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Daz 3D Forums > Search
  • Does Carrara have a Shrink Wrap Feature?

    You can move verts around by activaring yhe modeling mode and tools. Modify clothes by either exporting morph tsrget or export as new object

    By

    Mistara Mistara June 2019 in Carrara Discussion
  • My Hero Academia costumes and likenesses

    How would you go about making My Hero Academia costumes and likenesses?

     

    Are there any predone outfits and hair out there and what morph would you use to get their likenesses?

    By

    RKane_1 RKane_1 June 2019 in Product Suggestions
  • AIUTO...CHI CONOSCE L’ITALIANO? PARTE DODICI

    Ve lo dicevo io che sn brutti....Ormai ho inziato un progetto elo porto a termine, ma non faccio più nulla per loro...

    Muscleman, io dico sempre che sembrano questi:

    https://images.app.goo.gl/kbgxM5pnPMXbPVh76

    *cade dalla sedia*
    Crios, ma che cosa vai a cercare in giro? (◉ ʖ̯◉)

    In ogni caso mi stupisco di molti prodotti che stanno uscendo ultimamente sullo store... Programmi rotti, morph indegni, prop improponibili... Che combinano?
    Spero che il tuo nuovo prodotto migliori un pochino quei poveri pupetti, Muscleman!

    E, sempre cercando di mantener il thread nei suoi binari, chiedo nuovamente: A voi l'interfaccia degli script e dei plugin risulta schiacciata?

    No, non ci sperare...

    By

    Muscleman Muscleman June 2019 in The Commons
  • Problem with eyes in G8M and G8F.

    Wait, did you consider to test a correction morph like Sven sugessted. There is at least one Daz original "Iris Realistic" morph that pushes the iris mesh a bit inside. The issue seems to be that the iris mesh and the Scalera somehow interfere at least I can see some white scalera in your renders but only where it overlaps with the iris. I would test that fist before you give up. I can even think of a way of making a correction morph by yourself, you would only need a DFormer, some things set in the Geometry Editor and export/import a OBJ once.

    Good call!

    By

    Sven Dullah Sven Dullah June 2019 in Technical Help (nuts n bolts)
  • Cartoons - how are you doing?

    I only recently started messing around with toons. Before that, I was only interested in photorealism, but I gave up on that partly because my hardware isn't up to snuff, and partly because I don't yet have the experience and aptitude for all that. Here are a couple things I threw together recently using Multi-Man. The only female toon I have at the moment is Aiko 4, so she's the one rebuffing Brock's advances in the first photo.

    Good Job...

    In this thread you can ask SingularBlues if his morph transfer scripts are enough to transfer Multiman to G3F or G8M and G8F if you are working with G8. I know an older script he worked on was up to transferring the G3M Multiman from G3M to G8M but I didn't try to transfer to G8F or G3F.

    https://www.daz3d.com/forums/discussion/176271/morphs-from-g3-to-g8#latest

     

     

     

    By

    nonesuch00 nonesuch00 June 2019 in Art Studio
  • having issues wiyh my saved characters

    Character preset is just a preset which applies morphs and material settings, it doesn't save the morph data themselves.

    If you just want a complete character you can reuse in another scene, you can save it directly as a scene subset. The morph data will be saved in the scene subset.

    You can also save the loaded morph as a morph asset first. In that case the custom morph will be available as a dial when you load you G8 figure, and that asset will be referenced in scenes using the character. You can then save a character preset to apply the morph and material settings, or a scene subset if you want the character to load with other items like clothes and/or hair.

    By

    Leana Leana June 2019 in Daz Studio Discussion
  • Graphics Power For Quick Preview Renders

    Hopefully someone can answer this question since its one of the decisions I need to make for a possible dual graphics card setup on a desktop. Recently I've been having better success in getting characters shaped/morphed closer to expected specifications by performing more frequent close-up iray preview renders between morph adjustments(not to mention a taskbar full of screenshots for comparisons). Problem is it takes forever since the renders always get dumped to the CPU due to lack of VRAM on my GTX 765M, despite only having just a single G3 or G8 character loaded on an empty scene with maybe a couple of spotlights & environment lighting.

    How powerful(i.e. 2070, 2080, 2080Ti) would a single NVidia graphics card need to be in order to be able to completely(or at least near 75-80%) render a single G8 character, no hair/clothing, within 5-7 minutes in an empty scene? I know zooming out can improve character render speed, but I need to be zoomed in closer & at different angles since I've been finding it a little easier and more acurrate when shaping/morphing, albeit very time consuming on my current 6-yr old laptop.

    A Titan RTX is way out of my budget, and the 2080Ti would be pushing it since I already know that I'll need at least a 2070 for gaming on a 1440p monitor. Question is do I go for dual graphics or a single card solution? The thing is I want to be able to perform other tasks(except for gaming) while rendering, which is why I'm considering 2 graphics cards instead of one. While a single 2080Ti would be nice, I wonder what kind of functionality my system will have when the monitor is jacked into the same graphics card Iray is using at full-throttle to render.

    By

    magog_a4eb71ab magog_a4eb71ab June 2019 in The Commons
  • Flexions for Biceps not working with G8??(SOLVED)

     so it was designed to work only with the forearm twisted???

    Appears that way.  Was actually funny to pose arm in bend position, and then as twisted forearm that bicep grew and grew to the max amount at full -90 twist.  But knowing now that we can change the max bicep morph size, gives some options! More range to play with.  Which is great.

    Think actually when things slow down at DAZ customer ticket support, will ask them that question if that's the design intent.  Don't want to be missing out on something.

    By

    Saxa -- SD Saxa -- SD June 2019 in The Commons
  • Adding Dual Quaternion support to UnrealEngine4 (Images inside)
    • When building  the engine  I got the version 4.11. No errors, and the quaternions seem to be working. How can I get a more recent version of the engine. I know it has been talked above but  in the installation process I didn't have any moment where I thought I could choose the version, as if this version was predefined in the setup.
    • Do the quaterniun automatically after the build is done or I need to enable anything?
    • When I build the build it works fine, but how can I manage the assets that I create? Not sure where the build is stored as it won't open them in explorer.
    • What I missing about deformation are perhaps corrective morphs. How I can enablem them? There is a video from Inu Games, but how  he gets the pattern of what morph is for what, and can be automatized.

    By

    Caxar Caxar June 2019 in Unreal Discussion
  • Flexions for Biceps not working with G8??(SOLVED)

     the pJCMFlexBiceps values to not change when I bend the arm.

    Checked it cos am a noobie with DAZ and want to know too.

    When i added a "Left Forearm Bend" - "Twist" to -90 as per attached image, the bicep showed up!  Yay!  Without twist, nope.  For this image increased the max value to 300% for pJCMFlexBiceps, cos wanted to see how that would look.  At default 100% max was visible, but not as prominent.  Also bodybuilder morph also affected the size but bobdybuilder does everything which isn't necessarily always so for people who want want bigger shoulders or neck muscles.  Is odd you need your hand in weights curl position (twist forearm -90) for bicep muscle to flex.    Anyone who tries to stay fit can see that a raised arm will cause bicep to form though bit diffferently based on forearm twist.

     

    By

    Saxa -- SD Saxa -- SD June 2019 in The Commons
  • Using GoZ

    Hello all, hope things are going well for you on your end... Its been a while, I know, but I find myself having problems, so naturally I come here for answers. I just installed all software (praying i got that part right), Daz Studio 4.11 and Zbrush 4 2019.1.2 and am having problems with the GoZ plugin.

    I load genesis and send to Zbrush, morph, and hit GoZ in Zbrush. The model comes back, but as a "new" object. The option to update is grayed out. Are we not able to update so the morph applies direct and automatically to the figure? I also notice that in the Bridges tab of preferences selecting the location of Zbrush is NOT an option. Does that have anything to do with it?

    Again, its been a VERY long time since ive been in the loop, so Ive forgotten almost everything and have to start from scratch =/ bare with me and my ignorance please...

    By

    MatCreator MatCreator June 2019 in Daz Studio Discussion
  • SereneNight's Sci-Fi Fun Thread 2

     

    They look really good! 

    I thought this was a fun little morph set. It is easy to make babies now..... I'll just have to blend some of their features a bit!

    By

    Serene Night Serene Night June 2019 in Art Studio
  • Flexions for Biceps not working with G8??(SOLVED)

    Thanks!!

    Interesting. I can move the slider when I use the override setting, and the morph works, so the morph isn't broken (that's good). But unlike the other morphs, where the ERC is working as expected (i.e. when I bend the lower leg, the hamstring compresses and the values change), the pJCMFlexBiceps values to not change when I bend the arm. Obviously something has happend to break the ERC/JCM link. Now the big question is does anyone know how to fix it? I've never done any ERC/JCMs before so I really don't have a clue (looked arounf in the parameter settings a bit, but didn't see anything obvious (not that I really had a clue what I was looking at).

    By

    DustRider DustRider June 2019 in The Commons
  • The pose sliders always move the bones to the opposite of my wish!

    Morph sliders very often do NOT move the mesh in the direction that they are labeled. I consider that a Daz/PA/QA failure. It annoys me. It isn't hard to label the morph to match the direction of  movement. They just don't bother, as far as i can tell.

    Morphs for open/close and such should be no brainer; if there is a mistake with them it is due to the morph maker. What I cannot understand, are the weird principles according to which the bone sliders are moving - and they are really counter-intuitive.

    Many seem to move one way on the left and the opposite way on the right.

    There are a lot of extremely well hidden great features in DS. Maybe there is a possibility to unify the bones rotating too:-)

    By

    handel_035c4ce6 handel_035c4ce6 June 2019 in New Users
  • Transfer Utility

    Ok, I think I found a solution: I just deleted all unnecessary bones after transfer.

    it's simple as potato. ;)

    By

    Victor_B Victor_B June 2019 in The Commons
  • Transfer Utility

    I don't believe you can do a partial transfer with the transfer utility (although I'm prepared to be corrected on that), but my main question is "What are you trying to do, and why do you not want to transfer to the skirt?"

    Is this something that is already weightmapped where you want to keep existing rigging (in which case there may be a better solution than using the transfer utility to transfer weights), or is it something you've got unrigged but you want to dForce the skirt?

    By

    Matt_Castle Matt_Castle June 2019 in The Commons
  • Transfer Utility

    Hello.

    Does enybody know how to transfer G8F partly? For example, only to top part of dress (I don't want transfer anything to the skirt).

    Thanks.

    By

    Victor_B Victor_B June 2019 in The Commons
  • Scalp on certain hairs showing on face as grain shadow

    Thank you Sir. It works and now I can do some quality work. It was horrible. Thank you for taking the time to let us know how to fix it! smileyyes 

    I guess beside of the issue with Iray and that the character is not placed at the Zero World position, the issue with the artifacts on the forehead comes from intersecting mesh geometry of the figures head and the hairs scull cap. The scull cap may be invisible on the forehead but usualy the edges of the mesh reaches the eye brows.

    The scull cap of the hair item can be the exact copy of the genesis figure head mesh geometry but there can still be intersections. By default the scull cap part of the hair is invisible on the forehead due to the opacity map.

    The genesis figures are using the SubD modifier to subdivide the base mesh even with different resolution levels in preview and by render time (see Mesh Resolution settings in the Parameters pane) and the current character on the Genesis figure also uses a displacement map on the forehead, while the hair items I've see so far dosn't use the SubD modifier see Mesh Resolution: Base. This can cause slight mesh intersections that Iray seems to have issues with while the figure is not placed in the center of the scene, at least thats my explanation of the artifacts.

    It seems with Displacement Strength silder in the Surfaces pane you pushed the head scalp further away from the head resulting in no more intersecting meshes and the artifacts are gone. To me it dosn't seem like a good solution that will not work for all hair items and it seems to depend on the gray value on the forehead area of the Displacement Map image texture applied to the hairs scull cap while this is actualy blank space not used in the texture.

    My suggestion

    You may want to try to add a Smoothing Modifier to the hair. Select the hair then go to Edit>Figure>Geometry>Add Smoothing Modifier. I add this almost everytime to hair items it prevents poke thrughs resulting in better fitting hair. The settings can be found in the Paramertes pane under Mesh Smoothing. By default if you fit the hair to the genesis figure the Collision Target is set automaticly to be the genesis figure resulting in the hair mesh colliding with the figures head and pushing the hair further away from the figures head. You will notice a progess bar and a slight delay of the Smoothing Modifier calculating the collision while you pose the figure or dial some morph sliders. There is a way to bake the smoothing modifier collision shape of the hair to a morph and add this maybe to the character shape morph generated in the hair item to prevent the Smoothing Modifier delay.

    By default the settings for the Smoothing Modifier are Smoothing Iterations: 2 and Collision Iterations: 3. The mesh Smoothing effect with higher Iterations can cause fine hair strands to collapse to prevent this you can set the Smoothing Iterations to zero. Higher Collision Iterations can help to better detect mesh intersections. All in all knowing how to setup the Smoothing Modifier can be useful not just for the current hair issue.

     

    By

    MIH_BAD MIH_BAD June 2019 in Technical Help (nuts n bolts)
  • Introduce Yourself, Hello, my name is.....

    I have two separate computers — a Mac and a Windows machine — and transfer scenes from the Mac to the Windows box all the time for rendering.  The requirement here is that the friend and you must both have the same products installed on both machines.  If you add other files (e.g., a background image file), that also has to be copied onto both.

    By

    Ostadan Ostadan June 2019 in New Users
  • Problem with eyes in G8M and G8F.

    Wait, did you consider to test a correction morph like Sven sugessted. There is at least one Daz original "Iris Realistic" morph that pushes the iris mesh a bit inside. The issue seems to be that the iris mesh and the Scalera somehow interfere at least I can see some white scalera in your renders but only where it overlaps with the iris. I would test that fist before you give up. I can even think of a way of making a correction morph by yourself, you would only need a DFormer, some things set in the Geometry Editor and export/import a OBJ once.

    By

    Syrus_Dante Syrus_Dante June 2019 in Technical Help (nuts n bolts)
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