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Daz 3D Forums > Search
  • G8 Eyelashes

    Is there any way to fix eyelashes being in the wrong place with certain morphs? I made a custom morph and the eyelashes are not on the eyes anymore it was just a simple facial morph not to extreme

    On the Parameters Pane, right-click on your new morph to go into Edit Mode. Then click from the cog wheel, select the Parameter Settings, check 'auto-follow' ... then refit the eyelashes and they should [hopefully] go back into place.

     

    By

    Catherine3678ab Catherine3678ab June 2020 in The Commons
  • IRAY Photorealism?

    Thank you j cade and isidorekeeghan for your comments! I'm continually trying to improve, like all of us, so your feedback is invaluable. smiley

    Those blender renders finished before the iray ones even loaded fully and started.. but in ds I can reuse settings, strand hair, materials, etc so much more easily. So I'm not ready to abandon it quite yet

    Coincidentally, I'm going through tutorial courses now to learn Blender. Is it really very difficult to reuse settings and materials? You'd think this was something render would have in the bag! 

    My goal is to transition to Blender completely. I use DAZ to create comic images, so I hope that isn't a pipe dream....

    In terms of sequential art there's  a better trade off. either you have the figure rigged in blender in which case everything is self contained, or if you use teleblender and you can export out your scene and load the materials from a previous scene, as long as you keep all the material names the same you're fine.

     

    the big diference is unlike DS you can't just select the leg and face and adjust their sss settings together (you can set up things such that you can with nodes but that requires some setup and it still lacks a bit of flexibility) or say you have scenery with 20 different windows each with their own material, even if youu just combine them,  you sill have to go through each one to combine them. now if you reuse that set in 10+ renders you can append it from the initial scene and it won't need setup that extra setup gets canceled out pretty quickly by the faster render time (though fwiw both diffeomorphic and teleblender do pretty decent conversions that scenery never needs that much tweaking usually just glass)

    I've also recycled strand hairs I've created in blender, as long as they're sat on a skull cap you can just append that and reposition it, on the other hand strand eyelashes, brows, vellus, would not easily transfer to a new character (there are ways you could but they would probably end up taking as much effort as just recreating them)

     

    I'm pretty sure theres definitely a functional pipeline for sequential art, but if you're me and every render you do tends to be a different character that I've never rendered before, even though I/ve got my setup pretty stream lined and Ive gotten very very fast at nodes, theres still a good bit of manual texture loading

     

    TL;DR Theres an initial setup, but if you're reusing the same exact figure multiple times you should only have to do it once.

     

    and i definitely need to fine tune this, because she looks a bit like a nice young menonnite lad right now, but now the actual Iray comparison

     

    no vellus

     

    vellus

     

    Definitely starting to get that softer transition on the cheek , much more in line with how I look when I shine my phones flashlight on my face (well other than the fact that I definitely don't have cheekbones like that)

     

    And while this is definitely just a test scene rather than a more real world lighting setup those harsh transitions are definitely something I've noticed, sunny hdris for instance which are pretty common, can easily create harsh shadow transitions like this

    also irrelevant side note but blender is so much more efficient it hurts. Those blender renders finished before the iray ones even loaded fully and started.. but in ds I can reuse settings, strand hair, materials, etc so much more easily. So I'm not ready to abandon it quite yet

     

    Does it still look harsh if you remove bump and normal maps? And also in real life there is always something in the space surrounding us, furniture, walls etc, maybe add some simple plane with some texture on them and see if that helps

    Irays buggy bump strikes again :(  Bump should soften the transition not make it worse. Its definitely a smoother transition without bump, although still less soft than reality as I've observed it, and not using bump or normals isn't exactly a solution. Even with them both set to 1 theres still some artefacting. That explains why this was so much less of an issue in blender  (after hitting my head against the wall with how much better bump looked on clothers in blender I did some digging and the answer seems to be blender has added a several of fixes for various shadow terminator issues that iray lacks)

    so the problem is the bump and normals but since not using them isnt really a viable solution I'm still back to trying to find alternate ways to soften the transition and bump + vellus has a softer transition than no bump at least

    also the figure is in a cube, (a sort of grey blue for the last few renders) for some tests i set it close to black to better isolate the main light but in my testing I also always make sure to set it to light grey so  there is pure physical calculated bounce light

    for the record the white transmitted color absolutely works with a 3 point light setup I dont know why you would think it wouldnt

     

     

     

    and i definitely need to fine tune this, because she looks a bit like a nice young menonnite lad right now,

    The specificity of Menonite made me laugh.

    Your Blender velus hair work has me curious about switching, until I think about how much work would be involved :p

    The struggle of my existence, :(

    By

    j cade j cade June 2020 in Daz Studio Discussion
  • Partial morph or change

    Shape splitter can split a morph into several components: https://www.daz3d.com/shape-splitter

    By

    Leana Leana June 2020 in The Commons
  • G8 Eyelashes

    Is there any way to fix eyelashes being in the wrong place with certain morphs? I made a custom morph and the eyelashes are not on the eyes anymore it was just a simple facial morph not to extreme

    By

    jedijudd jedijudd June 2020 in The Commons
  • Partial morph or change

    WAs there something you can buy where I can show only partial morphs.  I don't want the whole character to change.  I'd like the body but for example keep the head.  

    Is there a script or tool for that?

    By

    SasquatchIsCool SasquatchIsCool June 2020 in The Commons
  • Animal Crossing: The Future of Computer Animation?

    you can of course do this in other software already such as Unreal Engine

    so they probably cannot be bothered for their art image rendering majority customer base

    I wasn't aware anyone had written a machinima animation app in Unreal Engine that works with Daz assets! I thought you had to make a low poly cage and export that to UE.

    I meant you can retarget DAZ characters and use animation blueprints

    not click and go but you certainly can make them interact to keyboard commands and use physics 

    simplest example is using the included third person blueprint but you can also create your own

     

    you should put a tutorial together and try to sell it here at Daz. I would for sure buy it. I've tried to play around with UE4 a little, but you have obviously figured out a lot more than probably anyone else here.

    I wouldn't say that but I did start a thread

    https://www.daz3d.com/forums/discussion/371856/a-using-daz-content-in-ue4-thread/p1

    I an not as fussy as others, my exports are simple FBX without additional morph rules etc and I use iClone 3DXchange 6 to set them up for animations as NPCs as well as solving issues like duplicate nodes

    my shaders on my characters very simple too, just diffuse and opacity maps as I want easy loads with my limited hardware.

    other users do more complicated stuff than me cheeky

    By

    WendyLuvsCatz WendyLuvsCatz June 2020 in The Commons
  • Stacking character morphs. Why?

    Why are so many character products in the form "Albert for Wilber6"? (Mad up example) As I understand it, this involves A) a base model (G2M in this case?), an 'original' character morph (Wilber6), and a morph of the Wilber6 morph (Albert). 

    Is there any advantage of this to the consumer, as opposed to, say, buying an Albert morph for G2M?

    From my perspective, based on very limited experience with Daz, it seems like having to buy two morphs to get one, if you're not enthusiastic about the original Wilber6 character. Possibly this is a cash cow for the morph makers, but possibly not- I see quite a few items I might buy if they would work on their own, but I'm not willing to spend a big wad of cash on something else that I don't want in order to get it. I imagine there are others with a similar attitude.

    So, again, what's in it for the consumer to have multiple layers of morphs to make these characters?

    By

    Honzo Honzo June 2020 in New Users
  • Ashan 8

    just a very rough test scene using something from every product in the Ashan 8 Pro Bundle poses/expressions, hairs, clothng, characters plus the bonus textures for the Helios out fit and Cleric outfit and Ashan HD add-on.
    First up holding the staff is combo of all three characters+ Ashan's HD- the skin is one of Asbasi's skins wearing Hand Of Helios with bonusadd on texture. Next we have Astra with the Atlas Hair and wearing CB Knight Order, next is Ashan with his HD add on morph wearing the Cleric Outfit with bonus textures and sporting the Ashan Beard, and finally is Abasi in the Isidious Monk Outfit. All this outfits are dforce capable tried using but they exploded on me so left as is. As mentioned just a rough test scene so it is not perfect scene just slapped together for a test look 

     

    https://www.daz3d.com/gallery/#images/1027236

    image

    Why does the Atlas Hair look like the Crypt Keeper there? What happened?

    By

    3Diva 3Diva June 2020 in The Commons
  • Ashan 8

    just a very rough test scene using something from every product in the Ashan 8 Pro Bundle poses/expressions, hairs, clothng, characters plus the bonus textures for the Helios out fit and Cleric outfit and Ashan HD add-on.
    First up holding the staff is combo of all three characters+ Ashan's HD- the skin is one of Asbasi's skins wearing Hand Of Helios with bonusadd on texture. Next we have Astra with the Atlas Hair and wearing CB Knight Order, next is Ashan with his HD add on morph wearing the Cleric Outfit with bonus textures and sporting the Ashan Beard, and finally is Abasi in the Isidious Monk Outfit. All this outfits are dforce capable tried using but they exploded on me so left as is. As mentioned just a rough test scene so it is not perfect scene just slapped together for a test look 

     

    https://www.daz3d.com/gallery/#images/1027236

    image

    By

    ANGELREAPER1972 ANGELREAPER1972 June 2020 in The Commons
  • How To Backup Your Custom Characters?

    No, only a Character Preset saves the morph - Shaping just saves the values.

    By

    Richard Haseltine Richard Haseltine June 2020 in Technical Help (nuts n bolts)
  • a using DAZ content in UE4 thread

    Example is from  the normal version, but DQ version has same glitch.

    Example has one simple color material only (skin textures have the same problem).

    Do you know of any specific material settings or node setups, which could solve this? This is a general problem with morph targets, because makehuman characters have this as well.

    Really no one has noticed it?

    you means the "materail have only "base color"???, if yes then that could be the problem, you need to have in your material "all the minimum maps for human skin", which means: base color, normal map, ambient occlusion, rougness and specular, those are the minimum without count others "extra maps" for some minor details like pores, veins, wet, dirty, but the basic ones are that 5 in the material, if you don't proper apply it, you can get some bugs with the light, because your shader material is not proper configured.

    By

    Ellessarr Ellessarr June 2020 in Unreal Discussion
  • Addition to DAZ Studio Functionality: 2D Paint Layers

    Does Daz Studio still have the Photoshop 3D bridge? As a GIMP and Krita user, I've never installed it so I don't know how it works exactly. Does this feature allow for Studio models to be transfered to Photoshop 3D to allow for 3D painting, or does it just transfer renders?

    By

    cathan01_wwg1wga cathan01_wwg1wga June 2020 in Product Suggestions
  • HeadShop 13 with LoveChild

    I find it best to first delete G8's eyelashes, then run HeadShop 13. After the morph is returned to D/S, on the Parameters Panel right-click on the morph dial and go into Edit Mode. Then on the dial for the morph [wheel cog] go into the Parameter Settings where one can see the option for auto-following, put a check-mark in that box ;-) Then load a fresh pair of eyelashes and apply to it a mat for the eyelashes. [If a mat doesn't exist, you'll have to make one].

    And remember everybody, if you like the morph(s) being made, Save Them! {File > Save as > Support Asset > Morph Assets ...}

    By

    Catherine3678ab Catherine3678ab June 2020 in The Commons
  • How To Backup Your Custom Characters?

    Custom morphs that you have not saved as an asset will be embedded in a Scene or Scene Subset, and also in a Character Preset though they will then be loaded only if the preset is used to load a new figure rather than modifying the selected fiigure.

    However, there have - at least in the past - been issues with morph projection using embedded morphs so I would suggest saving as an asset. When saving a morph asset (or any other kind) you can specify which content directory to use - I would suggest using a separate directory for custom content, then you can easily back it up without having to back up the installed content.

    Thank you for the answer!

    So I can take a character, save it as a shaping preset, delete the morphs I don't need for other characters to keep the library fast and clean, and merge that shape on a basic G8 figure to get the same shape?

    If you export the figure as OBJ and import back as a full body morph, it doesn't need any other assets but the base character..

    Before exporting, you may want to set the scale of the figure to 100%.

    Thanks, but I don't know how to do that!

    By

    LenioTG LenioTG June 2020 in Technical Help (nuts n bolts)
  • How To Backup Your Custom Characters?

    If you export the figure as OBJ and import back as a full body morph, it doesn't need any other assets but the base character..

    Before exporting, you may want to set the scale of the figure to 100%.

    By

    PerttiA PerttiA June 2020 in Technical Help (nuts n bolts)
  • Flattening SP Hair 011

    I'd buy SP Hair 011 if it had a Top Height morph (the vendor has not yet discovered morphs). I have Mesh Grabber, but when I tried to flatten the part on Georgia Hair, it just pushed the hair and scalp into the skull, and I still had to raise the hair to make it look right. Maybe dForce would lower the height? I'm still new to dForce.

    By

    xyer0 xyer0 June 2020 in The Commons
  • How To Backup Your Custom Characters?

    Custom morphs that you have not saved as an asset will be embedded in a Scene or Scene Subset, and also in a Character Preset though they will then be loaded only if the preset is used to load a new figure rather than modifying the selected fiigure.

    However, there have - at least in the past - been issues with morph projection using embedded morphs so I would suggest saving as an asset. When saving a morph asset (or any other kind) you can specify which content directory to use - I would suggest using a separate directory for custom content, then you can easily back it up without having to back up the installed content.

    By

    Richard Haseltine Richard Haseltine June 2020 in Technical Help (nuts n bolts)
  • Boardshorts for G8M

    Hi,

     

    I like the style of the Konrad's boardshorts, I created a morph to extend the legs to the knees but it would be nice to get a G8M version with several textures.

     

    By

    Noah LGP Noah LGP June 2020 in Product Suggestions
  • Why Does It Take So Long To Load Figures? ("Solved", with GUIDE)

    I run the Windows 10 and Daz Studio from a 512GB M.2 PCIe x4 SSD and the Daz Studio content from a second 512GB M.2 PCIe x4 SSD but as far as I can tell there is no benefitn the content may just as well be on a normal SATA3 SSD.
    This appears to be a major limitation in Daz Studio's design.

    The only way is to keep a base library of essential content and then switch in and out other librarys of content as you require them.

    I am in a similar situation, and I commisserate with you LenioTG...
    Back in January, I upgraded my system:
    Ryzen 9 3900X + X570 + 32MB RAM (GTX 1060 6GB GC... holdover from previous system until my Daz-fu gets better)
    Windows Drive is Sabrent NVMe 4.0 1TB  and  MY DAZ Library is on a 2TB Sabrent NVMe PCIE 3.0.     Download Drive is WD Black 6TB  
    My G8F Load times are Horrendous (IMHO) probaby 5-7 Minutes.  Everything else loads quickly without issue.  I have a ton of characters and morphs.  My work flow sounds a lot like yours...  I have spent a HUGE amount of time in custom categories getting most of my assets where I can find them, and unistalling something I have is unappealing.... though I could probably unistall some G3 Morph assets (and as soon as I do, I am sure I will need them :( 
    Point is, your hardware upgrade is not going to solve the G8 load bottleneck... it will help, but not solve it.
    ***NOTE***
    My apologies.  I hit reply too quickly (I replied at the end of the first page, as I didn't see it went to 2 pages!)
    Regardless, I finished reading the entire thread now, and especially your conclusion....
    Sigh.... 
    I think my only option is to follow your path and delete assets.  I don't want to tell tales, but I have A LOT of figures and Morphs...i am embarassed to type the actual number.  To get to  the 100 mark would mean a massacre took plass amongst my DAZ Library...
    I won't name PA names, but a LOT of them are Similar And Suspiciously Equivelent to others in my collection... and they must go....

    I had opened a new thread, with just the guide, to avoid this kind of confusion, but they deleted it and moved the post here, where I guess will be submerged by other comments, being much less helpful than it could have been, also given the time I've spent writing that.
    In any case, people who are reading page 3, can find the guide at the bottom of page 2: https://www.daz3d.com/forums/discussion/411446/why-does-it-take-so-long-to-load-figures/p2

    Your hardware is top of the notch! :O

    Well, then it's confirmed that the most important factor is how many morphs you have installed.
    I absolutely agree, only yesterday I have noticed how many figures looked exactly the same, and they probably were from the same PAs you're not mentioning.
    Also, many products have morphs in them, and I hadn't even noticed that.

    I have spend a whole day and a half rummaging through every single product I had, and deleting around 1/3 of those. But I went much heavier on figures and morphs.
    For example, I had bought some packages with a ton of morphs, that I had never used. Now, only Zev0 and RareStone's remain basically.

    It hurt to delete stuff I had paid for, but now I'm glad I did it. The overall experience is much smoother.

    I have checked my old characters, and there's something missing in all of them.
    When it's eye color, I can easily replace that.
    When it's skin textures, I have a backup of all of those.
    When it's morphs...well, that's a problem. But they look almost the same without a few morphs, because I combine a ton of them when I create a new character. There was just a single case, on an old character, that required me to reinstall a product, because it was composed by just three morphs, and she looked very different without that morph I had uninstalled.

    By

    LenioTG LenioTG June 2020 in Daz Studio Discussion
  • a using DAZ content in UE4 thread

    Example is from  the normal version, but DQ version has same glitch.

    Example has one simple color material only (skin textures have the same problem).

    Do you know of any specific material settings or node setups, which could solve this? This is a general problem with morph targets, because makehuman characters have this as well.

    Really no one has noticed it?

    By

    Macislav Macislav June 2020 in Unreal Discussion
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