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Trying to fix skirt distortion but having trouble
It's been a few days since this was posted and you may have already gotten this answered on the blender forum, but I have your answer. The cyan-colored edges on your model are "hard edges".Hard edges maintain their sharpness when smooth shading is turned on. To remove the hard edges, follow these steps:
Select the skirt and go into Edit Mode>turn on edge selection > press Shift while selecting all of the cyan edges (the selected cyan edges turn a whiter cyan when selected) > click "Edge" dropdown > click "Clear Sharp" > the cyan edges now turn orange (with the last selected edge turning white) > your model is now entirely smooth.
Above "Clear Sharp" is "Mark Sharp," which adds the cyan sharp edges to objects. Sometimes when importing an object into blender, sharp edges on the model appear. I'm not entirely sure why, but it might have to do with exporting from the one 3D software to another. It doesn't happen all the time, but if it does, the sharp objects happen in strange places (such as on random parts of a character's face). Its best practice to check models for things such as face orientation, sharp edges, loose geometry (random vertices floating around), and do a limited dissolve (merge overlapping/identical faces) when you import models. (To delete loose edges: Mesh > Clean Up > Delete Loose. To do Limited Dissolve: Mesh > Clean Up > Merge by Distance.) I hope your skirt project has been going well.
Loading Morph From Blender to Gen 9 gives strange resultsadreacooper_c7d3371011 said:
Hi, thanks for answering, Crosswind. I tried using the settings exactly as you described, and the same thing still happens. It's good to know the settings to use when going from Blender 4 to DAZ. Scale has never been an issue for me, though, and whatever is happening to my mesh is something else entirely. It's just so bizarre that the arms and legs are fine, but everything else is messed up.
you have done something to vertex order. It is weird that vertex order would be preserved for parts of body and not other parts (assuming the morph loader pro settings you showed are what you actually did). If vertex order was compromised during export from Daz or Import to Blender, then likely you would see issue for the entire figure, not just part of it. So it might not be import/export issue. Instead, it might be the case that you did something after loading in Blender to change vert order.
There is a blender plugin from gumroad for restoring vertex order. So you can use that plugin to take the normal geometry to restore vertex order. Or just redo everything from scratch. Another method to avoid redoing the morphing in Blender, I think you might be able to load fresh undistorted Daz figure to blender, and then transfer your current shape as shapekey.
Loading Morph From Blender to Gen 9 gives strange resultsThe screenshots of imp/exp settings that I posted work for both importing OBJ and MLP. You better start it over from exporting the figure to Blender, sculpt it as needed, and import OBJ to DS as a delta morph with MLP. It always works with no issue as long as you do each step correctly.
PS: And import OBJ with MLP by using the settings as the attached Ss. Pls refer to this short video I ever recorded for another folk before - https://mega.nz/file/WSpyECoI#BCtScFl9_iorVjFZZ5cLgKkDJ0Ti_iFXb2Us3kJyMmA
Making bangles, bracelets, and rings - Everything is round...What you are, in effect, wanting to create is a micro pressure morph for the ring wearer so their finger distorts to the ring shape. To get the micro pressure morph, you can use a smoothing modifier on the base figure having shrunk the ring so its inner surface is slightly smaller than the finger. Then export the base figure as an obj file and then re-import as a morph. Not sure how to make the morph as an auto-apply morph when the ring loads. It's possible, but without HD (not being a vendor) the fit will be only a bit better than nothing. To be honest, when I did my wedding ring freebie, I came to the conclusion it wasn't really worth it in terms of time spent for accuracy improvement. So, yes you can do it, I went through the same thought process and decided it wasn't worth it myself, but YMMV. Regards, RichardMesh and Texture Stretching, a way to fix?crosswind said:
Actually this skirt has Smoothing Modifier already but the vendor just turned it off...for some reason. But yep... asl long as you can get it work with good result. All roads lead to Rome.

I braved your method today, I didn't get it perfect, but I'll try again until I do. I had to get a little more comfortable with making morphs, and also with Blender. Just saying the word Blender gives me high blood pressure. The Daz to Blender bridge turned out to be utter fail and sent everything over so small that I couldn't even figure out how to get it back into Daz in the correct size, all the conversion options in Daz's import wouldn't do it and I didn't feel like guessing so I just did it all a second time and exported it the old fashioned way, as a wavefront, and then manually imported it into Blender.
I did have a quick related question... the original skirt I posted about was for G8 that I fit to a G9. The one I fixed this morning was originally for G9 that I had fit to a G8. If I were to update the geometry of the skirt as a permanent fix, would the skirt then become stretched out when worn on G9? For G9 I would certainly prefer to keep as few permanent morphs around as possible, my 9's already load slower than usual.. I'm a bit leery to try since I'd have to reinstall the product if it did.
Also thank you for taking the time to share that method. I do take everyone's advice about things here, even if I don't have the time to immediately do it, I always get around to it at some point. :)
Edit... er, wait, nevermind, I had a brief brain spasm lol, the morph loads onto the skirt and not the actor, so it shouldn't clog up my G9 morphs. I'll get around to just trying the updated geometry at some point when I have my backup drive easily accessible.
Shade Smooth Issue in 4.1Unless there's custom normals you want to keep for some low resolution meshes, usually you don't export/import normals, especially for figures since normals are recomputed anyway for deformations. What I mean is just don't import normals, if this is the issue.
Shade Smooth Issue in 4.1So I think I've found the fix for this. When you import a model, go into edit mode and select the entire model. Then, in the toolbar at the top, select "Mesh" and then "Normals" (You can also just use the hotkey Alt+N to bring up the "Normals" menu). Under the "Normals" menu, select "Reset Vectors." Then exit edit mode and enable "Shade Smooth." I've tested this on a model imported with no subdivisions and a model with 2 subdivisions and both are being smoothed as expected, even with the "Smooth by Angle" modifier enabled. It seems that Blender's smoothing operation is no longer able to properly render the mesh normal data that's being imported from Daz. I'm not sure if you're using Diffeomorphic but if you happen to use the Out-of-Box export options in Daz, you can uncheck the "Write Normals" option in the export menu to skip having to reset vectors in Blender every time you import a model.
Loading Morph From Blender to Gen 9 gives strange resultsStarting from Blender 3.3..., we've been always suggesting using non-Legacy wavefront OBJ import / export... though Legacy way in some versions still worked as long as you gave them correct settings...
As a Blender user, I suggest you use Blender 4.0+ instead, and refer to the screenshots (1 - 3) that I posted in this thread to export / import morphs with MLP, etc. - https://www.daz3d.com/forums/discussion/comment/8654461/#Comment_8654461
Loading Morph From Blender to Gen 9 gives strange resultsI've created a FBM in Blender that I'm now trying to use in DAZ Studio. It loads, but when I apply it I get a partly exploded result (see attached image)
I've used the process to make other morphs with no problem, so it must be something wrong with the particular model. Does anyone know what might cause this?
I'm also attaching images of the import/export settings I've used, and which have worked for other morphs.
I'm using DS 4.22 and Blender 3.6. Blender 4+ no longer has the legacy object setting, and I haven't been able to import any morphs successfully from it.
Thanks!
Updated software and nothing shows in smart contentIs the content showing and usable in the Content Library under daz Studio Formats? How do you install your content? When you reimport Metadata do you get a list of products to include, or is the list dialaogue empty or missing altogether?
Transfer/import ALL maps between programs using Diffeomorphicnonesuch00, I was able to figure it out. When you import using the Diffeomorphic Easy Import option, there's a series of boxes with check marks selected (by default, I'm guessing). One of those is "Merge Materials". I unchecked it, and the problem went away.
Shade Smooth Issue in 4.1I'm having the same issue. I usually don't have to smooth shade the model when I import via Wavefront, as I assume shading data is carried over (I'll have to review that now). However, if I do any light sculpting on the mesh, it's breaking the smooth surface and auto-smooth is just making everything worse. The only solution I've found is to add a sub surface modifier, set to Catmull-Clark, with the Smooth by Angle modifier placed after it. This isn't going to go well on higher detail models if I have to sub-divide an already heavy mesh just to be able to make minor modifications.
Run Carrara 7/7.2 Pro in Windows 10?WendyLuvsCatz said:
maybe upgrade to Carrara 8.5

it has lots of cool additional functions and included content as well as working on Windows 10
Agreed! For what it's going for now especially!
Check out the digital TON of Content you'll get after getting the almost free upgrade!!!
Even more, you'll be amazed at all of the new advancements that have gone into 8.5! I couldn't go back to 7 after I tried 8. But I could never go back to 8 after trying 8.5!!!
Version 8.5
- Native DSON importer (import DAZ Studio DUF files directly from the Browser!)
- Native auto-fit and improved fit-to-functionality for figures' clothing and accessories
- Improved sequencer, key-framing, and animation tools
- "Smart" content and CMS integration
- Animation commands — "Zero", "Memorise", "Restore" (for figures, selections, and selection trees)
- Improved representation of lights in viewport (spot, sun, moon, tube, and shape lights)
- Shader additions (Multi-Layer Shader and Elements)
Version 8.0
- 64-bit support for macOS and Windows
- Multithreading for macOS and Windows
- Bullet physics library
- Improved FBX and COLLADA data exchange
- Negative lights and photometrics (IES)
- "God rays" and "barn door" lighting and effects
- Editing of posed meshes
- Puppeteer
The 8.5 Shader addition - Multi-layer Shader lets us stack elements in any channel much like 'layers' in Photoshop.
The Light Avatar improvements might seem small seeing it written on paper, but in practice? OMG!!!
The new improvements to the Sequencer are really nice too!
For me, the ability to load and use Genesis was a real game changer! I started collecting every crazy shape I could get and now my Genesis 1 figure is Truly Incredible as a Carrara figure!
Where to find Iradiance HDRI packs in program?wildbillnash said:
I just bought 6 of the Iradiance HDRI packs and I have no idea how to find it unless I search for it on the content file. What I want to do if find which folder each pack is in and move them to another folder where I can easily find them. How can I do that?
UPDATE: I just found I could download the folder as a zip file so I can manually install it. But I'm not sure how to do that. Any help will be appreciated.
I only have one Iradiance HDRI pack (Sunny Sky) so I cannot duplicate your pain of keeping track of six. A few years ago I decided to clean up Daz Studio’s installs of files that I thought were either located weirdly or named strangely. What I did was to break links in many products because product files were attempting to load various assets from expected locations and with expected filenames. I ended up uninstalling and reinstalling many products. Strangely enough, Poser doesn’t care if you change names/locations of many types of files; it still puts it all together and loads a product without throwing errors.
My recommendation would be to leave the files located where they were installed by DIM. If you want to organize them in Smart Content differently than they are from the installation process, I recommend using one of the two following approaches.
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Create a new Product or Products from the Content Library files. You can name a new Product as you wish and put files from multiple Content Library folders into a new Product. A new Product shows up in Smart Content with a default ! product icon because it does not have a reference icon image file to use yet. You can create an icon image file from a downloaded image file or a rendered image file and place that icon image file (once properly named to match the metadata dsx filename in Runtime/Support) in Runtime/Support.
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Delete the DIM installed Product from the Content Library’s Products listing. This will remove the existing Smart Content icon. Follow the procedure in approach 1. above.
Deleting a Content Library Product does not remove any installed files from your computer.
If you want to manually install a product’s files instead of using DIM, download the zip file or files, unzip them, and then drag and drop them into your Daz Studio content library on your computer. It’s possible to left-click and drag a zipped file to your Daz Studio content library and choose Extract All. Your operating system will take care of the unzipping. I prefer to unzip first so that I can examine the unzipped files for anything that I might not want to install such as a ReadMe folder.
Creating morphs of different body parts based on pure Genesis 2 figuresRichard Haseltine said:
If you have found instructions for a body/head split then you just apply them to the splits you want. The basic option would be to export a base resolution OBJ of the morph, with no pose applied or add-ons included, then create a dForm for each split giving it a weightmap that included the area you wanted to affect. Then in Morph Loader pro you can import the OBJ as a new morph and use the dForm to attenuate it. You would also need to split any joint adjustment morphs or morphs to make the one you were working on play nicely with other shapes, such as expressions, and recreate the links between the base morph, the other morphs or bend involved, and the corrective - a lot of work.
I meant that I only found ready-made morphs in sliders, not manuals.
What you described seems to work "vice versa" - I first turn the whole body into a Genesis morph and then "return" the parts I need using dForms.
But there must be a way to simply trade, say, the "Genesis 2 Arms" slider and the "Bodybuilder Body" slider, if you take them both to 100% you will get a bodybuilder with a huge torso, arms and head, but normal legs. Has Daz3D really not created any options for separate morphing over the past 18 years?
Rendo migrations and the risk of duplicate purchasesFabiana said:
Hello everyone!
I want to come and drop som lines for the interest and easy life :)
None of the products that were migrated from my Renderosity store to Daz store in this promotion from yesterday was changed, or edited, or modified at all: They are the same, so as I said in another forum post, if you already have them, you are safe and owning the latest file.
I will make very sure to put it clear if some of those get an update or a re-version to fit newer figures.
I don´t think there is away to have records here of what you bought at any other given place. I myself do what other commenters here explained, before to buy.
As was said above too, I kept the names and images as they were from start so it is less confusing.
I am here if someone needs more info or help, I would gladly answer!
Thank you so much for the interest!
Fabi
I really appreciate you keeping the same name/similar pictures. I could have sworn some were just g3 on Rendo that go updated to g8 as well on Daz. Looking forward to being able to just buy your products on Daz instead of using Content Wizard to import and doing it semi-manually :D
Creating morphs of different body parts based on pure Genesis 2 figuresIf you have found instructions for a body/head split then you just apply them to the splits you want. The basic option would be to export a base resolution OBJ of the morph, with no pose applied or add-ons included, then create a dForm for each split giving it a weightmap that included the area you wanted to affect. Then in Morph Loader pro you can import the OBJ as a new morph and use the dForm to attenuate it. You would also need to split any joint adjustment morphs or morphs to make the one you were working on play nicely with other shapes, such as expressions, and recreate the links between the base morph, the other morphs or bend involved, and the corrective - a lot of work.
Transfer/import ALL maps between programs using DiffeomorphicThis is a hybrid Daz3D/Blender question, because I'm not sure which program is doing it. I've been using Diffeomorphic to import Daz models into Blender for some time now. I've been having an issue where certain models are not importing with all the textures that others may have. For example, on some, it may have toenails, but not fingernails. Others, it has a mouth, but not teeth. Another common one (especially since using G8.1) is the eyes - sometimes the model will have Sclera, Irises, Pupils, and Corneas individually. In others, the Sclera and Irises are one, and no Corneas is present. Is this due to some kind of preset using the model's textures in Daz, or is Blender "losing" the files somehow in transit?
G9 Items on G8Even with clones, they can be problematic, especially dresses. When a conversion with autofit fails I do the following:
Load the figure the clothing originally belongs to and delete all the addons. Dial the G8 clone shape into the original figure and pose as close to G8 as possible. Change clothing to base res and fit to the figure. Hide the figure and export the clothing as an obj.
Load G8 figure, import the obj and fit to G8 using Transfer Utility as normal. Using Transfer Utility again, transfer the morphs from the original item. If the item was dforce, give the G8 one a dforce modifier. Copy the dforce settings from the original to the G8. Convert item to subd and save.
This works for all those figures that you have clones for.
Let's appreciate/discuss today's new releases - ongoing threadSilverGirl said:
MimicMolly said:
The touchable products should have better preview thumbnails, at least. The cropped letters make them skippable because I often don't recognize hair by the names, only by the looks.
Yeah, I was wondering if something messed up on import? Because only seeing part of a title of stylized letters tells me NOTHING (visually) about whether I'm interested or not, and no way am I going to click on all that just to see if I might like it. And it just looks... cheap and ill-coded.
The thumbnails were most likely automatically created when importing the product by cropping the central part of main promo image in the desired aspect ratio. Which doesn't work at all for a lot of wolfie's products which don't use the usual Daz promo format for the main promo.









