-
Questions from an Ex Poser User
... edited
In editor view I have no floor and no shadows. I find it very difficult to position my assets without shadows to see the height above floor. Poser rendered so fast that I can even set the editor view to rendered with textures and shadows. As I read in this forum, it is even not possible to get life shadows if I had an actual graphics card. Even the auxilary viewport can only preview IRAY, not 3Delight.
Every Game engine can calculate an acceptable quality in realtime, so as Poser since years ago. Why Studio is so extremely slow.How can I build a default scene with a floor (and maybe shadows) which hide parts from viewing which are below the floor? I have some Poser assets where parts can be height adjusted by sinking them into the floor. This looks awfull without a floor.
Is there a tutorial somewhere, how I can create a conforming Prop for Genesis from an existing Poser prop?
Thank you for your hints.
Thorsten
From the top menu: Create > and make a plane. It will be at the floor. Make it as large as you want from the Parameters Tab, colour as you please from the Surfaces Tab.
Viewport menu {bunch of tiny lines} toggle Show Floor for the floor grid.
Make your setup scene, save as a scene file.
Then from Edit > Preferences ... select it to be opened on launch.
Conforming prop? In D/S we save File > save as > Support files > figure/prop ... save it to an intelligent location {not in the Runtime structure but in My Library someplace} Props don't conform. Clothing conforms. If it's a clothing prop then first it needs to be made into a clothing piece [rigged using the transfer utilities].
GPU to CPU, (it's not going away anytime soon)Padone & Kitsumo, I understand that Blender is easy for you. I just want to work with DAZ and get the job done.
Trust me I'm a newbie at Blender. I'm barely able to transfer a scene over from DS and get it working. As long as Blender requires memorizing keyboard shortcuts, I'll probably never learn it. And at my age, my memory's not getting any better. But the new 2.81 interface is a lot more user friendly - it's easier to find things by clicking around.
When it comes to modeling things, I still use Hexagon.
That's really the problem with Blender in a nutshell. Even if the keyboard shortcuts are no longer required, the tidal wave of options, features and techniques facing a new or occasional user is so daunting. Hexagon is not simple but it is manageable and after a few sessions one could get used to where to find the essentials. Blender, on the other hand, requires a solid committment to learning the interface, the tools available and how to use the dozens of modifiers, just to name a few requirements. The latest versions are a huge improvement and I'm pretty sure that I would have just as much difficulty finding my way around ZBrush or Maya if I could afford such software but my memory and my powers of concentration are also on the wane as I approach my seventies.
Issues with dials/slidersIn general the Power Loader script should render the batch file redundant, though you won't get the fine detail options wthout the PowerLoader metadata.
In this case, .pmd files are Poser external morph files rather than the supported ExP system and DS can't handle injecting those via script (Daz did try for a while, but every Poser update changed the syntax used - which is why older Poser versions can't load items saved from newer versions in the affeced range). I think you need to get in touch with the vendor, with luck they may be willing to make a DS-compatible version using ExP or at least to offer you a refund.
what would persuade Daz Inc there's value in updating Bryce and Carrara?Exporting as obj also never worked for me, and as there is(don't know if it works at all with the latest DS verions) a DS bridge you would have thought that it could be used to transfer things over.
[Released] Hair Converter from Genesis 3 Female to Genesis 8 Female [Commercial]Doesn't want to attach the log for some reason, so apologies for the big post.
2020-01-23 15:19:18.168 WARNING: ..\..\..\..\..\src\sdksource\cloud\dzcloudtasknotifier.cpp(178): peer performed orderly shutdown errno=0 2020-01-23 15:19:30.416 DEBUG: Found: D:/Daz Dim Purchaces/data/RiverSoft Art/Common/RSConstants.dsa 2020-01-23 15:19:30.427 DEBUG: Found: D:/Daz Dim Purchaces/data/RiverSoft Art/Common/RSHairConstants.dsa 2020-01-23 15:19:30.438 DEBUG: Found: D:/Daz Dim Purchaces/data/RiverSoft Art/Common/RSBuildPanels.dsa 2020-01-23 15:19:30.449 DEBUG: Found: D:/Daz Dim Purchaces/data/RiverSoft Art/Common/RSHelperFunctions.dse 2020-01-23 15:19:30.482 DEBUG: Found: D:/Daz Dim Purchaces/data/RiverSoft Art/Common/RSAssemblyLineFunctions.dse 2020-01-23 15:19:30.503 DEBUG: Found: D:/Daz Dim Purchaces/data/RiverSoft Art/Common/RSConversionFunctions.dse 2020-01-23 15:19:30.519 DEBUG: Found: D:/Daz Dim Purchaces/data/RiverSoft Art/Common/RSHairConversionFunctions.dse 2020-01-23 15:19:35.164 DEBUG: WARNING: Forcing Conversion of Hair Items 2020-01-23 15:19:35.168 DEBUG: Executing Script 2020-01-23 15:19:35.264 DEBUG: Selecting Preset: D:/Daz Dim Purchaces/people/genesis 3 female/hair/arki/calla cascade/callacascade tail.duf 2020-01-23 15:19:35.271 DEBUG: START Conversion of D:/Daz Dim Purchaces/people/genesis 3 female/hair/arki/calla cascade/callacascade tail.duf 2020-01-23 15:19:35.272 DEBUG: Converting hair from D:/Daz Dim Purchaces/people/genesis 3 female/hair/arki/calla cascade/callacascade tail.duf to D:/DAZ Converted Files/hair from g3f to g8f/arki/calla cascade/callacascade tail.duf 2020-01-23 15:19:35.273 DEBUG: Apply Preset D:/Daz Dim Purchaces/people/genesis 3 female/hair/arki/calla cascade/callacascade tail.duf 2020-01-23 15:19:35.802 WARNING: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(4679): Could not find node parent. 2020-01-23 15:19:35.832 File loaded in 0 min 0.5 sec. 2020-01-23 15:19:35.836 Loaded file: callacascade tail.duf 2020-01-23 15:19:35.886 DEBUG: Is Generation and Gender of CC Tails G3F Hair correct for Genesis 3 Female? false 2020-01-23 15:19:35.886 DEBUG: Generation and Gender of CC Tails G3F Hair: 2020-01-23 15:19:35.886 DEBUG: CC Tails G3F is not a Genesis 3 Female hair item 2020-01-23 15:19:35.886 DEBUG: END Conversion of D:/Daz Dim Purchaces/people/genesis 3 female/hair/arki/calla cascade/callacascade tail.duf 2020-01-23 15:19:35.892 DEBUG: RemoveExtraSkeletons Genesis 8 Female 2020-01-23 15:19:39.654 DEBUG: Execution Complete. 2020-01-23 15:20:37.362 WARNING: ..\..\..\..\..\src\sdksource\cloud\dzcloudtasknotifier.cpp(178): recv failed errno=10054 2020-01-23 15:21:09.542 DEBUG: Found: D:/Daz Dim Purchaces/data/RiverSoft Art/Common/RSConstants.dsa 2020-01-23 15:21:09.553 DEBUG: Found: D:/Daz Dim Purchaces/data/RiverSoft Art/Common/RSHairConstants.dsa 2020-01-23 15:21:09.564 DEBUG: Found: D:/Daz Dim Purchaces/data/RiverSoft Art/Common/RSBuildPanels.dsa 2020-01-23 15:21:09.592 DEBUG: Found: D:/Daz Dim Purchaces/data/RiverSoft Art/Common/RSHelperFunctions.dse 2020-01-23 15:21:09.609 DEBUG: Found: D:/Daz Dim Purchaces/data/RiverSoft Art/Common/RSAssemblyLineFunctions.dse 2020-01-23 15:21:09.630 DEBUG: Found: D:/Daz Dim Purchaces/data/RiverSoft Art/Common/RSConversionFunctions.dse 2020-01-23 15:21:09.646 DEBUG: Found: D:/Daz Dim Purchaces/data/RiverSoft Art/Common/RSHairConversionFunctions.dse 2020-01-23 15:21:13.119 DEBUG: WARNING: Forcing Conversion of Hair Items 2020-01-23 15:21:13.140 DEBUG: Executing Script 2020-01-23 15:21:13.224 DEBUG: Selecting Preset: D:/Daz Dim Purchaces/People/Genesis 3 Female/Hair/Deep Hairline/Deep Hairline Style.duf 2020-01-23 15:21:13.224 DEBUG: START Conversion of D:/Daz Dim Purchaces/People/Genesis 3 Female/Hair/Deep Hairline/Deep Hairline Style.duf 2020-01-23 15:21:13.225 DEBUG: Converting hair from D:/Daz Dim Purchaces/People/Genesis 3 Female/Hair/Deep Hairline/Deep Hairline Style.duf to D:/DAZ Converted Files/hair from g3f to g8f/Deep Hairline/Deep Hairline Style.duf 2020-01-23 15:21:13.232 DEBUG: Apply Preset D:/Daz Dim Purchaces/People/Genesis 3 Female/Hair/Deep Hairline/Deep Hairline Style.duf 2020-01-23 15:21:13.944 WARNING: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(4679): Could not find node parent. 2020-01-23 15:21:14.011 WARNING: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(1770): Failed to follow node. 2020-01-23 15:21:14.011 File loaded in 0 min 0.7 sec. 2020-01-23 15:21:14.015 Loaded file: Deep Hairline Style.duf 2020-01-23 15:21:14.175 Loaded Morph Deltas in 0 min 0.0 sec. 2020-01-23 15:21:14.196 Loaded file: SWM_VertsStraysFix.dsf 2020-01-23 15:21:14.200 Loaded Morph Deltas in 0 min 0.0 sec. 2020-01-23 15:21:14.202 Loaded file: SWM_G3MFixRSideStrayHair.dsf 2020-01-23 15:21:14.220 Loaded Morph Deltas in 0 min 0.0 sec. 2020-01-23 15:21:14.220 Loaded file: SWM_Fix Back1.dsf 2020-01-23 15:21:14.246 DEBUG: Is Generation and Gender of Deep Hairline Style Hair correct for Genesis 3 Female? false 2020-01-23 15:21:14.246 DEBUG: Generation and Gender of Deep Hairline Style Hair: /Genesis 3/Male 2020-01-23 15:21:14.252 DEBUG: Deep Hairline Style is not a Genesis 3 Female hair item 2020-01-23 15:21:14.252 DEBUG: END Conversion of D:/Daz Dim Purchaces/People/Genesis 3 Female/Hair/Deep Hairline/Deep Hairline Style.duf 2020-01-23 15:21:14.252 DEBUG: RemoveExtraSkeletons Genesis 8 Female 2020-01-23 15:21:18.468 DEBUG: Execution Complete. 2020-01-23 15:21:51.068 DEBUG: Found: D:/Daz Dim Purchaces/data/RiverSoft Art/Common/RSConstants.dsa 2020-01-23 15:21:51.080 DEBUG: Found: D:/Daz Dim Purchaces/data/RiverSoft Art/Common/RSHairConstants.dsa 2020-01-23 15:21:51.108 DEBUG: Found: D:/Daz Dim Purchaces/data/RiverSoft Art/Common/RSBuildPanels.dsa 2020-01-23 15:21:51.121 DEBUG: Found: D:/Daz Dim Purchaces/data/RiverSoft Art/Common/RSHelperFunctions.dse 2020-01-23 15:21:51.139 DEBUG: Found: D:/Daz Dim Purchaces/data/RiverSoft Art/Common/RSAssemblyLineFunctions.dse 2020-01-23 15:21:51.161 DEBUG: Found: D:/Daz Dim Purchaces/data/RiverSoft Art/Common/RSConversionFunctions.dse 2020-01-23 15:21:51.177 DEBUG: Found: D:/Daz Dim Purchaces/data/RiverSoft Art/Common/RSHairConversionFunctions.dse 2020-01-23 15:21:55.580 DEBUG: WARNING: Forcing Conversion of Hair ItemsWith both of these, the script is loading the hair, checking out the equivalent of scene identification and it is blank or reported wrong. The Deep hairline reports as a Genesis 3/Male product, and the calla tails reports as nothing. The force conversion didn't work? If not, you could resave these items correctly, and then convert them.
Laguna mermaid for Genesis 8You can totally do it, here's how:
- Add the mermaid tail and G8F to your scene.
- Set both to base resolution.
- Select the tail (not the geoshell) and disable smoothing, then right-click the scene tab and navigate to `Edit` > `Scene Identification...`
- Change `Preferred Base` to G8F and accept. This is better than using transfer utility as will retain the bones/weightmaps of the tail.
- Select G8F and switch to geometry editor tool, also switch to wire shaded display mode
- If you look at G8F's back, you'll see most of the polys are square but a couple either-side of her lower back are more triangular. You need to select all of her lower body geometry up to the lower edge of these
- Once selected, right-click in the viewport and got to `Geometry Assignment` > `Set Auto-Hide Faces for Attachment...` and select the tail.
- Deselect all geometry, then select the top-most ring you had selected before, ie. the ring of polys that is the intersection between G8F and the tail.
- Right-click in the viewport and got to `Geometry Assignment` > `Set Graft Faces for Attachment...` and select the tail again.
- Switch out of the geometry editor tool and fit the tail to G8F - you should see the legs disappear.
- Finally select the tail geoshell, parent it to G8F and check that the `Shell Node` is set to G8F, which will then also cover the tail like the G3F version.
At this point you can select G8F and add a default h.material preset from the G3F material options, before saving the tail as a wearable preset to a folder of your choice. Here's my version on BlueJaunte's Amira:
[RELEASED] Chess Geografts for Genesis 8 (male and female)[Commercial] - new PAI really do like this product but I would have liked to see it support some of the basic morphs, when using the Height morph or the lengthen torso or Legs dials, the Skirt base distorts (is there a way to solve this), I also found that if you use a pose that has translated the hip you have to zero that out otherwise the skirt base becomes distorted.
The Queens
Adventures of Lorenzo & LoRez Figures in CarraraLoRenzo's weekend job


Nice character. Is it your own morph on Lorenzo? Nice picture.
Saving different dforce simulations for each frame of an animation?Thank you, those are all excellent suggestions. Catherine's is way beyond me (I haven't had Hexagon installed for years), but they all sound like they could work. I'll probably try Matt's suggestion of exporting as an OBJ and then reimporting as a morph, but it probably will be easier in the end to just separate all of the frames into individual documents. I did it that way to be able to "onion skin" of sorts from frame to frame, but I've run into so many problems of limbs and props changing position between frames that it's probably best to just have separate scenes that allow full control of the timeline for simulations.
Much appreciated.
Laguna mermaid for Genesis 8I did transfer it to G3M with the cross-figure resource kit but the polyflow in the hip region was the same - if its the same for G8 as well then absolutely it's possible - I'll give it a go and report back :)
Creating morphs for non-basic genesis 8.GoZ for zBrush works. It did export the figure and then import back the morph. Once. Now it doesn't. At first the problem was that I couldn't bridge two figures(since I need the second one to see where the collision is happening), first one was appearing on the cursor, second one - somewhere in the upper right corner for some reason. When I appended it it was above the first figure for some damn reason. Now they do appear together but GoZ simply stopped exporting the morph. Even if I start over with ONE model. It proccesses items in the zBrush but nothing happens in Daz.
This is really frustrating.
Creating morphs for non-basic genesis 8.You could try exporting out the HiRes figure as .obj, import it back in and make a prop out of it. Then morph the prop.
GPU to CPU, (it's not going away anytime soon)Padone & Kitsumo, I understand that Blender is easy for you. I just want to work with DAZ and get the job done.
Trust me I'm a newbie at Blender. I'm barely able to transfer a scene over from DS and get it working. As long as Blender requires memorizing keyboard shortcuts, I'll probably never learn it. And at my age, my memory's not getting any better. But the new 2.81 interface is a lot more user friendly - it's easier to find things by clicking around.
When it comes to modeling things, I still use Hexagon.
Saving different dforce simulations for each frame of an animation?Frame A has one pose, run the simulation and shoot the clothing over the bridge to Hexagon,
Frame B has 2nd pose, run the simulation, select the clothing and from Hexagon send the clothing item back over, make the morph. Running it to 100% should have it back to the figure on Frame A.
Zero the morph, select the clothing {in pose 2} and send that over the bridge to Hexagon, delete the previous import and renumber it to be the only one.
Frame C has 3rd pose, run the simulation, select the clothing and from Hexagon send the the clothing {from pose 2} to D/S, make the morph. Check it too.
I haven't tried all this with a cloak tbh, in a fast switch for the morph between frames I don't know how well that might work. Might need a few spare frames to edit out later?
{and as Hexie can be, well, Hexie - save the morphs {zeroed} as you're working on them, if there are many frame poses to do, there will come a point when 'nothing is working' as the communications over the bridge have what I call a seizure. Solution is to close both programs and start again.}
{and reverse deformations of course}
{when returning to Hexagon, 'validate' to continue working in it}
Saving different dforce simulations for each frame of an animation?You can either use duplicates of the cape and only have the correct one visible (although this can get pretty slow, as even though hidden objects won't be counted in the simulation, they still seem to calculate smoothing modifiers), or you can export a simulated cape as an OBJ, then reimport/use that as if it were a morph.
Saving different dforce simulations for each frame of an animation?Hi. Got another weird question, hopefully someone might have a decent answer. Also, and I'm sorry if I sound frustrated, but please read what I've already tried below before suggesting the same thing. That seems to happen every time I post a question these days.
I'm making a series of pictures which include a guy in a dforce cape that I need to simulate differently for each frame. However, the series is within a single animation timeline, where each frame is a separate scene with its own camera (think of it like a comic book sequence, but each panel is one frame in a 20-frame animation). Being in a single animation timeline makes it impossible to use a timeline play range for dforce simulation, and if I simulate in frame one for example, the same simulation is intact in frame 2, where the guy is in a completely different pose and requires a new simulation (which would clear the simulation in frame one). I can save the entire guy and his outfit as a scene subset to be loaded in later, but that will delete all of the keyframes that the guy already has throughout the full scene.
Is there a way to save the results of a dforce simulation like a morph or a pose that can be applied to the same dforce-compatible figure later? Thanks in advance for any advice.
Looking for recent G8F characterHello Gordig,
Although i own a few BlueJaunte figures, what I saw wasn't one of theirs. From what I remember, is that the character was by a fairly new artist, but some of the promo shots really looked like it could have been a Zev0 product. I checked Zev0's store just in case, but I didn't a specific foot/sole wrinkle morph with transferrable displacement/normal map product.
Thanks, -David
CJ 8i'd love to know what michaela looks like on the G8F base. redzstudio's characters are always amazing. :)
anyone tried that?
j
@jardine, Here ya' go.
Front, full body shot:
Head shot:
I'm a big fan of RedzStudio, so I went ahead and bought Michaela, even though I did not buy CJ8. I figured worst case scenario, I could still use the materials on my own dialspun characters. However, I think she looks lovely with just G8F, though she should probably quit burning the candle at both ends. She looks exhausted! (She uses 50% of the CJ8 head morph. Maybe that would reduce the bags under her eyes. She also uses 70% of CJ8's body morph, if I've read the dsf files correctly.)
I'm rendering a few more head shots, using some of the other G8F base figures I own. I'll add those here, too.
ETA: More images…
with Mei Lin 8 at 50%
with Gabriela 8 at 50%
with Bridget 8 at 50%
with Sydney at 50%
And finally, with Zelara 8 at 50%
Open each head shot in a new tab if you want to quickly compare the differences. In a column here the differences appear to be very minor, but cycling through the images in browser tabs shows just how different they really are.
Creating morphs for non-basic genesis 8.Hi! I'd like to create my own morph via sculpting in blender/zbrush for a static pose of a character. For example 2 characters interacting, first one grabs second one by the shoulders and I'd like to create a morph for shoulder area to squeeze it where fingers are, pump it near fingers etc.
Generally, morphs are created on the basic genesis model but in this case this won't work, I need to see exactly where fingers touch skin on MY character, not the basic one. I don't need to move, it's a static pose, morph for one exact frame. Tried exporting my character as obj into blender but when I load the morph back it goes horribly wrong. Tried basic load, tried reverse deformations with deltas only. It resembles the model but with lots of stuff flying around, texures all over the place etc.
Is it even possible to do?
Is DAZ addressing the Black Sclera when character is far from world origin issue?It is an Iray specific issue, Daz has no control over that. Though maybe Daz reps could ask the Iray devs about fixing it. Its existed ever since the introduction of Iray. All you can do is use either Speed or Memory optimization and see which works better. Some people say Speed works better now, and would have agreed, but then I had a scene just a week ago that clearly worked better with Memory than Speed. I tried it multiple times to verify. But other times Speed is indeed better. Why it might change from one to the other I have no idea. I would stay away from "auto" as it seems to always be the worst possible option.
You would have to contact the developers of Iray about this issue.
BTW I made such a morph for G8 Female which is at sharecg. Its pretty much universal so should work on any G8F. However, the black sclera is only the most visible issue. If you are getting the black sclera, it is highly likely you are getting other issues that maybe you are not noticing. You can get this issue in hair scalps and other hair items. Go far enough from world center and you might also find seams on the borders of UV maps for skin. Geografts can also be effected. Basically any surfaces with transparancy that touch each other can present this issue depending on how far from world center you go. So you might want to take a close look and see if there are other spots like this in your render.


















