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Diffeomorphic - custom morphs never imported. And what are favorite morphs?
Dissendior said:
Thank you for this clarification. Is there any way for me to find out if an expressions product for DazStudio uses pose ccontrols or morphs? For this specific product I already saw that the sliders can be found under "pose controls" section in Parameters tab - so I guess this might be a hint?!
With the way that you suggest I only can import one expression which is directly applied to the rig / mesh. I have no sliders / dialers and I cannot mix the expressions. So the only way would be to mix the expressions in Daz and save this as a new pose preset. As I already had these face expressions in Blender as sliders under the "Custom morphs" tab I still think that there must be a way to get them all into the blender file?!
Yes, that's right. You may also check Parameter Settings of the property by clicking that Gear Icon, you'll see Path and Type showing it's a Pose Control property ~~
As for 2nd point, you should mark all Pose Control properties into Favorites in DS... then import and mix them in Blender.
Diffeomorphic - custom morphs never imported. And what are favorite morphs?another question: Are you sure that these expressions are not morphs? When I apply an expression in Blender bei using "DAZ runtime" > "Import Expression" on the character I see the expression. But when I want to remove this expression I need to use the button "Clear morphs" - when I click "CLear pose" the expression stays. It seems that Diffeo still thinks that the expressions are morphs?!
Diffeomorphic - custom morphs never imported. And what are favorite morphs?Thank you for this clarification. Is there any way for me to find out if an expressions product for DazStudio uses pose ccontrols or morphs? For this specific product I already saw that the sliders can be found under "pose controls" section in Parameters tab - so I guess this might be a hint?!
With the way that you suggest I only can import one expression which is directly applied to the rig / mesh. I have no sliders / dialers and I cannot mix the expressions. So the only way would be to mix the expressions in Daz and save this as a new pose preset. As I already had these face expressions in Blender as sliders under the "Custom morphs" tab I still think that there must be a way to get them all into the blender file?!
Diffeomorphic - custom morphs never imported. And what are favorite morphs?Well, IIRC, I've explained such an "issue" in another thread ~ The expressions from 100 Must... product are all Pose Controls dials rather than Morphs. So, Import Custom Morphs function doesn't import any of them.
You did correctly in terms of using Favorites in DS, but also have to check Fase Units (this product use Face Units rather than FACS...) when Easy Import. Then Import Expressions from Runtime tab, locate an expression preset file to load.... or directly dial one in Favorites list.
► ►► What Fabric / texture Shaders presets are we missing?? What are your dream shader presets ♦ ♦ ♦richardandtracy said:
Mary, I've PM'd you.
Regards,
Richard
Thanks Richard. After I finished adding metadata to some of VanishingPoint's Arteria3D and Dark Anvil sets, I came up for air and looked at my emails. Very kind of you.
Mary
Diffeomorphic - custom morphs never imported. And what are favorite morphs?At the moment I struggle a lot when it comes to get morphs / expressions into Blender. The point is the following: like explained here I found out some time ago that you can use poses / expressions / morphs like 100 Must Have Expressions for Genesis 8 Male(s) in Blender acidentally as I'd checked "import missing moprhs" when I imported a pose I've made in daz into Blender. This lead to an import of many custom morphs which then showed up under "Custom Morphs" in the Daz Runtime tab. I now completely fail in getting these morphs into Blender by purpose.
What I do: Import a character into Blender and then go to "Daz Setup" (tab) > "Morphs" and here I've tried "Import custom morphs" > go the the folder with all the duf files with the expressions and chose "Import custom morphs". But even when I choose a specific file nothing happens: Under "Daz Runtime" (tab) > "Morphs" I now find "Custom morphs" but it is empty.
I also tried to add all these expressions to my favorites in Daz by right clicking and choosing "add to favorites" and then I've tried to use the button "Import DAz favorites" in Blender - no success. I also wonder what this "Add to favorites" within Daz really does... I can't even find the favorite expressions anywhere.
Can somebody give me a hint?
kind of a jacketfelis said:
FantastArt said:
wow, you did an amazing job on this! I really don't have any expieriences in dfore and I tried one time yesterday, but it didn't work, so I stopped trying...I don't have patience to do it. I would need a step by step tutorial for dummies

What I did might not be the easiest, although not really that complicated.
You need a coat that are (or can support) fully dForce. Some clothing have weightmaps, and if part of the coat has 0 dynamic strength, it will just hang in the air, instead of adjusting to the character.
As mentioned, I usually always use Timeline for simulation, and most often 'start from memorized pose' Off. It was also the case here.
At frame 0 I bend her arms in close to the body, and scaled her to 80%, and raised her in Y direction so her shoulders was in line with the coat. The purpose of bending arms and scale is to ensure that she doesn't clips with the coat.
Then at frame 10, I scaled her up to 100%, and set Y back to 0.
And then at frame 30 I set her pose, with 40 frames in total.
As I said it might feel a bit complex, but I would suggest you try to get more familiar with dForce, as you can get some results you couldn't get elsehow (unless modelling in a 3rd party app, and import as a morph).
Thank you very much! Yes, I guess I'll have to get more use with dForce
Daz (4.21) absolutely refusing to install newly bought items into Smart ContentIt's not Daz Studio's issue but the product issue. As Gordig said, the issue must result from the wrong metadata file or even missing metadata DSX file in the product package. This issue also happened to some of the products made by other emigrees from Rendo a while ago.
If you filter in Smart Content with the product names or SKUs but find nothing, most likely there was no metadata imported... You may open DSX file with Notepad++, check if the product metadta are correct, especially if the path of the product items are as same as the product folders you can locate from Content Library ~~
Besides, the category "Lost and Found" just stores the product items to which no Category is given in metadata of the product package. So, no DSX file or wrong metadata leads to no metadata or wrong metadata imported into cms database, then you'll have no way to find the product items either in Lost and Found.
Daz (4.21) absolutely refusing to install newly bought items into Smart ContentStrictly speaking, DIM doesn't install things into Smart Content. Smart Content relies on metadata, and if the metadata isn't properly set up, nothing you do in DIM is going to fix the problem. As for those two characters, their creators are recent emigrees from Renderosity, and products migrated from Rendo have just been added to the store as-is, so if they didn't have metadata at Rendo, they don't have it in the Daz store, either.
Daz (4.21) absolutely refusing to install newly bought items into Smart ContentHello All!
Yesterday I had bought 3 figures from the Daz store:
Zhi for Kayo 8, Bahar for G8F, and Vanja HD for Victoria 8.
The first figure installed fine and she shows up in my Smart Content folder. The other two didn't. I did find them in the Content Library and when I right clicked on it and selected "Show In Smart Content", both of the figures were in lost and found. That isn't acceptable, so I had tried a few things to see if I could get them to show up in the Smart Content:
Uninstall and reinstalled it...that didn't work.
Reimported the metadata...that didn't work.
While I know I can access the character via the Lost and Found folder, I have HUNDREDS of figures and I know I will eventually forget they are there. Further, when I do access the folder from within Lost and Found, nothing is itemized, it is all bunched together in one folder. Meaning the actors, the materials the shapes, are all in one folder. Again, no good.
Not sure what is going on here as to why this happened and why it is refusing to install properly. I had looked up the artist (creator) on both figures and they are not the same, so I can't blame the person that created the figures.
So, what I want to know now is how to get the characters out of the Lost and Found folder and put them into the Smart Content folder where it belongs.
Thank you,
Geo
kind of a jacketFantastArt said:
wow, you did an amazing job on this! I really don't have any expieriences in dfore and I tried one time yesterday, but it didn't work, so I stopped trying...I don't have patience to do it. I would need a step by step tutorial for dummies

What I did might not be the easiest, although not really that complicated.
You need a coat that are (or can support) fully dForce. Some clothing have weightmaps, and if part of the coat has 0 dynamic strength, it will just hang in the air, instead of adjusting to the character.
As mentioned, I usually always use Timeline for simulation, and most often 'start from memorized pose' Off. It was also the case here.
At frame 0 I bend her arms in close to the body, and scaled her to 80%, and raised her in Y direction so her shoulders was in line with the coat. The purpose of bending arms and scale is to ensure that she doesn't clips with the coat.
Then at frame 10, I scaled her up to 100%, and set Y back to 0.
And then at frame 30 I set her pose, with 40 frames in total.
As I said it might feel a bit complex, but I would suggest you try to get more familiar with dForce, as you can get some results you couldn't get elsehow (unless modelling in a 3rd party app, and import as a morph).
How to Adjust Rigging to Shape for HairIf you mean OOT's hair product don't work well on your custom characters, e.g. there're distortions on short hairs, on the ponytails, etc., you better fix FHM (full head morph in hairs' hidden properties) or use Rigidity Group to Clear Generated Morph on the distorted parts, then fine
I frequently experience the distortion on OOT's ponytails, so I usually use Rigidity Group to clear the morph first, then tweak the tail's transforms a bit, export to OBJ, then import it to update FHM on the ponytails and save the morph assets. Sometimes I have to use Blender to make perfect fix. I never have to Adjust Rigging to Shape...
Clothing morphs on G8 vs. G8.1You mean the morphs on the clothing itself or the morphs on G8.1F that are provided by the clothing product ?
If it's the former, you just need to batch fire all morphs on the clothing as Favorites, then in Diffeo Import dialogue, check the option: DAZ Favorites.
If it's the latter, just do the same on the figure instead in DS... before Import.
UltraScenery - new(er) territory [Commercial]tubbesing said:
I assume this question has been answered already, but it has eluded my searches:
What’s the difference between UltraScenery and UltraScenery 2?
_________________
According to the Daz store, UltraScenery 2 does this:
1. Customization via dials and dropdown settings
2. Import real landscape height maps
3. Water presets, customizable settings via dials and dropdowns
4. Terrains built on mixed Biome layers, customizable via interface
5. Atmosphere uses Iray settings for faster, more up-to-date renders
_________________
Is all that true of UltraScenery as well? Do add-ons for one work with the other?
Thanks.Main points from a USC2 user perspective compared to USC1:
- No more edit your changes and generate, wait wait wait, changes now are live.
- Larger area.
- Easy to add Biome layers and mix layers between USC2 Ecologies ( Classic Ecologies works but no mix-in for those, but you can mix on new Biome layers in with Classic ecologies)
- Everything is in a tab pane and not a script, easier to work with, and faster to work with.If you with add-ons mean Ecologies and Features, yes they work, but some might now work as well on larger than 64x64 terrains, depending on what they are.
If you mean UST-1 and UST-2, the answer is no. Many of the things they added are now already in USC2, and Alienator Pro II and Mask Builder II are coming...UltraScenery - new(er) territory [Commercial]I assume this question has been answered already, but it has eluded my searches:
What’s the difference between UltraScenery and UltraScenery 2?
_________________
According to the Daz store, UltraScenery 2 does this:
1. Customization via dials and dropdown settings
2. Import real landscape height maps
3. Water presets, customizable settings via dials and dropdowns
4. Terrains built on mixed Biome layers, customizable via interface
5. Atmosphere uses Iray settings for faster, more up-to-date renders
_________________
Is all that true of UltraScenery as well? Do add-ons for one work with the other?
Thanks.Clothing morphs on G8 vs. G8.1Good morning, and I apologize if this has been answered somewhere else, but I've run into an interesting issue. I've been going through and updating all my G8 models to G8.1 so I have the additional texture space of the Body/Head split from Torso. This allows me in Blender to have the two different UV maps available so I can mix and match with my wide content. For example, on an older male character, I can use the Darius 8 skin with the Holm 8.1 normals to "fake" wrinkles and aging. It's actually really cool.
The issue I'm now facing is clothing morphs. The same ones that imported on the G8 frame in Diffeomorphic do not import onto G8.1. Not sure if that's a fluke, or maybe I'm just a moron, but I thought both frames were essentially the same, minus the UV maps. Is there a magic button I'm missing somewhere? My only other option at the moment is to create a copy of the model onto a G8 frame (unless it uses a G8.1 morph, and then I'm outta luck), attach the clothing, export that to Blender, import the morphs, and then try to use the Combine Rigs option. But I'm hoping for a better way to do this.Daz Studio 4.23(.0.x) - Highlights4.22.1.154 (June 17, 2024)
- Smart Content pane
- Added an "Add License Tag(s)" action to the context menu for products and assets that can be identified as being from the Daz 3D store
- Requires login
- Does not require the "Update Metadata" option to be checked
- Creates user-owned tags (keywords), per license type, based on data retrieved from the Daz 3D store
dzLicense_standarddzLicense_3dprintingdzLicense_interactivedzLicense_editorial
- When triggered for a product, user-facing assets in the product are each tagged
- When triggered for an asset, all user-facing assets in the product that the asset belongs to are each automatically tagged
- Results appear in Smart Content > Information Panel > Tags Page
- Each license keyword (above) can entered into the FIles Page > Filter Field, or the Products Page > Filter Field, prefixed by
key::to filter the respective view - Filters can be saved and/or managed, independently, for each page
- Files Page > Filter Bar
- Any filter saved here is available when viewing: (and vice versa)
- The contents of a product
- The Preset Page of the following panes:
- Posing
- Shaping
- Surfaces
- Lights
- Cameras
- Render Settings
- Simulation Settings
- The Templates Page and Favorites Page of the New Scene dialog
- Any filter saved here is available when viewing: (and vice versa)
- Products Page > Filter Bar
- Files Page > Filter Bar
- Requires login
- Added an "Add License Tag(s)" action to the context menu for products and assets that can be identified as being from the Daz 3D store
- Content Library pane
- Added an "Add License Tag(s)" action to the context menu for products and assets that can be identified as being from the Daz 3D store
- Requires login
- Does not require the "Update Metadata" option to be checked
- Creates user-owned tags (keywords), per license type, based on data retrieved from the Daz 3D store
dzLicense_standarddzLicense_3dprintingdzLicense_interactivedzLicense_editorial
- When triggered for a product, user-facing assets in the product are each tagged
- When triggered for an asset, all user-facing assets in the product that the asset belongs to are each automatically tagged
- Tags appear in Content Library > Information Panel > Tags Page
- Each license keyword (above) can entered into the Search Field, if the Database Search Type is selected, to perform a search for tagged assets
- A Custom Action can be created for search results from the context menu for the Search DB container
- Requires login
- Fixed the "Show Asset in" submenu of the context menu for an asset displaying the opposite label for the "Virtual/Mapped Folder" action
- "Virtual Folder" should be displayed for assets installed via Daz Connect
- "Mapped Folder" should be displayed for assets not installed via Daz Connect
- Added an "Add License Tag(s)" action to the context menu for products and assets that can be identified as being from the Daz 3D store
- Message Boxes
- ...
- ...
- 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
Carrara Non Photo Realistic Works 2Ivy Castle - import from Bryce
Emissives not working in fbx files imported from Daz (not using dtb bridge)I used to diffeomorphic to import an environment and I got this error:
Some assets were not found. Check that all DAZ root paths have been set up correctly.
Plant FactoryHansmar said:
Hi all,
By chance I found out that Plant Factory from e-on software is now free. e-on software has been acquired by another company, that does not want to proceed with the 3D software and therefore made all products of e-on free for download.
Bentley purchased E-On some years back, and has been releasing new versions of Vue. This move is not directly related to the acquisition, but (in as far as we can tell) to the ways in which the company is developing.
With Plant Factory, you can make all kinds of plants. There is also a quite extensive Plant Catalog with all kinds of premade plants. The catalog comes in several downloads. I have not yet downloaded them all, but the ones I have seen look very good. Of course, they come with a downside for Bryce: high polygon count and large memory use. But it can be worthwhile to use some of these plants if you want some. You can export them as 3ds for the best result (fbx does not put the constituents in the right place and I have not tested obj yet). You can also create plants from scratch and should be able to import meshes for leaves, etc. (I think). I have not tested a lot of options yet.
I exported some plants, including one ground cover plant, that I instanced multiple times. Most of them I gave quite some wind effect in Plant Factory. The plants come in quite some subdivisions, so you do not have to have the same texture on all of the leaves, for example. This render uses the plants as exported to 3ds, but for some textures the transparency was set at 100%, so I changed that. The present scene is around 203 MB, so at the border of what Bryce can take in practice. However, I used the textures as exported (pictures) and could have lowered the memory use by changing into procedural textures.
By the way, also the e-on product Vue is free for download now. Vue looks to me like a kind of a Bryce on steroids with options for growing plants in an ecosystem, etc., but not with all the options Bryce has for e.g. lights. I tried Vue many years ago on another computer with much less memory and that was no success.
Neither Plant Factory, nor Vue will be updated anymore (of course).









