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Daz Studio Pro BETA - version 4.12.2.60! (*UPDATED*)I suppose older generations do not, and will not have this feature?
Face Transfer works only on Genesis 8 figus according to the release notes.
AIUTO...CHI CONOSCE L’ITALIANO? PARTE DODICIQuale thread?
Quello della beta.
Confermo che c'è un "Face Creator" ma non sembra tutto questo granchè... Riesce a trasferire la texture della foto che gli si dà ma il morph non sembra troppo preciso.
Daz 4.11 Iray Dark Eyes Bug ?EUREKA!
I believe I have found a remedy for this nagging problem!
So I happened to stumble across this thread yesterday. https://www.daz3d.com/forums/discussion/344276/any-remedy-for-hair-cap-artifacts
The hair caps edges can be visible at times. The issue seems to be related to this one, the answer there was to use a morph to push the hair cap slightly away from the head. So IMO the issue looks to involve where the seams of geometry overlap a little bit, and somehow Iray is unable to properly figure out which goes on top, and as a result it simply renders this black. The eye moisture surface sits right on top of the sclera. The reason the Iris looks ok is because the cornea pushes out from the eye by default.
So what I did was create a simple morph that pushes the eye moisture out away from the sclera. And it works! And you do not even have to push it out very far, the tiniest of distance between the two surfaces is all you need to get it to work. This might also be why some users do not see the issue, as perhaps some characters push the eye moisture out a bit on their own.
So I would guess that this method can be used to solve some other weird instances of visible opacity seams.
I rendered this at 12000, 0, 0. This is Genesis 8 using Genesis 3 skin (I converted to Iray.)
Default morphs

With my Eye Moisture Push Out morph at 100%

So this way you can retain your eye reflections far from world center without swapping between Memory or Speed optimization.
I uploaded one for Genesis 8 Female to ShareCG. It is an easy thing to make. I sent the developer G8F to Hexagon, selected the eye moisture surface and moved it out a bit.
https://sharecg.com/v/94366/view/21/DAZ-Studio/Dark-Eye-Fix-From-World-Center
You do not need to go to 100% to fix it either. Around 30-40% will work fine, maybe less depending on model.
Thank you for the morph, it was a life saver. Any chance for a male version? I've got zero idea how to go about it.
Aging Face Details HD....any renders? opinions?Thank you for this great update. Appreciate it.
What I like about it is that it can also improve the look of basic expressions.
This is basic G8M no morph other than aging details (and cornea bulge). Skin is M8.
How come the gif doesn't work? Any one knows what I do wrong?
Until then you can see it here : https://sta.sh/0gapgexc3so
Baking MorphsHi There,
Is there any consideration given to the idea of baking morphs directly in the Daz? Character Creator has a bake morph option, which I think will be a game changer for Daz. I know you can create a character preset, or export your model, reimport to create/save your morph.
All of this would be much simpler if you could click a button to bake your changes into a new morph dial where you can continue to build on that morph.
Shape Rigger Plus is a good start. The only thing this script is missing the beginning part where it actually creates the dial of the new character then you would have to go through the steps in shape rigger plus.
Anyone have any ideas? Is what I am suggesting too complicated for Daz with all the various morphs/figures out there?
Daz Studio Pro BETA - version 4.12.2.60! (*UPDATED*)This is....super fun ! It is , like FaceGen not a straight out the box perfect morph or texture but with work tweaking your output you can def make use of this !
Daz Studio Pro BETA - version 4.12.2.60! (*UPDATED*)I just tried Face Transfer with a politician's face and it did a surprisingly good job. This is going to be fun.

So I assume this will be a commercial plug-in available in the store soon? Hope there are more options in the full version, but this is a very nice addition.
a) I just tried it & I purposely picked the same 3 old university IDs I had used when I 1st used FaceGen and it's done a better job I think. I'm not considering textures yet. UPDATE: wrong
b) I tried a 2017 photo that was quite large and I think but am not sure, that it has again done a better job but I have compared in detail yet. Again textures not considered. UPDATE: wrong
c) Pushing the boundaries I decided to have 5 G8M all with Face Transfer used on them and decided one of the pictures used to do a Face Transfer and then switch to another picture and did a Face Transfer on the same G8M I will change back to the original picture I had used to do a Face Transfer on the same G8M and low and before instead if left the original G8M allow and instantiated a new G8M to apply this Face Transfer too! A runon sentence for sure but so now there are 6 G8Ms in my viewport. If it makes a different after a few tests on the 1st 3 G8M I have in the viewport I started getting messages I have only 3 Face Transfers left. However that message didn't happen until after 4 or 5 practice Face Transfers and a couple of renders. Thinking I had did something wrong I saved those 3 Face Transfers successfully. So now this bug I just explained on c) is on G8Ms using a maxed out Face Transfer (if it makes any difference to DAZ 3D's debug efforts). UPDATE: bug really exists
+++++
OK, so I looked more closely. I removed the textures, looked around at different angles at the models using the same texture set and then it became clear:
a) For the old IDs the job it does is about equivalent. The problem both have is the face details are shaved off and flattened and quite noticeably so. Those were typical small institutional polaroid pictures from IDs the late 1980s.
b) for the new hi-res picture it does worse. Despite all the seeming detail a model digital camera would give the face transfer model wasn't any better quality than the Face Transfer morph from the 3 photo IDs for the 1980s. It was flattened with geometry details shaved off. Those details were not expressions or wrinkles that were erased but nose shape, lip shape, chin shape, under lower lip, eyes, all easily noticeable with a bit of systemic compairitive effort. So that leads me to think that rather than the actual details not being available to use that FaceGen & Face Transfer are making the same general algorithmic mistake. Maybe the algorithm is too aggressive in erasing what it thinks are expressions and wrinkles (although the old photo IDs were very expressionless and wrinkle free).
1) FaceGen allows for a side profile picture and use of that improved the quality of the morph by correcting the debt of the morph's geometry created from the frontal view still details are missing. It's like it could do to 3/4 view photos as well. Or maybe lighting that would expose all the detail (and I don't mean skin texture type details) those algorithms are missing.
c) The textures are matched to the photos, well they wear made entirely too deep a brown, of course that means they are almost 100% definitely wrong. It's probably more appropriate for DAZ here to
1) Make normal and bump maps for the face passed on the photo
2) Have a popup that offers the user to choose the skin tone for the diffuse map and color adjust that as the diffuse map color - maybe they need to only create a series of lie layers for the diffuse map and use the color chosen as the base color.
d) Yes, the bug named about with a new instance being created is real. Odd though it did not create a new instance each time I did a similar thing in testing Face Transfer on other instances of G8M
So not bad but definitely not something that's going to replace FaceGen Artist Pro for quality without much more quality improvements than that initial public beta.
I guess I will try to replicate the definite bug I found in the next week but I'm starting to accumulate a lot of bug reports.
Daz Studio Pro BETA - version 4.12.2.60! (*UPDATED*)I just tried Face Transfer with a politician's face and it did a surprisingly good job. This is going to be fun.

So I assume this will be a commercial plug-in available in the store soon? Hope there are more options in the full version, but this is a very nice addition.
You're right, it is fun. Some quick tests - I grabbed a few old Hollywood celebrities from Google image search, ran them through Transfer, and then did a quick render. B&W images give a grey scale texture and grease paint doesn't generate a good texture (yes, I was trying to bust it). The Peter Lorre shows what happens when the original is wearing a hat. And I think the beard on Victor Buono 2 resulted in too rounded a face. But over all, quite effective.
Daz Studio Pro BETA - version 4.12.2.60! (*UPDATED*)I just tried Face Transfer with a politician's face and it did a surprisingly good job. This is going to be fun.

So I assume this will be a commercial plug-in available in the store soon? Hope there are more options in the full version, but this is a very nice addition.
Can daz studio import V4 morphs without injecting it into V4 first?Basically you used "Convert figure to WM", well I hope you are ready to learn to rerig V4, paint new WM for her, rebuild every single morph she has (both DAZ and 3rd party), rebuild every JCM, and coz it's V4 rebuild ever magnet based JCM she has.
And that's before you even think about redoing all of her conformers, and the morphs in those conformers.
Should keep you going for roughly the next 10 years, and that's without doing any renders or using other figures and programs.
Stay the **** away from that bloody "Convert to WM" feature, it doesn't do what you people think it does, all it does is leaves you with a HUGE mess that is really only fit for the trash can.
convert deformers to morph


well never tried it in DS, works a treat in Poser 7
and i ran the obj thru uvclassic mapper to make sure she a single mesh.
my concern is adding morphs i buy after the initial conversion. don't want to go back to square 1.some of the character morphs move her eyeballs.
Daz Studio Pro BETA - version 4.12.2.60! (*UPDATED*)I see we have anew update for beta in our dimms the change logs states a few things i like to ask a questions about
question 1 the log states the following Face Transfer pane,
- Windows 64-bit only
- A new pane that allows selection of a source portrait photo to transfer to a Genesis 8 Male/Female
- Lighting should be uniform, without shadows, and not too bright or dark
- Face must be clearly visible, with no obstructions like glasses, hair blocking the forehead, etc.
- Facial expression should be neutral
- Facing direction should be straight ahead
- Requires latest update to Genesis 8 Starter Essentials Male/Female
- Generates a morph, associated facial bone adjustments/links, and a texture set
- Texture set is based on default textures provided by Starter Essentials packages
- Material
Does this mean we should re-download and install a update to our Genesis 8 Starter Essentials Male/Female as well as the beta update? i did not see a update for it in dimm
Yes, otherwsie it will complain about missing files I believe
----------------------------------------------
questions 2? the change log states the following
Uses a "trial usage" activation policy
- Allows unlimited generated previews
- Generated preview textures are watermarked and not preserved between transfers or sessions
- Allows 3 saves via Face Transfer, per release channel, before requiring a valid serial number
- Entering a valid serial number does the following:
- Removes watermarking from generated previews
- Enables unlimited Face Transfer save operations
Huh?! how that work? i don't ever remember seeing any water marks before * confused look*
new, or at least newly-used, feature for this pane.
question3 General Interface
- Updated default layout files
- Recommend clicking Window > Workspace > Update and Merge menus
Should we make a back up of our workspace ui before installing this update? is this going to reset things back to default UI ?
Thank you for reading my questions
Daz Studio Pro BETA - version 4.12.2.60! (*UPDATED*)I see we have anew update for beta in our dimms the change logs states a few things i like to ask a questions about
question 1 the log states the following Face Transfer pane,
- Windows 64-bit only
- A new pane that allows selection of a source portrait photo to transfer to a Genesis 8 Male/Female
- Lighting should be uniform, without shadows, and not too bright or dark
- Face must be clearly visible, with no obstructions like glasses, hair blocking the forehead, etc.
- Facial expression should be neutral
- Facing direction should be straight ahead
- Requires latest update to Genesis 8 Starter Essentials Male/Female
- Generates a morph, associated facial bone adjustments/links, and a texture set
- Texture set is based on default textures provided by Starter Essentials packages
- Material
Does this mean we should re-download and install a update to our Genesis 8 Starter Essentials Male/Female as well as the beta update? i did not see a update for it in dimm
----------------------------------------------
questions 2? the change log states the following
Uses a "trial usage" activation policy
- Allows unlimited generated previews
- Generated preview textures are watermarked and not preserved between transfers or sessions
- Allows 3 saves via Face Transfer, per release channel, before requiring a valid serial number
- Entering a valid serial number does the following:
- Removes watermarking from generated previews
- Enables unlimited Face Transfer save operations
Huh?! how that work? i don't ever remember seeing any water marks before * confused look*
question3 General Interface
- Updated default layout files
- Recommend clicking Window > Workspace > Update and Merge menus
Should we make a back up of our workspace ui before installing this update? is this going to reset things back to default UI ?
Thank you for reading my questions
Who said Blender was hard?Does anyone happen to have the correct import/export settings handy for sending a Genesis 8 figure out of Studio to Blender and importing it back to Studio after making a morph in Blender? I followed a tutorial and everything seemed to go OK until it got imported back into Studio and I got the "wrong geometry" message. Probably just a simple setting, but there are additional options in 2.8 that weren't in the tutorial that might be causing the issue.
I'm using latest Studio, Blender 2.80. Thanks in advance.
Here is what I use to make morphs in Blender 2.80. When I remember to do it, I check the number of verts before exporting from Blender just in case I have accidentally changed the number.
Daz Studio Pro 4.12 - Highlights4.12.0.73 (September 11, 2019)
- NVIDIA Iray
- Fixed an issue with rendering canvases when using the Spot Render tool configured to render to a new window
- Inverse Kinematics (IK)
- Fixed a crash that occured when an IK target node was placed outside of a figure's node hierarchy and the figure was deleted during weight map conversion
- Fixed an issue where removing an IK context node (e.g., a figure) from the scene did not also remove the associated IK nodes
- Would leave orphaned IK target nodes that referenced nodes of the IK context that had been deleted from the scene (moved to the undo stack)
- Fixed an issue with loading of saved IK chains
- IK node properties showed the correct Chain Root and Chain End values, but not all nodes in the chain were being included internally
- Fixed an issue where parenting an IK target node to a node in the the IK chain that it defines caused amplified movement while dragging the IK target
- Timeline pane
- Dopesheet
- The expanded state of items in the name/navigation column is now preserved when changing which property types are displayed and/or the key creation scope
- Removed the move root item up/down buttons from the Name column
- In preparation for adding a afiltering header similar to the Scene pane
- Added a "Move Root Item to Top" action
- Moves the the root of the selected item to the top of the Dopesheet
- Available from the move Root item submenu of the context menu
- Added a "Move Root Item Up" action
- Moves the the root of the selected item to the next higher position in the Dopesheet
- Available from the move Root item submenu of the context menu
- Added a "Move Root Item Down" action
- Moves the the root of the selected item to the next lower position in the Dopesheet
- Available from the move Root item submenu of the context menu
- Added a "Move Root Item to Bottom" action
- Moves the the root of the selected item to the bottom of the Dopesheet
- Available from the move Root item submenu of the context menu
- Added a "Refresh" action
- Causes the hierarchy of nodes / property groups / properties to be rebuilt
- Useful for when a property has been created and meets current filtering criteria, but is not displayed
- Available from the context menu
- Causes the hierarchy of nodes / property groups / properties to be rebuilt
- Fixed a crash when skipping to next key frame
- Dopesheet
- Face Transfer pane
- Windows 64-bit only
- A new pane that allows selection of a source portrait photo to transfer to a Genesis 8 Male/Female
- Lighting should be uniform, without shadows, and not too bright or dark
- Face must be clearly visible, with no obstructions like glasses, hair blocking the forehead, etc.
- Facial expression should be neutral
- Facing direction should be straight ahead
- Requires latest update to Genesis 8 Starter Essentials Male/Female
- Generates a morph, associated facial bone adjustments/links, and a texture set
- Texture set is based on default textures provided by Starter Essentials packages
- Materials
- Uses a "trial usage" activation policy
- Allows unlimited generated previews
- Generated preview textures are watermarked and not preserved between transfers or sessions
- Allows 3 saves via Face Transfer, per release channel, before requiring a valid serial number
- Entering a valid serial number does the following:
- Removes watermarking from generated previews
- Enables unlimited Face Transfer save operations
- Allows unlimited generated previews
- A Face Transfer save performs the following
- Renames and/or relabels temporary morph, property, alias, and textures based on user-specified values
- Generates a Scene Subset consisting of the figure, the generated morph and textures and any fitted/parented items
- ...
- See in-pane Guide and Tip pages for more information
- Database Driven Content Veiws
- Smart Content pane, Content Library pane, Posing pane, Shaping pane, Surfaces, pane, Lights pane, Cameras pane, Render Settings pane, Simulation Settings pane, etc...
- Fixed an occasional crash when search results are changed quickly in side navigation content views - was caused by issues related to multi-threading
- Fixed a crash on close when category roots are still being fetched in a separate thread
- Scene pane
- Changing the label of a node (slow double-click) now validates the entered text and provides feedback where appropriate
- Illegal characters, collisions, etc
- Fixed a crash that could occur in when building/rebuilding the view
- When adding/removing nodes to/from the scene
- Improved performance of restoring expanded state
- Occurs each time a new node is added to the scene
- Changing the label of a node (slow double-click) now validates the entered text and provides feedback where appropriate
- Measure Metrics pane
- Changing the label of a node (slow double-click) now validates the entered text and provides feedback where appropriate
- Illegal characters, collisions, etc
- Changing the label of a node (slow double-click) now validates the entered text and provides feedback where appropriate
- Actions (and their Option Dialogs)
- The "Create New Item" dialog
- Fixed an issue that caused Create > "New *..." actions that are set to prefer the "Parent to Selected Item" option to erroneously cause the "Parent Selected Item(s) to New *" option (which is typically hidden in those cases) to be selected
- Relaxed the node label validator to allow non-consecutive dot (period) characters
- Create Child Bone
- Relaxed the node label validator to allow non-consecutive dot (period) characters
- Relaxed the node label validator in the Scene Identification dialog to allow non-consecutive dot (period) characters
- The "Create New Item" dialog
- General Interface
- Updated default layout files
- Recommend clicking Window > Workspace > Update and Merge menus
- Updated default layout files
- Fixed bugs and/or made improvements in various areas; see the Change Log for details
Who said Blender was hard?Does anyone happen to have the correct import/export settings handy for sending a Genesis 8 figure out of Studio to Blender and importing it back to Studio after making a morph in Blender? I followed a tutorial and everything seemed to go OK until it got imported back into Studio and I got the "wrong geometry" message. Probably just a simple setting, but there are additional options in 2.8 that weren't in the tutorial that might be causing the issue.
I'm using latest Studio, Blender 2.80. Thanks in advance.
I sometimes get that message if I forget to set to base resolution before exporting from DAZ Studio.
Or you forget about the eyelashes, as they need removing.
Who said Blender was hard?Does anyone happen to have the correct import/export settings handy for sending a Genesis 8 figure out of Studio to Blender and importing it back to Studio after making a morph in Blender? I followed a tutorial and everything seemed to go OK until it got imported back into Studio and I got the "wrong geometry" message. Probably just a simple setting, but there are additional options in 2.8 that weren't in the tutorial that might be causing the issue.
I'm using latest Studio, Blender 2.80. Thanks in advance.
I sometimes get that message if I forget to set to base resolution before exporting from DAZ Studio.
HH Werewolf [Commercial]I really wish it had been built on a genesis chassis so I could do a transmation sequence and mix it with my other werewolf morphs.
This was to be designed from the ground up to be a quality Werewolf design not restricted by the topology of a morph. There's already some good morph wolf morphs in the store but they are restricted (since they are a morph) to venture to far into looking like a wolf. The head, mouth, and feet would not look the same if this was a morph otherwise I would have. I wish Daz would come out with a Genesis Creature base figure with the same rig as the other figures, but with more balanced topology in the head, hands, and feet to be used for morphs.
Oso3D said:
Are you using dForce hair, or is that fibermesh?
Fibermesh.
IS it possible to sculpt over Daz models in Zbrush and still use Daz skins in Maya like arnold,vray?As long as you don't change the UVs, yes - but note that increasing the mesh resolution will stop you from using the shape as a morph, it will work only as a static model (unless you bake the high resolution detail to displacement or normal maps).
Who said Blender was hard?Does anyone happen to have the correct import/export settings handy for sending a Genesis 8 figure out of Studio to Blender and importing it back to Studio after making a morph in Blender? I followed a tutorial and everything seemed to go OK until it got imported back into Studio and I got the "wrong geometry" message. Probably just a simple setting, but there are additional options in 2.8 that weren't in the tutorial that might be causing the issue.
I'm using latest Studio, Blender 2.80. Thanks in advance.
Gianni 8.1I think I would be happy if someone just did a Gianni 6 for Genesis 8 Male morph and skin. He is such a great character. They did a Heroes product https://www.daz3d.com/genesis-2-legacies-for-genesis-3-male-heroes way back when. It would be really cool to have something like this for G8M, but the Gianni 6 wasn't very convincing, but I'm not complaining. I suppose if push came to shove I could do a Genesis 3 morph of Gianni 6 from Heroes and morph him with Zev0's upcoming Xtransfer product, which looks really promising.















