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Urgent question about Blender to Daz Studio Plugin
Rather than importing a rigged character, you could maybe pose against a reference image or a similar sized character in Daz, do the pokemon posing in blender, then export a textured/baked statue without any rigging and import that into Daz. Wouldn't be as versatile as being able to pose directly in Daz since you'd essentially be importing a prop, but it might make the workflow more doable for some still renders.
Urgent question about Blender to Daz Studio PluginElor said:
It's just a rapid test before breakfast, I don't know if I picked the wrong model and I never tried to import rigged model using Blender to Daz, but getting a functionning Detective Pikachu will take additionnal time: it imported all the bones and it is cleaner than directly import DAE or FBX into Daz (see second picture: the horror straight from any horror movie written filmed completly wasted is the dae direct import into Daz, and the blank one is the FBX direct import), but it's not a one and done process.


LOL! Yes, the bottom pictures pretty much look like what I keep getting when I try to import them directly into Daz Studio, too. However, the top picture still looks way too messy for me to be able to easily fix. Thank you so much for the images, that tells me a lot!!!
Urgent question about Blender to Daz Studio PluginIt's just a rapid test before breakfast, I don't know if I picked the wrong model and I never tried to import rigged model using Blender to Daz, but getting a functionning Detective Pikachu will take additionnal time: it imported all the bones and it is cleaner than directly import DAE or FBX into Daz (see second picture: the horror straight from any horror movie written filmed completly wasted is the dae direct import into Daz, and the blank one is the FBX direct import), but it's not a one and done process.

Missing files from Daz"Product tansferred from Renderosity" iisn't saying you bought them at Renderosity, it is saying that they were part of a group of products brought over from Renderosity to Daz by the PA in a bulk move and that they were not given metadata or thumbnails when they were added to the Daz store, so they won't have those in the content panes.
Have you checked DIM using the SKU filter as I suggested in my previous post, or checked your content library page here?
Missing files from DazProducts transferred from Rendo doesn't have metadata, and netiher a product icon.
How do you organize a huge content library?bronyswvg said:
But which specific folders am I actually allowed to move? Products are often split into multiple folders like People, Runtime, etc. If I move a file, will it break the asset? Will the software still recognize it?
I wasn't suggesting moving any folders, which would break any existing metadata (and for the Data and Runtime folders would stop the product from working), rather I was suggesting using categories and (if desired) the compatibility system that drives Smart Content, both of which sit on top of the file locations.
DAZ Director Plugin (WIP)So for those who are following, I just published v2.3.0 of the Script Server (and the dazpy Python package that's bundled with it) at Release v2.3.0 — Scene Change Events (SSE) · bluemoonfoundry/daz-script-server
The major updates include:
- Added animation and Geometry support.
* DazPose (snapshot/restore/interpolate full skeleton poses)
* DazAnimation (keyframe read/write)
* Vec3/Quat/BoundingBox math types to the dazpy SDK.
* New posed vertex positions API (vertex_positions_posed)* A new batch of example scripts covering:
- USD export
- BVH motion-capture import (though this one is still very flakey
- Keyframe baking
- geometry analysis, and animation blending.
- Basic body measurements analyzer similar to Measure Metrics for G8,G8.1, and G9
* Full Sphinx API docs and an integration test suite.
* A Server-Sent Events (using a /scene/events endpoint) feature that pushes live DAZ Studio scene changes — nodes, skeletons, lights, cameras,
selection, time, and render events — to any connected client.Wetness (tears) on imported Daz characters via diffeomorphic looks dry and flat in BlenderHi, basically when I import a character from Daz via diffeo with tears, the tears are coming through dry, ive tried various different ones, mainly geoshells but the same issue occurs. Ive made sure the import unused textures setting is on in global settings in the Diffeomorphic menu in Blender. I've messed around in the node editor for the geoshell but it just seems to make things worse. Ive searched Google and all kinds for the passed 3 days trying to sort his out. Does anyone know of any tears that will just work when ported to Blender? This was with "So Sad Tears"Diffeo: Imported custom morphs affecting other morphs as wellWhen you import extra morphs, as the lips, all the morph sliders must be zero, otherwise the current shape is baked together with the imported morph. This is a recent bug now fixed in the dev version, so either zero the sliders or grab the dev.
https://github.com/Diffeomorphic/import_daz
p.s. Please remove the zip we can't share blender files as for the DAZ EULA. While duf files are fine, provided they don't embed geometries.
Problem with Breastacular for G8FIf you mean the daz genitalia, then you have to merge it by hand, after importing without merge. The "last udim tile" option is specific for geografts without shells, as daz.
https://github.com/Diffeomorphic/import_daz/wiki/Setup_Finishing_Merge_Geografts
As for making changes, if you merge udims you will have one single material, that's the purpose of merging. However, if you use the pbrskin, the makeup works as an extra layer, that you can change. Be sure to select the face as active material when merging udims so the makeup layer is preserved.
https://github.com/Diffeomorphic/import_daz/wiki/Material_Tools_Edit_Material_Make_UDIM_Materials
steps (for example Victoria 8.1 with genitalia):
- import without merging geografts
- merge geografts with "last udim tile"
- make udims with face as active material
Diffeo: Imported custom morphs affecting other morphs as wellIf morphs have the same name they can conflict, in the import options you can give a suffix to avoid clashes. Other than that they shouldn't interfere each other. Or if you can provide a specific example we could check if there's a bug.
Problem with Breastacular for G8FOK, I looked into this some more and it seems that this texture bleeding is a much larger issue than I initially thought.
Looks like every character imported with Easy Import and cycles materials has this problem. Graft or no graft.Am I mistaken?
That would make Diffeo to Blender as a substitute for DAZ almost useless, no?
And using Udim is apparently not optional in this case, but absolutely necessary to fix some of these texture bleeding issues.
I wish I had known about this before spending months on getting into Blender.Before I waste more time looking into using sss instead of volume, are there examples of realistic looking sss shaders?
Initial tests with the sss method looked pretty bad.
If I can't get at least close to the look I can get out of DAZ, then rendering in Blender is really not a good option for me it would seem.Thanks.
Render your buys! ALL TIME ChallengesI don't have a title (blame the gallery being closed
) but I do have a short story 
She was just enjoying a sunny afternoon, walking toward the next stop in her journey, reading the new book of her favourite author while a skeleton tried to jump her.
She likely could have won without stopping reading, but a two-handed warhammer, as the name suggests, requires two hands…
It takes skills to place a bookmark while dodging attacks, one she had to master since an evil overlord decided to threaten the peaceful countryside, so once she has disposed of the threat, she jumped back where she was.
Maybe she should start walking again, because by staying here, reading, she will have to walk without anything to read. Now, that would be horrific, right?

Newly used products:
- LoREZ Skeleton Bundle
- Blossoming Spring Modules
- dForce Aurola Warrior Wolf Outfit for Genesis 8 and 8.1 Females
- MW Loriane HD for Genesis 8.1 Female (skin and HD Morph only, the head and body morphs are from CGS Eva, a freebie by CGSerpent available at Renderhub).
- Worlds Of Fantasy Medieval House
I have some doubt about the tower from Jack Tomalin in the background and the butterflies.
The scene started as the icon for the metadata created for CGS Eva (I created the metadata and added .duf files akin to the ones you usually find in a character product) and for a change of scenery, I wanted to do a fantasy render and wanted to try to mimic the sense of depth @MaureenMcMahon was able to showcase in her renders (ex: 'The sight of home. Been along time since.' or 'king' to name two examples I like a lot).
I'm still missing something to put between the foreground and the background, but the couples of things I tried were not great and there is likely a more efficient way to but mountains in the background than using Mega Terrain: Highland but I like the foreground and background.
I used some dformers to push the plants and grass under the shield and the skeleton, inspired to do that by this month Daz 3D New User Challenge (otherwise, considering a past bad experience with dealing with dformers and grass, I would likely have removed the shield and not bother with the grass poking through the skeleton).
I have a list of the other items used, thanks to @Ascint's Asset Auditor: https://www.daz3d.com/forums/discussion/761231/easily-identify-products-and-assets-in-daz-studio-duf-scene-files-seeking-feedback/p1
Edit: I forgot, I did some postwork to merge various renders, to get the two tones dress because the way the dress is surfaced doesn't allow to easily have one color for the top and another one for the corset.
And it would have been easier to make FBM for the outfit if the corset was a difference piece: making sure the part of the dress under the corset was not inside the body required some strange cameras angle in Blender

But as a bonus, if someone want to only have the dress, it's possible because the part under the corset does exist.
I also used Thickener on various parts of the outfit, to give them a bit of thickness.
[Solved] Metadata: how to remove a wrong Scene ID from a Compatibility Base ?Hello,
Currently, in the database of my Daz installation, Genesis 9 Base is linked to two Scenes IDs:
- /data/DAZ 3D/Genesis 9/Base/Genesis9.dsf#Genesis9
- /data/Daz 3D/Product/G9Dragon/Genesis9.dsf#Genesis9
The first one is the intended one, and the second is bogus.
I think I have identified which product is responsible for that bogus link (Marley HD is the only one with the second Scene ID in its .dsx file in the package downloaded from Daz):

I removed all products with a mention of the G9Dragon Scene ID using DIM, then removed all of them through the Products listing from the Content Library but that problematic link is still here as shown on this screenshot of the metadata editor, opened with Genesis 9 selected in the scene:

How to remove the link between Genesis 9 Base and the bogus Scene ID so that it doesn't appear in the metadata editor when I'm opening it with Genesis 9 selected?
DAZ3D option to export Iray materials to PBR industry standardI know that. However when I export an DAZ Iray prop as an obj (ie: prop.obj) with supporting .mat file (prop.mat) and material/texture files (diffuse.jpg, bump.jp, normal.jpg, displacement.jpg, etc). If I import the prop.obj into Vue, 3DCoat, Modo, Blender, etc. Many of the material/textures files are not recognized or missing.
If I export a prop from Vue, 3DCoat, Blender with supporting texture/material files. It will load flawlessly into DAZ, Blender, Vue, 3D coat and the model will be properly textured.
I think the issue is DAZ does not properly export Iray shaders or can not.
EZFinder - Advanced Content Manager for Daz Studio [Commercial]namffuak said:
I'm missing something somewhere - I have 5 defined libraries but I don't see any way to define them to EZFinder. Scan to file just scans my first library.
Are these libraries defined through the Install Manager?
They need to be listed in the Install Manger library path list.

If they are not listed in Install Manager, then you need to scan the libraries not native to Daz Studio with the Import External Scanner.

Daz Libraries = Compartment Tabs

Non Daz Libraries = Import External

If you are still having issues I will help troubleshoot the problem further for you.
Quick question to help me narrow this down — when you launch EZFinder, the splash screen shows a version number in gold text
at the bottom-left corner (something like "v1.0.x"). Could you let me know what version it says?Please refresh my memory on installing 3rd party contentYou can install them manually or use a tool like Content Wizard to create metadata and install Nubble.
Manually,I think it's best to let the library managed by DIM alone, so personnaly, I created a library for third part content and install products in it, but it's the same principle regardless of the library used:
1. Extract 3DU_DS_Nubbles.zip somewhere on your computer
Inside the folder where the content of 3DU_DS_Nubbles.zip was extracted, you should have three sub-folders:
- Animals
- data
- Runtime
2. If you're using Windows, select these three folders then drag and drop them onto the library you want to use: Windows Explorer should automatically merge the three folders with the already existing folders.
3. If you're using MacOS, don't do that, otherwise Finder will mess your files. So instead:
- Copy (CMD+C) the three folders
- Open the folder of the library you want to use
- Paste (CMD+V) the three folders inside that folder
- You should see a window asking if you want to merge the three folders with the content already installed, so click Merge and wait.
At that fourth step, if you don't see Merge among the choice, click ABORT.
It's very important to never ever click anything else than Abord or Merge on MacOS: otherwise, Finder will replace the already existing folders and you'll lose the content already installed.
Last advice on MacOS, if you made a mistake like copying the folders into the wrong library: don't ask Finder to cancel what you just did (it'll remove all the folders moved, including content that already existed and wasn't modified by the mistake), just painfully remove the files and folders related to the product you just installed.
A View Through The MirrorWendyLuvsCatz said:
background said:
I totally cheated, in a way. I tried drawing them onto the hdri, a few times but it looked terrible. The tyre tracks are actually two large diameter thin ring objects that I created and then cut in half and put in the image like the car, and set the opacity very low. The full ring had 512 segments to get a smooth curve. I did mess up though because I think the tyre marks appear to be from the front wheels, but the Toyota 2000GT is a rear wheel drive car. I never owned one, but I liked the open topped one in 'You Only Live Twice', and it makes a change from an Aston Martin.DB5.
well that is how I edit HDR
I render spherical camera 2:1 images to match in size, dome only in Environment but uncheck the HDR being visible in DAZ Studio or Carrara Octane (EXR there) then add the Tiff or EXR image as a layer to the HDR in Gimp keeping the metadata etc
That's clever, I will have to try that. I'm sure there will be other places in the story where a hdri is needed and often they don't contain everything I would like. On these ones. I was happy to get the car on the left side of the road, or at least appear not obviously in the middle.
V3D Magic Extract And Append Bundle (Commercial)jmucchiello said:
Can't wait for the group support. I usually put figures in a group and do translation and rotation on the group leaving the figure at 0,0,0 0,0,0 100%,100%,100%,100%. I think these translations and rotations aren't imported even when you choose the retain translation in the gui.
Thanks a lot for your feedback and remarks.
Group nodes already work in my in-development 1.2 version: they are displayed in the hierarchy and can be reloaded with their children.
In the current script logic, the “Zero after loading” option deliberately resets the loaded branch after import. More precisely, after loading, the script looks at the newly added nodes, matches them by label/name, finds the top node of the newly loaded branch, and applies the zeroing only to that top branch node, in order to place the loaded branch at the scene origin.
Bones, and also child props/figures inside that loaded branch, are not zeroed individually, because their placement depends on their parent hierarchy. They keep their relative position inside the branch. Zeroing every child separately would break that relative placement. If you want to zero a child item separately, then you need to select that child item itself instead of selecting its parent branch.
So if “Zero after loading” is enabled, the original placement is not supposed to be preserved. The loaded item or loaded branch is intentionally reset at 0, but only for the checked items. Also, if both a parent and one of its children are checked, the parent branch wins, because the child depends on it.
If “Zero after loading” is not enabled, then the script keeps the transforms as they are stored in the source file. That means:
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if the figure/object was not parented, its transforms are effectively scene transforms;
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if the figure/object was inside a group/parent, its transforms are local transforms relative to that group/parent.
This is why your case is important. If the figure itself is at 0,0,0 and the actual placement comes from the parent group, then loading only the figure will not necessarily reproduce the visible scene placement, because that placement belongs to the group transform.
I have already implemented a “reconstruct the world placement from the parent hierarchy” kind of behavior in the Cameras/Lights scripts, but it is rather complex and not something I want to blindly duplicate everywhere without careful testing. I will probably not try to add that specific reconstruction behavior in version 1.2, because loading the group itself should already solve this kind of case in a cleaner way.
The good news is that in the in-development 1.2 version, group nodes are now displayed and can be reloaded. So in your kind of workflow, you should be able to select the top prop/figure parent or group that carries the transform, load it with its children, and avoid zeroing its location. This should preserve the group placement and the relative placement of the children inside it. Then, if needed, you can keep only the interesting figure or prop afterwards, for example by unparenting it (with option "in place") and deleting the rest of the loaded branch.
I also plan to review scale handling more carefully in the next development step, probably with an additional user option for scaling.
Thanks again, this is exactly the kind of transform case I want to test before finalizing the group support.
A View Through The Mirrorbackground said:
I totally cheated, in a way. I tried drawing them onto the hdri, a few times but it looked terrible. The tyre tracks are actually two large diameter thin ring objects that I created and then cut in half and put in the image like the car, and set the opacity very low. The full ring had 512 segments to get a smooth curve. I did mess up though because I think the tyre marks appear to be from the front wheels, but the Toyota 2000GT is a rear wheel drive car. I never owned one, but I liked the open topped one in 'You Only Live Twice', and it makes a change from an Aston Martin.DB5.
well that is how I edit HDR
I render spherical camera 2:1 images to match in size, dome only in Environment but uncheck the HDR being visible in DAZ Studio or Carrara Octane (EXR there) then add the Tiff or EXR image as a layer to the HDR in Gimp keeping the metadata etc










