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  • Just a heads up about the Dobit G9 Hands Touch Face product

    barbult said:

     

    Smart Content is controlled by metadata, not folder hierarchy. 

    The content does not show under the Genesis 9 smart content.  I have submitted a ticket and it has been acknowledged

    By

    ibr_remote aka infinity10 ibr_remote aka infinity10 June 11 in The Commons
  • Just a heads up about the Dobit G9 Hands Touch Face product
    Smart Content is controlled by metadata, not folder hierarchy.

    By

    barbult barbult June 11 in The Commons
  • DazStudio To GLB exporter Testers Wanted

    default G8F test

    Ok, here is my first test. I tried to import a default G8F in blender via the glTF importer. The result is less than I expected, that is, in my opinion the daz bridge is far better. However I'll be constructive and make suggestions, so perhaps you can improve the exporter. At this point it's not clear to me how much it's the exporter fault or the importer fault, as I never used glTF and the blender importer may very well have its own limitations. However, if this is intended to be used in blender, we have to deal with it.

    1. armature. The imported armature is unuseful for animation. The pivot points are all in global axes, so there's no way to rotate them along the local bone axis. I tried the various options in the blender importer but none of them worked fine. I suspect this is the same limitation of old fbx formats which only had pivots and not bones. Here a proper bone conversion is needed, if glTF doesn't support bones then it can't be used to export armatures.

    Also, a minor note is that the imported figure needs to be scaled down to 0.01 to fit the deafult blender unit that's 1 meter.

    2. materials. The material conversion is quite rude, it only exports the diffuse and specular textures, everything else is ignored. As for the specular factors, they seem off to me or I don't understand the setup. A proper conversion would be as follows, if we want to use the principled coat.

    • weight = glossy layered weight
    • roughness = glossy roughness
    • ior = 1 + glossy reflectivity

    p.s. Other than diffuse and specualr, you should at least also export the bump map, as it does a great difference.

    Let us know what you think.

    By

    Padone Padone June 11 in Blender Discussion
  • Importing pose in blender

    In the global settings there's an option to remember the last folder.

    global settings > general > remember last folder

    Or you can convert a pose library to blender assets.

    runtime > posing > import asset

    https://github.com/Diffeomorphic/import_daz/wiki/Posing_Import_Pose_Library

     

    By

    Padone Padone June 10 in Blender Discussion
  • Importing pose in blender

    Importing pose is a bit tedious, first you click import pose then locate it in the file browser and apply. Its too many clicks to locate to the folder and disrupt the flow. Is there a way to simply open the pose directory in blender file browser and double click to apply the pose ? 

    By

    bilyatboring bilyatboring June 10 in Blender Discussion
  • [Help] Suddenty unable to do anything in Iray

    Hi there,

    I'm having a weird issue.

    Iray no longer appears to work for me. This started this morning. 

     

    Essentially, I load any reasonable scene, with a couple of figures, an environment, a few props etc, something I've been able to render already (I've tried 30-40 old scenes so far), and as soon as I go into Iray preview, Daz crashes. 

    Here's an example from the log:

    2026-06-11 00:14:48.635 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating environment.

    2026-06-11 00:14:48.638 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating compiled material code.

    2026-06-11 00:14:48.639 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating compiled environment code.

    2026-06-11 00:14:48.639 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating material textures.

    2026-06-11 00:14:48.699 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating environment textures.

    2026-06-11 00:14:48.699 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating BSDFs.

    2026-06-11 00:14:48.700 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating volumes.

    2026-06-11 00:14:48.700 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating lens.

    2026-06-11 00:14:48.700 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating lights.

    2026-06-11 00:14:48.700 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating object flags.

    2026-06-11 00:14:48.703 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating backplate.

    2026-06-11 00:14:48.703 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating compiled backplate code.

    2026-06-11 00:14:48.703 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating backplate textures.

    2026-06-11 00:14:48.703 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating decals.

    2026-06-11 00:14:48.757 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Using iray core convergence estimate.

    2026-06-11 00:14:48.766 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Allocating 1-layer frame buffer

    2026-06-11 00:14:48.769 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Using interactive scheduling, caustic sampler disabled

    2026-06-11 00:14:48.770 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Initializing local rendering.

    2026-06-11 00:14:48.806 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : CPU: using 11 cores for rendering

    2026-06-11 00:14:48.824 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Initializing OptiX for CUDA device 0

    2026-06-11 00:14:52.061 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Rendering with 2 device(s):

    2026-06-11 00:14:52.061 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : CUDA device 0 (NVIDIA GeForce RTX 4080)

    2026-06-11 00:14:52.061 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : CPU

    2026-06-11 00:14:52.061 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Rendering...

    2026-06-11 00:14:52.062 Iray [INFO] - IRAY:RENDER ::   1.5   IRAY   rend progr: CPU: Processing scene...

    2026-06-11 00:14:52.063 Iray [INFO] - IRAY:RENDER ::   1.6   IRAY   rend progr: CUDA device 0 (NVIDIA GeForce RTX 4080): Processing scene...

    2026-06-11 00:14:52.067 Iray [INFO] - IRAY:RENDER ::   1.14  IRAY   rend info : Initializing Embree

    2026-06-11 00:15:10.739 [WARNING] :: \src\pluginsource\DzIrayRender\dzneuraymgr.cpp(373): Iray [ERROR] - IMAGE:IO ::   1.12  IMAGE  io   error: The image plugin "oiio_jpg" failed to import "C:\Users\redacted\Documents\DAZ 3D\Studio\My Library\Runtime\Textures\Daz\Characters\Genesis9\Base\Eyelashes\Genesis9_Eyelashes02_NM.jpg".

    2026-06-11 00:15:10.819 [WARNING] :: \src\pluginsource\DzIrayRender\dzneuraymgr.cpp(373): Iray [ERROR] - IMAGE:IO ::   1.10  IMAGE  io   error: The image plugin "oiio_jpg" failed to import "D:\Library2\Runtime\Textures\Daz\Characters\Genesis9\Michael9\Michael9_BodyM_D_1002.jpg".

    then the crash.

    This is happening in 4.24. In 6, the issue is different, I click Iray preview and it sits there loading Iray preview until the end of time. It doesn't actually do anything.

    Here are my system specs:

     

             Operating System: Windows 10 Home 64-bit (10.0, Build 19045) (19041.vb_release.191206-1406)
          System Manufacturer: Micro-Star International Co., Ltd.
                 System Model: MS-7D17
                         BIOS: 1.20 (type: UEFI)
                    Processor: 11th Gen Intel(R) Core(TM) i5-11400F @ 2.60GHz (12 CPUs), ~2.6GHz
                       Memory: 16384MB RAM
          Available OS Memory: 16282MB RAM
                    Page File: 28176MB used, 5284MB available
                  Windows Dir: C:\Windows
              DirectX Version: DirectX 12
          DX Setup Parameters: Not found
             User DPI Setting: 96 DPI (100 percent)
           System DPI Setting: 96 DPI (100 percent)
              DWM DPI Scaling: Disabled
                     Miracast: Available, no HDCP
    Microsoft Graphics Hybrid: Not Supported
     DirectX Database Version: 1.0.8
               DxDiag Version: 10.00.19041.5794 64bit Unicode

           Card name: NVIDIA GeForce RTX 4080
            Manufacturer: NVIDIA
               Chip type: NVIDIA GeForce RTX 4080
                DAC type: Integrated RAMDAC
             Device Type: Full Device (POST)
              Device Key: Enum\PCI\VEN_10DE&DEV_2704&SUBSYS_51121462&REV_A1
           Device Status: 0180200A [DN_DRIVER_LOADED|DN_STARTED|DN_DISABLEABLE|DN_NT_ENUMERATOR|DN_NT_DRIVER] 
     Device Problem Code: No Problem
     Driver Problem Code: Unknown
          Display Memory: 24190 MB
        Dedicated Memory: 16050 MB
           Shared Memory: 8140 MB
            Current Mode: 1920 x 1080 (32 bit) (60Hz)
             HDR Support: Not Supported

     

    I have tried the following:

    Installing the latest Nvidia Game ready drivers

    Installing the latest Nvidia Studio drivers

    Reinstalling Daz 4.24

    Reinstalling Daz 6

     

    None of this has worked at all. It's pretty demoralising. It's like a 'no daz for you' switch has been flicked.

    By

    Lev_c Lev_c June 10 in Technical Help (nuts n bolts)
  • daz 6 did not cms so no content How to fix?

    barbult said:

    You need to add them to the Content Directory Manager list.DS6 does not inherit settings from DS4. You have to do it again.

    so the alpha builds did but the new one doesn't. 
    That is a major fail in system admin and design. 
    But my first tests in d6 suggests that all the light levels in my existing files are two bright for the new version. Not going to worry much. 
    Although 6 did updata metadata on 6000 files that it doesn't know about. 

     

    By

    alan bard newcomer alan bard newcomer June 10 in Daz Studio Discussion
  • [Released] dForce2Morph [Commercial]

    Leaving this here in case anyone else stumbles on it looking for answers.

    I was able to reproduce an issue where this script was not working

    1. Issue appeared becouse my Windows user name included latin-ext characters. If yours does too you'll need to move your daz setup over to different profile (script has problems reading paths with special characters, I assume this could be fixed).

    2. Another issue i found was that I've disabled Poser in plugins. Seems like DAZ is unable to import obj files w/o Poser plugin on, so if your Poser plugin is off re-enable it and restart DAZ.

    By

    valithor9 valithor9 June 9 in Daz PA Commercial Products
  • Need some OBJ import help

    When creating obj files yourself it's worth working in cm, that way 100% is a standard and easy figure to remember for import.

    For obj files generated by other people, I always import them into a modeller where I can measure them first to get an idea of the overall size.

    It could be feasible to write a DS script to extract the bounding box size of an imported object, and then possibly ask the user for a desired object size to scale it to. Then you could export that & re-import at 100% to bake in the scale. There are many ways to do this and it could be down to personal preference which way you go.

    Regards,

    Richard

    By

    richardandtracy richardandtracy June 9 in New Users
  • Been using beta DS6 and find Release version sluggish

    wolandepiphanius said:

    Here are my interface and hardware settings. Not sure what is meant by they match.

    Viewport is laggy and jumpy. Parameter sliders are basically unusable as they skip like crazy and I have to manually input numbers. I'm running DS 6 on Windows 11 with all updates. I know that not everyone is experiencing this, just want to know what settings I need to adjust to stop this lag. It makes using DS 6 very hard.

    I think there are a lot of issues with new progs and windows. 
    I have PS Beta and it runs beautifully except as a known bug in the beras the previews in many effects don't work 
    which should be okay because I have the PS 24, 25, and 26 and the previews work but everything in program windows jiggle, incessantly. 
    ---
    I still have a cs5 because the image processor can can a file full of object files and give my jpgs of them and there the cs5 64 doesn't think it's the pro version so I have to use the cs5 32 which does think it's pro so will look at the import object file description. 
    And CS2 still works. 
     ---
    And for really far out take, try the studio driver. 
    My Fallout  76 was cdting but started working when I swtiched the computers to the studio driver when the 6 betas came out. 
    Then I discovered the studio driver can't see the titanX becasue the model I have was designed for gaming so nividia never put in the the gpus that the studio driver can see. 
    So I put the game driver back in to get my two video cards working and the game stopped working again. 
    It's probably aliens. 
     

    By

    alan bard newcomer alan bard newcomer June 7 in Daz Studio Discussion
  • Character to prop white eyes on import

    SO I just exported a character G8 as an .obj prop using a method I found on google.

     

    Step-by-Step Guide

    1. Prepare your scene, Position, pose, and dress your character exactly how you want the final object to look in the Daz Studio Scene tab.

    2. Export the Character as an OBJ

    Go to the top menu and select File > Export. Choose Wavefront Object (*.obj) from the dropdown and save it to a location on your computer.

    In the OBJ Export Options dialog, 

    Check the following settings:

    Write UV Co-ordinates

    Write Normals

    Write Materials Library

    Change "Original Maps" to Collect Maps (to keep textures linked).

     

    3. Import as a Prop

    Go to File > Import and select your newly saved OBJ file.

    In the import options, select the appropriate preset (e.g., Poser) so the scale matches Daz Studio's internal units.

    Once imported, the character will be a standalone prop object rather than a rigged figure. 

    You can safely delete the original rigged character from your scene.

     

    I did that exactly and when the "prop" is imported the eyes are solid white. Is there a fix for this?

    By

    michaelfenix michaelfenix June 7 in Technical Help (nuts n bolts)
  • [Diffeomorphic] Massive deformations caused by poses and animations when using the MHX rig

    Nope, works fine here. I tried Victoria 8.1 with your fitness pose, all the IK options enabled for MHX including spine. In your picture the character seems to have strange deformations for the legs, even with the daz rig, what specific character is that ?

    addon 5.2.0.2928, blender 5.1.2

    Another thing that comes to mind, it's better to disable locks and limits when working with IK, otherwise snapping may not work fine depending on the pose, but doesn't seem the case the specific pose works fine with and without locks and limits. Do you use any scaling on the bones for the specific character ? Because that may make the difference as scaling works different in blender, make sure "inherit scale" is disabled in the global settings and "apply transforms" is enabled ineasy import.

    https://github.com/Diffeomorphic/import_daz/wiki/Setup_Rigging

    By

    Padone Padone June 7 in Blender Discussion
  • Released: Auto Rigging Pipeline [Commercial]

    N-RArts said:

    So let me get this straight. I import a piece of clothing that has been fitted to a Genesis figure, import it to Daz, and use this. Then it'll be completely rigged? 

    Does it cut down on the need to make JCMs?

    The first post in this thread says:
     A very important note: This does not do auto weight mapping/jcms etc.

    By

    barbult barbult June 7 in Daz PA Commercial Products
  • Released: Auto Rigging Pipeline [Commercial]

    umblefugly said:

    N-RArts said:

    So let me get this straight. I import a piece of clothing that has been fitted to a Genesis figure, import it to Daz, and use this. Then it'll be completely rigged? 

    Does it cut down on the need to make JCMs?

     You will always have to tweak jcms afaik.

    crying

    That's fine. Thanks for clarifying smiley

    By

    N-RArts N-RArts June 7 in Daz PA Commercial Products
  • Boy this place is diffrent now.

    Yes, there are still base human models for every generation of Daz character.
    Things have changed a lot around here (Daz store), but they have not eliminated the base characters.

    Edit:
    Things that come to mind about changes:

    • Some vendors have left the store and many product went with them. If you purchased those now inactive products, they are still in your product library and you can still install and use them.
    • Lots of vendors were assimilated from other stores. and lots of their old products were brought into the Daz store with brand new high SKU numbers, so don't be fooled into thinking that every high SKU represents a recently created product. Those old products were not given a readme file or metadata for Smart Content, so watch out for that, too. Also be careful to not re-buy something your bought already at the other stores. 
    • An Editorial License was added, that limits your use of the products. I don't think new products are getting editorial license any more, but check the license category for older products you want to buy. It should be shown on the product page.
    • Optional Interactive licenses and 3D printing licenses are required to be purchased, if you use the product for those purposes.
    • Standards have changed. Nudity is allowed in store products and promos now, but still not in the forum.
    • Product prices are higher. Discounts are often higher which compensates.
    • Memberships have changed (two different tiers now) and membership prices are higher. Evaluate the different prices and perks. Members often receive higher discounts in sales.
    • Some sales have floor prices, where no matter what discount percent they advertise, they  will not let the price drop below a certain amount. Watch out - sometimes these floor prices actually make the product more expensive than it is actually advertised for on the product page. 
    • There are "Tokens" now, where you own a token for dollars spent. You later can use the tokens to discount a future purchase. The number or tokens you get per dollar spent depends on your membership tier. Tokens expire and tokens cannot be used on certain purchases. The discount percent per token actually goes down when you use more tokens at one time! 
    • Fast Grab is gone and replaced by Outlet Store and Quick Grab store. The included products are low priced for several days and then bounce back to regular price. Prices in the Outlet and Quick Grab are not discounted by other sale discounts or tokens.
    • Prices on the product page and prices in the mini cart often won't reflect what the price in the "real" cart is. Always check prices in the real checkout cart.
    • Daz has just released Daz Studio 6 to allow customers to render with NVIDIA RTX 5000 series GPUs. Daz Studio 4 will never be able to render with 5000 series GPUs but is still available and they say it will remain available. Many users are experiencing problems with DS6 at the moment. Daz is investigating and working on the issues.
    • The Daz Gallery is currently disabled and has been for some time. There is no info about why or when we might expect it to come back or in what form.

    What hasn't changed:

    • Daily ads still have typos, missing fine print, and coupons that don't work until customers point out the failures, moderators report it, time passes, and Daz (usually) fixes most errors. Be careful when shopping to see that you actually get what was advertised. Usually the sales are so complicated it is very difficult to understand if you ARE being charged the "right" amount.
    • Excellent PAs are still selling excellent products in the Daz store.
    • Everything you buy stays in your product library. As of now, we can still download and install anything we have purchased.
    • Daz Install Manager (DIM) is still an excellent tool for managing and installing your Daz store purchases.
    • Daz store search is still poor, in spite of having gone through a big update. Google search will usually be more helpful.
    • There are at least three addons to the Daz Store to help you shop: Ati and Overdrawn's Daz Deals, Utilitarian's bookmarklet, and junk's Chrome extension (available in the Chrome store). I find all of those useful.
    • The Daz forum is often a good source of help and information.
    • The Daz help center (customer service) is often too overwhelmed with too many tickets to respond quickly or helpfully. They are usually better with Sales tickets than Technical tickets.

    Richard: I spent time and thought writing this. Please don't delete it! If you disagree with something I have said, let's negotiate and edit. 

    By

    barbult barbult June 7 in Daz Studio Discussion
  • Problem with stuck Compatibility Type and weird metadata

    The reason why you couldn't set that problematic camera's Compatibility Base to None is because that FG Moderno Casa/FGMC Overhead Invisible Light is assigned as a "Vendor Compatibility"... but you can simply delete it in the list of Compatibility Base. The "camera SceneID" issue can be fixed.

    Then delete the section of wrongly-assigned compatibilities reletated to cameras in DSX file as you said, then re-import the metadata of FG Moderno Casa.

    By

    crosswind crosswind June 7 in Daz Studio Discussion
  • Problem with stuck Compatibility Type and weird metadata

    Well, one of them is setting the Compatibilty Base to the other's assets. The timing of the releases might not matter if the earlier one gets updated at some point after the later one. The Compatibility Bases are pretty much permanent unless changed to something else, or are removed from the database. In this case, removal is needed, plus some maintenace on the offending metadata file. I suspect the Moderno Casa is the culprit since it was apprently used as the default base when the metadata was created while some of those cameras were in the scene.

    If you have Moderno Casa installed, it will be fairly straightforward. Load a scene or object from Moderno Casa, go to Edit->Scene Identification and click the ellipsis at the right of the Compatibility Base selection drop-down list. In the dialog, search for FG Moderno Casa (or whatever was used, usually the product name), and expand the list if not already so. Delete any sub-compatibility bases that are from the bespoke Photographers Toolbox (cameras, lights, etc.)

    To prevent it from re-entering the system in case you re-install the product, edit the metadata file to remove those same references and replace the file in the package. Hopefully no other products have been contaminated the same way.

    If you do not have Moderno Casa, it will be a little more involved. I helped another user with a similar problem not long ago. You can follow the conversation here ([Solved] Metadata: how to remove a wrong Scene ID from a Compatibility Base ?) instead of repeating the whole process.

    By

    NorthOf45 NorthOf45 June 6 in Daz Studio Discussion
  • Problem with stuck Compatibility Type and weird metadata

    Ran across an odd issue with the IDG Photographer's Toolkit cameras.https://www.daz3d.com/ig-photographers-toolbox-cinematic-cameras-2

    I was using them in a scene in the next-to-last DS6 beta (I haven't updated because of all the Texture-Shaded drawstyle issue people are reporting with the last beta and release version.) I was using them in a scene with plenty of open space -- the characters were outside. I moved the cameras to new positions, still with nothing but open space around them. Suddenly, the cameras rendered black. No matter what I did. Saved the scene, reopened in Studio 4.24 without moving the cameras. In 4.24, they rendered just fine. However, that's not quite the issue I'm reporting. (Since I'm possibly two versions behind on DS6, I don't know that I can report it reasonably.)

    I remembered seeing a post about stuck compatibilty types, and on a whim, decided to check. Sure enough, Compatibility Type is very incorrect on the IGPT Cameras. (Moderno Casa came out a full year ahead of the Photographer's Toolkit.)

    IGPT Cameras

    Moreover, all three IGPT cameras have Node Name "Camera 1" and scene ID "#Camera 1". Surely, none of that can be right -- they can't all be Camera 1. And Compatibility Type for a camera should be "None".

    I thought that maybe the janky Compatibility type was causing problems in Studio 6 that Studio 4.24 was able to ignore -- maybe it thinks the cameras are in Moderno Casa and there's a wall there -- so I tried to change the Compatibility Type of all three cameras. However, they seem to be stuck. I change the type to None, click Accept, then open Edit/Scene Identification again, and the Compatibility Type is back to Moderno Casa.

    Is there any way to change any of this other than in Scene Identification?

    (I know I should file a ticket, but between the new Studio release and the well-documented issues with tech support, that does seem like it wouldn't be addressed any time soon.)

    By

    vwrangler vwrangler June 6 in Daz Studio Discussion
  • Released: Auto Rigging Pipeline [Commercial]

    N-RArts said:

    So let me get this straight. I import a piece of clothing that has been fitted to a Genesis figure, import it to Daz, and use this. Then it'll be completely rigged? 

    Does it cut down on the need to make JCMs?

     You will always have to tweak jcms afaik.

    By

    umblefugly umblefugly June 6 in Daz PA Commercial Products
  • Released: Auto Rigging Pipeline [Commercial]

    So let me get this straight. I import a piece of clothing that has been fitted to a Genesis figure, import it to Daz, and use this. Then it'll be completely rigged? 

    Does it cut down on the need to make JCMs?

    By

    N-RArts N-RArts June 6 in Daz PA Commercial Products
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7533 S Center View Ct #4664
West Jordan, UT 84084

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