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Strange Poser Pro message... Any know what this means?-(Solved)
Present conclusion...
There is no "new license key" if you are not purchasing Poser 11.2 as a new product or actually upgrading from a lower version (like 2012 or PP10)...
Multiple times the transfer from Smith Micro to Bondware is referred to as an "upgrade", but it's apparently not... you just enter your old license key where the "new one" goes... you are just re-registering the software with the new owners because the old servers are gone...
This is only confusing if you've read it being referred to by official information as an "upgrade" and you have upgraded earlier versions of Poser before...
Although I've only "upgraded" a version of Poser once, and the rest of my copies were brand new dvds, that was enough to be confusing.
I entered the old license and so far it appears to work.
Celebrity Look-a-Likes for 3D figures Part 2Here is Ava Addams, for connaisseurs only!
https://www.renderosity.com/mod/bcs/havva---g8f/141368/
'for connaisseurs only'- Read DON'T search for her on a work computer ;)
Now you tell me!

I think the face morph is prettier than the real person...1660 > 2060 Super - Worth the upgrade?Do you have shots of some of the scenes you've rendered that took that long? Just curious how complex they are, etc. I'm guessing those 45-hours would be 3 or 4 times longer still for me right now heh.
Is IRay known to be a slower renderer overall? I have seen mention of people using other renderers around here, like Octane, etc. I think others use Blender for Cycles (which is pretty fast, even on my system). I've considered using Blender for rendering, but I don't know how smooth or kludgy the transfer would be from D3D to Blender, including setting up lighting, materials, etc. So I'm not sure if it would be worth the extra effort/time.To be fair, every single PBR render engine I have ever tried, and it is many, are all slow at indoor renders, unless you pull some tricks to get more light bouncing around. It can be done in DS too with ghost lights. My short trial with octane plugin showed octane being a bit slower than iray, and looking less good out of the box. I was going to ask at their forums about it, probably some tricks to speed it up, but even after signing up and getting the plugin, it wouldn't let me post at their forums. So I simply gave it up and went back to the devil I am already familliar with. I did grab the newest version of it today, not sure when I will have the time to do another realworld scene trail run with it though. If it shows to be a good speed increase, I will probably go back to see if I can get it looking as good as iray again. Another thing that worries me, that octane might revert back to being a paid for plugin only after I have taken the time to learn it lol. I will go thermonuclear.
Hello
Octane is my renderer since V0 also because I used Octane before Iray came to live and wanted to have an unbiaised renderer. In DS4, I work with differents scenes and merge them in Octane. One advantage is also to improve my scene in DS4 (pose, ...) while working on the lighting/material in Octane. So I don't use the plug-in and have my own workflow to facilitate the transfer (personal nodes, ...)
Here is a not definitive render of a big indoor scene (small and low resolution sorry, no postwork except signature) on my GTX680 4gb (I dream when seeing the different discussions about the last graphic cards :-) !) .
There are approx. 50 clothed Genesis 3 and 8 male and female. Plenty of Stonemason, Kidbaretto, Petitpet, Aerysoul objects,sets" and clothes, some robots (15 approx), plenty of lights (at least 80: most are visible: headlights, ... and some invisible) and distant fog. Of course this scene can't be stored entirely in my "poor old" graphic card so swaping is important. I can't compare with Iray as I can't work on the global scene due to my material limits (my PC is 7 years old !!)
Final render took 12 hours (8000x4000 as I want to print a poster) . Sleeping and real life job make this time acceptable. In Octane you can also save the render state, stop, work on a new scene and continue the render later with loading the renderstate. So day: make a scene / night: render.
May be my 3D tools roadmap would have been different if I started later. For example I leaved Poser for DS4 (a long time ago) as I needed decimator and texture atlas because swapping didn't exist in the first versions of Octane and the number of texture maps was also limited. Now this limit doesn't exist anymore: all texture are the originals and I don't take the time to reduce them anymore. Same for objects resolution . The only optimization I do is to make invisible the bodyparts hidden by the clothes.
Great scene! Wow there's a lot going on in there. Keep seeing new stuff when I look at it lol.
How can I combine morphs?You cabn merge custom morphs, if you haven't added joint adjustments or corrective morphs, by applying them (and nothing else), exporting as OBJ, and importing as a new morph.
How to use G2M (and other Legacy Male) uvs on G3F/G8F and vice versaAccording to the product page for the Genesis 2 Raven there are both G2F Base UVs and M5 UVs, presumably for the respective Female and Male versions.
If, however, this is not correct, you can make a copy of the Genesis 2 Base Male UV file (..\data\DAZ 3D\Genesis 2\Male\UV Sets\DAZ 3D\Base\Base Male.dsf) and paste it into the equivalent Female folder. This will enable you to use the G2M UV Set directly with G2F. You can then use the Map Transfer facility to convert the textures to Genesis 2 Female Base, and thence the Legacy UVs product to put the textures onto Genesis 3 Female. A tutorial for using Map Transfer can be found here: https://www.daz3d.com/forums/discussion/95701/tutorial-converting-custom-genesis-2-uvs-to-genesis-3.
For Genesis (and Victoria 4/Michael 4 textures) you can use Map Transfer without needing to copy the UVs across because they all inhere in the same figure. Although Genesis 2 Male and Female are separate figures you can copy the UVs across because they share the same basic mesh. With later figures this is not possible.
How can I combine morphs?I GOZ'ed Genesis 8 into Zbrush and made some custom morphs, but now I want to merge those morphs into a single morph. Is that possible?
I'm too tired to keep working, but if I shut down my computer now, then I'll have to resume tomorrow, which means making more morphs. It would be nice to be able to combine these morphs into one.
Shape Splitter - Divide, Combine and Save (The new version is already available. 1.2.1)[Commercial]Will this allow you to combine morphs made from Zbrush via Goz? I GOZ'ed Genesis 8 to Zbrush and now have three different custom morphs that change the shape of her leg. Will Shape Splitter allow me to combine those three custom leg morphs into one morph?
Example:
General
Actor
Display
Zbrush
- Custom Leg 1
- Custom Leg 2
- Custom Leg 3
- Bigger Nose
- Smaller Chin
- Bigger Stomach
Can Shape Shifter combine Custom Leg 1,2,3 into a single morph called Custom Leg?HD addon versus HD charactersSome PA characters don't have separate HD details and the character load as one but most characters have separate HD details with separate sliders you could use on other characters. I guess it's really a matter of preference. Often, HD details made specifically for one character will look good with other character, sometimes they will not. Really depends on many aspects like normal and diffuse maps and how they align with the HD mesh. From my experience, for youngerish characters without a lot of defined lines, you will be mostly fine. For characters with a lot of defined lines it can be tricky. I guess Mrs Chow's HD detail are very specific tailored to her morph and her maps so her HD addon won't look so good with others.HD addon versus HD charactersWith all of the 8th generation main characters now coming with HD addons, why are the addons typically twice as expensive as stand alone HD characters where you get the whole mat/morph etc as well as the HD? Are the addons far higher resolution/quality or is there another reason for the difference? As far as I can see, all HDs will work on all characters, so why what is the advantage of a character addon (I know they are designed for that character specifically, but I always change the morphs to something 'less perfect' anyway so this is irrelevent)?
Laguna mermaid for Genesis 8@Gordig that seam looks like the tail isn't flush against the character - you may need to adjust rigging to shape in some cases if the morph deviates from G8F base too much.
With regard to the material presets, I duplicated the material folder into an equivalent G8F path and used a text editor to do a find and replace on all references to Genesis 3 Female.
This is where the intersection ring should be for reference:
How to use G2M (and other Legacy Male) uvs on G3F/G8F and vice versaHello everybody. I have recently gotten the Genesis 2 Raven morph and wanted to transfer the Female version to G3F. Transfering the morph went well but when trying to transfer the skin using Legacy UVs, it came out complete wrong. After some more investigation, I realized that the original morph used the G2M base uvs instead of the G2F uvs. Is there a way to use g2m uvs on g3f (and other legacy uvs of the opposite sex for g3/g8 for future reference)?
Genesis 8 and Blender - Mirror modifier on body partsYou need to use a method that retains the same vertex order. However, the mirror modifier is not one of those, and sorting that out afterwards is a bit of a nuisance.
Ideally, you want to use a method that mirrors onto the existing geometry as you work - the sculpting tools do have an X-mirror option.
I did a few morphs in Blender and just as Matt said, the only way that I found was to use sculpting. Although I am not that good with it, learned it while making the morphs, it is easy enough to push a few vertices and stuff like that. Just be carefull to not add any topology, just push the existing topology around.
Another way to do it if there are not too many actions is to remember the value of you last action (move, rotate and so on) and replicate it on the other side but it gets tedious really fast.
I found the mirror option in Sculpt mode. But I seem to have stumbled across it by accident, while I was creating my latest morph. :/
I'm still learning about creating morphs through scuplting. I saw the topology option. I have no idea what it does though. But at least I now know not to use it. :P
Thanks for the replies. ^^
OsoDreamer's FelineFolkHappy birthday Oso! The products look great, so thank you and congratulations to you and DisparateDreamer!
Do these figures play well with other morphs? Such as Edie and Ollie, or Yuzuru and Kanade?
Depends on how much you mix in and what it affects. Edie's morph for example has longer ears and nose, and may distort face a bit, but body is no problem. And one of willbear's promos shows felinefolk mixed with 3du toon, it's darling. I think my pic with the fishbowl has a bit of anime as well ;)
Buy Something That Doesn't Work in Carrara? Post your Questions and Workarounds here. (please)does collada work?
I tried exporting as All versions of export that studio and Carrara support..
If I try to export it the best I can do is to get it out with all morphs working except the back ramp. It just distorts the geometry as if it is attached.
it acts like the back ramp is attached to the areas that the are beside it. not sure why.
I have exported it with the ramp down and it is identical to when it is closed.
I can use every other morph no problem.
The morphs all work except the back gate... am I reading that right?
Q - Can the gate be rotated manually?
The reason I ask is that, I only have a few DUF-only vehicles and a common issue with them is that the morph dials don't do anything - but I can select the bone and do everything it's supposed to do manually. Some products can be a bit of a pain in this regard, but others are fine.
A favorite example of mine is this Arachnid Class Transport
The morph dials won't open the doors or engine flaps, etc., but all can be done manually - and in this particular case, it actually works really well manually.
We can easily rotate the the ramp down and the extension, but there's an airlock behind the ramp that's still sealed - and I believe (if memory serves) that there is another set beyond the first.This makes for a wonderful movie prop in that regard, as it can be very realistic and enjoyable to have so much movement when it comes to entering/exiting a craft meant for space travel.
Okay, here's the thing: When I grabbed the innermost sliding door of the airlock (opens in layers like an elevator door) and start to drag it manually in its Open direction, once I reach the end of its limit the next door in line automatically began to move without having to change selections! Same thing for closing it - just backwards!
I was so happy I had to write a Thank You letter!
I feel your pain though. It can be frustrating not knowing what works and what doesn't - and if we always update to the latest DIM update (of a particular product), will that now 'break' it for Carrara? Argh!
This one's a bit crazy. Instead of just an exterior shell of a ship, we can open this one up, walk (or ride) inside and look around. Even head to the back, through the door and down the hall to a T that leads to stairs in either direction. So cool!
The front gunnery cabin is large enough to run a scene in there as well - and that's just a fraction of this immense ship.
Buy Something That Doesn't Work in Carrara? Post your Questions and Workarounds here. (please)what I have done in similar situations is export the model from DS in default pose as an OBJ
then in your case I would open the back ramp in DS and then export the model again with different name as well in OBJ
Import the original into Carrara then import as a morph the opened ramp obj model
then save that model in the browser.. I have done this before a few times with uncoperative models that give that error.
Truly 'hidden' morphs! Where are they??? [solved]Okay, I purchased PedroFurtadoArts' https://www.daz3d.com/hd-visemes-for-genesis-8-female
It is supposed to have:
00_HD Visemes
AAHD
EEHD
EHHD
ERHD
FHD
IHHD
IYHD
KHD
LHD
MHD
OWHD
SHD
SHHD
THHD
UWHD
WHDThe ONLY morph that appears is: 00_HD
In deciphering a few of the unfindable morphs, allegedly their path is: "group" : "/Hidden/Pose Controls/Head/Visemes"
There is NO such folder on the Parameters Tab.
The 00_HD is not listed as hidden and is shown at the location Pose Controls/Head/Visemes
As these appear to be somewhat complicated morphs {as well as HD} - thought I would ask before putting in a CS -- are not all those other morphs supposed to be findable in D/S?
......
edit ... solved. I thought I had show hidden checked but apparently did not, and apparently some hidden folders will show IF they contain unhidden content. I know how to confuse myself real good lol ...
How to Modify Hair shapeHi all,
I am using Lyall Hair for a guy in my project but unfortunately it has 2 bangs that are kind of aloof. While this works for younger characters it doesn't really work for mine.
I would love it if I could modify I think the joints, to make them separate joints so I can pose them how I want and so put them closer to the rest of the hair.
Another option I think is create a morph for the hair where I do that?
A third option, which I managed to do easily but not the best is to hide them from the geometry editor.
A morph I already know how to make, I was hoping to learn something new as well, by making them separate joints. This would also give me more freedom in the long run if I want to pose them differently.
Any advice on that?
I attached a pic of the main promo image with the 2 bangs highlighted.
i am no pro. but sending the whole mesh with the hair to zbrush via GoZ in DAz studio i can manipulate it to a degree, making it longer, move the hair separate parts etc....
I don't use Zbrush, only Blender as I would not want to purchase Zbrush at this moment. Any idea if it would be the same process? How do you make the hair longer without adding geometry or stretching the textures? Also, do these manipulations finally translate into morphs?
ah sorry to hear it. but just for your info zbrush has monthly subscription if i you really really need it. the degree and morph and changes you can do to the genesis body, hair and props its astounding and with alot of ease. with the included GoZ plugin from Daz for zbrush, you can send anything from daz to zbrush and back without any hassles and just like magic it pops up and communicate with each other clearly. Imo just a tip Zbrush and Marvelous Designer are the two thing you need these days to go for Daz Studio if you want to do custom stuffs. As for using in blender never tried it so i cant help you, i doubt its as straight forward because theres no plugin or option in Daz to send from Daz to Blender. Only Send from Daz to Zbrush or Hexagon. Hope that helps
Where do I start ? Creating a Parameter slider for a Surface attributeIt depends on the type of property. Using ERC, you can a create a custom slider which combine various properties into one. For example, a morph which is triggered by another morph, or by a rotation slider, etc. But the scripts I linked above were specifically written by Rob Whisenant at DAZ to allow the creation of proxy properties which aren't normally available to the user - ie. linking a surface material to a parameter property. I used them in Everyday Appliances (and some other things I can't remember offhand). One switches the fridge light on when the door opens, and another switches the microwave light on when the door closes.
Glad you like my products! It's always good to know!
[Released] OsoDreamer's FelineFolkI posted gushing praise in the Commons thread already, but figured this was the better place to ask about any additional texture and morph packs. I know you posted that other texture sets could be used, but I have to wonder if the tail textures for those sets witll match up, (assuming that they even have one.)
Buy Something That Doesn't Work in Carrara? Post your Questions and Workarounds here. (please)does collada work?
I tried exporting as All versions of export that studio and Carrara support..
If I try to export it the best I can do is to get it out with all morphs working except the back ramp. It just distorts the geometry as if it is attached.
it acts like the back ramp is attached to the areas that the are beside it. not sure why.
I have exported it with the ramp down and it is identical to when it is closed.
I can use every other morph no problem.














