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Daz 3D Forums > Search
  • How to remove a piece of geometry from a prop?

    There's something I use when I need to edit complex props or elements that are inside figures and I can't delete the mesh because it has a bone or morph linked to it:
    On gemometry editor, select the part of the mesh you don't want, right click, Geometry assignment, create surface from selected, name the new texture as transparent, go to the surfaces tab and just let it transparent.

    I use this rendering on 3Delight, I'm not sure if it works the same on iRay.

    By

    tiagoandriotti tiagoandriotti July 2019 in Daz Studio Discussion
  • How can I load a head onto a character without distorting the neck?

    -Thank you both! (=
    Richard, it worked like a charm after I adjusted the height in DAZ, then saving the morph like you said.
    -I even tried adjusting the morph in Blender, and it worked fine too! -thanks again ^^

    By

    ODDnode ODDnode July 2019 in Technical Help (nuts n bolts)
  • Trying to understand names

    pretty well

    Genesis 8 F  is base figure model for that generation of genesis female    
    She then has quite a few main characters, 

    • Victoria 8
    • Olympia 8
    • Stephanie 8
    • Monique 8
    • Teen Josie 8
    • Charlotte 8
    • Sakura 8
    • Karyssa 8
    • Alexandra 8
    • Aiko 8     to name just a few.   these are all  different purpose built shapes exploring different ethnicities, body shapes and variations etc which are released at roughhly monthly intervals. On release days you will find a base character, a starter bundle and a pro bundle, which include other products. If you want you character to be "Anatomically correct" then you need to buy the pro bundle for at least one of the adult characters (M&F) as genitalia are only released in the adult pro bundles.

    there are also morph packs,   these enable you to dial in differences to either the base figure or the characters, and desighn your own unique look

    Then there are named extension packs  such as  https://www.daz3d.com/ry-tessa-for-victoria-8   ; which is optimised to be used with V8  but can actually be used on the base figure but won't look exactly the same.

    Have I confused you?

    Not at all! Thank you so much! :D I'm mostly insterested in working the models and not full 3D scenes so this is perfect advice.

    One more quick question though... I found Victoria and Karysa but only because I had seen them before in tutorials. If I want to search for characters is here an easier way? I say this because Karyssa for example is not on the "figure" list in filters... :)

    https://www.daz3d.com/genesis-8-people

    And  if you want only the main characters with bundles: https://www.daz3d.com/genesis-8-core-figures

    By

    Leana Leana July 2019 in New Users
  • Trying to understand names

    pretty well

    Genesis 8 F  is base figure model for that generation of genesis female    
    She then has quite a few main characters, 

    • Victoria 8
    • Olympia 8
    • Stephanie 8
    • Monique 8
    • Teen Josie 8
    • Charlotte 8
    • Sakura 8
    • Karyssa 8
    • Alexandra 8
    • Aiko 8     to name just a few.   these are all  different purpose built shapes exploring different ethnicities, body shapes and variations etc which are released at roughhly monthly intervals. On release days you will find a base character, a starter bundle and a pro bundle, which include other products. If you want you character to be "Anatomically correct" then you need to buy the pro bundle for at least one of the adult characters (M&F) as genitalia are only released in the adult pro bundles.

    there are also morph packs,   these enable you to dial in differences to either the base figure or the characters, and desighn your own unique look

    Then there are named extension packs  such as  https://www.daz3d.com/ry-tessa-for-victoria-8   ; which is optimised to be used with V8  but can actually be used on the base figure but won't look exactly the same.

    Have I confused you?

    Not at all! Thank you so much! :D I'm mostly insterested in working the models and not full 3D scenes so this is perfect advice.

    One more quick question though... I found Victoria and Karysa but only because I had seen them before in tutorials. If I want to search for characters is here an easier way? I say this because Karyssa for example is not on the "figure" list in filters... :)

    https://www.daz3d.com/genesis-8-people

    By

    Chohole Chohole July 2019 in New Users
  • Trying to understand names

    G8F would be the base, and everything else would be morphs& extra skins (a.k.a. "characters"). There are morph packs without skins, that usually add extra shapes to individualize your figure.

    The Victoria ( etc that chohole mentioned above) are "official" characaters/owned by DAZ3D, while characters owned by the PAs might need specific morph packages or an official character to reach the look that you see in the promos. There are also characters that just need the base character, like G8F.

    Thank you for your help! :)

    By

    lumiasart lumiasart July 2019 in New Users
  • A RECENT David Tennant likeness morph????

    Hey y'alls. Anyone seen a RECENT David Tennant likeness morph, like from Genesis 1+??? I've seen M3 and M4 freebie versions, but I'm hoping for something less symmetrical and more up-to-date. Thanks.

     

    --Needing to make some Good Omens fanart,

    MW

    By

    ModernWizard ModernWizard July 2019 in The Commons
  • Attention Published Artists that support Genesis 8

    Bodybuilder controller links to two separate morphs. You need to support each morph separately, I think. There is Bodybuilder Size and Bodybuilder Details.

    By

    barbult barbult July 2019 in The Commons
  • Darwins' Schtuff Pt Deux

    Ok!   SO, thank you to everyone who made the first morph collection I've done a success; I'm very glad it was well recieved.  As stated before, I will definitely be making another-but probably not for another month or so.  The next character, however, from the challenge list below will be chosen!

    The All-My-Tee Randomizer chose: Sam Elliott

    Not to be greedy or anything, but is there any possibility "Elyot" will include "a dial preset for Zev0's Aging Morphs for Genesis 8 Male(s) to give him a more aged appearance" like you did for Liam. Sam Elliott was a handsome man in his youth, as well as in his maturity. It would be wonderful to have both the young and the old as presets.

    I'll buy him regardless, of course…

    By

    L'Adair L'Adair July 2019 in Art Studio
  • How can I load a head onto a character without distorting the neck?

    It happens because the positions of the vertices in the imported OBJ are used for the morph, which includes any height change. Check to see if the shape is using any scaling, if it is zero it. Otherwise, use an unmorphed verion of the figure as a guide to move the morphed one up or down until the head is aligned, export that (with everything but the morphed figure hidden or deleted), and load that as your new, split morph.

    By

    Richard Haseltine Richard Haseltine July 2019 in Technical Help (nuts n bolts)
  • Trying to understand names

    G8F would be the base, and everything else would be morphs& extra skins (a.k.a. "characters"). There are morph packs without skins, that usually add extra shapes to individualize your figure.

    The Victoria ( etc that chohole mentioned above) are "official" characaters/owned by DAZ3D, while characters owned by the PAs might need specific morph packages or an official character to reach the look that you see in the promos. There are also characters that just need the base character, like G8F.

    By

    BeeMKay BeeMKay July 2019 in New Users
  • Trying to understand names

    pretty well

    Genesis 8 F  is base figure model for that generation of genesis female    
    She then has quite a few main characters, 

    • Victoria 8
    • Olympia 8
    • Stephanie 8
    • Monique 8
    • Teen Josie 8
    • Charlotte 8
    • Sakura 8
    • Karyssa 8
    • Alexandra 8
    • Aiko 8     to name just a few.   these are all  different purpose built shapes exploring different ethnicities, body shapes and variations etc which are released at roughhly monthly intervals. On release days you will find a base character, a starter bundle and a pro bundle, which include other products. If you want you character to be "Anatomically correct" then you need to buy the pro bundle for at least one of the adult characters (M&F) as genitalia are only released in the adult pro bundles.

    there are also morph packs,   these enable you to dial in differences to either the base figure or the characters, and desighn your own unique look

    Then there are named extension packs  such as  https://www.daz3d.com/ry-tessa-for-victoria-8   ; which is optimised to be used with V8  but can actually be used on the base figure but won't look exactly the same.

    Have I confused you?

    Not at all! Thank you so much! :D I'm mostly insterested in working the models and not full 3D scenes so this is perfect advice.

    One more quick question though... I found Victoria and Karysa but only because I had seen them before in tutorials. If I want to search for characters is here an easier way? I say this because Karyssa for example is not on the "figure" list in filters... :)

    By

    lumiasart lumiasart July 2019 in New Users
  • Official Release of Carrara 8.5 **Update - 8.5.1.19**

    Rigging - I might be wrong, but...

     

    ​Carrara's native skeleton/rigging tools relate each vertex to each joint once, and only once.  So, if you have an armpit vertex, and a shoulder joint, the influence of the shoulder joint on the armpit vertex has a single value.  No matter which direction you rotate the joint, that vertex will be inluenced by the same percentage, although direction changes with the direction of rotation. You can augment this limitation with a morph.

     

    The legacy Poser rigging related the mesh around a joint to the joint in three ways, once for each of X, Y, Z direction of rotation.  That was the stretched/spherical/capsules that could be edited with Poser's figure tools.  This style of rigging is also Victoria 1-4.  The joint bend results can be augmented with morphs.  This works in Carrara.

     

    I don't know enough about dual quarereon-whatever to give details, except to say that it is not the same as Carrara's native skeleton/rigging tools.

     

    Thanks.  

    those armpits dohh

    I luv Terai Yuki2, but her arm pits make me crazy  lol

    By

    Mistara Mistara July 2019 in Carrara Discussion
  • Custom morph Additive instead of Full Change

    Let me see if i can clarify here to make sure we're on the same page.

    You want to have, say, the hips wider, but not the base character morph applied to the clothing?

    right path or way off?

    By

    DrunkMonkeyProductions DrunkMonkeyProductions July 2019 in Daz Studio Discussion
  • Trying to understand names

    pretty well

    Genesis 8 F  is base figure model for that generation of genesis female    
    She then has quite a few main characters, 

    • Victoria 8
    • Olympia 8
    • Stephanie 8
    • Monique 8
    • Teen Josie 8
    • Charlotte 8
    • Sakura 8
    • Karyssa 8
    • Alexandra 8
    • Aiko 8     to name just a few.   these are all  different purpose built shapes exploring different ethnicities, body shapes and variations etc which are released at roughhly monthly intervals. On release days you will find a base character, a starter bundle and a pro bundle, which include other products. If you want you character to be "Anatomically correct" then you need to buy the pro bundle for at least one of the adult characters (M&F) as genitalia are only released in the adult pro bundles.

    there are also morph packs,   these enable you to dial in differences to either the base figure or the characters, and desighn your own unique look

    Then there are named extension packs  such as  https://www.daz3d.com/ry-tessa-for-victoria-8   ; which is optimised to be used with V8  but can actually be used on the base figure but won't look exactly the same.

    Have I confused you?

    By

    Chohole Chohole July 2019 in New Users
  • Custom morph Additive instead of Full Change

    Is there a way to make a morph an additive to other morphs instead of changing the entire thing? I mean there are moments where you want your cloth to just add a morph to it instead of the cloth changing entirely. If that makes sense. When I use morphs say on a character to fix clothing issues it just changes everything to that morph when I just want it to add to the others. Pretty sure I probably just skipped by an option without noticing probably but I am going to make sure just in case. 

    By

    cropcirclesstudio cropcirclesstudio July 2019 in Daz Studio Discussion
  • How can I load a head onto a character without distorting the neck?

    Hi! -I hope this is an easy one (=
    When I use HeadSplit Dformer Utility, and then load a head from a character onto the current figure in Morph Loader Pro.
    If the 'Donor' figure, the one whos head I am loading via Morph Loader Pro, is taller or shorter than my target figure.
    The neck will be longer,  or the opposite the head will sink into the chest =/
    Why does this happen, and is there a smooth way to just load a head-mesh onto a body, that would adjust to where the current head is positioned and not distort the neck?
    I would appreciate the help (=
    Cheers!
     

    By

    ODDnode ODDnode July 2019 in Technical Help (nuts n bolts)
  • Official Release of Carrara 8.5 **Update - 8.5.1.19**

    Rigging - I might be wrong, but...

     

    ​Carrara's native skeleton/rigging tools relate each vertex to each joint once, and only once.  So, if you have an armpit vertex, and a shoulder joint, the influence of the shoulder joint on the armpit vertex has a single value.  No matter which direction you rotate the joint, that vertex will be inluenced by the same percentage, although direction changes with the direction of rotation. You can augment this limitation with a morph.

     

    The legacy Poser rigging related the mesh around a joint to the joint in three ways, once for each of X, Y, Z direction of rotation.  That was the stretched/spherical/capsules that could be edited with Poser's figure tools.  This style of rigging is also Victoria 1-4.  The joint bend results can be augmented with morphs.  This works in Carrara.

     

    I don't know enough about dual quarereon-whatever to give details, except to say that it is not the same as Carrara's native skeleton/rigging tools.

     

    By

    Diomede Diomede July 2019 in Carrara Discussion
  • General GPU/testing discussion from benchmark thread

    FWIW, I think “VRAM pooling” is another one of those highly complex tech issues which, unfortunately, can get vastly oversimplified in the broader internet tech community, and that leads to lots of confusion and misunderstanding. There are many components and levels to VRAM pooling, and in fact the term “VRAM pooling” can mean many things.

    As I posted previously last year, in its simplest form VRAM pooling is very easy to implement, and in fact I wrote some CUDA code last year to pool the VRAM in my two GPU’s. NVIDIA released CUDA 6 (?), many years ago, and since then it’s become much easier. We now have “unified memory”, which provides a simple way to allocate all system RAM and GPU VRAM's into one, easily accessible chunk of memory. You merely ask the OS for a “handle” to your GPU’s, then ask the OS to allocate (using “cudaMallocManaged”) the needed “managed” memory, and that’s about it. Well, not really, but that's the basic idea.

    However, since your GPU’s and CPU and system RAM are connected via a PCI bus it is likely a much lower speed than your RAM. So if the problem you’re solving in that big chunk of memory requires “Peer to peer” communication between those physically separate memory components then, while it may still work as pooled memory, it might be extremely slow.

    For example, let’s say you have a simple matrix/array of 2 million elements, and all you want to do is multiply each element by 3. In this case, the peer-to-peer hardware speed limitations are somewhat irrelevent. That’s because each multiplication doesn’t rely at all on the other multiplications going on with the remaining 1,999,999 elements, so there doesn’t need to be any communication between GPU’s. It’s what’s called “embarrasingly parallel”, and it’s where GPU’s really shine. You take half the array (1 million elements) and store it in GPU1’s VRAM, and the other half in the other VRAM, and do all the multiplications simultaneously, with no need for peer-to-peer hardware communication between GPU’s. One problem split between the VRAM of 2 GPU’s, aka “VRAM pooling”.

    But raytracing is different.

    With raytracing you also want to break your scene in half, and store half the scene in one GPU and the other half in the other GPU. The problem comes when you send a ray into the scene on GPU 1, it hits an object, then bounces into the part of the scene that’s in the other GPU’s VRAM. Suddenly you need some extremely high speed, bi-directional communication between GPU’s, and some software to manage all of that. “Hey, GPU2, there’s a ray coming into your half of the scene, so you need to calculate if it hits something in your scene and send it back into the other GPU’s scene to figure out the next bounce”. And this has to be done with a high speed that matches the VRAM speed so you don’t slow anything down, and it has to be done in both directions. Hence the need for something like a fast, bi-directional communications link like NVLINK.

    In contrast, what we have today with multi-GPU’s and no high speed peer-to-peer is that the entire scene resides on both GPU’s. And especially with path tracers like Iray (which are computationally intense and take a long time to render), the relatively slow speed of the PCI bus may be somewhat irrelevant. You share calculations across the PCI bus, but compared to overall render time the slow PCI transfer rates are relatively minor and may not affect render times significantly. Of course this depends upon the renderer…

    So clearly, NVLINK does NOT equal VRAM pooling. It’s merely the hardware mechanism to allow you to do software stuff like VRAM pooling with high speed IF the problem you’re trying to solve requires that. And in some cases, for some problems, that high speed is not even necessary. You can pool VRAM and never need NVLINK.

    But most importantly the software and API’s, etc., must be built to manage all of those inter-GPU communications needed for raytracing. Especially since you also need to have some “master” information that keeps track of what objects are in what part of the scene in which GPU and so on. (BTW, that's partly why you don't necessarily just add all of the GPU VRAM gigabytes to get double or triple or whatever the amount of VRAM with VRAM pooling. As with anything to do with computers, there's overhead to consider). So having NVLINK enabled is pretty much irrelevant without all that software implementation.

    I suspect for most of us the real question is whether, and to what extent, Iray developers have gone the extra mile to fully integrate high speed, bi-directional, NVLINK-based VRAM pooling, and can it be accessed/implemented with the latest Studio/Iray and the RTX cards.

    Has anyone actually tried that yet, and verified that NVLINK/SLI is enabled, and verified the actual memory usage (using reliable data) across GPU’s?  

    By

    ebergerly ebergerly July 2019 in The Commons
  • Can Daz Studio do things like Blender does?

    Can Daz do what Blender does? Or do I do some things in Hexagon and then stuff in Daz? I seen a setting for UV maps I know what those are. Very curious.

    In short, no.  Blender can do (almost) everything Daz Studio does and then some.  Likewise, it can do everything Hexagon can do and then some.  Where they overlap, Blender is (or has been certainly) more difficult to learn, partly because of extra features, flexibility and power.  Blender has a lot more documentation, too.

    The only thing that keeps me coming back to Daz is the fact I can't get hair to work in Blender

    Hair is possible in Blender though it can be tricky.  I posted as much on another thread you posted.

    and I have to rig all the figures I import from Daz and I can't get them to work as realitistically as Daz.

    There are ways to get a rigged character from Daz into Blender.  I use Thomas Larsson's 'Import Daz' plugin from his Diffeomorphic blog.  It's not perfect, but gets you more than half way there.

    What I want to learn:

    • Make my own characters and rig them in Daz or make morphs or geographs for existing characters.

    So you will need to model characters first (in Hex, Blender, whatever).  You will also need to model for making morphs and geografts.

    • Faster render times.(I don't understand how rendering works in Daz and by god does it take forever! I get much faster render times in Blender.)

    Iray is getting faster with each iteration.  It'll never be as fast as EEVEE or other biased renderers, but they will never match its realism.

    • Better lighting more realistic. (Some of the stuff I have seen in Daz is really flat and weird looking. Don't understand lighting in Daz but willing to learn.)
    • Better quality animation.
    • Make my own 'wigs' (which I bought part one of a tutorial and am working with.)
    • Be able to make clothes (again I have bought a tutorial and found some on youtube to hopefully learn from.)
    • Be able to fit all the clothes and accessories to all the different characters. (I like the control I have in Blender to be able to shape things at will, bwahahahahahaha!!!!!! Would like that ability in Daz.)

    If you are fitting clothes in Blender by altering the mesh, you won't be able to do that in Daz.  You can use Dforms and push modifiers, both of which can be controlled by weight maps, along with making corrective morphs.

    • Find a way to make the interface easier to manuver around in like in Blender. (I know it sounds petty, but I hate those icons you have to mess with in order to manipulate or move around the scene in.)

    By default, Ctrl-Shift-LMB = rotate around, like MMB in Blender.  Ctrl-Alt-RMB is pan, like Shift-MMB in Blender.  Hit F3 in DS and look at the Viewport Shortcuts for the rest.

    I feel I can do most of this but am uncertain as to rendering times, lighting, and animation quality. If I can do this I can be happy with just Daz.

    Help.

    Alright, off to do a starter Daz tutorial and then a Hexagon tutorial (this might work better and transfer over to Daz better than Blender which seems to transfer objects in HUGE preportions!)

    Thanks for letting me gripe! I really have been working hard and seems like I am getting nowhere fast. I want one program and to be able to concentrate on that one program so I can actually get some projects done rather than just piddle around with tutorials and only have the results from that to show for it. You know? I mean, I have some art ideas I want to do and been playing with so many different tutorials trying to make the Daz figures work in Blender I still haven't got my art projects done.

    Thanks again.

    Agree with FSMCDesigns that if you want a 'one stop shop', it'd be Blender not DS you should choose between the two.

    By

    andya_b341b7c5f5 andya_b341b7c5f5 July 2019 in New Users
  • HOW DO I FIX THIS?

    It might be an idea to make a second install of daz3d and only install the basic initial starter resources plus the shape/skin see if the problem still occurs

    I have read hear on these forums that it is possible for another character/morph to impose itself upon the base figure

    by removing all but the very neccessary files for the character you are currently creating you illiminate that problem

    then once you find everything is ok, then you can start the task of trying to identify what other shape/morph is causing the problem

    Although two diffrent release channels (e.g. General Release and Public Build) gives two sets of content directories it will not, by default, use different databases so this is not going to avoid issues. You can use Content Directory Manager to set up two different sets of content directories with their own database, even within a single release channel, and switch between them - using the separate database allows, using Connect (installing from within DS) separate isntallations of content such as the Starter Essentials. The Content Directory Manager can be launched from the Content tab of Edit>Preferences (Daz Studio>Preferences on a Mac).

    By

    Richard Haseltine Richard Haseltine July 2019 in The Commons
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