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  • Is there a maximally identical uv for genesis 1 and female 8?

    WendyLuvsCatz said:

    it really depends what you are wanting to do

    it you want to transfer textures between generations you can do that using vertex painting and clone shapes

    I use Ultimate Unwrap 3D to do that but Blender and Zbrush can do it too

    morphs you can do in DAZ studio itself without UV's being involved, just clone shapes obj exports and morphloader are many threads on it

    basically you need to fit your target figure to your source figure as clothing (you need a clone shape),

    https://www.daz3d.com/mmx-genesis-9-clones-for-all

    dial up the morph

    no subdivision, convert the fitted figure to a prop

    export it as an obj and load it into morphloader

    there is a bit more

    I also find G1, G2 and G3 T pose an issue with G9, I have to A pose them before converting the clothing figure to prop

     by morphloader do you mean morph loader pro?
    As far as I know it only works with identical mesh, if the mesh do not match, the program writes an error

    By

    zeni1agent zeni1agent March 2025 in Technical Help (nuts n bolts)
  • AI as render engine

    Ai image generation tech, such as stable diffusion, does not simulate light bounces like Iray, or have a 3d reference of the scene. So it's more like post processing on an already-rendered image.

    You can give stable diffusion extra information about 3d space using ControlNets. That can help reduce the divergence from your original input image as the ai reimagines it.

    For example, you can use a normal map to indicate surface directions, and a depth map to show each object's distance from the camera, canny or lineart to preserve detail areas, and tile to maintain overall composition. Other tools can do object recognition or body parts recognition, like automatically detecting and detailing eyes, or style transfer to completely change the look and feel.

    Daz Studio can already render some of the maps useful as input for ControlNet. (Depth and Normal in particular.) So somebody could definitely make a plugin to help smooth the workflows. Some future iteration of Daz Studio could also push a scene into the cloud, render it in Iray or Filament, and help apply some ai post processing without the user needing a powerful PC or fiddling with a complicated stable diffusion setup. ie There's some opportunity to make tools like stable diffusion more accessible to 3d artists.

    By

    Cam Fox Cam Fox March 2025 in The Commons
  • Diffeo - Baking to FK isn't working

    Hi Padone,
    Thanks for looking into this! I really appreciate your help.
    I'll try transfer IK>FK. That sure sounds like it would fit the bill.

    I'm not planning on going back to DAZ, just wanted to point out that this currently wasn't possible with Bake to FK.
    I'm used to frequently bake to the skeletal bones, so no fancy IK features are needed any longer at that point and all constraints can be deleted.
    Otherwise the animation just gets too convoluted, with multiple constraints pulling bones in different directions.

    By

    DrGonzo62 DrGonzo62 March 2025 in Blender Discussion
  • Diffeo - Baking to FK isn't working

    I'm not sure what Thomas intended "bake pose to FK rig" for. Actually to bake IK to FK I rather use "transfer IK > FK" in the MHX panel, animation tab, which works fine. However, if you plan to export the blender animation back to daz, then be aware that daz can't provide all the fancy IK features of MHX, as "tweak bones" or "stretchy limbs" for example, so you have to turn them off.

    Below the settings I'd use for MHX to daz. I'm also suggesting a preset to Thomas which could be useful to others as well.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/2434/

    By

    Padone Padone March 2025 in Blender Discussion
  • Removing an old path from Modify Assets save out dialog??

    I don't know if it'll apply to your situation but you can also manually move the morph file into another library, as long as you're respecting the relative path.

    I'm regurlarly making morphs to adjust a piece of clothes to a character's shape and I usually place them in a special library (to make it easier to have a backup), localed to '[drive]/Morphs' but sometime, I forget to change the path, so some of them ended inside 'My DAZ 3D Library':

    '[drive]/My DAZ 3D Library/data/[name of the PA]/[product]/[piece of clothes]/Elor/Base/[character]_body_bs_Body.dsf'

    I just moved it inside my Morphs library:

    '[drive]/Morphs/data/[name of the PA]/[product]/[piece of clothes]/Elor/Base/[character]_body_bs_Body.dsf'

    And it worked.

    On the subject of this UI element, is there a reason why the product name defaults to 'Product' when PAs usually use 'Base' instead ? And is there a way to change the default value ?

    Last question: is there a way to easily select the morph I just modified when I wants to save ? Because browing all the hiearchy to end in [Product Name]/Actor/Full Body/People/[Feminine/Masculine]/ was already tedious the first time :o

    By

    Elor Elor March 2025 in The Commons
  • Is there a maximally identical uv for genesis 1 and female 8?

    it really depends what you are wanting to do

    it you want to transfer textures between generations you can do that using vertex painting and clone shapes

    I use Ultimate Unwrap 3D to do that but Blender and Zbrush can do it too

    morphs you can do in DAZ studio itself without UV's being involved, just clone shapes obj exports and morphloader are many threads on it

    basically you need to fit your target figure to your source figure as clothing (you need a clone shape),

    https://www.daz3d.com/mmx-genesis-9-clones-for-all

    dial up the morph

    no subdivision, convert the fitted figure to a prop

    export it as an obj and load it into morphloader

    there is a bit more

    I also find G1, G2 and G3 T pose an issue with G9, I have to A pose them before converting the clothing figure to prop

    By

    WendyLuvsCatz WendyLuvsCatz March 2025 in Technical Help (nuts n bolts)
  • Is there a maximally identical uv for genesis 1 and female 8?

    zeni1agent said:

    WendyLuvsCatz said:

    there isn't one, the best one can do is use the geograft products by Cayman  or transfer using vertex painting

    https://www.daz3d.com/cayman-studios#index=6&filtered=1

    if you have Autodesk Maya I believe you can transfer UV mapping but the surfaces between G1 and G8 are different 

    and for this the geometry(shape) should not match as much as possible? 

    and I didn't find the product for genesis 1 in the link you sent

    I don't believe you'll find one. There is one for Genesis to Genesis 3:

    https://www.daz3d.com/genesis-3-uvs-for-genesis

    But I think that's as close as you'll get. You could do it in two steps, Genesis -> Genesis 3, then Genesis 3 -> Genesis 8.


    Check which texture sets you're considering transferring and check in DAZ Studio which mapping they actually use. While there is a generic Genesis Male and Genesis Female UV set, I don't know how many Genesis characters actually used them. You might find that many of the characters for Genesis used either Victoria 4 or Micheal 4, and not the Genesis Male and Female UVs. Other than that, character creators tended to make their own UVs when their characters required it.

    Here's a list of the UVs available to my Genesis characters:

    By

    wsterdan wsterdan March 2025 in Technical Help (nuts n bolts)
  • Is there a maximally identical uv for genesis 1 and female 8?

    WendyLuvsCatz said:

    there isn't one, the best one can do is use the geograft products by Cayman  or transfer using vertex painting

    https://www.daz3d.com/cayman-studios#index=6&filtered=1

    if you have Autodesk Maya I believe you can transfer UV mapping but the surfaces between G1 and G8 are different 

    and for this the geometry(shape) should not match as much as possible? 

    and I didn't find the product for genesis 1 in the link you sent

    By

    zeni1agent zeni1agent March 2025 in Technical Help (nuts n bolts)
  • Is there a maximally identical uv for genesis 1 and female 8?

    there isn't one, the best one can do is use the geograft products by Cayman  or transfer using vertex painting

    https://www.daz3d.com/cayman-studios#index=6&filtered=1

    if you have Autodesk Maya I believe you can transfer UV mapping but the surfaces between G1 and G8 are different 

    By

    WendyLuvsCatz WendyLuvsCatz March 2025 in Technical Help (nuts n bolts)
  • dForce - fp16, fp32 or FP64 ?

    Richard Haseltine said:

    I don't think this has been stated. Have you tried running some tests, just draping a fairly high division plane over another primitive for example?

      Hi, thanks for replying, yes, though I was hoping someone from Daz would chip in and give a definitive answer.
      Not their first line support, because I know they don't know their software that well from a technical point of view, they seem to be more there for usage questions -  I had some interaction with them, where I could see luckily I am an IT person and was even a DBA, or I would have spent literally weeks to do everything they told me, when actually the problem I had was simply related to a morph (and the hint in the right direction was actually in the fora here on the web site, given by an user).
       Someone who is more deeply in the inner details/specifications or development could have answered giving direclty the answer.

       I tried to run some scene through the different cards, and the results are definitively.... inconclusive ! :-D
       There is a slight difference, but we are talking in general of about 2.5 minutes over 157 minues (the other runnings had similar results, in one way or another), less than 2% - even considering that between optimal testing, and real use (I did not have only Daz running on the computer, though the cards I used for the sims where not the one connected to the screen) there is always a distance, this does not reflect the difference between the theoretical card performances, in any area.
       If it was FP16 the older card would be faster, if it was FP64 the older card would be hugely faster (like 8 times the speed), if it was F32 the newer card would be faster, but in a much more visible way (like 30% or so).
       Both cards support OpenCL 3.0, that is why both can be used for dForce.
       OpenCL is meant so that one can run the same application on GPU and CPUs of different makers (Nvidia, AMD, Intel), and can even parallelise between different GPUs and CPUs in the same computer, even from different makers,. It is logical it was used for Daz Studio, so it could work whether there was no GPU acceleration, Nvidia GPU, AMD GPU or Intel GPU.
       There are three ways to parallelise OpenCL, hence take full advantage of having multiple cards and multiple CPUs: 1) the software is made considering parallelisation; 2) the software is made with "standard" OpenCL but uses a parallelisation library that deals with the parallelisation (linked at compilation time); 3) the software uses a tool that allow OpenCL parallelisation at execution (though that was an academic article, I have to check how it was implemented, it may not be possible to use it at all, both for technical and possibly legal reasons).
       But the results, and the fact one can select only one card for dForce, mean Daz Studio is using none of these methods.
       The difference between the non-parallelised Daz Studio OpenCL and the parallelised Iray, is visible in the  fact that the same scene I used needed 1h57-1h55 for the simulation, but Iray rendering takes a couple of minutes, because it uses all three card at once.
      It is true that a physics body simulation is not exactly the same as rendering, but even with the optimisations of the newer cards, rendering with raytracing is anyway actually a physics simulation (simulating the path or rays of light).
     
      I guess I will have to see if the old trick of starting a second instance still works, so I can have one instance doing dForce on one scene using one card, while I use another instance to work on another scene, and eventually render (excluding from Iray rendering the card used for dForce, just to be on the safe side),  in parallel, that can also be a way of being able to work faster and take advantage of CPUs and GPUs in the machine.      

         

    By

    alofaro alofaro March 2025 in Daz Studio Discussion
  • Is there a maximally identical uv for genesis 1 and female 8?

    I have a special addon in blender that can transfer textures and morphs from one model to another by uv

    I want to transfer data from genesis 1 to genesis female 8.

    I know about Genesis Generation X2 but it doesn't work for me.

    please share uv for genesis 1 and 8

    By

    zeni1agent zeni1agent March 2025 in Technical Help (nuts n bolts)
  • G8M body hairs to G8.1M

    vwrangler said:

    What puzzles me is, what's different about body hair and head hair? There doesn't seem to be an incompatibility issue with the dForce head hair that exists. I wonder if the skull cap that they all use prevents this issue from happening. 

    The difference is that head hair is grown on a haircap, while body hair is grown directly on the skin. That makes it dependent on the surface names, which don't match between 8 and 8.1. What I've done in the past is load the density map on a G8.1 using G8 UVs, map transfer torso to head and body, then apply the maps to their respective surfaces on the hair.

    By

    Gordig Gordig March 2025 in Daz Studio Discussion
  • Let's appreciate/discuss today's new releases - more ongoinger thread

    I like Cinnabar's morphs, but their textures don't really suit my style. I was curious how Finley would look with other textures, and I like the result. (Morph is 100% Finley, but with VO Mariko proportions at 50% to shorten him a bit, some teeth morphs from NG Build Your Own Smile Orthodontics, and iris morphs from Natural Eyes II. Texture is Dexon3D's Cody from RenderHub with Nathan 9's eyes; eyebrows are Finley's; lashes are Soto's Lashes Utilities for Genesis 9; hair is XYZ's Modern Undercut; brows, lashes, and hair use Revolution Omni Shader; t-shirt is OOT's Masculine Modern Shirt Collection; and the light is one of the iRadiance HDRIs.)

    By

    Zaarin Zaarin March 2025 in The Commons
  • Smoothing Belly

    Easy Shape Master and Vinme Morphs for Genesis 9 both have morphs for Belly Smoothing (ss1). But if you know Blender, you can quickly smooth the belly (by using smooth brush and import as a morph to G9) for free ~~ (ss2)

    By

    crosswind crosswind March 2025 in New Users
  • Smoothing Belly

    I don't think there would be a simple solution since the definition is probably being supplied by a custom-sculpted figure morph. If the figure has a split head and body morph (as many figures do) you can dial the body down to zero and perhaps recreate the parts you did want from other morphs? If you still wanted the rest of the body morph then there is the Shape Splitter product in the store but I don't have experience with that so not sure how easy that is or whether it will do what you want.

    By

    SofaCitizen SofaCitizen March 2025 in New Users
  • Issues with Eyebrow Animation and Motion Transfer from Daz Studio to Cinema 4D

    Hello,

    I created multiple animations using the Genesis 9 figure in Daz Studio. Some of these animations include eyebrow movements, which were created using the Pose Controls. However, when I transfer the animation to Cinema 4D using Daz to C4D, all other motions transfer correctly, but the eyebrow movements do not.

    Even when I export the animation as an FBX file, the eyebrows remain static in Cinema 4D. In fact, I’ve noticed that some other animations from Daz Studio also don’t import correctly into Cinema 4D.

    Is there a way to fix this issue? Or is it a known limitation that Daz animations don’t fully transfer to Cinema 4D? I would appreciate any advice or solutions.

    Thank you.

    By

    dydgnsska81 dydgnsska81 March 2025 in Technical Help (nuts n bolts)
  • Diffeomorphic and HD Morphs Question

    Cozy said:

    Thank you so much for the explanation and interpretation!

    Once you have applied all your HD morphs onto your character in Daz Studio and dialled up viewport SubD, then you have created a HD character shape whch you can export via diffeomorphic.  Note that the HD 'shape' will appear in Blender on the modifiers tab as a multiresolution modifier. It wont be a shapekey aka "morph" in Blender but rather an HD sculpt that is baked into the multires modifier.

    By 'applied all your HD morphs', do you simply mean using the dials? Sorry to ask, but I just wanted to make sure.

    If I see the effects in the viewport, do I still need to increase the SubD? Right now, 'SubDivision Level' is 2 and 'Render SubD Level (Minimum) is 3, and these are unchanged from default but still show the desired results.

    Understood on the multires.

    https://bitbucket.org/Diffeomorphic/import_daz/wiki/Export/High-resolution Export To Blender

    Please note that the HD information is baked from the viewport, so in daz studio you need to set the viewport subdivision to the desired level before exporting.

    If you think Subd2 level of 2 is enough, then thats enough. Some vendors make HD morphs at like higher levels though. Up to you what level of detail you want.

     

    If you want to have a HD shapekey or HD "morph" in Blender, i.e., something that you can dial up and down, then you can't do that unless you bake into a Displacement Map (i.e., by using the Xin HD addon to do this). Blender doesnt have any such thing as an HD shapekey/HD Morph system. The closest thing we have is dissolving between or layering on different displacement maps. Xin's addon can convert HD morphs from Daz Studio into displacement maps and then hook them up to drivers so you can dial them up and down in Blender.  Doing it manually would be very tedious.

    So i think what Padone is getting at is (using their own definitions)

    "HD Shape" = your HD character shape from Daz Studio (which could be constituted from 100s of various HD morphs) that Diffeomorphic bakes into the multires modifier in Blender. The multires modifier can only be set to either on or off, by turning on the Modifier in your modifier stack in Blender. It cant be dialled up or down in Blender.  In this way it is a baked shape and you cant dial in the various HD morphs like HD glutes or HD cellulite.  The whole HD cahracter shape is either on or off depending if you have the multires on or off.

    "HD Morph" = something more dynamic that can be dialled in/out as needed in Blender. You have to bake these component HD morphs from Daz to displacement map using Xin's HD addon because Blender doesnt support multires shapekeys.

    Understood on Blender not having that. The main confusion I had was over the dials and Padone's definitions. Since I don't want to dial them up and down, I don't need to use Xin's, is that right? As such, all I need to do is follow Diffeo's HD Tools' documentation found here: https://diffeomorphic.blogspot.com/2020/09/high-resolution-meshes.html Is that correct?

    Thanks again for the help!

    In daz studio, there are some things like HD correctives and HD facial expression morphs which would be useful to have set up with drivers using Xin's HD addon, but up to you if you want those additional features.

    If you just want your HD character from daz studio viewport, then diffeo's export HD option will put that on the multires modifier.

    By

    lilweep lilweep March 2025 in Blender Discussion
  • Diffeomorphic and HD Morphs Question

    Thank you so much for the explanation and interpretation!

    Once you have applied all your HD morphs onto your character in Daz Studio and dialled up viewport SubD, then you have created a HD character shape whch you can export via diffeomorphic.  Note that the HD 'shape' will appear in Blender on the modifiers tab as a multiresolution modifier. It wont be a shapekey aka "morph" in Blender but rather an HD sculpt that is baked into the multires modifier.

    By 'applied all your HD morphs', do you simply mean using the dials? Sorry to ask, but I just wanted to make sure.

    If I see the effects in the viewport, do I still need to increase the SubD? Right now, 'SubDivision Level' is 2 and 'Render SubD Level (Minimum) is 3, and these are unchanged from default but still show the desired results.

    Understood on the multires.

    If you want to have a HD shapekey or HD "morph" in Blender, i.e., something that you can dial up and down, then you can't do that unless you bake into a Displacement Map (i.e., by using the Xin HD addon to do this). Blender doesnt have any such thing as an HD shapekey/HD Morph system. The closest thing we have is dissolving between or layering on different displacement maps. Xin's addon can convert HD morphs from Daz Studio into displacement maps and then hook them up to drivers so you can dial them up and down in Blender.  Doing it manually would be very tedious.

    So i think what Padone is getting at is (using their own definitions)

    "HD Shape" = your HD character shape from Daz Studio (which could be constituted from 100s of various HD morphs) that Diffeomorphic bakes into the multires modifier in Blender. The multires modifier can only be set to either on or off, by turning on the Modifier in your modifier stack in Blender. It cant be dialled up or down in Blender.  In this way it is a baked shape and you cant dial in the various HD morphs like HD glutes or HD cellulite.  The whole HD cahracter shape is either on or off depending if you have the multires on or off.

    "HD Morph" = something more dynamic that can be dialled in/out as needed in Blender. You have to bake these component HD morphs from Daz to displacement map using Xin's HD addon because Blender doesnt support multires shapekeys.

    Understood on Blender not having that. The main confusion I had was over the dials and Padone's definitions. Since I don't want to dial them up and down, I don't need to use Xin's, is that right? As such, all I need to do is follow Diffeo's HD Tools' documentation found here: https://diffeomorphic.blogspot.com/2020/09/high-resolution-meshes.html Is that correct?

    Thanks again for the help!

    By

    Cozy Cozy March 2025 in Blender Discussion
  • Diffeomorphic and HD Morphs Question

    Once you have applied all your HD morphs onto your character in Daz Studio and dialled up viewport SubD, then you have created a HD character shape whch you can export via diffeomorphic.  Note that the HD 'shape' will appear in Blender on the modifiers tab as a multiresolution modifier. It wont be a shapekey aka "morph" in Blender but rather an HD sculpt that is baked into the multires modifier.

    If you want to have a HD shapekey or HD "morph" in Blender, i.e., something that you can dial up and down, then you can't do that unless you bake into a Displacement Map (i.e., by using the Xin HD addon to do this). Blender doesnt have any such thing as an HD shapekey/HD Morph system. The closest thing we have is dissolving between or layering on different displacement maps. Xin's addon can convert HD morphs from Daz Studio into displacement maps and then hook them up to drivers so you can dial them up and down in Blender.  Doing it manually would be very tedious.

    So i think what Padone is getting at is (using their own definitions)

    "HD Shape" = your HD character shape from Daz Studio (which could be constituted from 100s of various HD morphs) that Diffeomorphic bakes into the multires modifier in Blender. The multires modifier can only be set to either on or off, by turning on the Modifier in your modifier stack in Blender. It cant be dialled up or down in Blender.  In this way it is a baked shape and you cant dial in the various HD morphs like HD glutes or HD cellulite.  The whole HD cahracter shape is either on or off depending if you have the multires on or off.

    "HD Morph" = something more dynamic that can be dialled in/out as needed in Blender. You have to bake these component HD morphs from Daz to displacement map using Xin's HD addon because Blender doesnt support multires shapekeys.

    By

    lilweep lilweep March 2025 in Blender Discussion
  • Diffeomorphic and HD Morphs Question

    How can I tell if something is an HD shape as opposed to an HD morph?

    You state 'The HD shape must be visible in the daz viewport when we export', and I see the desired shape on the character. However, this was done via HD morphs.

    In the products' own words, they are:

    Body Diversity Morphs for Genesis 8 Female(s)
    Included Morph Dials (.DSF):
    Partial Lower Body Dials:
    Cellulite HD

    and

    Glutes Utilities HD Morph:
    Cellulite HD

    Looking into the files, they both have .dhdm files, so I assume this confirms that these are HD morphs? Does this mean the character mesh is now an HD shape or is 'HD shape' referring to the fact that more geometry is needed?

    Also, when you say 'HD morphs imported without the Xin addon do work, but will only affect the base mesh, not the HD layer.', what is the difference between the base mesh and the HD layer?

    Is the HD layer a means of improving performance rather than relying on the geometry of the base mesh or are both affected regardless when using Xin's?

    I don't know if this is relevant, but I don't plan on changing the morph once the desired look is present in Blender since it isn't an expression if that influences whether I should use the HD tools in Diffeo as opposed to Xin's.

    Thanks again for any answers you can provide!

    By

    Cozy Cozy March 2025 in Blender Discussion
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