-
Daz To Blender Bridge 2.1.0 --- NOT Exporting selected Morphs!
Hello DAZ Friends,
For some reason, the plugin is NOT exporting the morphs I selected in the morph dialog window in DAZ. When the character gets to Blender has no morps at all.
The only way I get some morphs exported is if I check the "Include Minimal Morphs" option but than I get the preset morphs, not my "custom" selected morphs!
I'm using DAZ 4.15 and Blender 2.91 (64bits)
Is this happening on your end as well? Any suggestions on how to fix this?
Thank you!
PS - Is there a way to import CVS rules file with this plugin?Issues installing freebies (morph and texture)Hi everyone!, I've downloaded a face morph and a face texture from deviantart, I can't apply the texture nor the morph to the Genesis 3 female model, can anyone help me solve this issue?
Novica & Forum Members Tips & Product Reviews Pt 13Novica said:
@vwrangler Thanks for the review. :)
Has anyone gotten characters from sithlordsims? (elsewhere) I just picked up Karl but I won't be installing him right away. One of his characters (Pedro) has the most exotic leopard/pawprint tattoos- really cool!
I've got four: Alex, Benicio, Coilin for G3M and Archie for G8M, as well as the ABC Genetics package they put out to bring the shapes for Alex-Benecio-Coilin from G3M to G8M. They tend to a certain sameness -- SithlordSims is fond of a cerain face shape, and a certain type of long, slim, very muscular body -- but I like them overall. Coilin is kind of amusing; he has what Sithlordsims calls a "big dad" morph, to which I can but say: I do not think that means what they think it means. (Buff with a belly that still has a six-pack is not really a dadbod, no.) One thing to be aware of with Coilin is that he has Leo-style size and scaling -- he's supposed to be about 6-5, and his height is all in his body slider -- so if you try to combine him with another character, they're going to wind up being very tall.
Daz to Unreal Update 4.0Is there some special prerequisite for an environment to be compatible with the plugin (i.e. naming convention, geometry type) ? The environment transfer doesn't appear to work with DAZ primitives or imported objs.
Not intentionally. I tested it by loading a bunch of different Preload environments in Daz Studio and transferring them. If something doesn't work, it's probably just a bug because of a case I never hit.
DAZ Studio - Load morph targets directly from FBX (or other) formatsFYI I'm working on a model that I rigged and weighted and made morphs for in Cinema4D R18, exported with FBX2014 and imported into D|S and not only did the geometry import correctly....
- the bones and weights also came in correct, which I didn't really expect but wasn't that big a surprise
- the morph targets (created and started in Cinema's native PoseMorph tag) all imported without my even realizing it and all worked correctly
The only thing that doesn't import all that well is polygon selections for body part picking in the viewport. Here's hoping you guys keep improving FBX format.
Diffeomorphic DAZ Importer Version 1.5.1@gilbertneyens Seems to work fine here .. You need to import units and expressions first of course for the pose to work, otherwise the pose won't find them and do nothing. Please note that the HD morph is not imported yet, then Xin is working to provide HD support.
https://bitbucket.org/Diffeomorphic/import_daz/issues/357/it-is-possible-to-read-dhdm-files-directly
Alternatively, if you don't want to use expressions, you can pose the face bones in daz studio and save the pose. Then you can import the pose in blender without importing units and expressions first. Then personally I'm not aware of any way to "bake" the expressions to the face bones in daz studio, so it seems you can't save the expressions as face bones, but I'm not a daz expert so may be there's a way.

Alternatively, once you import the expressions in blender, you can also convert to shapekeys so you don't need the drivers anymore. See advanced setup > morphs > convert standard morphs to shapekeys. This is also useful to export to game engines.
3D Art Freebie Challenge-February 2021-"Love Is Different Now" -Main Thread Only3D Art Freebie Challenge February 2021 "Love Is Different Now"
[Best watched at full size for details.]"Real Life Online"
Starring: Ellie and Nico
The tale:
Amsterdam, The Netherlands 11:48 AM, "Hey girl, what are you up late?" Nico said to Ellie when she called her via a video call using the Signal app. "And what are you there sitting in the dark honey?" "Yeahh, couldn't sleep so decided to play some more with one of the latest DAZ Bi-weekly Freebies and it's a full moon so a beautiful light is shining in..." (Ellie)
Nico flew to the Netherlands for Christmas to stay with her parents but was unable to fly back to Los Angeles due to the tightened Corona measures.Soundtrack:
The Doors - End Of The Night (© 1967)
https://www.youtube.com/watch?v=OjY3nfvkJ0Y
COUNTABLE FREEBIES: (Alphabetic order)#01! Basic Computer Mouse by Paul Jay Schrenker
https://www.sharecg.com/v/35954/browse/5/3D-Model/Basic-Computer-Mouse **#02! Dining Set by Laboratory108 (Zippo)
http://www.lab108.x0.com/lab108/furniture.html (item 5)#03! ED's Brick Shader (Iray) by Edheldil3D
https://www.deviantart.com/edheldil3d/art/Freebie-ED-s-Brick-Shader-Iray-788871766 **#04! eYe view Webcams by TruForm
https://www.renderosity.com/rr/mod/freestuff/eye-view-webcams/66391 **#05! Eyes Dilate for Genesis 8 Female by felldude
https://www.renderosity.com/mod/freestuff/eyes-dilate-for-genesis-8-female/82869 **#06! iPhone X by klausdbg
https://www.sharecg.com/v/89747/gallery/5/3D-Model/iPhone-X **#07! Iray car related shader presets 'megapack' by Tom2099
https://www.deviantart.com/tom2099/art/Iray-car-related-shader-presets-megapack-539622361 **#08! Iray Jewelry Shaders by AllenArt
https://sharecg.com/v/95893/gallery/21/DAZ-Studio/Iray-Jewelry-Shaders **#09! Kalea 7 Starter Bundle by DAZ Originals (DAZ Bi-weekly Freebie Jan 21 - Feb 8)
https://www.daz3d.com/kalea-7-starter-bundle **#10! Keyboard & Mouse (Spanish keyboard layout) by apcgraficos
https://www.renderosity.com/mod/freestuff/keyboard-mouse-spanish-keyboard-layout-/73756 **#11! Kiara Interior HDRI by HDRIHaven
https://hdrihaven.com/hdri/?h=kiara_interior#12! Linda - Character for G3F with texture maps by Edelzwicker
https://www.sharecg.com/v/89731/related/21/DAZ-Studio/Linda-Character-for-G3F-with-texture-maps **
[Used her as a start for the Ellie textures by ElSinestroUno]#13! MicCable Set by MDP
https://sites.google.com/site/mdp6gdl/ (item 11)#14! Nico DMC5 for G8F by TaliDesade

https://www.deviantart.com/talidesade/art/Nico-DMC5-Genesis-8-DOWNLOAD-866641918 **#15! PC Monitor by 3DHaupt
https://www.sharecg.com/v/80968/gallery/5/3D-Model/Pc-Monitor **#16! Pen 3D Model (3DS) by Luis Fragoso
https://archive3d.net/?a=download&id=b5dfd639#17! Pen Rotring Rapidograph (3DS) by Steven Minsky
https://archive3d.net/?a=download&id=0b396c94#18! Post-It by apcgraficos
https://www.renderosity.com/mod/freestuff/post-it/76560 **#19! Retro Heroine 8 Outfit by Fredel
https://www.renderosity.com/mod/freestuff/retro-heroine-8-outfit/77959 **
[Tank top]#20! RGB HDRi Soft Lights for Daz Studio - Iray by VAlzheimer
https://gumroad.com/valzheimer (4th item)#21! Speaker and Amplifiers by woodkz71
https://www.renderosity.com/mod/freestuff/speaker-and-amplifers/78126 **#22! SY 200 Morphs for Genesis 8 Head and Body by SickleYield
https://sharecg.com/v/91888/view/21/DAZ-Studio/SY-200-Morphs-for-Genesis-8-Head-and-Body **#23! The Last of Us Part II: Ellie Morph by ElSinestroUno
https://www.deviantart.com/elsinestrouno/art/The-Last-of-Us-Part-II-Ellie-Morph-855234510 **#24! TLOU2 Ellie for G8F by Shinteo
https://www.patreon.com/posts/tlou2-ellie-for-42575735
[Bracelet]
NO-COUNT ITEMS:++ Basic Wear for Genesis 8 Female by DAZ Originals
++ DAZ Studio Iray HDR Outdoor Environments by Daz Originals, DimensionTheory [Maui used]
--- MMX Fantasy Eyes Mini by Mattymanx (The Holiday Loyalty Sale 2020 Free Item)
--- Nose Ring 01 for G2F, G3F and/or G8F by AllenArt
++ Stucco shader NVIDIA MDL Examples
PURCHASED/PAID FOR ITEMS: None 100% Freebies
*1 E-mail address required
** Registration required
#x! Countable Items (Bold ones are used by me for the first time I think.)
--- No longer available freebies
++ Free with DAZ Studio (or the Essentials)
$x. Purchased/Paid For Item
Rendered with DAZ Studio 4.10.0.123 (nVidia Iray)Other free software used: GIMP v2.10.14, Irfanview 4.54 and PoseRay 3.13.29
Postwork: used the AltaLux Image Enhancement Filter (Effect) by Stefano Tommesani that comes with Irfanview and some filters (oa) that come with GIMP. Also used mcjDenoise by mcasual. (https://sites.google.com/site/mcasualsdazscripts9/mcjdenoise)

"Real Life Online"
MetaHuman Creator - an Insane Level of Competition...Thanks...but
I am a 3D content creator, animator and VFX artist.
I need more than just a good realtime play back engine and pretty figures
with 700 joints.
I DO NOT BUY CANNED CONTENT anymore.Sure, If those Meta human figures can autorig my custom Sci fig armors/cloths
with few mouse clicks like CC3 or even Daz studio
I would consider trying them out in Blender
if their facial Blend shapes transfered to Blenders shape key editor
,via FBX, as does the Reallusion CC3 figures.I have no interest in noneditable formats like alembic
for Character transfer.(No experience with USD although Blender supports it)But I wont move to a Game/playback engine for production because I prefer to produce
animated films in a Real 3DCC.
The number one ruler of content creation is,
perform your look dev in the target render engine
and with all of my content modeling, sculpting & shading tools
like hardops,boxcutter& decal machine for me that is Blender
Lookdev is the most time consuming part of CG production
for a lone artist and I build my sci fi clothing an enironmental sets with the Shader nodes & lighting of Blender.If I send everything over to UE4/5 all of the lighting and shader node work I did in My content creation app will have to be redone with UE lighting and shaders to get the best quailty
from UE4.
I just started production on a web Micro series of 3-5 minute episodes to be delivered weekly.
EEVEE/Cycles is fine for my purposes and hardwareI am happy to see Epic take agency in this critical aspect of their Eco-system
it is way over due.Really getting discouraged these daysPhilemo - No, it doesn't work for clothes and it doesn't transfer UV mapping. There are other products for UV Map trnasfer, I think. I don't look because Genesis 1 already has so many to choose from.
Silene - Rosie 5 has Much larger eyes than the new Rosie 5.5
I decided to dial them back a bit. Well... her whole head shape is different, so I actually had to dial them up, but they're much smaller than cute little Rosie 5's huge eyes! :)
MetaHuman Creator - an Insane Level of Competition...wolf359 said:
RTX card and and Iphone for facial mocap??
Good on Epic for being on the cutting edge in
developing their own high quality Character eco system.Once rolled out, IMHO there will likely be little reason for UE5 users to bother
with Iclone/CC3 or Daz Studio/genesis.Most people prefer to stay within one Eco-system
As a content creator ,I think they need to have a cloth weighting system that is as easy as the one-two click system of Reallusion CC3 pipeline or the Daz transfer utility.
I personally have no reason to use any game engine
,which is essentially just a play back tool, where I still have to create my
Character clothing and environmental sets& props externally and import them and adapt to the engine's shader system.
I need to build entire virtual civilizations and
Although I use Iclone/CC3 for Base layer animation creation& export
I am fully emersed in the Blender eco-system where I have invested in many powerful add-ons like Hard Ops/box cutter,Decal machine and likely soon flip fluids,
and of course I have the EEVEE realtime engine.I am a sci-fi guy and dont need more naked people no matter the quality/realism
if I have to migrate to a different eco-system& pipeline to access them fully.The competition going forward will be between entire eco-systems
not just pretty human figures because everyone has them now.Those who manage to keep away from Epic's offering will be in short company. That facerig alone is worth 5 figure$. It is full VFX quality with 660 blendshapes and over 700 joints. It favorably compares with my $10K Snappers rig. The body rig is full IK/FK and 100 corrective shapes. Epic is offering all this for free to UE4 users. Since Blender is a partner, it could very well mean its users will be able to download these goodies in .blend or .fbx files at a bargain cost. Make no mistake, this system looks to be a complete game changer. Anyone can have a professional VFX rig for animation. Also, you might want to consider UE4 if you're into realtime. UE4 renderer puts Eevee in the weeds. No comparison. I'm an Arnold user and even I'm thinking about it.
Hair causing artefacts on foreheadIf the hair doesn't have any scaling or adjustment morphs that work, you can select "Show Hidden" in the Parameters-Tab, drop down menu (right-click) or Pane Options (Four horizontal lines) -> Preferences -> Show Hidden, and you can use all the activated morphs of the character to adjust the hair.
The activated morphs of the character are transferred to all the fitted items, they are just hidden.
Sometimes if the morphs that are activated, are not giving what I want, I go find one that does and change the value of the dial to 1 or 0.1, something that's enough to activate it on the character, then I can go to the fitted item, search for the morph, use the gogwheel to open parameters, remove the autofollow and hidden checkmarks and I have the morph I needed.
Daz Studio Pro 4.15 - Highlights4.15.0.9 (February 11, 2021)
- NVIDIA Iray
- Integrated Iray 2020.1.4 (334300.6885); see this thread for more detail
- REQUIRES: NVIDIA Driver 451.48 (or newer) on Windows; see NVIDIA Driver Downloads
- NVIDIA recommends installing Studio Drivers
- REQUIRES: NVIDIA Driver 451.48 (or newer) on Windows; see NVIDIA Driver Downloads
- ...
- Integrated Iray 2020.1.4 (334300.6885); see this thread for more detail
- Universal (Rotate, Translate, Scale) Tool
- Fixed an issue where the configuration of a figure that resulted in no possible IK solution (due to disabled transform properties) would crash if IK was enabled and a user dragged a node in the viewport - e.g., Genesis 8.1 (Female/Male) Face Controls
- Improved IK compute performance
- Pose Tool
- Now considers the locked state of properties when determining whether or not a transform property is inactive
- Only hidden properties were considered previously
- No longer attempts to set the value of inactive rotation properties
- Updated drawing of manipulators to reflect rotation property active state
- Now considers the locked state of properties when determining whether or not a transform property is inactive
- Face Transfer
- Added support for selected Genesis 8.1 (Female/Male) figures in the scene
- Makes use of the Base (8.0) UV Set
- Makes use of the "Genesis 8 Legacy" Surface Selection Set
- Requires recent Genesis 8 (Female/Male) Starter Essentials update
- Added support for selected Genesis 8.1 (Female/Male) figures in the scene
- Morph Loader Pro
- Fixed or improved feedback/logging when saving/applying configuration files
- Preset selector
- Added a "Manage Presets..." option
- Launches an OS file browser to the path that preset files are stored and applied from
- Added a "Refresh" option
- Causes the contents of the Preset selector to be rebuilt and reflect the current contents of the path that preset files are stored and applied from
- Added a "Manage Presets..." option
- Source List context menu
- The "Save a Preset" dialog now validates the (file)name being entered
- The "Save a Preset" dialog now provides options for existing preset names (e.g., to aide in updating, or derivative names)
- Added an "Apply Preset" submenu to the morph item context menu
- Allows a preset to be applied individually to a listed morph after being added to the list - rather than only when a loading preset is selected from the Preset selector above the Source List
- Now provides feedback when accepting the dialog and no morphs to load have been added
- Fixed sizing issues with simple dialogs
- ...
- Hexagon Bridge
- Advanced View
- Fixed or improved feedback/logging when saving/applying configuration files
- Added a Preset selector
- Enabled when the chosen operation includes morph creation, disabled otherwise
- "None" is displayed when no preset is available
- "Choose..." is displayed when one or more preset is available
- Selecting a preset applies it immediately
- This behavior differs from the similarly placed feature in Morph Loader Pro
- Provides a "Manage Presets..." option
- Launches an OS file browser to the (common) path that preset files are stored and applied from
- Provides a "Refresh" option
- Causes the contents of the Preset selector to be rebuilt and reflect the current contents of the (common) path that preset files are stored and applied from
- Source List context menu
- The "Save a Preset" dialog now validates the (file)name being entered
- The "Save a Preset" dialog now provides options for existing preset names (e.g., to aide in updating, or derivative names)
- ...
- Fixed inconsistencies between Basic and Advanced views
- The surfaces of new objects now use the default material type for the active renderer - e.g., Iray Uber material is applied if the active renderer is NVIDIA Iray
- Advanced View
- GoZ
- Update dialog
- Advanced View
- Fixed or improved feedback/logging when saving/applying configuration files
- Added a Preset selector
- Enabled when the chosen operation includes morph creation, disabled otherwise
- "None" is displayed when no preset is available
- "Choose..." is displayed when one or more preset is available
- Selecting a preset applies it immediately
- This behavior differs from the similarly placed feature in Morph Loader Pro
- Provides a "Manage Presets..." option
- Launches an OS file browser to the (common) path that preset files are stored and applied from
- Provides a "Refresh" option
- Causes the contents of the Preset selector to be rebuilt and reflect the current contents of the (common) path that preset files are stored and applied from
- Source List context menu
- The "Save a Preset" dialog now validates the (file)name being entered
- The "Save a Preset" dialog now provides options for existing preset names (e.g., to aide in updating, or derivative names)
- Fixed syncing issues between the Basic/Advanced views
- Now validates required fields
- Disallows empty Morph Name when creating a morph
- Disallows empty UV Set name when creating a new UV Set
- Advanced View
- Fixed issues with unsupported characters in root node labels (e.g., space, hyphen, period)
- Characters that are not supported by the GoZ SDK are now encoded in file/subtool names
- This affected compatibility with Genesis 8.1 (Female/Male) figures
- Fixed an issue that caused a subtool other than the base figure to be selected initially within ZBrush
- Added a (Edit > Preferences... > Bridges : GoZ : Update Path) for controlling whether or not the application path is updated when sending to ZBrush
- Default "No" (off) - preserves previous behavior
- When "Yes" (on), each execution of the "Send to ZBrush" action causes the application path known to ZBrush to be updated to that which initiated the operation - so that when the object is sent back, it is sent to the (running) application that initiated the operation instead of potentially launching another application at a different path
- Note: does not currently account for multiple running application instances
- Fixed sizing issues with simple dialogs
- Fixed object/shape/geometry/material naming when importing as a new object
- The surfaces of new objects now use the default material type for the active renderer - e.g., Iray Uber material is applied if the active renderer is NVIDIA Iray
- Update dialog
- 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 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
- Failed apply/save actions now provide feedback
I have a problem please helpIf a morph has been distributed with non-zero default value, it doesn't (usually) appear on the "Currently Used" list, since the value has not been changed from it's default value.
"Currently Used" does not mean "Show all the dials with non-zero value" or "Show all the dials that are active"To fix any ill-behaving (has non-zero default value) morphs, do as follows;
1. Load your base figure or the developer version.
2. Select "Show Hidden" in the Parameters-Tab, drop down menu (right-click) or Pane Options (Four horizontal lines) -> Preferences -> Show Hidden Properties
3. Zero the figure (Found in Parameters-Tab, drop down menu)
4. Memorize the figure (Found in Parameters-Tab, drop down menu)
5. File->Save As->Support Asset->Save Modified AssetsThis procedure will zero the default value in the ill-behaving morph/morphs, and while saving DS also shows you a list of the morphs it is changing.
Daz studio key set questionEdit>Figure>Bake Transforms will move the values from the cotnroller to the individual bones, if they are bones - it doesn't, however, touch morphs controlled by another morph/property slider.
Blender Bridge for Daz StudioDaz to Blender bridges is NOT exporting the morphs I picked in the morph window in DAZ! Help!
When the character gets to Blender has no morps at all.
The only way I get some morphs is if I uncheck the extract minimal morphs box but than I get the preset morphs, not my "custom" ones.
Using DAZ 4.15 and Blender 2.91 - 64bitsThank you!
PS - Is there a way to import CVS rules file with this plugin?MetaHuman Creator - an Insane Level of Competition...This is potentially "bad news" for anyone who's business model included being a 3D character resource for the unreal engine.
Daz Morph3d MCS,Morph ID, Oasis, Tafi and the latest Unity/UE export plugins are all efforts to be the go to 3D Character provider for the gaming industry.
Just as Reallusion CC3 aspired to be.
Epic will soon make those efforts Moot.
At least Reallusion has a commercial software eco system
,at various tier levels, from $199 USD up to several hundred dollars
including a very good 2D cartoon program that that even has a Mac OS version.
The future is in animated/filmaking.
People already in the UE eco-system will now have a native resource for high quality 3D Avatars.
We will have to wait and see how well they export to other 3DCC's Like Blender,Maya Houdidni etc.
MetaHuman Creator - an Insane Level of Competition...RTX card and and Iphone for facial mocap??
Good on Epic for being on the cutting edge in
developing their own high quality Character eco system.Once rolled out, IMHO there will likely be little reason for UE5 users to bother
with Iclone/CC3 or Daz Studio/genesis.Most people prefer to stay within one Eco-system
As a content creator ,I think they need to have a cloth weighting system that is as easy as the one-two click system of Reallusion CC3 pipeline or the Daz transfer utility.
I personally have no reason to use any game engine
,which is essentially just a play back tool, where I still have to create my
Character clothing and environmental sets& props externally and import them and adapt to the engine's shader system.
I need to build entire virtual civilizations and
Although I use Iclone/CC3 for Base layer animation creation& export
I am fully emersed in the Blender eco-system where I have invested in many powerful add-ons like Hard Ops/box cutter,Decal machine and likely soon flip fluids,
and of course I have the EEVEE realtime engine.I am a sci-fi guy and dont need more naked people no matter the quality/realism
if I have to migrate to a different eco-system& pipeline to access them fully.The competition going forward will be between entire eco-systems
not just pretty human figures because everyone has them now.Genesis: The Early YearsI will confess I mostly missed out on G1-G3. The PC I had until 2019 was a 2002 vintage XP machine with 2Gb of RAM and a small hdd. The onboard graphics card was seriously loaded by V3 and the move to DS0.9 and V4 took my render times to 26+ hours, and I gave up until 2019 when I got my 2013 vintage work machine when it was retired. A quick graphics card replacement and I had a moderately capable rendering machine - but there was G8, and G3 to play with. Anyway a couple of weeks ago I did my first render with a G2 character, to illustrate a freebie pose transfer script from G2F to V4 that I was aked to do (with the V4 character that so competently killed my XP rendering machine in 2006 rendering with 3Delight, rendered in iRay in 2 minutes with a bigger image size. How things have changed.).

The thing that struck me was the bones in the character. Two carpals with two fingers off each, no metatarsals, a lower & upper abdomen but no lower & upper chest/neck, individual toes. Looks like a half-hearted attempt to get to G3 but they lost their nerve along the way, not liking to give too many new bones in one go. After this one use there is no question in my mind, though, that G2 is a vastly superior figure to V4. Just don't understand why the V4 stuff is still being generated & used. There is a huge archive available, so why not move it to more modern characters. From the script transfer image above, the abdomen & neck twists are so much less strained in G2. Ahh well.
Regards,
Richard
Really getting discouraged these daysno not with GenX and Genesis 3&8 you cannot even use the DAZ studio map transfer, there are geograft solutions or use another texture baking method, I use Ultimate Unwrap3d repaint or Zprojection in Zbrush but Blender can do it too.
Digital Art Live & Drew Spence + Daz Store [Commercial]Take the OPTIMIZE: Render Engine and Scene Optimizations Tutorial.

If you are running DAZ Studio on an older machine or one that doesn’t have many resources (CPU processor speed, RAM, and graphics card memory), then it becomes crucial to learn how to quicken your render times!
Two approaches to this problem are to optimize your render settings and be efficient with setting up your 3D scene in the first place.
This 2-hour tutorial has two artists discuss both of these approaches. Slater Lewis (Tugpsx) and Drew Spence (Griffin Avid).
Various render engines are examined by Slater including iRay, 3Delight, Reality, and Octane. Slater has been heavily involved with render engine beta testing in the past, so he has a good understanding of what works for render settings. He includes a PDF document of tips and tricks for Iray. The irony is that Slater uses quite an old machine for his DAZ Studio artwork (8 years old), so he is motivated to find optimizations for his own work!
Drew Spence talks about the question “Should art be limited by hardware?” and addresses how we can get around those confinements with several direct tips, as well as recommended DAZ Store products. Drew uses a variety of these suggested products on a mass basis for his graphic novel “Force 6 Annihilators”, where he creates hundreds of scenes to render for the artwork.
About the Presenter: Drew Spence
Drew Spence is a graphic comic writer and illustrator from the United States. He creates under the title of The Dynamic Universe. He has combined his music and video into several works, including Mark of the Griffin, which is both a graphic novel and web series. He is part of the instrumental group Fallout Shelter, which provides the soundtrack. The other band members are Domino Grey, Dynamics Plus, and Xodus Phoenix.
Drew Spence is a graduate of Stony Brook University with a Bachelor of Arts degree in Fine Art and holds various certificates from graphic arts to web design. Drew Spence was the CEO and Editor-in-chief of Producer’s Edge magazine, a quarterly publication dedicated to all aspects of music production. The magazine was packaged with a DVD which included sound samples, instructional videos, and software. He currently lives on Long Island, New York and produces his work from the aptly named Fallout Shelter Studios, where he creates crafty and clever comics using CGI and photorealistic image manipulation.
What’s Included and Features
- This Bundle Includes:
- OPTIMIZE: Render Engine and Scene Optimizations Tutorial
- Optimize video : 2 hours in length.
- Slater’s Iray tips : PDF document
- Video Content : Time Index
- Part 1 : Slater Lewis
- 00:01 Using Face Transfer to create a custom character based on
- Willem Dafoe!
- 00:02 Slater is working on an older 8 year old machine, with just a 3Gb RAM graphics card
- 00:03 Recommendations if you have an i7 processor
- 00:03 About textures
- 00:04 Know your Iray sections
- 00:06 Using a wet/moist skin shader for a character’s skin.
- 00:09 3rd party software recommendations to tweak shader maps and generate bump maps

- 00:12 Hunting down the cause of Firefly problems
- 00:14 About tone mapping with film ISO settings and aperture shutter speeds
- 00:15 The tone mapping gamma setting.
- 00:18 About the Reality plugin
- 00:19 Between 3DL and Iray : how to choose which render engine as an artist
- 00:20 Render Settings : render engines available.
- 00:22 Octane render engine : large materials library
- 00:24 Preset shaders for skin in Octane
- 00:31 A reminder that you can still use Iray with just your CPU.
- 00:34 Using two GPUs
- 00:36 Use a main and an auxiliary viewpoint
- 00:37 Draw settings on the Viewport
- 00:41 Top three Iray settings for optimisation
- 00:43 Remember to render to a new window
- 00:45 The number of iterations for Iray – where to set
- 00:50 The Environment map and replace the default HDR lighting for your project
- 00:53 IRay render engine sections

- Objects
- 01:19 Billboards
- 01:20 Composite rendering
- 01:21 Billboard products overview
- 01:24 A DAZ scene with several ideas to optimise the scene.
- 01:26 Past hardware limitations for creating your storyworlds
- 01:28 Canvases
- 01:30 Resource Saver Shaders Collection product : cuts down the render time of shaders
- 01:32 Tools for convert Iray shaders to 3Delight or vice-versa
- 01:34 The Scene Optimiser product
- 01:38 Settings in Scene Optimiser
- 01:43 Example of using Scene Optimiser

- 01:47 Fractal generator for creating backgrounds
- 01:57 Capture the information of how long a render takes
- 01:59 The DAZ Studio log file
https://www.daz3d.com/optimize-render-engine-and-scene-optimizations-tutorial









