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Daz 3D Forums > Search
  • Frogkin Freebies

    Does anyone know what the FrogDjin is?
    Also looking for Fisty's FrogLok morph.
    -MJ

     

    lol that was by me.  i made flames for his eye textures. and his finger tips.

    inspired by the sorcerer in disney's sorcerer apprentice

    By

    Mistara Mistara April 2019 in The Commons
  • Frogkin Freebies

    Does anyone know what the FrogDjin is?
    Also looking for Fisty's FrogLok morph.
    -MJ

    By

    MJ007 MJ007 April 2019 in The Commons
  • General GPU/testing discussion from benchmark thread

    Personally, I think it would be nice if someone could give some input on how the RTX handles the realtime Iray preview compared to the GTX's, but that's just me. 

    Nothing different I can see. Iray preview isn't any different to a normal render as far as I know, only that it let's you interact with the scene while the render is running. I certainly didn't notice any more fluid interaction if that's what you were hoping for. It's still molasses as ever. I've gotten into the habit of having the render preview in a separate AUX viewport with the focus being on the normal viewport. That way interaction is quite a bit less laggy. Still not great but better.

    I little trick that in many cases speeds up rendering, both in preview and separate window: create a render of the scene in a separate window, size doesn't matter, it can be just 50x50 to save memory, and it only needs to render a few seconds when it has started iterating. Keep that window open in the background and things will normally go considerably faster when you make changes, because it skips most of the preprocessing before it starts to iterate.

    You mean a separate render window? I'm trying this and can't see a difference.

    With interaction speed I meant for example dragging a morph slider while Iray preview is running. Obviously the denoiser isn't going to help with that either (@previous comment).

    It probably depends on the content and the size of the scene, but it usually works for me if I have a scene that's slow in updating in the preview. Others have confirmed that it works too. Whether it's different with RTX cards I can't tell (I have a GTX 1070).

    By

    Taoz Taoz April 2019 in The Commons
  • General GPU/testing discussion from benchmark thread

    Personally, I think it would be nice if someone could give some input on how the RTX handles the realtime Iray preview compared to the GTX's, but that's just me. 

    Nothing different I can see. Iray preview isn't any different to a normal render as far as I know, only that it let's you interact with the scene while the render is running. I certainly didn't notice any more fluid interaction if that's what you were hoping for. It's still molasses as ever. I've gotten into the habit of having the render preview in a separate AUX viewport with the focus being on the normal viewport. That way interaction is quite a bit less laggy. Still not great but better.

    I little trick that in many cases speeds up rendering, both in preview and separate window: create a render of the scene in a separate window, size doesn't matter, it can be just 50x50 to save memory, and it only needs to render a few seconds when it has started iterating. Keep that window open in the background and things will normally go considerably faster when you make changes, because it skips most of the preprocessing before it starts to iterate.

    You mean a separate render window? I'm trying this and can't see a difference.

    With interaction speed I meant for example dragging a morph slider while Iray preview is running. Obviously the denoiser isn't going to help with that either (@previous comment).

    By

    bluejaunte bluejaunte April 2019 in The Commons
  • Changing the horn length on the SubDragon LE

    Ok, I know this is a stupid question and I feel like an idiot for asking it, but I was trying to change the horn length on the SubDragon LE model, and I can't find the slider that allows it. I know there is one, because I've changed it on the model in previous projects, but I just can't seem to find the appropriate slider in any of the morph, shaping or parameters lists. I specifically need the horns to grow in length so they can appear to erupt from the head of a human (I'm using it for a transformation animation of a human into a demon by making all surfaces of the dragon invisible except the horns and then parenting the dragon model to the head of a Genesis 2 male with increasing hobgoblin head morph).

    By

    benwj benwj April 2019 in Daz Studio Discussion
  • Use G3 face on a G8?

    Hi everyone,

    Is there any way to transfer the head morphs of P3Design's Patricia and Chandra, G3s based on Victoria 7, onto the "Victoria 7 For Victoria 8" so that I can use it with all my other G8 specific stuff, which is a bigger investment than I am willing to publicly admit?

    Try this method: https://www.daz3d.com/forums/discussion/177246/basic-tutorial-for-transferring-genesis3-female-morphs-to-genesis8-femalep

    I haven't tried it, but it looks promising.

    Edited to fix quote

    By

    riftwitch riftwitch April 2019 in The Commons
  • Use G3 face on a G8?

    Hi everyone,

    Is there any way to transfer the head morphs of P3Design's Patricia and Chandra, G3s based on Victoria 7, onto the "Victoria 7 For Victoria 8" so that I can use it with all my other G8 specific stuff, which is a bigger investment than I am willing to publicly admit?

    Thank you,

    Donald

    By

    TheMysteryIsThePoint TheMysteryIsThePoint April 2019 in The Commons
  • Victoria 4.3

    DAZ has moved to a new paradigm for their characters. V4 was relatively high poly count and therefore amenable to morphing by almost anyone. Not so good for DAZ character/morph sales. The Genesis range seem to have less and less polygons on each successive generation; the characters rely on subdivision on the fly within DAZ Studio to achieve their high quality mesh appearence. The lower poly count of the Genesis series means making detailed mesh morphs is more difficult at best and impossible for some morphs, unless you are a DAZ PA, when you have access to DAZ propriety HD technology which enables making HD detailed morphs. This is better for DAZ sales of detailed morphs for their characters. Makes good business sense for DAZ. So DAZ upgrading the rigging of V4 is not very likely as V4++ would compete (rather well, IMO) with the Genesis series and risk losing character/morph sales to third parties.

    That's pretty frustrating and limitating for artists too.  That's the reason V4 is so beloved for community, even without the new possibilities, she's still very friendly to work with. 

     

     Third party vendors make the catalog of V4 bigger than all 4 genesis generations, toghether.  I remember so many pages and artists with amazing and imaginative products, that i wish i would be millonaire to buy every single one of them. That never affected my decission to buy or not Daz products. 


       

     

    Due to the continued popularity of the iconic Victoria 4, an updated version perhaps could be explored.

    V4 only remains "popular" with poser users....for now at least.wink

    I don't think so.  I already make the jump to genesis, but there's a lot of V4 characters i love and i wish i could use on "V4.3"   

     

    For me the jump to genesis was about not becoming obsolete, but seriously, i'm still think would be better an update for V4.   (Also, i don't love to buy every generation a new Victoria, a new Teen Josie, a new Olimpia, etc that feels worst than spiderman reboots every year) 

     

    If upgrades to base figures could be managed as a service, i think artists could spend more time creating new products than remaking again and again the same base character. I would be more interested to buy these new products, than to buy (again) Victoria 8, Victoria 9, Victoria 10, etc

    By

    namtar3d namtar3d April 2019 in Product Suggestions
  • Clothes disappear in dforce simulation

    Hi,

    I am editing the clothes made with MarvelousDesigner with blender and studying the procedure to complete the work in daz studio.
    but,if you use the dfoce simulation, the clothes will disappear.
    What causes the clothes to disappear in the dforce simulation

    Here are the steps I have tried.
       *Please see the video for details.

    link removed

    -1 Export each part of MD clothes in OBJ format.
    -Export clothes made with two blenders as OBJ.
      *The export options are as follows:
        -Selection only
        -Include edges
        -Include UV
        -Write materials
        -Poly group
        -Keep the order of vertices
        -Scale 1.0
    -3 Import to daz studio.
    -4 Edit> Object> Transfer Utility process.
    -5 add dForce dynamic surface.
    -6 Simulate (default options).
    -7 clothes disappear in the middle of the simulation.

    thank you.

    By

    flare_dbd185b4ba flare_dbd185b4ba April 2019 in Daz Studio Discussion
  • Darona, unable to thorughly hide feet

    The product seems to include an INJ/REM for the feet (so probably a morph), did you use that?

    By

    Leana Leana April 2019 in Technical Help (nuts n bolts)
  • Genesis 8 Babies

    A couple of quick mixes. I added fibermesh brows and made some tweaks to the skin with Altern8. 

    Caryn 50%, Teen Josie 50%, +Breasts Gone morph:

    Caryn 50%, Charlotte 50%, Head Propagating Scale -12.5, +Breasts Gone morph:

    Both images have had the contrast adjusted in Photoshop.

    Cute kids, imo. :)

    By

    3Diva 3Diva April 2019 in The Commons
  • Armpit deformation/distortion

    Whenever I use Transfer Utility to transfer G8F body shape to G3F, I always end up with this nasty deformation under G3's armpit? I use Rigging to shape after transfering the morph, so that's not the problem. The deformation is only visible when the arm gets close to the body.

    By

    mlominy mlominy April 2019 in Technical Help (nuts n bolts)
  • Gage for Tobyn 8

    Thanks for that last picture I was wondering how the skin would look without the baby morph

    By

    jedijudd jedijudd April 2019 in Daz PA Commercial Products
  • Genesis 8 Babies

    Well, that's disappointing. I'm unable to separate the head from the body with XMorphs. Not entirely sure why. Could be that the only morph that's exposed to the script is a controller that controls lots of other morphs, but that's just a guess. Until I can separate them, it's gonna make things much more difficult.

    Laurie

    X-Morphs can't touch them because they're primarily HD. There's a non-HD aspect in there, somewhere (... I think), but because the controller doesn't decouple them, X-Morphs won't work.

    The only thing I've tried that works on primarily-HD characters is the Daz developer tools that come with Studio and this Youtube video  tutorial: Headsplit D-Former by benalive.

    I was able to use it to separate a couple of characters that X-Morphs couldn't deal with, because the developer tools will only deal with the non-HD part, which I'm pretty sure has to be there but isn't surfaced by the controller.

    By

    vwrangler vwrangler April 2019 in The Commons
  • [Released] RSSY Clothing Converter from Victoria 4 to Genesis 8 Female [Commercial]

    I'm having a problem with the collar of this outfit. Is there a way to make RSSY "forget" to morph the collar when G8's neck twists?

    No.  The conformer pulls the V4 clothes to where G8F would like them.  You can try different conformers (for example, cape) to see if that does a better job.

    Do you (or anyone) know of a way in Daz to keep the collar from morphing/conforming to the movements of the character? I was able to edit the Twist on the collar of a V4 clothing item in Poser (moving its area of effect away from the collar, so that it was essentially "off") when I had a very similar problem, but not sure how to do it in Daz. Is there a way to "lock" the collar in place, or lock the rotation?

    Hopefully someone will have an easy way to do this using rigidity or some such, but in the worst case scenario, you can always use this old fallback:  apply the part of the outfit that's distorting twice, once converted and once autofitted (or even just parented to the figure's body and positioned to match if even autofit distorts it) then hide the distorted parts on the converted outfit and hide everything except that part on the other (you may need to use the geometry editor to do this if the surfaces aren't set up to do it easily.)  If the blend division is noticeable in the final render, you can either recolor those areas with a matching shader or fix it in post, where the content aware healing brush in Photoshop will usually fix it.   

    Thanks, but unfortunately I need this for animation, so post work, or a method that doesn't move correctly is not an option.

    By

    Auroratrek Auroratrek April 2019 in Daz PA Commercial Products
  • Genesis 8 Babies

    As with any character base, they are better considered as potential *ingredients* rather than as standalone models. They *aren't* standalone models. That's the *point*.

    I tend to agree that at first sight, a gender split doesn't appear necessary, since a baby figure isn't going to have gens anyway, but iirc, starting with G3 the polycount between the male and female bases is no longer the same so of you intend to dial them in with any other male or female figure you're going to need one of each to mix from.

    I do agree that the lack of a separate body/head morph is higly inconvenient. And it might be useful to be able to dial in the fat rolls at different strengths. (I know somebody posted a "smooth" version of Baby Luna - who also has fat rolls - over on ShareCg.)

    And I also am looking forward to whether any PAs are going to use these for starting points for other things, like the rather wonderful selection of fantasy characters that were based on K4.  

     

    Isn't there a script to separate out head and body morphs someplace?

    XMorphs, but I've been trying and it's not working.

    Laurie

    By

    AllenArt AllenArt April 2019 in The Commons
  • Genesis 8 Babies

    As with any character base, they are better considered as potential *ingredients* rather than as standalone models. They *aren't* standalone models. That's the *point*.

    I tend to agree that at first sight, a gender split doesn't appear necessary, since a baby figure isn't going to have gens anyway, but iirc, starting with G3 the polycount between the male and female bases is no longer the same so of you intend to dial them in with any other male or female figure you're going to need one of each to mix from.

    I do agree that the lack of a separate body/head morph is higly inconvenient. And it might be useful to be able to dial in the fat rolls at different strengths. (I know somebody posted a "smooth" version of Baby Luna - who also has fat rolls - over on ShareCg.)

    And I also am looking forward to whether any PAs are going to use these for starting points for other things, like the rather wonderful selection of fantasy characters that were based on K4.  

     

    Ahhh, I really hope we see some neat fantasy/sci-fi creatures for these figures!

    By

    Panzer Emerald Panzer Emerald April 2019 in The Commons
  • Genesis 8 Babies

    As with any character base, they are better considered as potential *ingredients* rather than as standalone models. They *aren't* standalone models. That's the *point*.

    I tend to agree that at first sight, a gender split doesn't appear necessary, since a baby figure isn't going to have gens anyway, but iirc, starting with G3 the polycount between the male and female bases is no longer the same so of you intend to dial them in with any other male or female figure you're going to need one of each to mix from.

    I do agree that the lack of a separate body/head morph is higly inconvenient. And it might be useful to be able to dial in the fat rolls at different strengths. (I know somebody posted a "smooth" version of Baby Luna - who also has fat rolls - over on ShareCg.)

    And I also am looking forward to whether any PAs are going to use these for starting points for other things, like the rather wonderful selection of fantasy characters that were based on K4.  

     

    Isn't there a script to separate out head and body morphs someplace?

    By

    Rashad Carter Rashad Carter April 2019 in The Commons
  • Genesis 8 Babies

    As with any character base, they are better considered as potential *ingredients* rather than as standalone models. They *aren't* standalone models. That's the *point*.

    I tend to agree that at first sight, a gender split doesn't appear necessary, since a baby figure isn't going to have gens anyway, but iirc, starting with G3 the polycount between the male and female bases is no longer the same so of you intend to dial them in with any other male or female figure you're going to need one of each to mix from.

    I do agree that the lack of a separate body/head morph is higly inconvenient. And it might be useful to be able to dial in the fat rolls at different strengths. (I know somebody posted a "smooth" version of Baby Luna - who also has fat rolls - over on ShareCg.)

    And I also am looking forward to whether any PAs are going to use these for starting points for other things, like the rather wonderful selection of fantasy characters that were based on K4.  

     

    By

    JOdel JOdel April 2019 in The Commons
  • Genesis 8 Babies

    Well, that's disappointing. I'm unable to separate the head from the body with XMorphs. Not entirely sure why. Could be that the only morph that's exposed to the script is a controller that controls lots of other morphs, but that's just a guess. Until I can separate them, it's gonna make things much more difficult.

    Laurie

    I would appreciate it, if you keep us updated. smiley

    By

    gitika1 gitika1 April 2019 in The Commons
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