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How remove watermark from DAZ face transfer----SOLVED
So you need to buy face transfer unlimited as well as face transfer 2? (Which I have just bought.)
AOBB's Classic Hollywood Stars G9 mega bundle. 19 head morphs. No materials nor textures.So I haven't been in a render mood in a long time but was playing around with AOBB's Audrey Hepburn morph over the weekend and came up with this.
Dforce simulation starting from a morphed garmentIt works! To help anyone else, here is the full process :
- do the first simulation and stay at the last frame
- unfit the garment
- select base resolution
- export as .obj
- refit to the character and make sure garment is still selected.
- launch morph loader pro
- choose primary root under "filter object" and leave the other settings. Accept.
- Set the morph you created to 100% in the parameters tab.
- Simulate the second animation from the former last frame.
Dforce simulation starting from a morphed garmentlinoge8888 said:
How to ? I export the .obj with base resolution, import it back as a morph with morph loader pro, launch a new simulation from 100 (as expected, it autofits back the garment) but applying the morph on frame 100 doesn't fit the character at all.
you need to unfit it and export it at frame 100, the drape will likely look weird as not A posed but once fitted at that pose should look OK
I do this for seated morphs all the time and in addition use the attenuate feature to restrict it to skirts etc
Dforce simulation starting from a morphed garmentHow to ? I export the .obj with base resolution, import it back as a morph with morph loader pro, launch a new simulation from 100 (as expected, it autofits back the garment) but applying the morph on frame 100 doesn't fit the character at all.
Dforce simulation starting from a morphed garmentYou can't start a new simulation from the last frame. *)
You have to add frames to the timeline, do your changes in those frames, and start simulation from frame 0.
*) You can export your clothing and import as a morph and use that as starting position of a new simulation.
Limited Time Freebies Discussion ThreadG3 has a lot to recommend it. Not least is its compatibility with and easy transfer to g8, if desired
November 2024 - Daz 3D New User Challenge - Materials and next level KitbashingBrian&Alicia said:
edit: i'll try to get the wet look too. can't promise it'll look good. but, i'll do what i can with postwork. otherwise, i don't have the right wet texture overlays for that look in daz. one of these days i'll invest in a drawing tablet, and fix most of my editing issues.I haven't put much into editing or creating texture maps, I've modified some and created some details, but seeing the image with the frosty look of clothes, with what I've learned it seems feasible to me. As they are more or less large areas of the surface of the clothing, the texture map is easier to create and place on the UV map, than when making a very specific detail in a very specific area, which I suppose with a graphic palette and practice with it is common. In addition, there is the iray decal node, I have not used it to make any image nor have I tried it much, but there is a tutorial on that and being a static image that does not have to follow any morph or movement with deformation perhaps it can be useful and I think that with the work you have already done,If you have the clothing frost in an image file on a separate layer you can apply it directly to the Iray Decal Node shader, without having to make a new texture map focused on the UVs.
Using the clothing frost map, it's relatively simple, without having to use a palette, make the transparency, zoom in to make a Bump, the humidity map that maybe can be to give it a little bit of a dark tone around the frost, and put it in some shader channel, like the diffuse overlay or the other way around the map with some wet touch on the diffuse and frost on the overlay, That thing about the channels for me still has some mysteries.Best Budget CPU and Motherboard for RTX 4090 in DAZ Studio?Pretty much any cpu will do for daz studio as it doesn't use multithreading, so the difference with a powerful cpu is minimal. As for handling the 4090 same, any cpu will do. A fast cpu is needed for real-time rendering as games, but iray doesn't require that, the time it takes to render is slower by far than what it takes to transfer the scene.
Daz Studio BETA - version 4.23.0.4! (*UPDATED*)ChangelingChick said:
Richard Haseltine said:
ChangelingChick said:
crosswind said:
DoctorJellybean said:
crosswind said:
UV Set is not saved in the Material Preset of a geoshell, as well as in Hierarchical Material Preset. There's no such issue with Figures / Props.
Edit: Besides 4.23 GR / PB, same issue happens in 4.22.0.16 ...
Could you please provide steps you took so I can try and replicate. Thank you.
As what I showed in mypost, the first screenshot. Can you see that ?
Load a geoshell on a G8F, choose a UV Set on a Surface, save a material preset with the surface and UV Set selected. Thanks!
Geoshells don't inherently have any UV's. They get them from the figure they're attached to. The best way to do that would be to set up the materials on the figure, then save them out from that and apply them to the geoshell (or edit the file).
GeoShells still have thje UV sets available, and those can be set independently from the base.
Available, yes, but not as part of themselves. That data is on the base. Geoshells are dynamic and created from the base when they're made, so the data from the base is there, but they don't have UV's of their own. You can see this demonstrated by saving one as a new figure/prop asset. You'll notice there are no UV (or morph) definitions saved with it. The same geoshell that would cover a primitive cube would cover a G8F. Whatever the active UV is on the base is what the Geoshell will come in with. You could do a postload script to change the UV after it's loaded though probably.
Thanks! Yes, I know UV map is made and saved on Genesis figure and then adopted by a geo-shell. But what I'm talking about is Material Preset...
I was making different UVs for a single geoshell to make it as a "modular shell garment" so as to have diffrent Styles / Materials, then I would set up Material Presets to change Styles and Materials on the shell. So the UV Set need to be changed by loading a Material Preset on the shell. And I think it's a very common demand... but Material Preset failed to save the value in UV Set slot.
Well, since there's the option of saving Geometry > UV Maps > UV Set in Material Preset Save Options dialogue, I thought it could've and should've got the job done. I've sent a ticket and the Daz guy reproduced the issue and thought it's a bug as well. And I believe it'll be easy to fix it ~~
BTW, standard Post Load script cannot do the job...because it also has to load a Material or Property Preset to change UV Set but they'd both fail... so I have to specifically write one ~~ If a Material Preset can easily get it done, I won't have to do so...
Exporting only the final frame of dForce timeline simulation?WendyLuvsCatz said:
Richard Haseltine said:
Export as OBJ, clear the simulation, and import as a morph? Remevber you need just the one item (no add-ons like buuttons on Rigid Follow Nodes) and in base resolution.
if you do that make sure you unfit the clothing and have it at 0,0,0 position too
(also applies to dforce2morph)
Generally you would want it fitted and reverse deformations on, so that the morph stacked on top of tyhe pose - your approach is another way to achieve the same end, but it breaks the link to the wearer (minor tweaks to the pose probably wouldn't ruin the morph, so that may be useful).
Exporting only the final frame of dForce timeline simulation?Richard Haseltine said:
Export as OBJ, clear the simulation, and import as a morph? Remevber you need just the one item (no add-ons like buuttons on Rigid Follow Nodes) and in base resolution.
if you do that make sure you unfit the clothing and have it at 0,0,0 position too
(also applies to dforce2morph)
Exporting only the final frame of dForce timeline simulation?Export as OBJ, clear the simulation, and import as a morph? Remevber you need just the one item (no add-ons like buuttons on Rigid Follow Nodes) and in base resolution.
Considering M4 Mac MiniActually, I have a Windows box with a (now somewhat obsolete) graphics card, as well as my iMac, so setting up and test-rendering at low res on the Mac and transferring to the Windows box is what I used to do before some hardware issues made that less practical. It's a snap to keep the Studio assets on both systems and just transfer the finished scene (and local assets like home-edited textures).
I just want to make sure nothing will break, and that Studio will run without annoying problems.
DAZ and Unreal QuestionThe Unreal bridge is pretty good for getting things from DAZ into Unreal. You will need to make sure you are using a version of the plugin that corresponds with the version of the engine you are using. Textures often need tweaking, but the bridge does a good job of giving you a starting point.
Lighting should be considered totally separate, and you should just build a lighting scenario for the scene within Unreal. You can bring poses from DAZ into Unreal as animation assets after your initial transfer of your character, if you'd rather pose a character in DAZ. This can be tricky, but can work.
Going the other direction, I haven't tried. You would likely need to export your scene from Unreal in pieces, probably as OBJs, and then rebuild it in DAZ, and use the texture maps to rebuild the materials.
Attachment is a scene I rendered both in DAZ and in Unreal after bringing it across the bridge; showing some of the differences in how it may look. I had to fully relight, and on the Unreal side I redid most of the plants using the vegetation tools there. The statue is a Genesis 8 figure.
Daz Studio BETA - version 4.23.0.4! (*UPDATED*)Richard Haseltine said:
ChangelingChick said:
crosswind said:
DoctorJellybean said:
crosswind said:
UV Set is not saved in the Material Preset of a geoshell, as well as in Hierarchical Material Preset. There's no such issue with Figures / Props.
Edit: Besides 4.23 GR / PB, same issue happens in 4.22.0.16 ...
Could you please provide steps you took so I can try and replicate. Thank you.
As what I showed in mypost, the first screenshot. Can you see that ?
Load a geoshell on a G8F, choose a UV Set on a Surface, save a material preset with the surface and UV Set selected. Thanks!
Geoshells don't inherently have any UV's. They get them from the figure they're attached to. The best way to do that would be to set up the materials on the figure, then save them out from that and apply them to the geoshell (or edit the file).
GeoShells still have thje UV sets available, and those can be set independently from the base.
Available, yes, but not as part of themselves. That data is on the base. Geoshells are dynamic and created from the base when they're made, so the data from the base is there, but they don't have UV's of their own. You can see this demonstrated by saving one as a new figure/prop asset. You'll notice there are no UV (or morph) definitions saved with it. The same geoshell that would cover a primitive cube would cover a G8F. Whatever the active UV is on the base is what the Geoshell will come in with. You could do a postload script to change the UV after it's loaded though probably.
There's Always Another Sale Thread -- Discussions Only Pt 3SilverGirl said:
XiousDs said:
Earlier Genesis versions have Polynesian characters. They had not gotten to them yet in 9, so it may or maynot be coincidental timing. That said, though, I don't think their was any attempt to make them look like the characters from Moana as they could have easily accomplished that if it was their goal. What they do look like are folks with Polynesian ethnicity which is much vaster than just a couple disney characters.Look at the outfit for the girl. Including the necklace. There is absolutely *no way* that's coincidental.
To me in the main promo, plus the next several (the briefs only renders to show off the full morph/skin), Koa 9 looks more like a Random Buff White Dude than a Pacific Islander. I am talking about promos on the character only page, not the bundle/add-on pages, to be clear.
Yes, it's not true of other promos on this page - but most of those include tattoos and possibly with at least 1 other morph dialed in. Probably the Premier Kanoa?
I prefer the character promos with one render showing characters made from the base figure mixed with others and labeled (e.g., Koa+50% Michael 9, Koa + 50% Genghis 9, Koa + 70% Lawrence 9)
FilaToon / Cell shaded rendering with Filament3Diva said:
Mavka https://www.daz3d.com/mavka-for-genesis with some minor morph tweaks and with custom Filatoon shader presets.
Love this! Super cute and really nice shader set-up.
FilaToon / Cell shaded rendering with FilamentMavka https://www.daz3d.com/mavka-for-genesis with some minor morph tweaks and with custom Filatoon shader presets.
Hair/Clothing Conversion and File SizesThe data folder is part of the product's installed files - I have the set and so was able to look. Each moustache is a separate model, with separate morphs, so the total file size is enormous but not, as felis says, the in-memory size for just each item unmorphed or with only one or two morphs applied (the bulky part of a morph is the deltas, the offsets for the vertex positions, and that isn't loaded until the morph is set to a non-zero value).












