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Daz 3D Forums > Search
  • How to determine assets in scene?

    I get this here:

    Primary

    Name :
    W06_Shoes_12306
    Label :
    Shoes
    Class :
    DzLegacyFigure
    -----
    Metadata

    Scene ID :
    #W06_Shoes_12306
    -----
    Object

    Name :
    W06_Shoes_12306
    Class :
    DzObject
    -----
    Shape

    Name :
    W06_Shoes_12306
    Class :
    DzGraftingFigureShape
    -----
    Geometry

    Name :
    W06_Shoes
    Vertices :
    12,306
    Faces :
    12,128
    Lines :
    0
    Class :
    DzFacetMesh

    By

    Grafitaleblu Grafitaleblu March 2024 in Technical Help (nuts n bolts)
  • how to load a morph for v4?

    You mean Inject a Head / Body morph from the runtime folder or export OBJ and import OBJ as morph slider with Morph Loader Pro ?

    If you mean the latter, you have to first go to : Edit - Figure - Rigging - Convert Figure to Weight Mapping : General Weight Mapping, then export / import OBJ with MLP. You'll find the morph slider under "Morphs/Morph Loader" (the path by default)

     

    By

    crosswind crosswind March 2024 in Daz Studio Discussion
  • The New Medieval Castle

    memcneil70 said:

    I adjust Smart Content to my own needs too. Architecture that comes with pieces that can be mixed and matched with other kits I created a new sub-category for - Component Modular Parts as opposed to Building Components that are for bits for one buidling/room only. But some shader kits I have found are better using the Content Library for best usage. Smart Content just can't hack it.

    I absolutely will buy your Notre Dame. One of my favorite memories of Paris in the early 1970s is sitting at a table along the Seine and while I ate, looking at Notre Dame in the afternoon and people watching. I was crushed when it burned down and have devoured every story/picture about its rebirth. Thank you for taking on this jewel.

    Mary

    Content management is definitley an ongoing issue in DAZ. Like you, I have created many custom Smart Content categories (and sub-sub-sub categories!) for organizing things the way I like. For shaders, I always assign them to my own personal categories and then save out the metadata to a new dsx so that it overwrites the DAZ created metadata. I also work offline and manually install all my files so my metadata doesn't get overwritten by an update. But I know most people obviously don't do any of this, so I need to be more mindful of the general end user experience! 

    Lucky you for having such lovely memories of Notre Dame! Ultimately, though, the fire was a fortuitous event, as the whole structure is getting a much-needed cleaning and resoration, so we will be able to see it much as it looked when first built, in all its shimmering glory. Like a trip back in time. Just an amazing masterwork of construction.

    By

    The Alchemist The Alchemist March 2024 in The Commons
  • The New Medieval Castle

    The Alchemist said:

    [email protected] said:

    @The_Alchemist, I bought your Medieval Castle Construction Kit - Walls and Towers, and was super excited  to get going with it. I am hoping it is a DAZ corporate issue, but man, that installation is a MESS!  Like, there's a folder in my root named \Subsets, or a large amount of other items loose in the root of \Architecture, etc.  It would be SUPER AWESOME to have a root folder like \Architecture \Medieval Castle Construction Kit  and inside that \Subsets \Lights \Materials etc.   I deinstalled via DIM, deleted files and reinstalled but it was all still all over the place.
    Just wanted to check if it was MEANT to be all over the place, or if it got mangled in packaging?  If it is how you meant it, then I will reorganize everything for myself, otherwise will wait for an update.   
    Either way, AWESOME model! 

    Yeah, that's on me, mainly. I generally put things into subfolders like you suggest, but DAZ requires things like lights and subsets to be in separate folder structures, so it ends up being a ton of sub-sub-folders spread out under multiple header folders. Materials are the only thing they usually want under a sub-folder. I almost never use Content Library anymore, so Smart Content is where I manage my library, and I always make my own custom metadata. But DAZ then makes their own .dsx for metadata and repackages up the installer, so we PA's have no real control on where things ultimately end up. Still, the physical folder structure is generally kept intact, so I'll be more diligent in future on how that gets handled. For this one, it won't likely get an update, since it doesn't technically effect the functionality. I appreciate your kind comments, however, and am glad you like the set.

    Thanks for the response! I appreciate knowing it was unavoidable. I will manually restructure them to my liking. I've been playing with some renders and want to reiterate how awesome this set is!

    By

    Gogger Gogger March 2024 in The Commons
  • The New Medieval Castle

    [email protected] said:

    @The_Alchemist, I bought your Medieval Castle Construction Kit - Walls and Towers, and was super excited  to get going with it. I am hoping it is a DAZ corporate issue, but man, that installation is a MESS!  Like, there's a folder in my root named \Subsets, or a large amount of other items loose in the root of \Architecture, etc.  It would be SUPER AWESOME to have a root folder like \Architecture \Medieval Castle Construction Kit  and inside that \Subsets \Lights \Materials etc.   I deinstalled via DIM, deleted files and reinstalled but it was all still all over the place.
    Just wanted to check if it was MEANT to be all over the place, or if it got mangled in packaging?  If it is how you meant it, then I will reorganize everything for myself, otherwise will wait for an update.   
    Either way, AWESOME model! 

    Yeah, that's on me, mainly. I generally put things into subfolders like you suggest, but DAZ requires things like lights and subsets to be in separate folder structures, so it ends up being a ton of sub-sub-folders spread out under multiple header folders. Materials are the only thing they usually want under a sub-folder. I almost never use Content Library anymore, so Smart Content is where I manage my library, and I always make my own custom metadata. But DAZ then makes their own .dsx for metadata and repackages up the installer, so we PA's have no real control on where things ultimately end up. Still, the physical folder structure is generally kept intact, so I'll be more diligent in future on how that gets handled. For this one, it won't likely get an update, since it doesn't technically effect the functionality. I appreciate your kind comments, however, and am glad you like the set.

    By

    The Alchemist The Alchemist March 2024 in The Commons
  • Diffeomorphic: How did I get all these custom morphs into Blender?

    Ah... that's it. I think I might understand how that happend though I'm not 100% sure as I've never used that way....

    I presume that Affect Morphs / Load Missing Morphs options search the linked morphs of the propertie dials within the Pose Presets, for instance, a joint rotation, a pJCM... even if you just gave the figure a simple pose...

    But I just did a couple of tests, the imported morphs seemed not accurate and complete. Anyway it needs the confirmation from Thomas and Padone...

    http://diffeomorphic.blogspot.com/2022/08/import-morph-and-scanned-morph-database.html

    By

    crosswind crosswind March 2024 in Blender Discussion
  • Diffeomorphic: How did I get all these custom morphs into Blender?

    Thank you guys... I've found out how these morphs came into Blender. I use DazStudio for the overall posing as I find DazStudio more convenient for the basic posing (whereas I find Blender more convenient for animation and finetuning the poses). I save the poses from Daz and use the "Import pose" button of diffeomorphic to get this pose into Blender. Actually I seem to have checked the "Affect morph" and "Load missing morphs" for one pose import in history for one time and then this character had these morphs.

    The thing I still don't understand is: I didn't use these morphs for the pose. I checked this again: I loaded a daz base male in daz, did some changes to the arms and saved this pose preset. When I import the pose with the mentioned checkboxes activtated the morphs are imported - I did not use them for the pose for sure. Just to gain more control (it is not highly relevant for me by now) but how does oit come to this behavior? I checked the settings when saving the pose preset within daz as I did now change here. There are quite some nested settings / checkboxes but neither seems to be related to morphs. Additionally I wonder why just these morphs are included somehow magically although I have some more morphs. Maybe that all of these automatically added morphs are expressions may be a hint for you?!

    By

    Dissendior Dissendior March 2024 in Blender Discussion
  • Diffeomorphic: How did I get all these custom morphs into Blender?

    Or custom morphs may be automatically imported when you load a daz animation, if the animation uses those custom morphs and you checked the option to "load missing morphs". You can try to reimport the specific figure and see if all those custom morphs are imported again, if this is the case, it may be something in the figure itself that we can investigate further.

    Anyway to import those custom morphs in a figure, if you find them useful, as Crosswind said you go with the "import custom morphs" tool.

    By

    Padone Padone March 2024 in Blender Discussion
  • Head propagating scale issue

    Hi, just in this scene. If I open a new file and import gen8 male his head is fine

    By

    edward edward March 2024 in New Users
  • Mesh and Texture Stretching, a way to fix?

    Commonly-seen issue on auto-fitted skirt or sth. like that. If you know a sculpting software like Blender, the best way is to fix the distorted area by using Smooth / Grab brushes, then import as a Fix morph or directly update Base geometry of the skirt.

    Besides, for such a dForce skirt, suggest you remove all weight maps on Thighs, then simulate it with Simulate from Memorized Pose option or with a Timeline. You'll get good result.

    By

    crosswind crosswind March 2024 in New Users
  • Head propagating scale issue

    Hi all,

    New to Daz3d and enjoying it very much.

    I created a character which required a bigger head. Used the  head propagation scale slider and increased the entire head just as I wanted. Now for some reason in the file/project whenever I try and tweak the head size it only effects the face and ears. The skull/cranium no longer scales so you get this hideous effect where just the heads features change. It still works as it should on other characters but the one i'm tweaking seems to not like it. Have I accidentally locked a setting so the skull isn't affected in the head propagation scale? Any help appreciated.

    Also if I import the gen8 male back into the file to replace my character his head is bigger than it should be...

    Lost.

    Many thanks 

    By

    edward edward March 2024 in New Users
  • HDR notification not displaying from 4K UHD HDR on YT

    tam_c3df5332fc said:

    Thanks for the reply @Padone

    And sorry for taking so long to reply, but I have been learning about camera LUT, wide gamut, rec 2020, etc..., along with still working the graveyard shift, which I should be sleeping right now, but I have to figure all of this out.

    Thank you for the screenshot, now that I know what you, @Gordig and @Richard Haseltine are saying

    Since I have already rendered all the scenes, is there a way to go back and just render the exr files? Also, from what I found so far - my old FCPX 10.4.10 does not support "exr" import

    No, the extra data for the .exr is not kept so you have to rerender. Iray uses the higher bit-depth internally, but downsamples to 8 bits per channel for the basic render save and discards everything else once the render window is closed, so rendering the .exr would be the same as rerendering the whole scene.

    By

    Richard Haseltine Richard Haseltine March 2024 in Daz Studio Discussion
  • HDR notification not displaying from 4K UHD HDR on YT

    Thanks for the reply @Padone

    And sorry for taking so long to reply, but I have been learning about camera LUT, wide gamut, rec 2020, etc..., along with still working the graveyard shift, which I should be sleeping right now, but I have to figure all of this out.

    Thank you for the screenshot, now that I know what you, @Gordig and @Richard Haseltine are saying

    Since I have already rendered all the scenes, is there a way to go back and just render the exr files? Also, from what I found so far - my old FCPX 10.4.10 does not support "exr" import

    By

    tam_c3df5332fc tam_c3df5332fc March 2024 in Daz Studio Discussion
  • Diffeomorphic: How did I get all these custom morphs into Blender?

    I just realized that one of my characters that I have imported from daz to Blender with Diffeomorphic has a very helpful large set of custom morphs - all of them are expressions. But the funny detail is: I have not a clue how these expression morphs found their way into Blender. I absolutely have no idea what I did with this character in another way as I usually do it at the moment laugh

    I checked how to import custom morphs with diffeomorphic but all I found was to go to the the location where the custom morph file is stored and choose this file but as you may see from the screenshot there are many morphs from different products and I am absolutely sure that I did not move to all these files and added them manually. Another way may be favorite morphs (?) but then I have no idea how I defined them as favorite morphs . Can somebody give me a hint?

     

    By

    Dissendior Dissendior March 2024 in Blender Discussion
  • [Commercial] Tinkercad : Easy Modeling for Creating DAZ Studio Assets

    (Digital Art Live event - where a similar video presentation of this wll be available in the DAZ 3D store)

    You can register for the free introductory portion of this event here

    Rgcincy (Richard Schafermeyer) is an experienced modeler who has written his own 3D modeling software (Shape Magic) plus is a very experienced DAZ Studio user.

    Over the last year he’s discovered Tinkercad, a free on-line modeling tool. It’s easy to use for creating models destined for 3D printing and producing assets for 3D software, such as DAZ Studio. Rich has been very impressed with Tinkercad and he’d now like to show you the benefits of this application.

    Rich will show you Tinkercad so that you can…

    1. Understand the Tinkercad interface comprehensively
    2. Create simple to more complex 3D models.
    3. Transform your models into a Minecraft or Lego style
    4. Export the models for use in 3D printing and 3D programs
    5. Import the models into DAZ Studio and add textures
    6. Learn how to import models from DAZ Studio for modification
    7. Utilise the Tinkercad library of pre-made models in Daz Studio
    8. See how models can be animated by using gravity in Simlab
    9. Play with materials and connectors in Simlab.

     

     

    previous arrow

    next arrow

     

    By

    Digital Art Live Digital Art Live March 2024 in Daz PA Commercial Products
  • SF People That You Meet - how to apply?

    SickleYield said:

    Please submit a ticket. If this error had been in the original it wouldn't have worked for me and Fuseling, let alone the Daz QA testers, so I think it must've gotten borked during processing after approval at some point. In that case it's Daz that needs to fix it.

    Strange enough, the metadata has the correct path for the SupportAssets (which is generated automatically when writing it out), so somehow it got changed after the metadata was created.

    By

    NorthOf45 NorthOf45 March 2024 in The Commons
  • waist bulges

    An image of what you are after is usually better to get people to understand.

    For tools there is D-former, but I think it would be hard to use.

    There might be some morphs packages that can do that.

    Or you can do it in an extern modeller and import as a morph.

    By

    felis felis March 2024 in Technical Help (nuts n bolts)
  • dFroce Simulations And Diffeomorphic

    No diffeomorphic doesn't import dforce simulations. You can use the Sagan alembic exporter by Donald for that. However diffeomorphic does import the basic dforce attributes, so that you can do simulations in blender. For example a dfoce outfit will import the pin map.

    https://diffeomorphic.blogspot.com/2021/04/dforce-simulations.html

    https://diffeomorphic.blogspot.com/2021/04/simulations-moved.html

    By

    Padone Padone March 2024 in Blender Discussion
  • Error when applying materials to Short Pixie Cut for Genesis 9

    Hopefully someone can help.

    I recently purchased Short Pixie Cut for Genesis 9 (93831). I get an error when trying to apply any of the icluded materials to the hair (An error occurred while reading the file, see the log file for more details). I installed the product via DIM, and applied a recent update to the product before I ever attempted to use it. I have unisntalled, deleted, restarted, and reinstalled the product to no effect.

    Here is the log file:

    2024-03-24 15:20:39.571 [INFO] :: Prepare asset load (merge): /People/Genesis 9/Hair/Daz Originals/Short Pixie Cut/Materials/OmniHair/SPC - OmniHair - Black Two Tone.duf
    2024-03-24 15:20:39.572 [INFO] :: Locking viewport redraw...
    2024-03-24 15:20:39.572 [INFO] :: Viewport redraw locked.
    2024-03-24 15:20:39.646 [VERBOSE] :: Native format content directories: 5
    2024-03-24 15:20:39.646 [VERBOSE] :: Poser format content directories: 5
    2024-03-24 15:20:39.646 [VERBOSE] :: Other import format content directories: 0
    2024-03-24 15:20:39.646 [INFO] :: Begin asset load (merge): /People/Genesis 9/Hair/Daz Originals/Short Pixie Cut/Materials/OmniHair/SPC - OmniHair - Black Two Tone.duf
    2024-03-24 15:20:39.653 [INFO] :: Determining missing assets...
    2024-03-24 15:20:39.766 [WARNING] :: Invalid hierarchy for selected node(s) and "preset_hierarchical_material" type; no root(s) found.
    2024-03-24 15:20:39.766 [WARNING] :: Error loading asset: C:/Daz 3D/Applications/Data/DAZ 3D/My DAZ 3D Library/people/genesis 9/hair/daz originals/short pixie cut/materials/omnihair/spc - omnihair - black two tone.duf
        Operation failed

    Any suggestions?

    By

    Studio Smithy Studio Smithy March 2024 in Technical Help (nuts n bolts)
  • Converting Corellian corvette 3D model for use in D|S

    I'm not sure I can share the resulting obj, even if it is a free model without the owner permission, but I can point you in the right direction to converting it yourself. Blender seems tricky to stsrt with, but once you know how to do something with it, it is unbelievably easy.

    Import the model into Blender then use the UV Editing tab for all your work flow.

     

    In the top left of the UV window, make sure the little box with two diagonal arrows is active allowing selections from the UV window to sync with the modeling window.

    In the modeling window, select a section of the model (in this example I selected Front.

    Go into editing mode in the modeling window and select all the polygons for that part of the model.

    In the UV window, carefully select just the parts within any given UDIM tile, in this case 1002.

    Only those selected polygons should be active now in the editing window. Right click on this selection within the editing window and go Seperate -> Selection.

    Rename the selection. I went with renaming it to the original UDIM tile name 1002 as the names of the texture files follow this format and this will make it easier to assign textures in DAZ.

    Add a new material and assign it to the selection, again renaming it to 1002.

    Finally, in the UV window simply move the selected polys to the bottom left UDIM tile location, or squarely in the UV grid.

    Repeat for each UDIM tile then export the whole thing as a new obj ready to texture in Daz.

    By

    Mart1n71 Mart1n71 March 2024 in Technical Help (nuts n bolts)
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