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Re-install of Windows 11 and Studio Pro 4.24 - where is Morph Loader Pro?
I re-installed Windows 11 and Daz Studio 4.24 due to some issues. Previous install went through a number of Studio updates and Morph Loader Pro was always there. This time after a clean install, it's not. How do I get it to show? It's activated.
Lauryn 9A test with Louise, the add on character. If you are rendering her with clothes she'll defs need a bra lift morph, I've used one of the HH one's here.

(I like the SPR suit, but I'm unsure of how the morphs are applied to adjust them.)
Bluejaunte appreciationbluejaunte said:
Found the human morph, quickly hacked a hair neutralizing morph for her : https://drive.google.com/file/d/1QUF6Pq_TTSTo6VCviNl10mFJRkXxx6rQ/view?usp=sharing
Thank you! One of my favourite body sculpts as well
Bluejaunte appreciationThanks bluejaunte for the morph! I like Amala's unique slender and otherworldly look. Must get round to starring her in a project. Cheers.
Bluejaunte appreciationAh man, that was mighty sporting of you, bluejaunte, cheers mate!
I don't have my Genesis 8 content installed at the moment. I had to uninstall it to make room for a DaVinci Resolve project that was unexpectedly gobbling-up more space than I anticipated. I'm preparing to do a routine SSD reformat though, and I'll be reinstalling my Genesis 8 content once complete. I did try to move over purely to Genesis 9, but that's kinda dumb and there's no reason I can't use both, especially as they share a lot of compatibilty in content anyway. So I'll definitely be making use of Amala HD now that I have that morph, and I totally recommend her to everyone who has a Genesis 8 content library.
Seriously, I hope peeps will take more time in examining your promotional images. They don't know what they're missing! Check the body, check the shoulders, check the knees, and now that face sculpt comes with the option to remove the alien hair, you even get a very unique and relaistic head sculpt to add to your collection.
As I said previously, she's the best sculpt I ever bought, period.
Buy Something That Doesn't Work in Carrara? Post your Questions and Workarounds here. (please)https://www.daz3d.com/vidal-braids-for-genesis-2-female-s
Vidal braids locks Carrara up fitting to Genesis 2 female
doesn't even go into not responding, just becomes unclickable with weird mouse pointer variations
UPDATE
10 hours later it works, not sure how well will reload
the size of the save after running Alberto's Morph Eraser on everything including that hair says a lot
Do you use characters as they come or do you modify?I use them as is. If I ever feel the need for a truly unique character, then I'll start from scratch and make my own texture and morph.
Do you use characters as they come or do you modify?SilverGirl said:
Modify, 100%.
...same here.
Most of my characters are often a mix of various ones in my library along with merchant resource kits, morph kits, shaping kits and morph/shapes transferred to G3/G8 using GenX/GenX2, Zev0's Xtransfer and Riversoft's character transfer scripts It's the closest I can get to actually creating a character from scratch (my modelling skills are nothing to write home about).
The only characters I use "as-is" are AIko 3, Sadie, Sam, and other toon characters as well as those by PAs like RawArt. and Oso3d.
Walk Designer for Genesis 9I use aniMate 2 every single day. It's what really helps make animation techniques possible in Daz Studio - the ability to reverse, mirror, retime, combine or otherwise blend, stack, edit (in multiple ways) animation data into a non-linear animation clip (aniBlock) is what allows us to transfer motion data (MoCap and/or keyframed by hand) from the stored state to how the individual character will deliver that performance.
Of course, I also make my own custom controls to even further assist with the characterization aspects, but all of that that I just mentioned comes first. That's what I'm sending to the Daz Studio Timeline.
I have a ton of aniMate 2 (and other) information here: The Power of aniMate 2
Bluejaunte appreciationFound the human morph, quickly hacked a hair neutralizing morph for her : https://drive.google.com/file/d/1QUF6Pq_TTSTo6VCviNl10mFJRkXxx6rQ/view?usp=sharing
Bluejaunte appreciationCOMIXIANT said:
bluejaunte said:
I remember her being a very niche character with equally niche sales.
lol, well that's fair enough, but to be honest I'm not surprised the sales were niche. Much as I like her, I almost never bought her myself, either, and it was purely down to the sculpted-in alien hair. Her having an alien texture for example, that's not a problem since we can get around that by using a different texture anyway.
That sculpted-in hair, though, that's definitely going to put customers off because they realise they cannot have that fantastic face sculpt without the alien hair dialling in with it. But oh well, it's a damn shame because that body type is hard to find. There was only ever one other Genesis 8 character that I found that had a similar body. Can't remember what she's called off hand, but she was also perfect for blending with Amala for getting a very toned, athletic/dancer type body.Yeah that was dumb in hindsight. Should have just released a purely human variant at the same time. Or do the alien hair as a separate morph. I even started working a human version but that was later I think and then it just didn't make sense anymore.
Do you use characters as they come or do you modify?It depends - for background figures or where the focus is on the landscape or buildings then I often use out of the box characters, but if the figure is the focus then I normally mix morphs from different characters/morph sets/my own shapes.
How to achieve the Desaturated Rembrandt Style?UncannyValet said:
This is also what I do and supplement with emissives primitives where needed.
Closest i have to Rembrandt is attached, which is supposed to be a modern version of a dutch masters painting of Saint Sebastian (no postwork). I think to get a painterly effect might require style transfer or filters in something like Topaz. But for lighting, you can probably focus on getting the deep blacks and diffuse light in iray with little postwork.In a lot of those paintings, there are bloom and halo/haze effects of lights, which you might be able to reproduce in iray using bloom or something in front of the camera lens.
Beautifully done, @Fauvist & @WendyLuvsCatz. Thank you for all your input!
I took one look at your image (without reading the caption), and the first thing that came to mind was, "Looks like an homage to St. Sebastian." So, good job on the reference and image! Ironically, my debut novel, the main character is named, Sebastian. Lol.
Never really used bloom effects, but I'll give it a shot.
And thanks for all your wonderful products, @UncannyValet. I have both Vadim and Gopniks. I use the skin textures as a basis for a lot of my own work. You create interesting looking characters that look like real people. Please keep up the great work!
How to achieve the Desaturated Rembrandt Style?Write Idea said:
I have more lights and HDRs than I can use in one lifetime. I don't really use spotlights at all. I prefer just to load an HDR and play around with the way the light hits the figure until I'm happy with it.
This is also what I do and supplement with emissives primitives where needed.
Closest i have to Rembrandt is attached, which is supposed to be a modern version of a dutch masters painting of Saint Sebastian (no postwork). I think to get a painterly effect might require style transfer or filters in something like Topaz. But for lighting, you can probably focus on getting the deep blacks and diffuse light in iray with little postwork.In a lot of those paintings, there are bloom and halo/haze effects of lights, which you might be able to reproduce in iray using bloom or something in front of the camera lens.
Freebie Challenge June 2025 - "Summer and Piracy!" - Entries ThreadSuccess!
The map led to a succesful treasure hunt and so he is coming home with a chest of gold coins, crate of golden objects, and who knows what's inside the sack. However, the eagle wants a share.
Post Work: Boris Optics plugin

Original Raw Render:

Freebies:
Treasure Chest: https://www.renderosity.com/freestuff/items/68381/3d-treasure-chest-model
Crate: https://www.cgtrader.com/free-3d-models/furniture/outdoor-furniture/furniture-game-asset
Ocean: https://www.renderosity.com/freestuff/items/96105/free-deep-ocean-for-daz
Pose: https://www.renderosity.com/freestuff/items/86848/m4h4f4-pose-transfer-to-g8m
Paid:
G8M Character: https://www.daz3d.com/edward-8
G8M Outfit: https://www.daz3d.com/dforce-brahim-for-genesis-8-males
G8M Hair and Beard: https://www.daz3d.com/volta-hair-and-beard-for-genesis-8
G8M Tattoo: https://www.daz3d.com/lie-pirate-face-and-body-make-up-for-genesis-8
Eagle: https://www.daz3d.com/eagle
DAZ Horse 2 never seen issue
I will do that. Thank you so much for your help!NorthOf45 said:It "should", and will require a ticket, but who knows how long that will take? Meanwhile just delete the offending duplicate morph file (\data\DAZ 3D\DAZ Horse 2\Base\Morphs\Matari3D\M3DZombieHorse\M3DZH Leg Back Left Bone 01) and the problem will not happen again. (That's the one that sets the value to 100%, and is the only difference between the two files).
Obj imports without any textures after recent updaterichardandtracy said:
It sounds as if you could do with a script to run (when or after) importing an obj file to apply an uber shader to the object,
Importing an obj to daz applies an uber shader by default so a script wouldnt need to do that when it's already default behaviour of the obj importer
re-read the .mtl file, 'find' or 'ask help to find' the texture required and apply them wherever sensible in the appropiate surface shader.
Well, the OP doesnt need to do any of that and it would be a moot point if the .mtl file they have exported from Blender does not even contain texture references.
The OP still has not bothered to confirm if their .mtl file has texture references in it, therefore it would be pointless to have a script that reads an .mtl file for texture references which may or may not even be there.
Their first step is to establish they are exporting their obj and mtl from Blender with texture freferences before jumping to the conclusion that the issue is the obj importer in Daz Studio. (Hint: it isnt).
I think this would speed things up for anyone who wanted to do this and could save a fair bit of time all round.
Daz obj importer already has an option to read material file on import, so there doesnt need to be a new script created to do the exact same thing. One could just import the obj again and click read material file
I only have a very rudimentary grasp of scripting (as shown how few commands I actually used in my Pose Transfer Scripts), so probably definitely can't do it at the moment. I have quite a few poses to catch up on creating after 8 months without a DS compatible PC, and then I may be in a position to start learning what I need. I won't make any promises because I'm not sure I will ever be able to do it, but I will look at what I need to learn and see if I can do it.
It would be a waste of your time as mentioned above.
And I only ever do freebies, because I'm someone who has a tiny budget, too..
Regards,
Richard
To save anyone reading this time in future. The issue the OP is facing is probably not with the obj importer. That is a presumption fallaciously built into their question.
There are multiple steps in the process (1. importing fbx with embedded textures to blender, 2. exporting to obj without unpacking textures first, then 3. importing to daz studio as obj). The problem could be any step in that chain and the likely culrpit is obviously step 2, so that should obviously be assessed first before jumping to conclusions about a faulty obj importer.
If 2 is the point of failure, then the question becomes how to export fbx with embedded textures to obj so it writes mtl file correctly.
DAZ Horse 2 never seen issueIt "should", and will require a ticket, but who knows how long that will take? Meanwhile just delete the offending duplicate morph file (\data\DAZ 3D\DAZ Horse 2\Base\Morphs\Matari3D\M3DZombieHorse\M3DZH Leg Back Left Bone 01) and the problem will not happen again. (That's the one that sets the value to 100%, and is the only difference between the two files).
Bald guy seeks hairpaulawp (marahzen) said:
Interestingly, I'm not seeing crinkle artifacts in testing Nirv Straight Long Hair on one of my custom characters. They have historically been prone to ripples and weird artifacts in hair around the chin level. What morph settings are you using?
Okay. Here's unmorphed G8F with Nirv Straight Long Hair (81300), Color 12 material applied, and with Nirv ASLH Shapes 10 set at 100% and at 0%.

I'm going to attempt to edit the opacity image to get the bobbed shape that way, since the Blair substitute looks nice but doesn't fit my requirements quite as well.
Thanks for the advice. I'll keep checking in if more ideas come along, maybe a product from another shop or something.
[Edited for image.]
Hallelujah!
DiscipleObj imports without any textures after recent updateIt sounds as if you could do with a script to run (when or after) importing an obj file to apply an uber shader to the object, re-read the .mtl file, 'find' or 'ask help to find' the texture required and apply them wherever sensible in the appropiate surface shader. I think this would speed things up for anyone who wanted to do this and could save a fair bit of time all round.
I only have a very rudimentary grasp of scripting (as shown how few commands I actually used in my Pose Transfer Scripts), so probably definitely can't do it at the moment. I have quite a few poses to catch up on creating after 8 months without a DS compatible PC, and then I may be in a position to start learning what I need. I won't make any promises because I'm not sure I will ever be able to do it, but I will look at what I need to learn and see if I can do it.
And I only ever do freebies, because I'm someone who has a tiny budget, too..
Regards,
Richard















