem.
Here is the official Iray explanation for why playing with that control does what it does:
3.6.2Increasing computational precision and accuracy
When instancing mode is set to “on”, “auto” or “user”, the scene is automatically shifted in space. This increases the precision and accuracy of rendering computations and reduces precision artifacts that originate from self-intersection. To disable this behavior, set bool instancing_shift_camera to “false”.
It is also possible to force an update of the scene shifting by calling the API method IScene::set_dirty at the beginning of a frame with a flag value that marks the instance transforms as dirty. This is recommended if the camera was moved a long distance (like when rendering new frames of an animation, or the user interactively changing it over time), as there is no automatic update of the shifting in order to avoid unexpected stutter through scene updates when moving the camera.
In other words, the act of switching Instancing Optimization between its possible options triggers an invisible scene space shift - thereby fixing (in most cases) the problem. It isn't any one value of Memory/Speed/Auto that does it. Having said that, this latest beta should make it all automatic now.
Daz to Blender Bridge - Meet the Teamendlessloving said:
HI there,
it's great to know that there is a bridge now. I tried it and after the "transfer" blender showed the hands of my G8M figure totally messed up, with fingers about a meter long.I used power pose to adjust the hands and fingers before I used the bridge and it seems that there is an issue with rigging.
Is there any way to make sure that the rigging works properly when using the bridge? I only need one pose and not an animation.
I don't actually need the rigging in blender, I just want to make sure that I can import an exactly posed figure into blender, including the materials from DAZ.Is there maybe a tutorial on how to use the bridge? I guess to make this work a figure needs to be prepared in a certain way or just in a default posture?
Right now there isn't a simple way of doing this in the bridge. But, it is a great idea for a tutorial. As the bridge team is small I will add to a list of many things we need to do. We will look into power pose though, and see why this is occurring thanks!
Daz Studio Pro 4.15 - Highlights4.15.0.12 (February 19, 2021)
- NVIDIA Iray
- Explicitly enabled a (non-user-facing) option that causes (the renderer's perception of) the scene to be automatically shifted in space to account for camera position in order to improve the precision/accuracy of rendering computations and reduce precision artifacts when the Render Settings > Optimization > Instancing Optimization property is set to Auto ("auto") or Memory ("on")
- The option is not applicable when the property is set to Speed ("off")
- The option is enabled by default, but is also now discretely set
- Setting the option (to the same value as the default) does not make an improvement to precision errors between close surfaces (e.g., eyes, geometry shells, etc) on objects positioned far from the world origin
- A scene shift update is now forced for each frame of a render
- Discretely marks the scene shift as needing an update
- Unnecessary step because of when/how each frame is created
- This change does not make an improvement to precision errors between close surfaces (e.g., eyes, geometry shells, etc) on objects positioned far from the world origin
- Discretely marks the scene shift as needing an update
- A scene shift update is now forced if the camera is changed (moved, switched, dimensions, etc) for the DrawStyle
- This change does not make a discernable improvement to precision errors between close surfaces (e.g., eyes, geometry shells, etc) on objects positioned far from the world origin (causes a fatal error - refer to next post)
- Explicitly enabled a (non-user-facing) option that causes (the renderer's perception of) the scene to be automatically shifted in space to account for camera position in order to improve the precision/accuracy of rendering computations and reduce precision artifacts when the Render Settings > Optimization > Instancing Optimization property is set to Auto ("auto") or Memory ("on")
- Morph Loader Pro
- Extended/Fixed scripting API support for loading morphs from another mesh
- Fixed memory leaks
- FBX Exporter
- Fixed API support for text actions in morph rule settings
- "Bake" is equivalent to 0
- "Export" is equivalent to 1
- "Ignore" is equivalent to 2
- Fixed API support for text actions in morph rule settings
- Preparations toward migration to a considerably newer version of the application framework (i.e., Qt)
- Changes made should have no discernible impact on use of the application
- Scripting API
- Made additions or fixed issues in various areas; see the Change Log for more detail
- Fixed bugs and/or made improvements in various areas; see the Change Log for details
Tank Thong for Genesis 8 FemaleStarkdog said:
Ok, well I couldn't wait. I used the transfer tool, and saved as a clothing item. Here are a few screenshots in various athletic poses. Although I haven't seen any breakthrough with somewhat extreme poses, I won't post those extreme shots, as they seem more sexual rather than athletic/artsy. Please let me know what you think. -David
Looking good!
hear ye hear ye HD morphs for diffeoThis is exciting news thanks to an amazing addon by Xin that works together with diffeo.
With diffeo we already can import the HD shape, it is converted to multires so to get HD quality together with animation speed. What we can't do, or couldn't, was to import HD morphs, because the blender multires doesn't support HD shapekeys, that is, we can only morph the base resolution mesh.
Now Xin provides an addon to convert HD morphs to vector maps, normal maps, or true HD morphs. This is a work in progress so you can help testing and/or providing your suggestions for things to be improved. We do not want to miss suggestions from the talended daz artist out here.
https://bitbucket.org/Diffeomorphic/import_daz/issues/357/it-is-possible-to-read-dhdm-files-directly
Vector maps are good to be used with multires to get real displacement, so details will bump out of the mesh, and it is good for animation because it's fast. But it only works in cycles because eevee doesn't support true diplacement.
Normal maps are good for eevee, the HD morph will not have true displacement, but the result is good enough for HD expressions and skin details. Of course this is also so good for animation and you get the amazing speed of eevee as an added bonus.
True HD gets the true HD geometry the same as daz, it is also what the daz bridge does. It is not good for animation because it is so heavy, the same as daz. But it gets the maximum quality and can be good to render still pictures and comics.
Below a little example it's G8F with the Angry HD expression in eevee, with normal maps.
Is there a way to prevent Morphs from loading?PerttiA said:
Unless you remove the morphs from the morph directory of the base figure, there is no way to prevent them from loading.
I think a bad morph got loaded onto some of my saved characters. I had and solved a similar problem with a bad morph by deleting it completely, but I knew which asset to delete.
How do I find the morph directory of the base figure?
Is there a way that I can edit which morphs are being applied?
The problem also hides the golden palace product and I have to reload it.
Facial Morphs AGAINI thought I had this solved yesterday but that was temporary. The old problem is back.
I save a customized object as a Scene Subset as per people's advice.
Sometimes I can save a figure and have it load precisely as I saved it.
Not this time and not quite a few other times as well.
The face morph/customizations seem to go on strike at random. I'm missing something. What the heck is it though?
I've included pictures.........on the left - what I save. In the middle - how I do it. On the right - what actually loads after being saved.
Michael 8.1Hey there,
I also have the problem, that my G8 expressions do not work on G8.1.I read this thread, but do not understand what to do... Maybe anyone can explain, what
When you remove the expression placeholders that G8.1F installs into Genesis 8.1 female, DAZ 3D morph folders, all the expressions do start working, also the PA made ones that are calling those expressions which were made non functioning by the placeholders.
or
removing the Base Pose Head folder
means? What exactly do I have to do to get the G8 expressions to work?
Thanks :)
I am searching a packet/set with these 4 Thighs Gap Morphs to buy.What I did for my guys/girls with no GAP was create my own simple morph in Hexagon - which is free and has a Daz bridge. The work flow is Export a base resolution model to Hexagon > reshape it > export back to Daz creating a morph > save the morph
One version I selected the groin/crutch area and used soft selection while I generally expanded the zone - result a slider where a want a little more room.
Another more radical one pulled both legs out wider in effect making a wider hip. Then I might use this control on 10% where a character had no inner thigh gap.
Some early attempts impacted the inner thighs etc but with practice I got them fit for use.
Genesis 8 loading with wrong shapekelly_mcallen_7bae4ac2a7 said:
It didn't work. She still looks wrong. I followed your list step by step twice and no change. I attached log file below.
Ok, but at least there is now some information on, which products are to blaim and with that information, we can check if the actual morph file does have the correct information and if it does, the only possible culprit would be the trigger file for loading Genesis 8 Female (One you see in your product library), which should have been overwritten with the reinstallation of the Genesis 8 Female Starter Essentials...
Just realized that you haven't told us, how your content is installed, is it installed with, DIM, DAZ Central, DAZ Connect (within DS product library) or manually or have you used several methods?
I ask this because apparently DAZ Connect and maybe even DAZ Central are installing the products in non-standard locations and when installed, they steal priority over the DIM and Manual installed files in standard locations. The fixes were written to standard locations, so there is a possibilty of DAZ Central/DAZ Connect installed files overriding them.
K.H.Image studios please update V8.1!I would love to see an ultimate bend morph product for V8.1, but also understand just how hard it would be to make due to V8.1's asymmetrical body shape, here's to hoping that you're currently working on it!
What is your favorite 3Delight character skin texture.kwannie said:
Willow how well do v4 skins transfer to G3 or G8? I have seen some amazing v4 skin and I think it is always rendered in 3DL in DAZ
I'm as interested as you are in the answer, lol. I haven't been interested in investing in genesis figures until the most recent release and haven't much because I wasn't sure if or how my V4 skins would translate. I have thousands of dollars in V4 materials that I won't just ignore. And since my needs are NPR, I've gotten away with it. But I like how V8 looks, so if I can still use my characters ... game changer.
What is your favorite 3Delight character skin texture.Willow how well do v4 skins transfer to G3 or G8? I have seen some amazing v4 skin and I think it is always rendered in 3DL in DAZ








