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Daz 3D Forums > Search
  • May 2020 - Daz 3D New User Challenge - Using Props and Push Modifiers/Deformers

    Ooo Rainbow unicorn, I love it :3
    Skipped this competition, my ideas didn't want to look on my screen how I imagine them.

    I have a few super late questions about modifiers/d-formers:

    Is there a way to associate more modifications to the same slider? For example, if I used push modifiers to make horns or elf ears or something like that which would require modifying the basic model 2 places.

    You can have two or more active dForms and when you use Spawn Morph it will create a single morph that is the compound effect of the dForms

    I might not have watched the videos carefully enough but wasn't clear, can these modifiers be used on dForce objects? Like to change the basic shape and use dforce simulation after the modifier is applied, or the opposite: first dforce stuff and then modify it with the modifier?

    Yes, dForce will stack with other modifiers - once a mesh is dForce you can do anything to it, and if you run a simulation it will drape over the morphed or dFormed shape of the target items.

    By

    Richard Haseltine Richard Haseltine June 2020 in New User Contests and Events
  • Retired

    Is Phil's product an entire or almost entire sphere? or does it only cover the Cornea/Iris/Pupil area?

    Normally [i.e. for clothing] the normal steps taken for making the item 'fit to' work fine - within reason. For a few areas, such as the crotch for G8M, there are jcms that have to be dealt with, matched, or somehow addressed. Extreme morphs may require an additional morph for the clothing to fit over any peculiar areas - or to smooth them or whatever. [extreme meaning for morphs like Gorilla, Freak, child size, etc.]

    Sometimes there still is value for to have/use skin clothing.

    Sometimes it boils down to how much time does one want to spend making something. And how concerned one might be for messing up the rigging of valuable purchases.

    Daz Studio has many features, some of which I have not yet investigated. There is one for transferring active morphs. However clothing usually 'picks up' any morphs applied to the figure and it is not necessary to be adding to the storage folders all the additional morphs.

    No there are no additional steps for 'binding' one mesh to the other ... save that the closer the mesh is to the figure the more likely it is to work well. That being said, there is an issue with Iray and that eyesurface layer of the G8 figures ... away from the 0,0,0 position it tends to render black. So with my contacts for reflections I was trying to have it [hopefully] far enough away from the rest of the eye to avoid that but not so far as to be intersecting with the rest of the face.

    Some ideas work better than others ;-)

    In the upcoming tutorial notes, I'll be showing of the various morphs which apparently come into play with Hitomi's eyes. Trying to keep my work flow on the simplier side, decided it would be better to simply make a new lens for Hitomi.

    Hello Catherine3678ab!

    I'm sorry for mixing my messages/projects here.

    The good news is I was able to complete "phase 1" of creating and adding a 'Genesis1' UV map for Philw's product, basd on your great hex notes in your tutorial thread. I didn't follow them exactly, but the ideas were plenty complete to guide me along with my Hex skills/gaps and it works - I have a new dsf file with a working alternate UV-map! Yay and thanks! I'm curious how the tutorials you are working on will read now that I've sloppily hacked my way through a method and now have a frame-of-reference. Maybe an 'ah-ha!' or two awaits me!

    Philw's product looks like an exact blend of the Gn1 5_Sclera and 5_Cornea mesh surface sections, with an added expansion or offset morph like you mentioned was needed for the contact black-eye problem in IRAY. When parented/fit-to'd the Gn1 Eyeball, his mesh seems to 'do the right thing' with the more extreme eyeball morphs available to the Genesis1 figure.

    While I will soon try to make a G2 version of the UV map - maybe I'll wait for your pending tutorial and take the smart way...) - I am equally (if not more) interested in doing the same with your contact lens mesh - which is why I was asking about the 'conform' capabilities when adding meshes to a figure like we're doing. (this is the project "mixing" I mentioned - same result, different approaches).

    Bottom line, I think I can create alternate UV maps for existing products now - maybe badly, but I understand the ideas, thanks!

    Moving forward, I'm now curious if we can (or even need to) tweak the contact lens mesh save/export scheme to allow it to follow the various Gn1 figure morphs automatically and correctly. It may do this already, so I suppose I should go try it on a Gn1 and add the Hitomi morph and see what it does.

    The geoshell concept was mostly for discussion/feedback/... as a point of possibilities and interest. (zillion ways to skin cats, etc.)

    FWIW, I've attached some images of the philw product and the original/alternate UVs I was able to make:

    Orig Gn1 Sclera mesh (note empty cornea in front):

    Gn1 Sclera

     

     

     

     

     

    Philw's mesh - ~= Gn1 Sclera + Gn1 Cornea meshes

    Philw's Mesh (Gn1 Sclera + Cornea)

    Original EyeSurface Product UVs (don't overlap w existing Genesis reflection images):

    Newly created UV maps (now overlapping the existing Gn1 UV Sclera and Cornea maps - mostly):

    new maps

    (I've included these images for you and anyone who is wondering what the heck we are talking about here... :)

     

    cheers and thanks. This is very useful/interesting!

    --ms

    Wonderful! Happy to hear that you got something working for you :-)

    I have a good mentor here!

    Phil's mesh has more of the sphere than mine does - maybe that's the way I should have made it too lol ...

    For reflections, I can't see there being a need for any more than what you did.

    I am interested in what your discoveries might be for the contact lens and Hitomi {or any other extreme morph}. I have been trying to work on possibly too many projects at once. BUT I have edited all the images for the next tutorial. Next comes an attempt to proof read them and package them into a .pdf.

    Here's another something I'm working on. A bit of a face morph which will hopefully get a skin set too. Shown with Dante's DMC5 Stubble and Bentley's Brows.

    Seems like a rather approachable friendly fellow! ("he" looks like another very believable - not too perfect - figure/character). Fun to see that magic as it occurs.

    Don't rush on the tutorial. Of course, I'm more curious than before, having had a success to compare, and anyone going down this path later will be certain to appreciate your approach, so it will be great when you get it done, but no pressure.

    Nice job on your new character!

    cheers,

    --ms

    By

    mindsong mindsong June 2020 in Freebies
  • How do I: DS Timeline?

    In Keymate/Graphmate, there is an option to select which properties (or key types) to show keys set for: TR, TRS, or TRSV.  For the DS Timeline, I can select TRS properties (I have property types set to TRSAH), but I have not figured out how to show a key set for the nodes that have "value" properties set at a particular frame.  For example, if I go to frame 15, and change a morph value on a hair, I can see that a key set in the graph pane but I do not see a key set in the timeline view.  This is very important as I may have values set somewhere along the timeline and not even know where they are set because a key does not show in the timeline.  How to fix? 

    Thank you.

    By

    artistb3 artistb3 June 2020 in Daz Studio Discussion
  • TritiumCG Freebie Thread

    Just fiddling around with your Kate morph. I don't know about a perfect likeness, but I like the character regardless. Just a few 3Delight test renders. Thank you for all your work and generosity!

    You're welcome, thank you for putting her to such good use. :)

    Just 0.02 from someone who has zero experience in 3D sculpting.  The only one I've tried is Kate Mara since I don't know the othe people or game characters.  The morph is very good at capturing the outline of her face but it does not say Kate Mara IMHO.  I think the reason is that the morph is missing her two most prominent features: the chin dimple and the nose (the tip and philtrum?).

    It's still a very pretty and unique face though and thank you for sharing them. 

    I tried so hard to get Kate's nose right, I really did. I literally spent hours. It's hard to admit defeat but at some point I just had to call it (I want to blame it on a lack of geometry in G8F's face, but that may just be an excuse for my lack of skill). :,( All I can hope is it'll serve as a good base to start from or at least as another pretty face for the genepool.

    Here's the latest three, Julia Kyoka came out really nice though I think (she has such a smooth body it was a delight sculpting her features):

    https://www.deviantart.com/tritiumcg/art/Lexi-Sindel-Head-Morph-for-G8F-829403352 | https://www.deviantart.com/tritiumcg/art/Julia-Kyoka-Head-and-Body-Morphs-for-G8F-829620669 | https://www.deviantart.com/tritiumcg/art/Kate-Mara-Head-Morph-for-G8F-830230704

    I think without the DAZ Studio HD tools the only way you can get details like the nose nearly exactly similar is use normals and/or displacement in DAZ Studio and that means you've need to create those by creating those maps after a hi-res sculpt in another program and creating those maps there with intent to use in DAZ Studio only. A very roundabout and suboptimal way of doing things for sure.

    Yeah it would be really nice to get my hands on those HD tools, I was even thinking of publishing at least one product just to get access to those. I might still down the road.

    AFAIK even if you would do that, You wouldn't be allowed to use them on free figures... They are supposed to be only used for figures sold through the DAZ shop... Not 100% sure, as I'm not a PA or DAZ representative, but that's what I think to have gathered from posts in this forum...

     

     

    Just 0.02 from someone who has zero experience in 3D sculpting.  The only one I've tried is Kate Mara since I don't know the othe people or game characters.  The morph is very good at capturing the outline of her face but it does not say Kate Mara IMHO.  I think the reason is that the morph is missing her two most prominent features: the chin dimple and the nose (the tip and philtrum?).

    It's still a very pretty and unique face though and thank you for sharing them. 

    I tried so hard to get Kate's nose right, I really did. I literally spent hours. It's hard to admit defeat but at some point I just had to call it (I want to blame it on a lack of geometry in G8F's face, but that may just be an excuse for my lack of skill). :,( All I can hope is it'll serve as a good base to start from or at least as another pretty face for the genepool.

    Here's the latest three, Julia Kyoka came out really nice though I think (she has such a smooth body it was a delight sculpting her features):

    https://www.deviantart.com/tritiumcg/art/Lexi-Sindel-Head-Morph-for-G8F-829403352 | https://www.deviantart.com/tritiumcg/art/Julia-Kyoka-Head-and-Body-Morphs-for-G8F-829620669 | https://www.deviantart.com/tritiumcg/art/Kate-Mara-Head-Morph-for-G8F-830230704

    I think without the DAZ Studio HD tools the only way you can get details like the nose nearly exactly similar is use normals and/or displacement in DAZ Studio and that means you've need to create those by creating those maps after a hi-res sculpt in another program and creating those maps there with intent to use in DAZ Studio only. A very roundabout and suboptimal way of doing things for sure.

    Yeah it would be really nice to get my hands on those HD tools, I was even thinking of publishing at least one product just to get access to those. I might still down the road.

    AFAIK even if you would do that, You wouldn't be allowed to use them on free figures... They are supposed to be only used for figures sold through the DAZ shop... Not 100% sure, as I'm not a PA or DAZ representative, but that's what I think to have gathered from posts in this forum...

     

    That's what I've gathered as well from posts plus, it's not free ;-)

    And my dream is crushed. :(

    BTW, relative to the earlier discussion regarding the nose of the Kate figure and the difficulty of achieving the creased effect in the septum/tip, there is a solution in the form of a morph slider if you have the following morph package:

    https://www.daz3d.com/rarestone-s-face-morphs-collection-for-genesis-8-female

    Just crank the included slider and boom!, you're done.

    Also a merchant resource! Doesn't count for freebies though I would guess. :/ I need the sculpting practice anyway...

     

    BTW, there's an update to the Kristen Stewart morph I uploaded today, it fixes a small error in her left eye. I mean I don't think it was ever really noticable in an actual render, but just in case I urge you guys to re-download: https://www.deviantart.com/tritiumcg/art/Kristen-Stewart-Head-and-Body-Morphs-for-G8F-841957993

    By

    TritiumCG TritiumCG June 2020 in Freebies
  • [Released] Cocktails! [Commercial]
    It's done now!

    Used one of the poses from the Advanced Seated Poses and applied the preset from the Fancy Cocktails pose pack - works like a charm!

    That's gorgeous! Perfect use of the tilt morph, and love the way the straw is just touching her glasses!

    By

    Those Things Those Things June 2020 in Daz PA Commercial Products
  • Import custom 3D model and use Genesis morph

    @ dmputa

    Licensing aside as long as you don't distribute the unity game I guess it counts as feasibility study.

    Over the time I made a few screenshots of the important settings and dialogs here you have them with short instructions. These are my ten steps to success even if you are not an expert. I hope it works for you.

     

    1. hide everything in the scene but the genesis figure, select it and go to Parameters pane set Mesh Resolution to Base

    2. File>Export choose Wavefront OBJ

    3. Daz Studio export OBJ options

    4. in Blender File>Import>Wavefront OBJ in the bottom left corner you will see these options set them like showen Keep Vert Order / Forward / Up - press the plus button to save a preset

    5. do your decimation try the Decimate Modifier select it from the Add Modifier menu with the settings below Un-Subdivide Iterations:2

    6. export the decimated genesis File>Export>Wavefront OBJ in the bottom left corner again you get some options select them like showen on the right

    - also notice the Forward and Up settings

    - you can add a preset here so you don't have to select everything everytime

    7. back in Daz Studio File>Import (you can also drag and drop OBJs from the file browser into the viewport) you get this dialog set it like showen below

    - it's important too keep the same scale as you exported

    8. now that you have the decimated and the default genesis figures in the scene run the Transfer Utility

    Source Item: original Genesis - Target Item: decimated Genesis

    - uncheck Face Groups and Surface Groups the model got imported with those already

    - Merge Hierarchies is not neccessary

    - select Morph Targets: From Source: All (default is None)

    - select Replace Source With Target - no post transfer options needed

    9. you should also consider to reduce the ammount of surfaces and textures for better game performance - I read somewhere this is important for less draw cycels and better FPS - more Surfaces = less FPS

    - for reducing the ammount of textures and resolution have a look at this post Instructions for using the texture atlas

    - the next thing I would do is to combine several surface groups in the Daz Studio Geometry Editor - just select a few surfaces to combine - if you followed the Instructions for using the Texture Atlas you get a better understanding of which surface is needed and which is not - basicly you would need a seperate shader for skin, eyes, mouth maybe an extra for teeth thats it

    - right-click on a surface in the list and choose Add Selection to Surface (I didn't found a better picture to show that)

    10. the latest step would be exporting the genesis figure with clothes as FBX I can't help you with that

    There are also a few youtube tutorials that explain this eg. Daz3D Genesis3 to Unity3D - Full Tutorial - Youtube

    Sorry for necroposting but when i follow this steps the result always looks like this:

    could someone tell me what im doing wrong?
    I use DAZ Studio 4.12 and Blender 2.83

    By

    Sspettmann Sspettmann June 2020 in Technical Help (nuts n bolts)
  • Does anyone know if Tied Up for Genesis 2 works on Gen 3 and 8 characters?

    Hello All,

    I had noticed that Tied Up! For Genesis 2 (Item # 18393) is on sale now and I wonder if this works on Gen 3 and 8 figures?  If someone has it and can test it out for me, I would appreciate it.

    Yes, I know they have versions for the later Genesis figures, but they rarely go on sale.

    Thank you,

    Geo

    The props seem to load at the appropriate places on a G8, but of course you would either have to edit the pose manually or use a conversion script to get it to work on G3/G8

    So as usual it's either spending time and fiddling around or paying money and fiddling around less ^^

    So what happens if you attempt to just load that prop on a G3 or G8 character?  Does it just not conform to the character properly?  Does it have poke through issues?  Does it spontaniously combust?

    Thank you,

    Geo

    If you just load the prop - without any of the pose files - you have to pose the figure manually and postition and probably scale the prop yourself. Does work - and doesn't explode - but it takes time to do it.

    As I said - pay for the work done by others or keep your money and do the fiddling around yourself wink

    Thanks for the info, but by the time I received answers to my questions above, the sale was already over!  It was only up for one day.

    One  of the biggest advantages to shopping at DAZ is tht you can always buy something to see if it works and, if it doesn't, return it.  FWIW, though, no, the G2 versions of SY's tied up and shackled DON'T work as well, out of the box, with the later generation figures unless you're willing to put in a lot of extra work, for the simple reasons that 1.) they're not smart-propped to the later figures, 2.) they're pre-fitted to a substantially different base mesh, so even if you hand manipulate them into place, they don't conform to the bodyshapes or follow morph changes properly, 3.) the poses included are for the G2 figures, which bend differently, and 4.) the textures for the G2 versions are 3DL only.  That said, I've never come across a similar product from any vendor that couldn't be made to work at least passably on any figure eventually, but it's rather like trying to fit G2F shoes onto the feet of a G8F character... yes, you can do it, but all the added time and effort that you'll have to invest every time you use the item pretty quickly offsets the few dollars you might save.       

    By

    Cybersox Cybersox June 2020 in The Commons
  • exporting issues Little help

    Are the problem morphs actual morphs, or are they controllers thats et other morphs?

    here the problem:

    base character without any morph applied:

     

    now i've applyied the morphs to export:

     

    now time to export, here the option:

     

    here the morphs in the "morph rules list:

     

    now here the result after open the fbx in the maya:

     

    if i uncheck the morph export box then the model is proper exported:

     

    this issue only happens with the morphs added in the "morph rules" if i apply any morph not added in the "rule" then the change is stored in the fbx:

     

    or the problem is with "adding" the morph to that list or it could be the "option" i've choose like you have or "baked" or exported", since i choose "exported" it would means the program is reseting the morph usage in the current figure and export only the "option" to use it outside daz, i gonna make more tests later but as i told it's weird which i never had that issue before, i've aways was able to export the character and able to "double down" if wanted the morphs( by exporting a morphed character and being able to apply again the morph if wanted inside unreal), but somehow it's not allowing anymore, and i can use "only one time the morph" to be fair at first it is not a big deal, at first i just get scared and confuse because i was trying to make a character to use in game and since i've awyas had the export morph checked  never had that trouble even if i was not going to use that morph in the work and that character for some reason was loosing "the changes" without i'm being able to understand why it was happening at firt sight.

     

    By

    Ellessarr Ellessarr June 2020 in The Commons
  • Adiene characters - remove elf ears?

    So sorry, but by separate ear morphs, do you mean both human and elven, or just elven?

    I mean that the elven ears are a separate morph, so you can also have the character with human ears.

    By

    Leana Leana June 2020 in The Commons
  • Adiene characters - remove elf ears?

    I don't have any of their characters either, but I do have several with elf ears and they always have a separate morph slider for the ears despite having no "Add/Remove" options in the content pane or mention in the product details...

    By

    Phatmartino Phatmartino June 2020 in The Commons
  • Adiene characters - remove elf ears?

    Which character- I can't see an Adiene?

    And my guess is that the ear morph is separate.

    Adiene is a vendor. I think Jhulae and Alloralla. Their product description says Apply/Remove Head Morph but no mention if the elf ears are separated from the head.

    I don't have these elf girls, so I can't answer.

    By

    MimicMolly MimicMolly June 2020 in The Commons
  • Adiene characters - remove elf ears?

    Which character- I can't see an Adiene?

    And my guess is that the ear morph is separate.

    By

    felis felis June 2020 in The Commons
  • We can get the open source of DAZ?

    I'm also wondering if Daz is willing to work with an external developer to disclose some functionality details in order to develop a product that could be published on Daz marketplace.

    For example, I am working on material transfer functionality from Daz to Blender, which aims to replicate Iray materials in Blender.

    In order to replicate 100% of Daz materials in Blender, this would require understanding how shader bricks work.

    But because the shader brick implementations details are all hidden, it's impossible to figure out how to replicate many of the shader bricks.

    For now, I don't have a plan to work on the parts which require hidden implementation knowledge. But if Daz is willing to assist, this could be a win-win deal.

    You'd need to ask Daz directly, through a support ticket or perhaps (if this might be a product) through the PA contact.

    By

    Richard Haseltine Richard Haseltine June 2020 in Daz Studio Discussion
  • Need some advice on a short term upgrade to my system

    Here's my advice.  Star building your new PC one piece at a time, starting with parts that will fit into your old Dell.  
    Assuming that your Dell is housed in a micro tower, the motherboard has the normal 24pin ATX power connector so...

    1: Get the planned power supply and install it first. (This will not immediatley boost performance, but will set you up for success)
    2: Double your RAM (2x4GB DDR3 is pretty cheap) (this will not be for your new machine but will allow your current setup to render using the new GPU without issue)
    3. Save up for a Nvidia GPU with at least 8GB of VRAM.

    After this step you will have much improved render times and have 2 parts of your new PC on hand.
    4. Next will be your planned tower.  Transfer the entire computer into the new case for better airflow.
    5. Motherboard + CPU + Cooling + RAM for your planned PC build
    6. HDD + Wifi + other

    This is probably your best spending plan with the smallest amount spent on items that do not transfer over to the new computer.

    By

    JamesJAB JamesJAB June 2020 in Technical Help (nuts n bolts)
  • OBJ File bodysuit convert to Genesis 3 or 8 Clothing

    Does the transfer utility work with models like V3 & V4? (not on my computer with DS at the moment or I'd try it)

     

    By

    richardandtracy richardandtracy June 2020 in Technical Help (nuts n bolts)
  • exporting issues Little help

    Which export format are you using? What options?

    fbx, somehow after made some tests i find the issue which i do feel is weird, because it worked normal before, the problem is on when i mark to "export morphs", it's seen which when i'm trying to export a morphed character which one of his morphs is added in the morph rules" this morph is set to 0 during the process removing the "morph from the character", but i remember it working fince like i could set 100& of one morph then when exporting and using the morph inside unreal i could make the character "even bigger" making crazy stuffs, but that is not my trouble, it's just which now i can't export a "edited character" with morphs if i've used any of the morphs on the list.

    By

    Ellessarr Ellessarr June 2020 in The Commons
  • Rigging: Is it better to do it in Daz or Blender?

    If it's a humanoid you use transfer rigging to your humanoid in DS

    Also, that works only if the pose and proportions roughly match the source figure.

    By

    Richard Haseltine Richard Haseltine June 2020 in The Commons
  • Rigging: Is it better to do it in Daz or Blender?

    If it's a humanoid you use transfer rigging to your humanoid in DS

    Not for freebies ;-) That's permitted for things like clothing.

    Hmmmm, OK, thanks.

    By

    nonesuch00 nonesuch00 June 2020 in The Commons
  • OBJ File bodysuit convert to Genesis 3 or 8 Clothing

    Generally you can rig a clothing item, by using transfer rigging.

    But you will have to specify the refence which should be G3F or G8F, and in order to work the item has to be modelled towards the base character

    Thank you.

    Is there a manual or video to lern it Available?

     

    By

    M_Findt M_Findt June 2020 in Technical Help (nuts n bolts)
  • OBJ File bodysuit convert to Genesis 3 or 8 Clothing

    Generally you can rig a clothing item, by using transfer rigging.

    But you will have to specify the refence which should be G3F or G8F, and in order to work the item has to be modelled towards the base character

    By

    felis felis June 2020 in Technical Help (nuts n bolts)
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