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Which model in the OOT Sara Hair hair promo?
My guess would be custom character morph using https://www.daz3d.com/sina-hd--smile-hd-expression-for-genesis-8-female skin texture
Looking for insight to speed up the playback of animation in the viewport.Had similar problems trying to animate G8 female. Preview was slower than mud!
I ended up creating a separate content directory - having only 1-2 g8 characters and a handful of morph packages installed to use for animations. I first tried unistalling 40+ G8 characters and morphs, but still ran slow.
As a test - try running your animations against a g2 or g3 character, one that does not have as many character/morph sets installed. See if they run faster in preview mode.
Daz loads all the morphs for characters based on what you have installed. This has been a common complaint regarding daz taking a long time to load some characters - especially G8.
There may be better/different ways to accomplish this, but with my reduced runtime I can get G8 to preview animations in almost real-time. (your hardware will also make a big difference).
Anyone know what environment this is? - Now Bryce to Daz.Wow ... started looking for a decent mesa way back in 2014 and still can't find one.
Anyone know of anything new out there that is usable in Daz?
You can get some very solid mesa scenes by fiddling with Terradome 3, and mix and matching the morphs and shaders from the various Terrain morph packages. For closeups, though, you may want to swap out shaders or just do what I usually do, which is drop another landscape prop in on top or in front of the TD3 portion, something like vikike176's Wastland 2, Powerage's Terrain Creator for DS/Iray, or Powerage's Desrt Environment for DS Iray, all from over at Rendo, as it's asking a bit much of any single object to look good both in closeup and distance without being absurdly large.
Assuming those are all iray, how well do they convert using 3DL shaders?
Wasteland 2 is Poser but works just fine in 3DL with only minor tweaking. Terradome 3 and the two Poserage products are Iray only, so it would really depend on what 3DL shader packs and other resources you have.
RESOLVED (transfer utility - garment import lands in wrong place)I'm finding that the shirt I want to use as a conforming garment keeps importing below the figure's feet.
Needless to say it's quite annoying.
I've made the shirt in MD.
I have no idea what I was doing wrong but I got it to work and now just need to fiddle with weight painting or morph targets or..................something.
ED's Talosian Headmorph for G8 (m/f)Thank you!
The dress is made with Marvelous Designer and the necklace with Hexagon.
Like the head morph they are spot on
Morph Kit WeirdnessOK, got an oddball issue: For reasons unknown, SF Design's Body Morph Kit for G8 Females-which until now has been an excellent product- has ceased to function.
The properties show correctly in the tab listing, but changing the value does not affect the model. They worked fine last week, and I don't recall making any changes to anything since. All other morphs seem to be working. I've checked the installation paths, which are right. I've uninstalled and re-installed both the product and DS, using both DIM and manually. Still no change. The log file doesn't seem to show anything related to those properties.
I'm stumped. Any ideas?
MRB outfitYeah, it's kind of a mess and I had the same problem with the MRB Outfit and had to put in a ticket. The Smooth Morph Maker pieces are the ones you need to use. The others seem to serve no useful purpose, and didn't get an answer to my question as to what the point of them was.
Differences between HD and non-HD characters in terms of resources?This sounds more like a character specific issue than a general issue.
Have you tried loading the problematic character alone and rendered in default settings?
Might also want to try loading a base G8M and manually applying the problematic morphs, without the material preset.
Could just be something messed up in the character preset, or just a material conflict.
To cover the original question.
Ran a couple quickie tests with the Aubrey 8 and her HD addon, and the difference in system ram utilization with the HD on or off was failry negligable at around 100-150MB.
For rendering, the increase in ram was the same, that is to say there wasn't any, effective, difference.
Pre-render increased ~100MB, render ram increased ~100MB.
To be clear here, this test was done in 4.12.1.117, with a base genesis 8 female, with only the Aubrey 8 and HD addon, no other characters or morphs, and with the default G8F texture applied.
I ran the tests with the base G8F only, both in default render sub-d 2 and 4, and with the base Aubrey 8 applied, with both sub-d variations and with the HD applied, again with 2 and 4 render sub-d.
All render settings at default, at a resolution of 500x500 pixels and default view position.
Prerender daz studio was using ~300MB with g8f only and render sub-d at 2. When rendered, ~1455MB.
With the sub-d 4 applied, the render ram, doubled to ~3030MB.
With the HD applied at render sub-d 4, system ram went to 419MB and 3150MB respectively.
DS certainly keeps the data in memory for a while, since the change is on the undo stack and so it might be needed again. I'm not sure if the deltas for zeroed morphs are dropped from memory once the change has dropped off the undo stack.
Just ran a couple quickie tests, and it doesn't appear to make a difference once the morph dial has been enabled.
It remains "loaded"(takes up system ram) regardless if it's pushed off the undo list or not.
If you wish to test it, just perform ~20+ actions after enabling/disabling the particular morph dial.
I used a plane and pushed the + key on transform X-Axis 22 times after dialing the aubrey 8hd to 0 from 100%
2 subd 3 characters(just the body mesh alone, not counting clothes hair etc) is over 2 million polygons. 2 subd 2 characters is only around 600k polygons. It's a rather large difference.
While it sounds like a big deal, computationally it's not as significant. Unless you are running really tight on ram.
A base g8f, all default render settings, default materials, naked, at render sub-d 2, on my system, utilizes around 1470MB.
2 G8f's only uses 1633MB.
At Sub-d 3, 1792 and 2264 respectively.
Sub-d 4 is where it gets messy. 3053 and 4747 respectively.
Just to note, the Sub-d 4 is around 8million polys between the two figures.
Each increase/decrease in sub-d is a mulplier/divisor of 4.
As always, these numbers are based on my particular system, version of d.s. and may vary depending on your particular setup.
Thank you for all this investigative effort. I'm running tight on RAM, certainly, but rarely encounter this scenario in this computer. Restarting Windows via the Task Manager for each render seems to help. So that suggests to me that system memory needs to be replenished for each render in this particular set. At least I've discovered how to restart Windows without a hard reboot every time. So far, so good.
Anyone know what environment this is? - Now Bryce to Daz.Wow ... started looking for a decent mesa way back in 2014 and still can't find one.
Anyone know of anything new out there that is usable in Daz?
You can get some very solid mesa scenes by fiddling with Terradome 3, and mix and matching the morphs and shaders from the various Terrain morph packages. For closeups, though, you may want to swap out shaders or just do what I usually do, which is drop another landscape prop in on top or in front of the TD3 portion, something like vikike176's Wastland 2, Powerage's Terrain Creator for DS/Iray, or Powerage's Desrt Environment for DS Iray, all from over at Rendo, as it's asking a bit much of any single object to look good both in closeup and distance without being absurdly large.
Assuming those are all iray, how well do they convert using 3DL shaders?
MRB outfitI've just purchased the dForce MRB outfit and have no idea what's going on! Each clothing item has 2 versions (1 with smooth morph maker and 1 eithout, I think). I have no idea what a smooth morph maker is. There also seems to be a separate smooth morph maker for each item. When some items are loaded, it is impossible to apply textures to them (I've tried highlighting them in 'surfaces' but that doesn't help). The cloak starts moving with simulation but then seems to stop before the simulation is finished. The product blurb (which is exactly the same as the ReadMe file ) is completely uninteligible - "The costumes each come with a (smooth morph maker), they control the shape of the child object and have a comprehensive morph. Child objects' outfits have a more detailed morph, while Mesh Smoothing follows the surface of Genesis 8. In this way, the custom template discards and simplifies information that is not needed when loading a new shape, and transfers it to the bottom image, and the bottom image minimizes surface damage."???????????????!!!
Differences between HD and non-HD characters in terms of resources?This sounds more like a character specific issue than a general issue.
Have you tried loading the problematic character alone and rendered in default settings?
Might also want to try loading a base G8M and manually applying the problematic morphs, without the material preset.
Could just be something messed up in the character preset, or just a material conflict.
To cover the original question.
Ran a couple quickie tests with the Aubrey 8 and her HD addon, and the difference in system ram utilization with the HD on or off was failry negligable at around 100-150MB.
For rendering, the increase in ram was the same, that is to say there wasn't any, effective, difference.
Pre-render increased ~100MB, render ram increased ~100MB.
To be clear here, this test was done in 4.12.1.117, with a base genesis 8 female, with only the Aubrey 8 and HD addon, no other characters or morphs, and with the default G8F texture applied.
I ran the tests with the base G8F only, both in default render sub-d 2 and 4, and with the base Aubrey 8 applied, with both sub-d variations and with the HD applied, again with 2 and 4 render sub-d.
All render settings at default, at a resolution of 500x500 pixels and default view position.
Prerender daz studio was using ~300MB with g8f only and render sub-d at 2. When rendered, ~1455MB.
With the sub-d 4 applied, the render ram, doubled to ~3030MB.
With the HD applied at render sub-d 4, system ram went to 419MB and 3150MB respectively.
DS certainly keeps the data in memory for a while, since the change is on the undo stack and so it might be needed again. I'm not sure if the deltas for zeroed morphs are dropped from memory once the change has dropped off the undo stack.
Just ran a couple quickie tests, and it doesn't appear to make a difference once the morph dial has been enabled.
It remains "loaded"(takes up system ram) regardless if it's pushed off the undo list or not.
If you wish to test it, just perform ~20+ actions after enabling/disabling the particular morph dial.
I used a plane and pushed the + key on transform X-Axis 22 times after dialing the aubrey 8hd to 0 from 100%
2 subd 3 characters(just the body mesh alone, not counting clothes hair etc) is over 2 million polygons. 2 subd 2 characters is only around 600k polygons. It's a rather large difference.
While it sounds like a big deal, computationally it's not as significant. Unless you are running really tight on ram.
A base g8f, all default render settings, default materials, naked, at render sub-d 2, on my system, utilizes around 1470MB.
2 G8f's only uses 1633MB.
At Sub-d 3, 1792 and 2264 respectively.
Sub-d 4 is where it gets messy. 3053 and 4747 respectively.
Just to note, the Sub-d 4 is around 8million polys between the two figures.
Each increase/decrease in sub-d is a mulplier/divisor of 4.
As always, these numbers are based on my particular system, version of d.s. and may vary depending on your particular setup.
Mystique 2 & Expansions for G8F [Commercial]My own that I'm working on that will be released as the official Mystique character for the Mystique line of products. I have more info about this upcoming character on my artstation blog (artstation link in signature).
Love the bend corrective morphs they look great! She is a insta-buy!
Mystique 2 I had to do some mesh grabber in some spots on the hose nothing major tho mainly around the knee area. The veil on the other hand I went round and round with. The veil comes back to far over the hair/ears which made it look funny with this image (It looks fine when the hair is down like in the promos). I also tried to dforce it to take on more of the face shape but nope it didn't matter what I did it would always fall through her face for some reason. So I got out my handy mesh grabber and along with the included morphs made it close to what I was going for. The set only includes a white bottom with the skulls where the bra comes with white and black but it was an easy fix to change the color!
Stunning outfit as usual!!
(I just realized I hid the choker and didn't turn it back on *forehead slap)
Great render! What character are you using? You should be able to correct all stocking issues with the adjustment morphs provided. To be absolutely perfect, as a product, you would need a morph for every joint bend for every supported character.
The veil was designed to match that of reference images which came back a bit further actually. Usually, with a veil, you need complimenting hair to go with but exposing the ears (where the veil ends) I don't think is a bad thing.
Everything looks great though, good job!Which figure was used for the promo of this product?
https://www.daz3d.com/mystique-2-for-genesis-8-femalesThanks
My own that I'm working on that will be released as the official Mystique character for the Mystique line of products. I have more info about this upcoming character on my artstation blog (artstation link in signature).
I've read your blog, can't wait for the character and various morphs. As well as the additional content. The weekend is almost over

The character will more than likely be coming to Daz. I haven't decided yet but I think I can turn it into a big enough product for a daz release. Also, with all the custom bending morphs, I have to follow that up with the proper clothing morphs for that bend. I have a lot more work ahead of me for this one than I originally planned.
Another blog update will be coming later today explaining more and the Garter Belt will become available for purchase.Daz Studio Pro BETA - version 4.12.2.60! (*UPDATED*)Hi all, any news on DAZ bug fix for daz NOT saving any morph animations? :) This has be very frustrating bug that is hindering my work tremendously..
If anyone has an older version of DAZ 4.12.0.8xx that can post for people to download and install untill this bug is fixed, that would be wonderful. That version used to save morph animations fine..
help... :)
The only way to obtain an older version is to request one from Customer Services:
But make sure you request Studio not Daz, they won't neccessarily be sure what you're talking about as Daz has a number of products.
Rig "Morphing" for Daz StudioI only set the Tiger morph. As you can see in the images, the rig adjusts itself between the two breed morphs. That's what I'd like to get to export as well.
Anyone know what environment this is? - Now Bryce to Daz.Wow ... started looking for a decent mesa way back in 2014 and still can't find one.
Anyone know of anything new out there that is usable in Daz?
You can get some very solid mesa scenes by fiddling with Terradome 3, and mix and matching the morphs and shaders from the various Terrain morph packages. For closeups, though, you may want to swap out shaders or just do what I usually do, which is drop another landscape prop in on top or in front of the TD3 portion, something like vikike176's Wastland 2, Powerage's Terrain Creator for DS/Iray, or Powerage's Desrt Environment for DS Iray, all from over at Rendo, as it's asking a bit much of any single object to look good both in closeup and distance without being absurdly large.
Is it possible for me to export Animation from Daz to Blender ?Alembic works, but when I exported it off Daz and import it into Blender, I got an error Alembic alembic archive in obsolete hdf5 format is not supported, I looked around for a solution, but there wasn't much about it. So the only way I found is to Import into Cinema then Transfer in Blender.
Better FBX Import, I don't even know probably more a thing for game engines, didn't really help in this situation.
Thanks guys for helping out.Use this one.
saving autofitted breaks it for domino transferI usually save my Autofits as support assets as I need to for Carrara but decided to be lazy and just save scene subsets as was just using these in DAZ studio.
I found reloading you cannot upfit them to another genesis generation or between genders, they don't bring up the dialogue and just fit wrong.
They do work fine on the figure they are saved on.
I am just wondering if there is a trick to bring up the autofit dialogue rather than start over as V3 and M3 stuff on Genesis going to G8M and F so no clones to skip the domino process.
I could make clones, did on my other PC but that too has it's issues.
Export from Daz never comes back in as a morphAlso, you have to be careful what tools you use in zbrush. A lot of the nice and fancy features changes polygon count. If the polygon count changes at all, it cannot be used as a morph.
IMPORT OUTFIT+TEXTURE FROM CLO/MD TO DAZ! HELP!!!Export as OBJ, using cm as the unit, then import into DS at 100% - assuming you modelled around an exported DS figuer exported at 100% that should line up, you can then use dForce to simulate or transfer utility to rig (or both in turn)
Export from Daz never comes back in as a morphHello.
A friend wanted me to make his face and make it Dazable!(tm). Following tutorials online, I exported out the Genesis 8 Male by GoZ into Zbrush and then sculpted the head. According to the tutorial [https://www.youtube.com/watch?v=MtYFaIZah6A] I should be able to goZ it back to the OG. However, when I do it never let's me add it as a morph, only as a new character. The guy from the tutorial talked about another way, just exporting the mesh as an OBJ, importing to Zbrush, change things, and then use Morph Loader Pro to do the morph and he mentions that you can't change the vert order or it won't work. But that one doesn't match, either.
So I did some digging. Some people say to use the Dev model version of the Gen8 Male. I did that. Some say don't use the eyelashes. Did that. None of it comes in.
What's more, is that I exported both in GoZ and with a regular OBJ export and then imported it right back in w/o changing anything and it *still* doesn't see them as the same object.I'm wondering if there's something in the export settings that are changing the vertex order?
I also tried to use the Transfer Utility to transfer the weights and rigging from the OG Gen 8 model to the new Alex Model (that's his name, the guy that wanted me to make his face), and a lot of the face verts never get transfered, but the rest of the body seems to do pretty well. That's probably got something to do with how different the face looks. My model is asymmetrical (as most faces are, of course) and the nose is shifted out from anywhere near the nose on the OG Gen 8.
I'm not sure what I'm doing wrong and I'm not sure if there's a decent work around to this issue. Any help would be greatly appreciated.









