-
New Installed Morphs Not Appearing
In trying to figure out why the Genesis 8 Female Body Morphs are not appearing, I found that under products, G8F Body Morphs right click > edit metadata shows no files listed. See Screen shot: https://prnt.sc/qqiev6 Some how Daz Studio is not seeing the Body Morph FIles, where as the head morphs edit metadata shows a list of all the morphs for the head. Both Head and Body Morph files appear in the same locations.
Is there a way to fix this?
Custom figure G8/V8 using Morph Loader Pro problemsBaking a compound morph to a single morph breaks all the things like joint adjustments and JCMs to correct other morphs - it isn't a good idea. If you want to add modifications to the compound shapeexport the OBJ as you are, but then don't zero the shape and on importing the morph use Reverse Deformations to strip out the existing modifiers leaving just your modifications on top. if you want a master slder to control your compound morph it's better to put the Parameters pane in Edit Mode, by right-click, then create a new controller by right-click in the group you want to add it to, set it to 100%, right-click>ERC Freeze and that should give a single master slider for yur shape.
Geograft showing low-resolution meshThe morphs have to match the base geometry... Exactly.
After import, I believe, the HD will still only look correct on the higher SubD level, naturally, you can't retain HD morph values on a lesser detailed model anyways, because there isn't enough supporting geometry to "bend" into the HD shape you are telling it to bend to. But it seems as if you are not doing an ERC freeze correctly, or you are not starting with the base-model being zeroed-out correctly.
Also, what are you using to create this extra detail? Not all programs operate the same. If your program does not retain the "curves", then it esentially outputs simple geometric flat triangles, and they will always output triangles even if you SubD them into billions of segments. Without the curve-data, the program does not know how to bend the surface, so it doesn't try. You are effectively just moving the base-models individual points to new locations, if you are not also retaining the "curve values", which is what actually creates or retains the majority of the HD adjustments.
Don't forget there are two values for SubD level... One applies ONLY to the viewport, the other applies ONLY to the actual render-screen output.
More rare of a situation... Have you altered the way that the geometry is "bent"... Sharp edges, Catmark, etc... Interpolation, base resolution level... In the "Parameters->[model]->General->Transforms->Mesh Resolution" area
Even more rare... Sometimes a "glitch" can make models lose the "bend" geometry values. A simple restart of Daz would fix that, if that was the case. I have not seen that in a long time though.
Custom figure G8/V8 using Morph Loader Pro problemsSounds to me like you need to use 'Adjust Rigging to Shape' after creating your morph. The individual morphs you used probably do that, but the OBJ format only covers mesh geometry, not rigging. Have a look at the bones in the Joint Editor after you create your morph; they are probably not quite in the same positions relative to the mesh as they are before you export your OBJ file.
Personas comprando irreconocibles - Unrecognizable people buyingJust adding, as a side-note... The model has HD textures, which will not actually show as HD, if you don't also adjust your "Texture compression" values in the advanced render settings. The default compression settings are 512 for medium and 1024 for high. Her HD textures are 4096x4096, so they will all reduce/compress down to 1024x1024, unless you set the min and max values to 4096x4096, which will take a lot longer to render and may stop it from fitting in your video-card. But don't expect it to look as HD as the product page, with Daz's default settings of 512/1024, for the 4096 sized images.
Additional items used in the promo-shot
- Altern8 - Skin Shader System for Genesis 8
Textures Include
- 54 Texture, Bump, Specular, Normal and Mask Maps (2048 x 2048 to 4096 x 4096)
Without the "Skin shader system", and same settings used, it will never match the exact look of the product page. (A little deceptive if you ask me, since it is selling a skin which is essentially edited to NOT look like the skin it actually is, in the actual product shot itself.)
Thus, I am sure the product page was also rendered in full HD, with the 4096 size images and "Morphs", with the highest SubD level for the model. Standard resolution and SubD levels without the correct HD morphs, would never match the product page sample render. (That is to be expected. Because it is a HD skin/character they are selling.)
Your issue is clearly NOT ONLY the HD issue, but also the morph deformation... Which is what you should resolve first. If it isn't related to having the incorrect SubD level for the base-model.
Also, the HD morphs may not look right, or as intended, unless you ALSO bump-up the models default "SubD levels", from 2 to 4, for the render-setting. In order to get higher detail, you first need a higher detail model to alter, with the HD morphs. They will not look the same on a model with lower resolution, which is the default settings for the models, which is "Standard" SubD levels. That will also consume more render-time and video-card memory, which may stop it from fitting in your video-card, if there is not enough room to render it in HD.
I express these as concerns, because you posted examples with a lot of noise, as if you don't have a powerful video-card to render them to a better resolution, fast enough, with the non-HD settings and materials. (Unles you did, but just cut it short, for the example of your issue.)
Personas comprando irreconocibles - Unrecognizable people buyingI get what you are saying... It looks like the product was "pre-morphed", which, it could have been, but should not have been. However, your lips and eyes (how large they are) Seems to imply that you have some comic-character morph loading along with your base-model. As well as the heavily "triangulated" facial form. (Like an Anime-model morph.) Did you, or do you have a toon or anime morph which you recently loaded into your library?
Also check the "Hidden" correctives, in the models parameters. Something may be applied, with a base-value that should not be. (You will have to "Show hidden", to see some of them. Using the MENU-icon with three bars on the top of the window you have open for the parameters tab.)
Are you loading the model from the "Files" tab, or from the "Products" tab (Smart content), or from the "Content Library" view? The "Files" and "Content Library", may only be a partial loading, where as the "Products", may have a loading option that loads ALL settings needed to get that same exact "Look", as the whole product. Sometimes the "File", is just some of the base-forms or skins, not the whole setup, which may have a few other items needed to be loaded, to create the whole character. (Such as specific IRAY loading of textures, or skin-tones, Gloss, Diffuse, as there may be multiple variations for that single model.)
Also, it may have been "made" with a specific lighting that might honestly have to be recreated, exactly, to match the "product image". Especially if the lighting and shadows have been baked-on to the skin and bumps and normals.
Just adding... Simply using the raw morph-slider, may not work. It may depend on another base-morph to be loaded as well, like "Victoria 8", may have to be 50% or 100%, if it was a morph made off a morph, which was made as a morph for "Victoria 8", for instance. EG, It will not look the same with "Olympia 8" or the "Base Gen-8", alone...If it was, they may not have correctly zeroed-out the model. (Which the creator simply needs to be made aware of the issue. It happens... Usually fixed with a simple update which will show in your list, when you use the download manager or load it using the cloud.)
Help! Eyes are goneI've been dealing with this issue for months so I have restarted DAZ. I'm finding that it's happening on all eyes and eyelashes on all models now.
Can you take a snapshot or two, of the material settings? (For the eyelashes)
If they look fine when you load them from a default model, but only change after saving... Snapshot both before and after, to try to figure-out what, if anything, has changed between here and there. It might just be an obscure bug, related to saving and/or loading. (Which would be best handled by reporting the bug, at that point, directly to Daz, through the HELP page.)
There still may be something, like a script or bad morph that is altering your base-model or even just a broken base-material that is causing the issue. Have you recently loaded any new models into your collection, or scripts?
(You would have to reload the "Essentials" for Gen-8 or Gen-3 and maybe the non-specific "Starter essentials", if that is the case. I think the non-specific essentials contains the base IRAY/UBER materials. The eyelashes and eyes are specific to Gen-8, Gen-3, Gen-2 etc... and those "Starter essentials".)
DS & Titan RTXAnd are hugely expensive paperweights if the scene doesn't fit on the card(s). Plus, they don't have 11GB of RAM after windows has finished stealing it.
OK, you caught me :)
I render in Blender, which has MUCH better tools for making things fit. Between Render Layers and the Scatter plugin that only instantiates objects that are visible to the camera, I haven't been able to exhaust 11 gigs since I took the time to learn how Blender users more proficient than I do it.
Architecture, like a huge cathedral, and backgrounds belong in their own layer. The characters can get by with much simplified surroundings, just to catch shadows, etc...
Even so, believe it or not, most of my memory usage is because of the dForce Long Curly hair that two of my main characters use, that I haven't converted to particle systems yet.
Also, Cycles often seems to go over the 11 gig limit, and even driving 3 4K displays, the render succeeds. I think the memory usage meter is way off.
In my experience, 11 gigs is really enough for just about anything. If it's not, it's the fault of the environment you're working in.
Indeed, I'd love Cycles in Studio.
I occasionally export to blender, but can't say I find any of the transfer options suit me. Maybe I'll set aside a weekend.
I agree.I've also tried the export options and have not been satisfied with the renders but I am no Cycles expert and have no clue as to how to work with the Blender node system (just looking at tutorials about it puts me off). There is a discussion going on about an enhancement to the Diffeomorphic exporter with regard to IRay materials :
One of the main drawbacks to using the Reality plugin (before I got an IRay capable GPU) was the hours I would spend tweaking materials for Luxrender. I think I would have to do that with Cycles in order to be happy with the results but that forum link (above) suggests that there might be something being developed to help with that conversion process.
Custom figure G8/V8 using Morph Loader Pro problemsI have G8/V8 and modified morph parameters to make a custom figure
I remove the eyelashes
Turn the base sub to 0
export the figure as an OBJ using the default DAZ Studio settings in the OBJ exporter.
I reset the figure morphs all back to zero
When I load the obj back through Morph Loader Pro the morphs changes the figure to where I had made my customizations but; for example; if I change facial expressions or bend a finger joint the figure distorts, moving the lips might extend a nostril out like a linked morph target having an exaggerated reaction.
if I save the figure with the target changes I made and don’t export them as an OBJ to be brought back as a figure morph target and I make changes to the hands, face, etc. they work fine
I looked on line in a few places but the info I came back with didn’t solve this particular issue. Is there a definitive way of doing this with G8/V8 that is different or DS12 that is different now?
Using Daz Studio for Game ModelsIf you want to purchase everthing you use in your game I think it will go really expensive really fast.
If you want 3d stuff in your unity game you would be better off getting the starter essentials interactive license, trying a few morph packs without interactive license and than getting the one you really like with interactive license and use it to create your characters.
For eveything else, I would recommend learning a 3d software. Blender is free and can be very good and easy to use to create props.
For clothing you can also use Blender, with a little more skill or I heard Marvelous Designer is easy to use and very good, not sure how expensive a license is for that.
For hair, Blender would be your best bet but it's not easy to do. You might need to purchase a few types of hair with interactive licenses as well. If you go the purchase root try to get the most customizable ones.
There are also plenty of sites that offer free 3d models. From props to clothes and characters, even hair, you should look at them as well (also check the type of license for each of those free models).
I am curious what kind of game you are doing in Unity that requires full 3d real time graphics, if you care to share.
Oh, that is more of a pipe dream than an actual plan atm. I'd LIKE to try and create a story-driven psychological horror game with characters, cutscenes of (decent) quality, and overall an indie love letter to the late 90s/early 2000s survival horror genre. But I'm well aware the limitations of a 1-man noob, and what it would cost to hire people who know what they're doing, hence looking for any feasible shortcut I can find, like making character models with Daz figures if possible. I don't need a AAA Resident Evil 7 character model, but something that I can animate for gameplay/cutscenes with some decent emotional range would be great.
Nah, I'm gonna start small, learn the engine (Unity), make use of freebie assets and a handful of Unity Store Assets to learn my way around such things, at least learn coding and level design. If needed I'll try to learn Blender, but time may not be on my side to do it AND code the games, but I will look into those options you suggested. ^^
Using Daz Studio for Game ModelsIf you want to purchase everthing you use in your game I think it will go really expensive really fast.
If you want 3d stuff in your unity game you would be better off getting the starter essentials interactive license, trying a few morph packs without interactive license and than getting the one you really like with interactive license and use it to create your characters.
For eveything else, I would recommend learning a 3d software. Blender is free and can be very good and easy to use to create props.
For clothing you can also use Blender, with a little more skill or I heard Marvelous Designer is easy to use and very good, not sure how expensive a license is for that.
For hair, Blender would be your best bet but it's not easy to do. You might need to purchase a few types of hair with interactive licenses as well. If you go the purchase root try to get the most customizable ones.
There are also plenty of sites that offer free 3d models. From props to clothes and characters, even hair, you should look at them as well (also check the type of license for each of those free models).
I am curious what kind of game you are doing in Unity that requires full 3d real time graphics, if you care to share.
No more new Freebies?...the opposite can happen as well trying to fit male clothing (pants and shorts) to a female character as the crotch area tends to distort noticeably due to having to accommodate the the "bulge" morph male figures have.
SOLVED: Wearable Preset Not The Same as When Saved@ Richard Haseltine: Wait, I may not be understanding correctly. By "save as morph asset" do you mean import it through Morph Loader Pro, or do you mean Save As> Support Asset > Morph Asset? Because I did the former, but not the latter.
The latter, saving an actual morph asset.
DS & Titan RTXAnd are hugely expensive paperweights if the scene doesn't fit on the card(s). Plus, they don't have 11GB of RAM after windows has finished stealing it.
OK, you caught me :)
I render in Blender, which has MUCH better tools for making things fit. Between Render Layers and the Scatter plugin that only instantiates objects that are visible to the camera, I haven't been able to exhaust 11 gigs since I took the time to learn how Blender users more proficient than I do it.
Architecture, like a huge cathedral, and backgrounds belong in their own layer. The characters can get by with much simplified surroundings, just to catch shadows, etc...
Even so, believe it or not, most of my memory usage is because of the dForce Long Curly hair that two of my main characters use, that I haven't converted to particle systems yet.
Also, Cycles often seems to go over the 11 gig limit, and even driving 3 4K displays, the render succeeds. I think the memory usage meter is way off.
In my experience, 11 gigs is really enough for just about anything. If it's not, it's the fault of the environment you're working in.
Indeed, I'd love Cycles in Studio.
I occasionally export to blender, but can't say I find any of the transfer options suit me. Maybe I'll set aside a weekend.
Experiencing fit issues with "Boho for G3F" on a G3F character. [sort of solved]...no dialogue appears since the character is G3F and the clothing is made for G3F. A dialogue only pops up if I'm trying to fit clothing from a different generation to G3F. What scaling is involved is due to a character shape (Zev0's Molly) and the Growing Up morphs. I tried rescaling the character to 100% but that does nothing. I don't bother with dForce because I have old hardware.
I even tried using the Transfer Utility as well as adjusting the Growing Up clothing support slider to 100% then to 0%, but neither solved the issue. The other odd thing is if I have nothing selected as the fit target and load the clothing, it still defaults to fitting to the character though is not parented.
What appears to happen is that the process seems to stop short of fitting to the arms and shoulders so the sleeves are still completely below the arms and the neckline just below the bust line (which is why I cannot attach an image) after autofit quits. I am fitting to the default "T" pose as well.
One thing I did notice is that the vendor is Aave Nainen who often used a wide range of fitting/motion morphs to better drape long skirts & flowing sleeves. When I wnt through my inventory of G3F clothing, the only other product I have from the same PA for G3F is the Belle Dress which does the same thing. I then experimented with loading each piece of of Aave's G2F clothing to the character that I have, and it all properly converts and fits just fine, so this is why I am at a total loss as to what is going on. Again, as I also mentioned, when I tried loading it on a different custom character I created (which also uses some scaling) it fit perfectly fine.
SOLVED: Wearable Preset Not The Same as When Saved@ Richard Haseltine: Wait, I may not be understanding correctly. By "save as morph asset" do you mean import it through Morph Loader Pro, or do you mean Save As> Support Asset > Morph Asset? Because I did the former, but not the latter.
@ JD_Mortal: There is no smoothing or collision settings enabled for either G8F or the shoes at this time, so unfortunately that does not fix my predicament...
SOLVED: Wearable Preset Not The Same as When SavedDoes the shoe have collision on, for the model? It shouldn't... Shoes are normally "rigid", and don't normally deform to take the collision-form of a foot, like a sock would be expected to do. The foot would actually deform to the shoe, not the other way around. (Leaving depressions in the skin, from the straps as an example. Not expanding the shoe to the body/skin shape.)
However, it is a sign that the collision is being applied before the morph deformation, which is just displaying the toes in the new location, as opposed to applying the deform after the morph/adjustment. Like her toes are still bent down, when the shoes are applied, which they technically are. Can you change the order of the preset? (Bend first, apply shoe, then the deform would still happen, but be in the correct collision location to what is displayed.) Sorry, I don't know the exact procedure to do, exactly what it is that you are doing. Seems like the shoe would actually have to be unbent, to the bone-position of the un-bent foot, when first applied. Then bend it back to the desired position, just after, to retain the "final render collision calculation". Since the toes are obviously in the unbent position at the calculation point, which you then move them to be in a new spot, afterwords. But the shoes are already calculated at that point. {Sounds right in my head}
Eg, I would have made the shoe, around the "bent bone" of the foot. But noted the bend-value. Then, unbent the shoe, after it was made, which will look totally wrong, but needed, so it matches the foot bone and form, as it is applied. Then simply bent the toes and shoe back, with a morph, which now places them both in the correct position at once. Because, it is as if the shoe was made with unbent bones, and then you try to bend the toes up, without bending the shoe-tip up also, so it is virtually "down", when it is "up", as it is displayed. Which is what the collision implies. (If you visually hide that model and put a default one without the toes bent, in the same spot... I would bet that her toes are just behind the deformations. If you add shoes, but not parented to the model, I would think that you would then see the tips of her toes poking through the bottoms of the shoes where the deformations are. Which would also confirm it.)
Help! Eyes are goneIf you duplicate the model, does this issue happen on the new model?
Looks like the material-data in the save file, may have gotten corrupted, or something in the saved data is throwing a hurdle at Daz, which it simply drops-in default/generic data as a replacement. (Possibly duplicating the item would essentially bypass that, initially, as it reloads the individual settings, as opposed to actually trying to duplicate the raw-data from the saved file. When you save a model, it saves that data, then tries to reload it from the saved data. But, if something happened in the process of saving the data, or reading it... You get odd things like this. Such as when a model is saved and some other script or setting decides to add itself to the save-file in the process. Common with botched morphs and "fixes" that like to attach themselves to every open model, if they are used or not. Thinking back to a warewolf morph that made all Gen-3 models look like someone crushed thier shoulders if you bent the arms, and a hair mod that somehow could pull bones out of a gen-3, distorting the whole model making spaghetti arms and fingers.)
If that doesn't work, just try reapplying the skin/eyes or whatever you set the model to. (That is a script, I assume, which should just be telling it what materials to load for that model. If that somehow was the data that got corrupted or lost or interfered with in the save file.) You can practice on the duplicate first, if it did copy-over the bad data. (Incorrect image paths or names, or missing image files for the materials.)
If you save it, and reload it, after it is fixed, and it still does that... Might want to contact the maker of the eyes/skin that is loading them. Or, look into other non-direct potential issues that may be leading to that specific items failure. Unless it was just a one-time issue.
SOLVED: Wearable Preset Not The Same as When SavedDid you save the blocking morph in the shoes as a morph asset before saving the preset?
Personas comprando irreconocibles - Unrecognizable people buyingIt looks to me as though your figures are loading with another face morph added in. Your versions of the characters all have similarities around the lips and eyes. With your figure selected, look in the section called Currently Used under the Parameters tab. I don't have Ai to use as an example, but here's Albany by the same artist. You'll see that under Currently Used, there's a nail morph by Mousso, Albany's full morph, head morph, body morph, and navel morph, all dialed in at 100% (which is how it should look if you load a character directly, rather than load plain Genesis 8 Female and dial in those shapes by hand).

Ai, and those other characters, should have a similar arrangement. At the very least, there should be a full morph, a head morph, and a body morph showing like that. When you load any of those characters, are there any other head or face morphs that appear in Currently Used? If there are, that means that your Genesis 8 Females are loading with an extra morph applied by default.








