-
How does "Fit To" work?
You're talking about Weight Map transfer which is not part of the Fit To function. You can fit an item to a parent figure with zero weight maps no problem because it's about moving the bones around. This happens whether or not weight maps exist.
Ok, well seems like you have it all figured out.

In case you need some more info, you could always give this a look over Mr Wuzzums.
http://docs.daz3d.com/doku.php/start?do=googlecustomsearch&id=fit-to
Daz Studio Pro BETA - version 4.12.2.60! (*UPDATED*)Extremely long lag times for loading content (e.g., one character).
That basically tells me a log file full of error messages, the more errors you have the longer it takes to load, the more bogged down DS gets the slower it works, and all of that isn't doing your computer any favours either.
The morph handling system in DS4 is basically just an evolution of what we had in DS1, DS2 and DS3, sadly it's far from brilliant. It's main problem is that it reads and processes every single DSF asset file in a figures Morphs folder, and then trys to create the sliders and all of their ERC connections.
What else would it do? Not having the sliders for isntalled products, or having sliders but not the links to make them interact correctly, would hardly enhance usability
This wouldn't be an issue if every morph product was stand alone, and just needed the figures Starter Essentials installed to work cleanly. That sadly isn't the case with most of the morph based products sold here, they require other products to work cleanly, and if you don't have those other products you get error messages in the log.
A lot of products have corrective morphs so that they will work nicely with other products, that doesn't mean they require them.
This is something that needs to be sorted NOW, the way the worlds economy is going the last thing DAZ needs, is for people to be so P'd off at the long load times that they stop buying.
On obvious fix is not to install stuff you are not using. At least in the case of Daz content, when running DS thaT has been allowed to get your order history, you will be prompted to reinstalL anything that is required but not installed - so arguably the issue is "fixed".
...
On obvious fix is not to install stuff you are not using.
While I have personally learned that I need to (and prefer to) have project-specific libs/runtimes in DS, I do not see this as obvious, or an official recommendation by DAZ (I know you are not DAZ) in any way. I even think it would be really embarrassing for them to agree with you, right?
Again, yours *is* a rational solution, but it's hardly obvious, if not diametrically opposed to the current easy-access/always available paradigm (and wish).
At least in the case of Daz content, when running DS thaT has been allowed to get your order history, you will be prompted to reinstalL anything that is required but not installed - so arguably the issue is "fixed".
If so, that sort of reliance on a ever-present network connection, or local library of zips that are installed and uninstalled locally, based on some sort of caching scheme strikes me as a nightmare in the making on so many fronts.
Not a trivial problem to solve, but there are a lot of ways to do it badly!
--ms
Considering that the Daz Installation Manager exists in large part to make it so people can do exactly this (selectively load in/out assets on a need basis so as to keep the Daz Studio/Poser installation running as smoothly as possible) It is both officially sanctioned and fully supported by Daz.
I've never understood how it is so many people seem to overlook this fact. I remember well the days before DIM - It wasn't pretty.
Doesn't Studio come with a database? Use it to write references to all installed morphs. Then when the user loads a figure, read the whole list from the DB to populate the interface with all the sliders. Inject the morph when and only when the slider is moved. Have an option to remove the morph from the figure < configurable > minutes after the user zeroed the morph.
But wait, there's more! Have the database to crawl the library and pickup new items at all times (when Studio is open, and possibly as a user-initiated standalone background task). FreeFileSync can detect changes to terabytes of files in a few minutes, I can't understand why I need to rescan the database/process metadata queue everytime I install stuff in Studio. Also I'd like to be able to search for any speck of dust in my DB. Give me an option to index everything (file names, product names, folder names, file properties etc.). Then give me an option to filter by any number of factors (EG all files created between may 13 and june 15, in X folder of the content library, containing the word Y). Smart content is nice, but too much stuff doesn't appear there. Windows search is not adequate for this task.
DIM is not without merit, but the most user friendly way to manage content is not to trap the user in a dance of adding and removing stuff. Users want to create their monster libraries, keep adding and adding until there's no more disk space or the file system tops its limits*. You reach this goal via automation. Automation means leveraging the damn database.
An interim workaround could be a script which reads the content of a scene and creates a "working library" where only base morphs, used morphs and their subcomponents are copied. Bonus if it allowed importing new stuff from the main library (props, etc. - I know importing morphs would be useless when the figure is already in the viewport).
Having the ability to drop .zip packages directly in the content library, as many games do with addons, would:
- save time and some disk space (both by compression, which Studio already does to some extent, and by lowering the number of partially written sectors),
- make managing content a lot easier,
- I suspect might help with performance: any computer savvy one knows that reading a large file is usually less disk intensive than reading a myriad of small files.
It would be far better for DAZ if users spent their time on the DAZ Store, instead of wrestling their libraries. Also if the user knows that every addition results in a slowdown, said user will choose more wisely and might decide not to buy as many items.
Daz Studio is a nice program, but as it is, it's not scalable. If it was a mailserver, it oculd handle 30, maybe 50 users. 10000 users? forgetaboutit **
* or until your wallet is empty, but this won't impact Studio performance, if you remember about the electricity bill. If you forget to pay the bill, Studio performance will drop to 0. And good luck opening a support ticket about this strange issue.
** I know that a mailserver is not a 3D modeling application, but you get the idea. Mailservers are designed to handle huge traffic and scale pretty well. With Studio, you run in a lot of bottlenecks pretty fast (I/O, viewport lag, GPU memory, you name it)
4.12 Morph loader not working even when obj is not touched or editedI decided to export obj to edit on blender; using this calculation:
Cusom 1% -
Only the following checked:
Ignore Invisible Nodes
Write Normals
Write Polylines
Write Groups
Write Surfaces
Write Materials
I worked on the obj without deleting any vertices or faces. All numbers are intact and the same as they came in. But when I try to use Morph Loader Pro , it gives me geometry error.
I did this numerous times. Then I tried to test export an obj, didn't open the obj in any programs, didn't edit or anything; morph loader still gives me an error loading this untouched obj.
Please help.
Thanks!
Who's Next to Join the G8 Family?I have a Ryzen 8 2700x 32 GB 3200 RAM And a gd Titan. And G8F takes 4 minutes and 45 seconds to load. Granted, I do have 338 characters for her (including all the iconics), and that's not counting the non-character morph packs.Default Gf8 loading with preset morphsDuplicate Formulae
If you open a file browser and navigate to the Public Documents folder, then click in the breadcrumb trail in the addefss bar you will see that the literal folder name is Documents rather than Public Documents.In the path you give, is [User Name]/Product/ literally what is there or are you substituting for your own name? If it is a morph you made yourself did you run ERC Freeze twice, without using ERC Bake between? That is likely to lead to duplicate formulas within a single file.
OK, so the path issue is a Windows 10 thing (Thank you Bill Gates!)
It is quite possible that I ran ERC Freeze twice without using ERC Bake between. Is there a DS manual anywhere which explains how to use these features correctly?
Aditional: That still leaves the question about what to do next. Delete the .dsf file or repair it? If the latter, then how?
If the issue is multiple runs of ERC Freeze then I think it will still be loading the original freeze OK, just not whatever additons/changes you made for the second run. If so you should be able to bake that (right-click on the link in the Property Hierarchy pane) to turn it into independent values, make whatever chnages you wanted, and ERC Freeze that, then save the new version over the old (or use Save Modified - I am always wary of that in case it saves things I don't want changed).
Non-zero defaults
You might try running http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/metadata/list_products_used/start before trying to zero - that will give a list of all the currently active products, which may help to identify the culprit. If the issue is from a Daz product, did you install using Connect (that is, within Daz Studio)? The user save won't overwrite or replace the files from a Connect install (which is a drawback here) but you can copy the modified fiules over the ones in the /data/cloud/1_##### folder (and report the issue to techncial Support).So I downloaded the file "DB_List_Products_Used.dsa", but there are no instructions on how to use it. You say I should run the file but double clicking on the file does nothing. How do I run the file? (Again, a DS manual would be handy.)
Toon Generation 4 (TG4) is indeed a DAZ product, I downloaded and installed it with the DIM program.
Download the script (from the link above the code) and, with the figure loaded, drag it into the DS Viewport.
Who's Next to Join the G8 Family?Do you use an older system, because that doesn't sound right... a G8F never takes more than 30 seconds to load here, and I have a lot of morphs installed.
More Genesis 8 please; G8F takes only 15-30 minutes to load (sometimes more). Let's double it. I really wouldn't mind at least three more realistic males. Really.
Define "a lot". That can be very different for different people. And different morph packs are heavier than others. I noticed the biggest slowdown after I installed morph packs such as auto-shape enhancer and other such bend morphs. Those seem to be extra heavy. I need to go through and uninstall the ones I find that I never use.
G8F takes about 40sec to load for me now. However, what is bad is my ActivePose functionality...I seem to have lost the ability to quickly grab and pose because things have bogged down so much. And if I pose a G8F and then hit "zero pose", I might as well go get a coffee.
My System specs:
RYZEN 7 1800x
32GB Corsair Vengeance 3200 RAM
GTX 1080TI FTW3
Daz and all installed file content share their own dedicated 2TB Samsung 860 EVO SSD
*in short, my system shouldn't be an issue*Ape Style Facial Morhps for Genesis 3 or 8What specifically are you trying to do with Shape Splitter, and what problems are you having?
I loaded the two characters. I want the head of one character put on the body of the other character BUT one of the characters comes as one complete character only. Is there a manual on how to use the product?
I got distracted last night and didn’t make the tutorial, but here’s the gist: you load the base figure into the scene with no morphs and run the script on that. The script lets you determine which morph you want to alter (in your case, the full body morph), then what part of the morph you want to extract, with several levels of granularity from general region (head, torso, etc.) down to specific vertices. You preview the morph and make any necessary adjustments until it looks the way you want it to. Then, you save the new morph. When you’re done with all the morphs, you switch to another tab to save the morphs as morph assets, which will create sliders. NOW you can go about adding them to your figures to get the overall look you want.
IRAY Photorealism?I added some more clutter (I still think it needs more, the room is too clean).
I used a bend morph package to fix the leg, hopefully.
I learned some more about dforce to deform the bed and crumple the clothes on the floor.
The texture has been desaturated. Hopefully her face looks more appropirate to the rest of the body. I am having a heck of a time getting the transition from the arms to the torso fixed though.
Changed the color of the top to get rid of the bright reflection.
Replaced the underwear. They weren't painted on, but these do look more substantial I think.
I've messed with the expression a bit, but this expression makes it look more like the model I am shooting for. I can't make it look like I want otherwise, so I'll keep playing with that to get it more fine tuned.
Attached is a copy with DOF and one without. I really prefer it with some DOF, but nobody else seems to.
I think this is much better than before. At first it seemed like the room looked much better than the girl, but now the girl looks good too, to me. I agree with the people who think it looks better without the depth of field. Maybe because I just like everything in a picture to be sharp.
One question I had is how to emulate an iPhone camera in Daz. I've looked at the specs for the camera and matched them to the camera settings, but it doesn't seem to match at all. I feel like that would add a lot of realism to some of these renders, depending on the style. You guys have mentioned matching the style from when you were younger with the lo-fi Polaroid vibe, for me that would be using an iPhone 5 or 6 to take selfies.
Thanks to everyone for the awesomes suggestions. I'm ready for another round of criticism to help improve the render!
One thing I've learned about camera phones is they do a lot of post-processing. So even if you manage to match the settings of the lens itself, the virtual camera might not come out the same as the phone camera because it doesn't take into account what the phone's software does to the pictures.
IRAY Photorealism?It may not always be the case, but most of the time orangy skin is caused by your material settings not the textures themselves, one thing I have definitely noticed Cycles vs Iray and dedicated sss shader vs using volumetics is that both are capable of giving very similar results, but the latter is much more finicky and Iray really likes turning things orange unless you beat it into submission (i have some theorys on this)
Yea I was referring to the eye veins being orangey, the rest of face is ok since they're in .exr and iray correctly imports exr as linear files.
I think the main difference in the SSS is that in iray, the amount of translucency determines the amount of SSS. While cycles does not require transluency to be turned on at all for SSS.
If you lower the translucency she'll be more pale, but the SSS would be lacking. The only way is to do what DAZ does, use a brightened version of the diffuse map for the translucency map. Then you can crank up the transluency. I roughly tried that here:

But it's not perfect. You can see the brows look a little too bright. you have to manually darken those I think.
Funnily enough, even at the render size you posted and definitely any smaller the difference between 4k and 8k seems pretty marginal, now if we're doing closeups of lips or the like It would probably be more noticable, but in most situations not 5000x5000 closeups of the face its unnecesary (and given that 8k textures take up 4 times more memory in most sutuations likely to actively hurt your ability to actually render things) I also agree with notusweb the bigger difference is the morph shape I'd prefer more realistic* morphs over 8k textures
FYI the textures aren't actually 8k, her albedo and bump maps are 6000x6000 and the "micro displacement" map is 16k. And if you look at the textures they aren't that sharp.
your point probably still stands.
But just for fun, here is a true 8k model compared with a 4k DAZ model.


Well the DAZ 4K model should be paler than there, while the 8k model, while not looking too pale looks uniformly too even colored - lips too pale and no ruddiness at all on a man at that age with that sort of sun damage? It defies belief.
Default Gf8 loading with preset morphsDuplicate Formulae
If you open a file browser and navigate to the Public Documents folder, then click in the breadcrumb trail in the addefss bar you will see that the literal folder name is Documents rather than Public Documents.In the path you give, is [User Name]/Product/ literally what is there or are you substituting for your own name? If it is a morph you made yourself did you run ERC Freeze twice, without using ERC Bake between? That is likely to lead to duplicate formulas within a single file.
OK, so the path issue is a Windows 10 thing (Thank you Bill Gates!)
It is quite possible that I ran ERC Freeze twice without using ERC Bake between. Is there a DS manual anywhere which explains how to use these features correctly?
Aditional: That still leaves the question about what to do next. Delete the .dsf file or repair it? If the latter, then how?
Non-zero defaults
You might try running http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/metadata/list_products_used/start before trying to zero - that will give a list of all the currently active products, which may help to identify the culprit. If the issue is from a Daz product, did you install using Connect (that is, within Daz Studio)? The user save won't overwrite or replace the files from a Connect install (which is a drawback here) but you can copy the modified fiules over the ones in the /data/cloud/1_##### folder (and report the issue to techncial Support).So I downloaded the file "DB_List_Products_Used.dsa", but there are no instructions on how to use it. You say I should run the file but double clicking on the file does nothing. How do I run the file? (Again, a DS manual would be handy.)
Toon Generation 4 (TG4) is indeed a DAZ product, I downloaded and installed it with the DIM program.
Algovincian Non-Photorealistic Rendering (NPR) 2019/2020Thanks, Diva - I still don't like the pose (it's the same as in the Iray render) since he's grabbing his sword with the wrong hand - what's he going to do with it if he pulls it out with that hand holding it like that? lol
In my mind, he's a fan of the reverse grip style. :P

I'd LOVE to see a multiple panel sequential page with your NPR style - that would be really cool to see!
And whoa, Wormlip is truly scary! lol Did you use Shape Splitter/X-Morphs for the jaw morph transfer?
Abe Lincoln CharacterDoes anyone know if Daz has a character that looks similar to Lincoln? Or know of anywhere that I can find one?
Could be a morph for Genesis 8 Male, or G3, or even M4..any help would be greatly appreciated!
Ape Style Facial Morhps for Genesis 3 or 8I have a character purchased at another site ( wink, wink ) and I only want to use the body and not the head. I want to use my own head morph.
Daz3d to Blender WorkflowGood Morning everyone, I am new to the daz to blender workflow and I am happy to find a small community over here. I have a problem that I cant solve at this time maybe one of you can help.
I am trying to import an aniblock to blender from daz via the diffeomorphic plugin via the import action botton, the baking part to keyframes done in daz. I get the message some morph were not imported,so I guess it didnt work. Is an aniblock to give some nice jiggles to the breast of a female character but it doesnt import in blender. I tried both blender plugins for the bones in blender , spring bones and wiggle bones but it doesnt work at all, maybe I am stupid and I am doing something wrong, I would love if someone can give me a trick how to do that.another thing I want to get that face mocaped with facecap plugin however I am not able to find any tutorial how to step by step to blender, how to transfer the data to a mesh, in this case a daz genesis 8 imported to blender by difffeomorphic.
if someone can help and knows the solution please help , i will really appreciate it.
How does "Fit To" work?You're talking about Weight Map transfer which is not part of the Fit To function. You can fit an item to a parent figure with zero weight maps no problem because it's about moving the bones around. This happens whether or not weight maps exist.
Sahira 8I bought the bundle and part of it was due to Oceane because I had become intrigued by TwitzedMetal's characters and she spoke to me. She has distinct nasolabial folds and a hooked nose. I took the top and pants from the Sabriel outfit, boots from another and found it turned into a modern/sci-fi outfit. The hair was the only dForce item on her. My first render didn't ease those lines, then I tried Visemes, what Novica has recommended for difficult mouths. It is better. Oceane is not 'pretty' or 'cute', but she is 'handsome' and 'commanding'.
By the way, if you are not into pirates and the clothes, consider loading these clothes up item by item, looking at how the piece might be used as a kitbash. I try to do that with any outfit that my initial reaction is 'eck' when it is a bundle. This was not one of those, but I was fascinated by what I saw with the tunic. The texture set has alternative textures as well, including a short morph option. Good value.@Divamakeup, I love your render. Love her attitude.
Mary
Sahira 8I think I really like the base morph but for me she looks different from image to image. That's great for versatility but not so great when I want to get a true feel for how she looks out of the box. Would anyone be so kind as to post a few simple face shots?
IRAY Photorealism?It may not always be the case, but most of the time orangy skin is caused by your material settings not the textures themselves, one thing I have definitely noticed Cycles vs Iray and dedicated sss shader vs using volumetics is that both are capable of giving very similar results, but the latter is much more finicky and Iray really likes turning things orange unless you beat it into submission (i have some theorys on this)
Yea I was referring to the eye veins being orangey, the rest of face is ok since they're in .exr and iray correctly imports exr as linear files.
I think the main difference in the SSS is that in iray, the amount of translucency determines the amount of SSS. While cycles does not require transluency to be turned on at all for SSS.
If you lower the translucency she'll be more pale, but the SSS would be lacking. The only way is to do what DAZ does, use a brightened version of the diffuse map for the translucency map. Then you can crank up the transluency. I tried that here:

But it's not perfect. You can see the brows look a little too bright. you have to manually darken those I think.
Funnily enough, even at the render size you posted and definitely any smaller the difference between 4k and 8k seems pretty marginal, now if we're doing closeups of lips or the like It would probably be more noticable, but in most situations not 5000x5000 closeups of the face its unnecesary (and given that 8k textures take up 4 times more memory in most sutuations likely to actively hurt your ability to actually render things) I also agree with notusweb the bigger difference is the morph shape I'd prefer more realistic* morphs over 8k textures
FYI the textures aren't actually 8k, her albedo and bump maps are 6000x6000 and the "micro displacement" map is 16k. And if you look at the textures they aren't that sharp.
your point probably still stands.
But just for fun, here is a true 8k model compared with a 4k DAZ model.


Heres what I mean though. Emily rendered in Iray (both the one I tonemapped in blender and the untouched Iray) with completely untweaked textures and 100%SSS and yet not dark at all. This isnt even a great attempt honestly (as mentioned emily makes daz a stuttering mess on my machine) so I did very marginal fiddling beyond clicking a shader preset. the lightness is purely the shader notice how the brows and hair are still completely dark

+ bonus image pure backlit demonstating yes all the sss but no excessive translucency in the thicker parts (it sort of looks like theres some in the neck, but that is actually light bouncing off the figure and indirectly lighting the neck, if I turn off the translucency the neck actually gets more lit)

as for the 8k vs 4k I definitely notice the mesh difference more than the texture difference (also those scans just come with excellent textures) Its hard to judge whether the, say sharpness of that specular (which you can notice) comes from the textures being 8k or just differences in the texturs beyond the 8k, I think the ideal comparison would be the headscan vs itself with the second having its textures downscaled to 4k
IRAY Photorealism?It may not always be the case, but most of the time orangy skin is caused by your material settings not the textures themselves, one thing I have definitely noticed Cycles vs Iray and dedicated sss shader vs using volumetics is that both are capable of giving very similar results, but the latter is much more finicky and Iray really likes turning things orange unless you beat it into submission (i have some theorys on this)
Yea I was referring to the eye veins being orangey, the rest of face is ok since they're in .exr and iray correctly imports exr as linear files.
I think the main difference in the SSS is that in iray, the amount of translucency determines the amount of SSS. While cycles does not require transluency to be turned on at all for SSS.
If you lower the translucency she'll be more pale, but the SSS would be lacking. The only way is to do what DAZ does, use a brightened version of the diffuse map for the translucency map. Then you can crank up the transluency. I tried that here:

But it's not perfect. You can see the brows look a little too bright. you have to manually darken those I think.
Funnily enough, even at the render size you posted and definitely any smaller the difference between 4k and 8k seems pretty marginal, now if we're doing closeups of lips or the like It would probably be more noticable, but in most situations not 5000x5000 closeups of the face its unnecesary (and given that 8k textures take up 4 times more memory in most sutuations likely to actively hurt your ability to actually render things) I also agree with notusweb the bigger difference is the morph shape I'd prefer more realistic* morphs over 8k textures
FYI the textures aren't actually 8k, her albedo and bump maps are 6000x6000 and the "micro displacement" map is 16k. And if you look at the textures they aren't that sharp.
your point probably still stands.
But just for fun, here is a true 8k model compared with a 4k DAZ model.

Special Morph TargetsHello, I need some help. Where can I find someone to build some special morph targets for me? I would pay of course. I need them to be applied to any Gen 8 Male or Female. I think that is possible? I didn't see forum category for this request...













