-
DS & Titan RTX
And 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.
Geograft showing low-resolution meshIn the hopes of building a pseudo high-res-sculpt system, I exported a high res (3 levels of subdivision) version of Genesis 8, and then used it as a geograft onto the original, hiding the original. Great, got all that down.
However, when I turn on a morph on the original mesh (Body Builder and Body Size in this case), the high-res mesh starts to show a low-res version of the mesh. It appears to be following without any sort of smoothing, or reference to higher subdivision layers. (See attachment)
I think that this is a problem that must have been solved for clothes: how do people create clothes that follow high-res morphs, and don't end up showing the low-res geometry like this? Hoping one of y'all can point out to me how to fix this!
Full clothes morphs from Marvelous DesignerFew, if any, clothes have custom morphs matching every morph avaioable at the time of their release - instead they rely, for many of them (and for morphs released later than the clothes) on the AutoFollow feature which projects from the figure to the clothing, generating new morphs. For AutoFollow to apply the clothign must be set up as a fitted figure (it won't work on items that are loaded as parented props and rely on dForce from the zero pose to fit).
Full clothes morphs from Marvelous DesignerHello - Is there a way to match every morph in Genesis 8 to a cloth you made in Marevouls designer? I mean I want to have the clothes I set to my character from marvelous designer, to deform accordignly to the preset morphes in genesis 8. Just like when you buy clothes set from the store specifically made for G8, the artist that made the clothes has had every piece of cloth fit exaclty to the morphs. How did they do that?
Help Needed - Eye distortion with GenX2You can reset the shape and position with Software - Eye & Jaw Morph Fixer for Face Morphs
and adjust manually the eyes.
Face Transfer and Illustrated facesProbably the mustache. In a picture (photo) you might get away with it, but in an illustration it's hard to say for the recognition software to tell a mouth apart from a mustache. It's very likely it's calibrated for photographs, less for illustrations. To solve it you might need to do testing to see what face transfer can read (and what not)
For instance you could photoshop the mustache away and try again, and add the mustache later.
Strand Based Hair vanish with morph SOLVEDWhat can i do to prevent the hair vanishing effect? I use only original gf8 or gm8, with morphs that are made for them. Unfortunately, eyebrows and whiskers in particular seem to disappear into the face. They are morphing, but not in the way they should. I don't have used a "hair cap" or something like that. Only SBH on the surface of the genesis 8 faces. The Eyebrowns are cut, the beard not. But the beard still disappear, like you see in the pictures below above the lips.
[Released] Props & Poses Converter from Genesis 3 Female to Genesis 8 Female [Commercial]is it normal for it to be slow? I don't have a slouch of a system by any means, but a normal-sized pose pack takes about 30min to complete. I dumped one in last night before bed that had over 900 lines and it's still running almost 19hrs later. My system specs are Ryzen 7 1800x w/ 32GB RAM and 1080TI.
DS seems to get slower the more morphs you add to a figure; I don't know if it affects posing but it does affect loading G8F. If you temporarily rename all those character conversion morphs to a new path, from data/Daz 3D/Genesis 8/Female/Morphs to data/Daz 3D/Genesis 8/Female/OldMorphs, G8F will load faster. That might help with your pose conversion.
So I'm hitting this performance issue with converting poses as well, and it feels to me like it's a bug. It *seems* like props convert much faster than poses, although I haven't measured the former, only the latter.
I went through all my content directories and renamed Female to Femalex for all of Genesis 8 and most of Genesis 3, and added a new content directory with just the very minimum needed to load G3F and G8F without warnings.
(Please Forgive the wonky formatting, but the preview and the actual post didn't match at all and I had to do a lot of tweaking just to get it readable.)
Load times for G3F and G8F:
2020-01-20 02:11:48.625 File loaded in 0 min 14.7 sec.2020-01-20 02:11:48.625 Loaded file: genesis 3 female.duf2020-01-20 02:11:57.907 File loaded in 0 min 3.8 sec.2020-01-20 02:11:57.907 Loaded file: genesis 8 basic female.dufIt took 7 minutes to convert two poses (on an i9 @ 3.1 Ghz). Basically all the time is while "Writing assets..." is displayed.
Here's the DAZ log file of the process for the first one (the converter log file didn't have anything useful):
2020-01-20 01:40:24.691 DEBUG: START Conversion of D:/daz/main/People/Genesis 3 Female/Poses/Simply Everyday/Poses/Genesis 3 Female/Simply Everyday Female Base 01.duf[redundant informative stuff]
2020-01-20 01:40:24.940 DEBUG: Copy loaded pose from Genesis 3 Female to Genesis 8 Female2020-01-20 01:40:24.940 DEBUG: Copy Pose Properties from Genesis 3 Female to Genesis 8 Female2020-01-20 01:40:24.940 DEBUG: Pose Controls set? false2020-01-20 01:40:25.751 Copying pose from Genesis 3 Female to Genesis 8 Female2020-01-20 01:40:26.360 DEBUG: Ancestor Bone is hip[lots of Loaded morph deltas]
2020-01-20 01:40:27.686 Zeroing Genesis 3 Female Pose2020-01-20 01:40:27.686 DEBUG: Trigger Action DzZeroFigurePoseAction2020-01-20 01:40:27.717 DEBUG: Triggered Action DzZeroFigurePoseAction2020-01-20 01:40:27.717 DEBUG: Save Pose [very long line with all the bones]2020-01-20 01:40:27.811 Saving Pose to D:/daz/conversion3/People/Genesis 8 Female/Poses/Genesis 3 Female/Simply Everyday Female Base 01.duf2020-01-20 01:40:27.826 DEBUG: Defaults: {[1400 lines of JSON]
2020-01-20 01:40:27.889 DEBUG: Saved Item: D:/daz/conversion3/People/Genesis 8 Female/Poses/Genesis 3 Female/Simply Everyday Female Base 01.duf2020-01-20 01:43:59.068 Zeroing Genesis 8 Female Pose2020-01-20 01:43:59.161 DEBUG: Trigger Action DzZeroFigurePoseAction2020-01-20 01:43:59.239 DEBUG: Triggered Action DzZeroFigurePoseAction2020-01-20 01:43:59.239 DEBUG: End convert2020-01-20 01:43:59.645 DEBUG: END Conversion of D:/daz/main/People/Genesis 3 Female/Poses/Simply Everyday/Poses/Genesis 3 Female/Simply Everyday Female Base 01.duf2020-01-20 01:43:59.645 DEBUG: RemoveExtraSkeletons Genesis 3 Female Genesis 8 FemaleIn this log it looks like all of the time is between printing "DEBUG: Saved Item:" and "Zeroing Genesis 8". If tenses are consistent, "saved" happens after saving and "zeroing" happens before zeroing, so I'm not sure what's going on in between. Or maybe "Saved item" is before it saves and it's actually the save somehow taking 3.5 minutes. (I checked, just in case; saving a pose manually takes under a second, and zeroing g8 female pose is near instant.)
There's another bug here which I'll report in a separate message for clarity.
The delay is because I am updating the metadata. When you save something in scripting you are supposed to be able to set what it is compatible with and set its compatibility base. There was a bug pre4.12 that doesn't allow you to do both at the same time. There is a function to set this stuff but it is slow. I was told by Daz to use it as a workaround that made the code work pre-v4.12 "but won't mess anything up once the bug is fixed." Supposedly, I could remove it now but I have seen this bug rear its head in other situations even just this week so I am reluctant to do so.
The "Powered by Hot Pockets" Complaint ThreadRecently I've been watching the British mystery show from the late '90s "Jonathan Creek"
I love that show.

I like most British mystery shows. Mystery shows in general. But I have to admit I was almost about to abandon "Johathan Creek" because of the vile creature of a reporter that dragged him into the investigations. By the third season I was rooting for her to fall down a well* and Lassie not give a damn, 'cause I wouldn't. Terrible person. Selfish, whiney, no sense of propriety or morals. Absolutely hated her. But apparently I wasn't the only one because in the third season, the writers started throwing karma at her and by the 4th season she was replaced with someone not quite so disgusting, but still no paragon of virtue. A reality show director.

*For non-American readers, the early '50s American TV show "Lassie" featured a collie dog hero who at one (or more) point(s) saved the young boy of the series after he fell into a well, by running to get help and barking wildly at the stupid adults who didn't understand "bark" but eventually followed Lassie back to the well. This has become sort of a meme of "Lassie saving Jeff (or Timmy) from the well".
PS: We old timers remember Jeff, Mom & Gramps and the ancient wooden telephone mounted on the wall that you had to crank to get the operator "Jenny".
The episode: "The Well" with original family. 1955. https://www.youtube.com/watch?v=8gnxRPhEDY8
PPS: The boy, Jeff, played by Tommy Rettig also starred in the Dr. Seuss dream movie "The 5000 Fingers of Dr. T" (my favorite excerpt: https://www.youtube.com/watch?v=rqy4xcXgtxM )
Edited blushing: OMG, apparently neither Jeff nor Timmy ever fell in the well. It was Lassie in the well.
Incredible how our memories morph over 60 years of unintentional social pressure. Similar to Capt. Kirk never saying "Beam me up, Scotty."
Measure Bra Sizenow i am waiting for a morph product covering this topic
[Released] Props & Poses Converter from Genesis 3 Female to Genesis 8 Female [Commercial]is it normal for it to be slow? I don't have a slouch of a system by any means, but a normal-sized pose pack takes about 30min to complete. I dumped one in last night before bed that had over 900 lines and it's still running almost 19hrs later. My system specs are Ryzen 7 1800x w/ 32GB RAM and 1080TI.
DS seems to get slower the more morphs you add to a figure; I don't know if it affects posing but it does affect loading G8F. If you temporarily rename all those character conversion morphs to a new path, from data/Daz 3D/Genesis 8/Female/Morphs to data/Daz 3D/Genesis 8/Female/OldMorphs, G8F will load faster. That might help with your pose conversion.
So I'm hitting this performance issue with converting poses as well, and it feels to me like it's a bug. It *seems* like props convert much faster than poses, although I haven't measured the former, only the latter.
I went through all my content directories and renamed Female to Femalex for all of Genesis 8 and most of Genesis 3, and added a new content directory with just the very minimum needed to load G3F and G8F without warnings.
(Please Forgive the wonky formatting, but the preview and the actual post didn't match at all and I had to do a lot of tweaking just to get it readable.)
Load times for G3F and G8F:
2020-01-20 02:11:48.625 File loaded in 0 min 14.7 sec.2020-01-20 02:11:48.625 Loaded file: genesis 3 female.duf2020-01-20 02:11:57.907 File loaded in 0 min 3.8 sec.2020-01-20 02:11:57.907 Loaded file: genesis 8 basic female.dufIt took 7 minutes to convert two poses (on an i9 @ 3.1 Ghz). Basically all the time is while "Writing assets..." is displayed.
Here's the DAZ log file of the process for the first one (the converter log file didn't have anything useful):
2020-01-20 01:40:24.691 DEBUG: START Conversion of D:/daz/main/People/Genesis 3 Female/Poses/Simply Everyday/Poses/Genesis 3 Female/Simply Everyday Female Base 01.duf[redundant informative stuff]
2020-01-20 01:40:24.940 DEBUG: Copy loaded pose from Genesis 3 Female to Genesis 8 Female2020-01-20 01:40:24.940 DEBUG: Copy Pose Properties from Genesis 3 Female to Genesis 8 Female2020-01-20 01:40:24.940 DEBUG: Pose Controls set? false2020-01-20 01:40:25.751 Copying pose from Genesis 3 Female to Genesis 8 Female2020-01-20 01:40:26.360 DEBUG: Ancestor Bone is hip[lots of Loaded morph deltas]
2020-01-20 01:40:27.686 Zeroing Genesis 3 Female Pose2020-01-20 01:40:27.686 DEBUG: Trigger Action DzZeroFigurePoseAction2020-01-20 01:40:27.717 DEBUG: Triggered Action DzZeroFigurePoseAction2020-01-20 01:40:27.717 DEBUG: Save Pose [very long line with all the bones]2020-01-20 01:40:27.811 Saving Pose to D:/daz/conversion3/People/Genesis 8 Female/Poses/Genesis 3 Female/Simply Everyday Female Base 01.duf2020-01-20 01:40:27.826 DEBUG: Defaults: {[1400 lines of JSON]
2020-01-20 01:40:27.889 DEBUG: Saved Item: D:/daz/conversion3/People/Genesis 8 Female/Poses/Genesis 3 Female/Simply Everyday Female Base 01.duf2020-01-20 01:43:59.068 Zeroing Genesis 8 Female Pose2020-01-20 01:43:59.161 DEBUG: Trigger Action DzZeroFigurePoseAction2020-01-20 01:43:59.239 DEBUG: Triggered Action DzZeroFigurePoseAction2020-01-20 01:43:59.239 DEBUG: End convert2020-01-20 01:43:59.645 DEBUG: END Conversion of D:/daz/main/People/Genesis 3 Female/Poses/Simply Everyday/Poses/Genesis 3 Female/Simply Everyday Female Base 01.duf2020-01-20 01:43:59.645 DEBUG: RemoveExtraSkeletons Genesis 3 Female Genesis 8 FemaleIn this log it looks like all of the time is between printing "DEBUG: Saved Item:" and "Zeroing Genesis 8". If tenses are consistent, "saved" happens after saving and "zeroing" happens before zeroing, so I'm not sure what's going on in between. Or maybe "Saved item" is before it saves and it's actually the save somehow taking 3.5 minutes. (I checked, just in case; saving a pose manually takes under a second, and zeroing g8 female pose is near instant.)
There's another bug here which I'll report in a separate message for clarity.
The "Powered by Hot Pockets" Complaint Thread...ugh head is sore from beating it against the wall for most of the evening trying to figure out why I cant get that one clothing item to fit. Found one other, the Belle Dress for G3F that has the same issue. Both it and Boho are by Aave Nainen. who adds a number of extra draping morphs to make for more realistic fits (sort of a pre-dForce process) , but again that doesn't 'explain why it fit perfectly fine earlier but refuses to now. I experimented with tried fitting some of her G2F items to the character, and they all worked just fine.
It's like something isn't being defined correctly between the clothing and character which is causing the process to crash every time. I even tried using the transfer utility as well but with no success.
How to PROPERLY save a WIP so sliders/dials stay intact for further work? Scene? Or some other?Thanks SixDs & Palomino for your help!

I have tried something a little different - I was originally using the default G8 model, and I had earlier held down CTRL+Z to clear edits I did not like the look of, rather than loading a fresh figure. This had introduced that weird eyelash glitch, which I then hit "Re-do" to clear (I re-did to undo the undo. Yes.). I don't KNOW if this played a part, but you never know...
For this fresh attempt I loaded the G8 devload figure, which I prefer as I can see what I'm doing a little better. Before doing anything I saved the scene. As a test, I messed around with sliders for a while making something that looked good, making sure I used sliders/dials from the different packs I have. Saved scene, closed DAZ.
I re-opened the scene, all was as I had done and looked just fine. I then applied the overall "Nose Shape [number]" dials 1 2 and 3 from HSTW Head Morph Kit 2 to further shape the nose. Saved scene, closed DAZ.
I re-opened DAZ, re-opened the scene, and the mesh was deformed again like it was earlier. I went to those HSTW Nose Shape 1 2 3 sliders, and un-applied them (set to 0). The mesh returned to normal in the viewport. Moved the sliders again - in particular, Nose Shape 3, and the nose deformed the same way it had earlier. The problem seemed to be that the strength of the slider was changing - when I applied it the first time & saved, its effect on the mesh had been fairly subtle and good for fine tuning (which is why I had chosen to use it), even though I had set it to 100. When I applied it this time, the effect on the mesh was far more dramatic - set to 100, the effect was far stonger. I set these sliders to 0 again, saved scene, closed DAZ.
As a further test, I opened DAZ, loaded a fresh G8F devload figure, saved scene, and this time applied ONLY HSTW Head Morph Kit 2 Nose Shape 03, 100% - which results in only a slight change to the nose shape. Saved scene, closed DAZ. Re-opened DAZ, re-opened scene, and the nose was again not what I had made. This slider may be broken.
(The good news is this effect CAN be removed if the slider is set back to 0 and the scene saved. I do not know if this does any permanent damage to the mesh however)
Genesis 8 Female > Actor > Head > HSTW Head Morph Kit 2 > Nose > Nose Shape 03 dial
*This sliders location in the drop-down list is the default as installed by DAZ Installer. I have not edited it.
EDIT: Slider still has the same behaviour even if only set to 50% & saved. If the scene is then re-opened, and the slider moved to 100, the nose shape is the same different shape I was seeing in my mesh earlier. I tested this on a fresh G8F devload figure & save.
EDIT: What is the best way to notify the vendor of this so they can take a look? Does DAZ do it? Do I?
Face Transfer and Illustrated facesCan anyone explain to me why when using the Face Transfer plug-in that some illustrated faces (comic book characters, etc) work and some don't? The face is the right kind of image (humanoid) and similar to a photo but some work and some don't. I thought it might be because the ones that worked were in color and the ones that didn't were black and white, but that theory doesn't seem to hold water either. I took an illustrated black & white image of a human male and colored it and the plug-in refuses to run, meaning I get the error message to try a different image. Yet I can take an image of a human male from a comic book and it runs fine. Am I missing a requirement here? Do I need to show examples?











