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Why recommended requirement too low vs practical requirement
In simple terms, the greatest computer performance will be with a sufficient amount of physical memory. How much is sufficient depends on what the user is doing. If the physical memory isn't large enough then Windows will use the page file. Worth mentioning is that the page file will be slower than physical memory, even with an SSD. If you go to the Task Manager in Windows you can look at the performance tab and get an idea of how much physical memory and page file is being used. In simple terms, the more that the operating system has to shuffle things off to disk (page file), the slower the computer will seem to run. This latency will be less with an SSD due to the faster data transfer but it will still be slower.
If you are rendering in iRay and using the GPU for the render then the physical memory requirement is lower because the GPU uses memory on the graphics card. If the iRay render (or 3Delight render) is using the CPU for the render then the amount of physical memory is a concern because the textures and other data is residing in physical memory and not in the graphics card memory.
There is an argument (or belief) that Windows will find a way to use the page file no matter how much physical memory you have. The key is to have enough physical memory for the operations that you are doing. I have always maintained that memory upgrades are the cheapest bang for the buck in terms of performance, followed by an SSD.
"GPU for the render then the physical memory requirement is lower because the GPU"
Though my suspect physical memory requirement will be much more than GPU memory because, physical memory will require to transter those data to GPU memory. Otherwise a huge page file will generate temporarily everytime when a render going to start.
I will literally pay someone to help me get a third party model workingStill don't know about poser, haven't tried it yet, but I was able to transfer a rig from another figure to the obj version in daz. I'd like something with a little more finess and usability, as I described, but I can make due for now. Thanks and if anyone figures anything else out, let me know!
Why recommended requirement too low vs practical requirementIn simple terms, the greatest computer performance will be with a sufficient amount of physical memory. How much is sufficient depends on what the user is doing. If the physical memory isn't large enough then Windows will use the page file. Worth mentioning is that the page file will be slower than physical memory, even with an SSD. If you go to the Task Manager in Windows you can look at the performance tab and get an idea of how much physical memory and page file is being used. In simple terms, the more that the operating system has to shuffle things off to disk (page file), the slower the computer will seem to run. This latency will be less with an SSD due to the faster data transfer but it will still be slower.
If you are rendering in iRay and using the GPU for the render then the physical memory requirement is lower because the GPU uses memory on the graphics card. If the iRay render (or 3Delight render) is using the CPU for the render then the amount of physical memory is a concern because the textures and other data is residing in physical memory and not in the graphics card memory.
There is an argument (or belief) that Windows will find a way to use the page file no matter how much physical memory you have. The key is to have enough physical memory for the operations that you are doing. I have always maintained that memory upgrades are the cheapest bang for the buck in terms of performance, followed by an SSD.
Victoria 8 is really G8F?Unless DAZ decide to do an Apple and call it Genesis X
And then people would confuse "Gen X as in Genesis X" and "Gen X as in the morph conversion program" ;)
[Released] Character Converter from Genesis 2 Female to Genesis 8 Female [Commercial]I've been trying to convert Giselle 6. I've messed with the tolerance (moved it up and down) but I keep getting these hour glass eyes. Kind of warped.
Any thoughts?
I find the best results are using the 2020 method in options. Make sure Hide Eyes is UNCHECKED. Turn down the tolerance (0.0005). Close DS, delete the FHM morph for Giselle, restart DS and the script and immediately convert.
Hi!
First, thank you so much for your reply!
I've got a question...sorry if I missed it somehow but how do you delete the FHM morph? I checked the location listed in the PDF but I couldn't find one.
Are you still able to load the G8F with Giselle morphs (even if bad)? If not, maybe you already deleted it?
The converted morphs go in data/DAZ 3D/Genesis 8/Female/Morphs under the FIRST directory for Daz Studio Formats specified in the Content Directory Manager (F2->"Content" tab->"Content Directory Manager..." button)
Wow, I didn't know about that window. Thank you!
Unfortunately, while I did find the FHM morphs and followed the directions, the eyes still come out as I showed in the screenshot above. They're just pinched into hour glasses.
I attempted to reinstall Giselle 6. I've tried converting just the head with an even lower tolerance. Same results.
Any other ideas?
Thank you!
I forgot. You can try deleting the clone too first.
Also, this user has a suggestion for some iris problems in the eyes: https://www.daz3d.com/forums/discussion/comment/5482716/#Comment_5482716
That link seemed to be pretty G3 specific. I'll just tool around some more, see if I come up with anything. Unfortunately, no modifications at all seem to change how the eyes come out. In fact, they come out the exact same every time.
Sorry, those are all my suggestions.
Iray in DAZ or migrating to Blender?DAZ Bridges is a Plan B in case Nvidia is abondoning Iray (which is quite possible) The Blender GUI has improved greatly in the past couple of releases. However it's still a proverbial pain in the a55. I keep trying to migrate to Blender but keep leaving out of frustration.
It's a matter of perspective; I've like Blender's UI since 2.50; I don't like Studio's. I can work with it, but I don't like it.
Yes, I have asked before but I have not been able to grasp the idea of .blend files with respect to a content library. I'm still finding it difficult to understand the logic of doing it the Blender way but, having watched a few more videos I can see how it is done. As I said, if that new Asset Management system is adopted in the standard release, I will be much more comfortable if it works they way it is shown in that video.
There's still one thing that is unclear to me. If you first need to put your assets into a .blend file (or multiple .blend files) does that mean that you can't have a library of installed assets (as we have with DAZ Studio) without first having loaded each and every one into a .blend file and stored it somewhere? So I could not, for instance, purchase an asset from somewhere or grab one from my DAZ Studio Content Library and have it available to Blender without having first loaded it into a .blend file in order to be able to append it into any other .blend file? Then the further question arises - how do I get it into the first .blend file if it already needs to be in a .blend file in order to append it? I have to admit that the only way I have imported objects into Blender so far is from DAZ Studio, either by .OBJ import or by Diffeomorphic.
Of course not.
Just like Studio assets need creating - which PAs do for most people, Blender files also need creating. However, we can also create our own Studio assets. They can be morph assets, pose assets and others. Now, there are Blend files available from Daz, but last time I checked they were broken - wrong scale and wrong position; materials also weren't the best. Diffeo does a brilliant job.
Blender works differently, I usually suggest folks stop thinking about how it's done in Studio, and learn how it is done in Blender; then they can look at corrolations to help them better transfer and manage assets.
If you want to create a blender asset; load up something - pick something relatively simple as a learning process.
Load it Studio; export using Diffeo plugin (remembering to run the script).
Import into Blender using the Diffeo plugin.
Optionally make any adjustments you feel would be useful including making sure all items are in a Collection and that the Collection has a name.
... Then save as a Blend file. You can then append the collection as I describe.
EDIT:
My advice is don't save local textures or pack them into the blend file; use the original location.
If you create any custom textures, have those in a custom folder, which I also have accessible by Studio.
Well, it does seem to me that, despite staring with "Of course not ..." you go on to confirm what I suggested - that assets need to be loaded into Blender and saved as .blend files. I understand that Blender works differently to DAZ Studio, I just wanted confirmation that the way I described it was they way to do it. I'm like all the others who find Blender somewhat confusing - I'm just trying to learn its idiosyncrasies.
By the way, someone else mentioned "save and pack" in another post and I spent a good while trying to figure out what "pack" meant. I eventually found it and what it does:
https://docs.blender.org/manual/en/latest/files/blend/packed_data.html
I put in bold the part my post mainly related to. That was saying that blend files don't magically appear just like studio files don't magically appear. They both have to be created. I'll be more clear and add an addendum: Daz does provide Blend files, although I've not had any work that I've tried.
(First Clothing Attempt) Bikini BottomsThey look nice, but there is a gap between them and the body. That kills believability imo; ok for a distant shot, but it doesn't need to be that close to tell.
I'd add a morph - if you don't want to make them fit closer - that the user can use to dial closer or further away.
It's great that they have depth - cloth does - which is missing from many bought products.
A morph is a great idea. I'll see if I can figure out how to do that :-D
Well, whatever you modelled it in, load up the file. In blender for example, you could create the morph using a non-destructive technique. It that is where you model and you're unfamiliar, I can give a quick breakdown if you need.
I modelled it in Marvelous Designer but I do have Blender. I could probably do morphs in Blender and output a new OBJ but I'm not sure what you do after that to attach it as a morph.
Morph Loader Pro:
scroll down to "Import obj with Morph Loader Pro"
Cross Computer IssueIf they have missing files, then they are missing; you will be told what is missing.
You can then locate on the computer that they are not missing on. Dim is great at displaying the locations of files (presuming you use it and that they're not third party items).
You can then check on the missing computer the same place and see if it's all or part of the installed item. If you have multiple Libraries then check in the same place in each library to be sure.
Just get the install files and re-install. I keep all downloaded files becuase, well this is one example.
When you get something new, copy then to the other machine. Alternatively, take a full copy of the library that contains third party content and transfer it
DS 4.12 keeps crashing when loading morphs as a batch?Hi
When using Morph Loader Advanced, i unchecked the box that allows morphs to be loaded as a batch, It keeps crashing when more than 1 morph is loaded all at once however when loading them 1 at a time it works.
Its kinda annoying since i have 15 morphs i always use for my figures so its kinda of a hassle doing 1 at a time.
Any advice?
Scale or Height Morph?The base morphs in the store include a height morph https://www.daz3d.com/genesis-8-female-body-morphs
Victoria 8 is really G8F?Victoria 3, Aiko 3 and stephanie Petite 3 were based on the same mesh but were entirely independent
The GIRL-without-a-number was even further separated and didn't even use the same nesh
Victoria 4 is the main character. Aiko 4, Stephanie 4, and the girl 4 were all morphs
Victoria 5 & later are morph of whatever version of genesis they were made for.
pJCM Poses - For Clothing Creators - QuestionsIt would be cool if there was a way to have like weight maps applied to the pJCMs, and then the part where two or more weight maps associated with different pJCMS overlapped would cancel out to have zero influence.
Yeah that would be nice if there was a way to use weightmap to control the pJCM or even tell which certain selected vertices to not be affected.
I noticed in the vendor's Marvelous Designer tutorial (the redux one), they did actually mention that possibility of creating pJCMs with Marvelous Designer itself, and showed the creation of a pJCM which affected the whole garment. But they did not follow through and then show how that could be utilised and they did not touch on the issue that OP observed when combing two pJCMs that overlap.
That's upsetting then :\ Guess DAZ isn't capable of blending the two morphs in between. I also wonder if DAZ is capable of knowing how to apply another morph if both arms were raised.
You actually can setup jcms to do this. I have done it before. As I remember it you set it up so you have your left arm morph that is controlled so that as the arm raises it's dialed but you add a second controller so that if the *right* arm goes up it dials back down. You do the same for the other side: dials in with right moving up out with left. You then have a third morph controlled by both arms being raised, but so it doesn't dial in if only one arm is raised add controllers that dial it out as the other 2 previous *morphs* get dialed in.
So jcm_leftarm has erc delta add set to 1 controlled by the left arm bend, and erc delta add set to -1 controlled by the right arm bend
Jcm_rightarm has erc delta add 1 right arm bend and erc delta add -1 left arm bend
Jcm_botharms has erc delta add .5 left arm, erc delta add .5 right arm, erc delta add -.5 jcm_leftarm, and erc delta add -.5 jcm_rightarm
(Sorry if this is a bit incoherent.)
DAZ Item in Promo ImageThank you both for the explanation. I guess I'm not ready to tinker with other character formats just yet, but since it does say the Dawn version works in DS, I basically just need to get it into DS so I can export it out. I do my work in Blender. The hiccup is that I would likely loose any character morph benefits. I'm imagine that means I'd lose rigging from an OBJ version too, unless the armature would at least load so I could export to FBX.
Yes, some of the promo images are certainly elusive, I just try to scour this site and renderosity before accepting defeat, lol. I've also noticed it seems like less stuff includes resource links lately.
Character Mixer ProblemHi. I don't know really if this is the right thread, but for example- When I choose a generic body shape morph for Genesis 8 and then use a Genesis 8 actor head shape morph on it, I'm getting a head which is rearely the right size for the body I chose. When I try to select every head bone and adjust the scale, everything just goes screwy. There's an implied age similarity between the generic body and the actor, so I'm not sure why there's such a significant disparity in head size to begin with. Does anybody know how to deal with this?
Thanks!
After playing with this, I notice the head has a greater variance than the body ... in large part because of the toony characters: girl, star, 3D universe characters, etc. If you unselect these before running character mixer the result might be more proportionate. Yes, I know, for some people that disproportion might be desired or even encouraged.
Oh, and this can also be accessed undet: Scripts / Utilities / 3DUniverse.
The older generation: Victoria 2/3, Michael 2/3 and their children renders
When Leonard Nimoy passed away, I felt motivated to complete a scene that had sat unfinished for quite some time. I used the M2P4 bybrid model (Michael 2's head atop a body shaped and rigged like the Poser 4 nude male) to create Spock as i really liked what XCalPro did with the uniforms. I also had a face pose that I thought really caught Nimoy's features. My goal was to interpret the 1974 model kit (designed by Aurora (known for its various movie monster kits) and distributed by AMT in the US), expanding upon and enhancing the elements of the kit. Yes, the original version of the assembly kit included a 3 headed space hyrda.
Credits
Michael 2 P4...DAZ.com
Face morph...Porthos
Uniform tunic...XCalPro
Uniform pants...XCalPro
Uniform boots...XCalPro
Tricorder...XCalPro
Phaser...MechMaster
Communicator...MattyManx/Sgreco
Spock hair...Mylochka
Dragon's Keep...AntFarm
Twister sky-dome...AntFarm
RDNA XenoFlora...Traveler
Hydra...MallenLane
Enterprise...MattyManx/David Metlesits*** *** ***
Sincerely,
Bill
Wow! Awesome render! That looks so good and so much like him! A great tribute to a wonderful man.
Scale or Height Morph?If I don't want all my characters to be the same height, I've been using the Scale option to scale them down a bit. But I wonder if I should look into a height morph instead? What are people's opinions on this?
(First Clothing Attempt) Bikini BottomsNice item, thank you for the freebie!
It doesn't play nice with the Smoothing Modifier, but I managed to make it fit properly just by using the expand morph
That looks great! Yeah, the Smoothing Modifier really doesn't work well, I noticed. The poly count is high or something so I also noticed it would start to break apart at the seams and some of the thickness would also get messed up. :(
(First Clothing Attempt) Bikini BottomsThey look nice, but there is a gap between them and the body. That kills believability imo; ok for a distant shot, but it doesn't need to be that close to tell.
I'd add a morph - if you don't want to make them fit closer - that the user can use to dial closer or further away.
It's great that they have depth - cloth does - which is missing from many bought products.
A morph is a great idea. I'll see if I can figure out how to do that :-D
Well, whatever you modelled it in, load up the file. In blender for example, you could create the morph using a non-destructive technique. It that is where you model and you're unfamiliar, I can give a quick breakdown if you need.
I modelled it in Marvelous Designer but I do have Blender. I could probably do morphs in Blender and output a new OBJ but I'm not sure what you do after that to attach it as a morph.
(First Clothing Attempt) Bikini BottomsNice item, thank you for the freebie!
It doesn't play nice with the Smoothing Modifier, but I managed to make it fit properly just by using the expand morph.
Here's a quick doodle...
[Released] Character Converter from Genesis 2 Female to Genesis 8 Female [Commercial]I've been trying to convert Giselle 6. I've messed with the tolerance (moved it up and down) but I keep getting these hour glass eyes. Kind of warped.
Any thoughts?
I find the best results are using the 2020 method in options. Make sure Hide Eyes is UNCHECKED. Turn down the tolerance (0.0005). Close DS, delete the FHM morph for Giselle, restart DS and the script and immediately convert.
Hi!
First, thank you so much for your reply!
I've got a question...sorry if I missed it somehow but how do you delete the FHM morph? I checked the location listed in the PDF but I couldn't find one.
Are you still able to load the G8F with Giselle morphs (even if bad)? If not, maybe you already deleted it?
The converted morphs go in data/DAZ 3D/Genesis 8/Female/Morphs under the FIRST directory for Daz Studio Formats specified in the Content Directory Manager (F2->"Content" tab->"Content Directory Manager..." button)
Wow, I didn't know about that window. Thank you!
Unfortunately, while I did find the FHM morphs and followed the directions, the eyes still come out as I showed in the screenshot above. They're just pinched into hour glasses.
I attempted to reinstall Giselle 6. I've tried converting just the head with an even lower tolerance. Same results.
Any other ideas?
Thank you!
I forgot. You can try deleting the clone too first.
Also, this user has a suggestion for some iris problems in the eyes: https://www.daz3d.com/forums/discussion/comment/5482716/#Comment_5482716
That link seemed to be pretty G3 specific. I'll just tool around some more, see if I come up with anything. Unfortunately, no modifications at all seem to change how the eyes come out. In fact, they come out the exact same every time.













