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Daz 3D Forums > Search
  • Rune 7 to G8 - skin issues

    Your G8F doesn't have the Rune 7 UV. You can either use the Map Transfer tool on G3F and change the textures to have the base G3F/G8F UVs or purchase this product that gives G8F all the G3F UVs. https://www.daz3d.com/genesis-3-character-uvs-for-genesis-8-female

    Not home at the moment, but I will post a quick tutorial on how to use the map transfer once I open up and take a look at DS. Personally, it's way easier to buy the Redz Studio's product. You don't have to do the manual work of putting the textures in their correct surfaces slot. But the Map Transfer is free.

    By

    MimicMolly MimicMolly March 2019 in Technical Help (nuts n bolts)
  • Rune 7 to G8 - skin issues

    Hi there,

    i have successfully created G8-morphs for some of my G3-characters using the instructions provided by Redz. It generally works well but not on Rune 7 - giving her G8-morph her skin causes ruptures like these ones. They are especially noticable on the legs and on the head like seen here.  Is there a reasonably easy fix for this?

    Cheers!

    By

    arne207 arne207 March 2019 in Technical Help (nuts n bolts)
  • M3D Hero Returns for Michael 8! [Commercial]

    This is just what G8M needed. Can I convince you to label the promos with which morph and skin texture was used?

    By

    xyer0 xyer0 March 2019 in The Commons
  • G8M PJ comparison

    I'm testig the Chill Pajamas now. I had G8M selected when I loaded the Wearable preset, and both top and bottom were fit-to the figure automatically. (Did you have G8M selected when you loaded the set? That might be the difference.)

    I found the pose you used so I applied that to my G8M and without changing any settings, I ran the simulation. At the end, it exploded for me as well. But I can tell you exactly why they explode. The default Simulation Settings start the simulation with the figure in the memorized pose. which for most us means the A-Pose when working with G8. There is a period of initialization that takes place in that pose, then the figure moves into the applied pose. At the very end, both hands move through the body to reach the position at the hips. While the hands are intersecting the body, they are also intesecting the mesh of the pajamas. And that's causing the explosion.

    When I turned "Start Bones From Memorized Pose to Off, running the simulation did not explode. His hands are intersecting the shirt, but it still didn't explode.

    I then changed the settings to use the Timeline, 31 frames, pose at frame 15. I modified the pose in several places to guide the hands to the hips without intersecting the body. When the simulation was finished, I used a bit of the Loosen Hips morph to expand the bottom of the shirt just enough to eliminate poke through.

    Give me a oouple of minutes, and I'll add an image.

    By

    L'Adair L'Adair March 2019 in The Commons
  • Speeding up slow dForce simulations

    dForce sees every single visible item you have in the scene.

    The only items you want visible will be the item(s) you are simulating and the item(s) they are colliding with.

    There are two ways to make unnecessary objects not visible: either hide them in the scene, (you don't see them in the viewport or render,), or uncheck "Visible in Simulation" for those items. You can select all the items to hide in the Scene tab, then select all of them in the parameters tab. Type "visible" in the filter field above the right column to isolate the visibility options. Both Visible and Visible in Simulation should be among the isolated options.

    My preference is to click on the Visible button to turn it off. My logic is if I can't see it, I know it's not visible in the simulation. Just as I know if I can see it, it is visible in the simulation.

    For example, if you are simulating a dress on a G8 female figure, hide her hair and eyelashes. You'll probably want to hide shoes/boots and jewelry, unless the dress will need to collide against them. And if there is anything else in the scene—house, car, table and chairs, trees, other characters, and so on—you need to hide those.

    I knew about hiding items of clothing that you don't want to interact with the simulation and also selecting the item to apply the dForce simulation on, but I didn't know that applied to all of the items in the scene as well.  I tried it again tonight just using the main building and turning everything else invisble.  That managed to get the simulation down to 5 minutes.  I would like to get this down even more, but I know that will not happen with the current render due to the large structure.

    If she will be sitting by frame 30, you'll need that chair, of course. If the dress is long enough to fall on the floor, you'll need either the floor of the set, or my personal favorite, a single polygon plane primitive to mimic the floor.

    That is a good idea too, using a primative for the floor. Come to think of it, I could have made a box primative to mimic the wall and hid the building too and that probably would have sped things up.

    The fewer items visible to dForce, the less calculations it will need to make, and the faster the simulation.

    Sounds good!

    (And for the record, I typically simulate using the Timeline at 60 frames, final pose at frame 30.)

    This tidbit I picked up from someone on YouTube and use it as well.  The only time I don't use the Timeline is if I just have the character standing without too far leg movements. Then I go with the single frame simulation.

    Great info! I didn't know this! I dForce a lot when I'm making certain kinds of pictures and groan about the amount of time I know it's going to add to the process. I didn't realize dForce saw everything. I just figured it was only focused on that had dForce applied to it. Thanks for those nuggets of wisdom L'Adair!

    I have to laugh as I am the same way.  I groan everytime I have to use dForce.  While it is nice when it works, it is very finicky and you do one tiny thing wrong...the dress (skirt, scarf, etc) explodes!  Then there is the simulation time too.  So it just adds considerably to the overall creation process.   I do like to use dForce to make standing poses look more natural.  It usually works fine with laying down poses too.  But when it comes to sitting poses, many times I would rather just grab a dress that has sitting morph controls and be done with it.

    I did this render tonight with one of my characters sitting on a wall.  It took me over 2 hours to get to that point...not including the render time:

    I had trouble in the positioning as I had her too low in the simulation.  Then she was sitting too far down on the wall and that was causing explosions and that took me a while to realize what was happening.  So it took a long time before finally getting the dress right.  So dForce certainly does add it's fair share of headaches, BUT when it works, it looks pretty good.

    Thanks for the info!

     

     

     

    By

    jukingeo jukingeo March 2019 in New Users
  • Auto Shape Enhancer [Commercial]

    Hi all, Auto Shape Enhancer for Genesis 8 Male is out soon.

    Here are the abdominal morph for Male and Female if you like to turn off the auto-Ab Muscle.

    By

    DMaster DMaster March 2019 in Daz PA Commercial Products
  • South-Asian morphs

    Was looking for a South Asian figure.

    I have observed Victoria 8 which is based on western look. When you say Asian  figures- it is mostly East Asian (chinese/japanese) models like Mei Lin.

    But Daz do not have a proper South-Asian base figure (E.g. Indian). 
    I've attached a comparision of Victoria 8 and Mei Lin 8 , both which are mostly lacking some of facial features which are more common on South-Asian faces (the last one)

    Cheek area looks more fuller in South Asian faces, than East Asian faces. Even a  morph can do this effect perhaps.

    Anyone has any idea, or Daz might have such figures/ morphs in future?

    By

    priyalals priyalals March 2019 in Product Suggestions
  • [Updated] Chimpanzee for Genesis 8 Male [Commercial]

    Just picked up the chimp today. Such lovely work!

    Like @Nath, I am wondering if a fix is in the works for the duplicate ID error?

    Duplicate formula found linking ChimpanzeeAM-CTRLMD_N_XRotate_n30 & XRotate in D:/My DAZ 3D Library/data/DAZ 3D/Genesis 8/Male/Morphs/Alessandro_AM/Chimpanzee 8/head_ChimpanzeeAM-CTRLMD_N_XRotate_n30.dsf.

    Hello, no fixes ATM, sorry about that. I was told that more than an error is a warning about a conflict that may happen in conjunction with other products installed (it doesn't happen for all users). One of these days I should probably delete that property and replace it with another JCM.

    Well shoot. I just got the Chimp, and I also get the "Duplicate formulas found in files." message when I load any G8 male figure now. Thanks for creating him though. He looks awesome. I even grabbed the catalyzer so I can render him in Iray. It would be cool to see a female (or female morph), especially if you create a baby chimp, but I get it if it isn't worth it. 

    By

    Quasar Quasar March 2019 in Daz PA Commercial Products
  • Dforce dress not following leg

    Yes if you really want to have the skirt follow the legs then you would need to alter the rigging.

    A quick option could be to export the skirt as obj in zero pose, then import the obj back in DS and use the transfer utility to fit it to the figure. The drawback would be that you would lose all the morphs of the skirt, though.

    By

    Leana Leana March 2019 in Technical Help (nuts n bolts)
  • Dforce dress not following leg

    It may help if you could tell us what the red dress is (link to the page if it is sold by Daz, or the product name at another store), because we don't have enough information to go on.

    I have to assume that the dresses are marked as dForce clothing in their product pages. If so it is possible that the dress has morph helpers or preset poses to help dForce, though such morphs may not be in obvious places.

    One other thing is that it may be dForce ready, and you have to apply a dForce modifier yourself.

    By

    frankrblow frankrblow March 2019 in Technical Help (nuts n bolts)
  • Leon not part of the G8-family?

    well there is a thread in the freepository but for some reason it won't work on Leon

    https://www.daz3d.com/forums/discussion/193296/freebie-how-to-create-a-v4-clone-and-transfer-other-figures-for-g8f-now-with-video#latest

    I can go the other way and give Genesis a Leon autofit clone but oddly his clothes don't bring up the dialogue but it's in the list for other clothes

    I made a clone for both using Blender shrinkwrap modifier

    what I can do is dial them up and convert clothes to props and use the transfer utility and with the cloned shapes they fit far better than my pose preset

    no obj exporting and importing needed

    By

    WendyLuvsCatz WendyLuvsCatz March 2019 in The Commons
  • Genesis 3 and Genesis 8 export FBX error with animation

    This type of error occurs when you have exported more than one type of morph,  of the same morph . Essentially it's called two or more times by the other application

    In the FBX export options, click edit morph export rules, and go through the list to see the doubled one ones. Edit the rules so only 1 instance of each is actually exported

    That screenshot looks like motionbuilder. You can also click directly on the mesh in the viewport and look at the properties of the exported morphs . You will see which ones are doubled up. You can edit the keyframes / curves and zero one set out there. But it's inefficient to double or triple up morph exports . Filesize is larger and wasteful

    "go through the list to see the doubled one ones."

    I went thru my list but all I saw was my Morph Export Rules. and not alot of info was displayed under there. Here, take a look. http://prntscr.com/n4bh23

    By

    toussaint_18b9c935fc toussaint_18b9c935fc March 2019 in New Users
  • ZDG random Daz Studio discoveries and questions.

    Gen8, welcome to the world of shades of gray and green mats, as we somehow along the way went from shades of color to gray, lol. Not all is lost, it's just very stark at best in this cold harsh wilderness of light and dark only maps that do not warm up to mid-tones all that well without washed out or glowing palms. Some have managed to do better than others, however, the selection of mid-tone maps is pathetic at best, especially if it needs a red tint.

    AS Sewa left, FWSA Khloe middle, and Des Brisen right. All are very nice and I have fussed with using those mats with kit-bashed dials the past few months with varying degrees of not knowing what I'm doing with shaping dials, lol. As for my meager simple requirements of easy to set up 3delight mats, ears that are not baked into the head shape preventing them from breaking hair, and having all the maps including "critical equipment", the three of them are exactly what I like. I will admit, I'm not sure if Sewa is pushing the 'light' skin maps to the limit of having the palms to dark, I just don't know. Sweet fingernail patrons by the way Silver. Khol and Brisen are ok being a tad paler. If only the praises could continue with gen8 as we leave warmer latitudes in the past for colder climates and shades of gray, and glowing...

    This project Just reminded me exactly why I tossed Alaska in the trash bin and forgot about her. It looks like there is a darker set of diffuse maps (labeled TR) in the folder for her that the presets do not load. It just wasn't worth my time swapping out all the maps manually for the darker ones, as not 'All' of the maps are there. That isn't a giant maxi pad, it is missing maps that simply do not exist for her. As happy as I have seen some locals, I don't think I have ever seen them 'glow' quite like that, lol. It's kind of sad, as I remember the PA making really good stuff (Zo, Autumn, and Madeline to name a few), this was probably a one-off brainfart of a mistake with the presets. Giving the darker mat a try in the diffuse channel with this revisit of her, here is the results (cringe).

    Left to right, is Alaska with TR mats in the diffuse channel instead of the stock not so native American maps (that was a mistake after seeing the render), then Nuka with her Iray only mats that don’t work in anything other than Iray (I tried to fix it for over a week months ago, and failed), then the only gen8 that is good, Uki. About the only debatable thing with Uki is the shade of the palms. Given the state of available maps to work with, pale ghost or really dark, I still, think Hinkypunk did an incredible job with the character, even so much as to have her actually looking like several B&W photos from the 1900s.

    Yeah, damn close. I could nitpick Uki and Wachiwi to the ends of spacetime and back, the truth is they are a hell of a lot closer than anything else I've seen so far. As for Alaska, Nuka, and a few others not shown, the problems run deeper than just a shader setting. As longwinded as this is getting, I'll need to show photoshop brightness curves and renders to show just why it is near impossible to take a set of maps that are pale ghost or really dark and turn them into a mid-tone figure without breaking finer details or having palms of hands that just don't look normal. I have purchased a pale ghost PA resource kit (that has a no give away clause for understandable reasons), and I'm sure I also purchased an African skin set as well, just to try some shader stuff with. That will be another post, as there is a lot to them sets that make them near useless to mear mortals, lol. I really do respect TwiztedMetal and Marcius for all they do and can't really hold their feet to the fire over not having good mid-tone maps to work with. On to the last thing, is genesis glued together at the waist, or did some re-meshing tool mess up the lines around the waist.

    I keep seeing gen7 and gen8 figures with what almost looks like a double chin tummy that gradually gets wider as normal from the groin up, then suddenly is narrower again with a bit of what looks like a repeat of the texture map going up the front of the figure. At the point, the lines jump back closer together, the mesh on geniuses lacks the mesh lines going the way I would need them to in order to fix that with a simple base mesh morph. I had tried to make a set of morphs to address that on gen7, and I found it near impossible to do without completely redoing where the line is on either end of the vertical boundary (the crease over the length of one polygon jumps to the side three mesh lines). It is probably easier to fix with 'Secret' PA tools with an HD morph, with all the faceplant-time impacts that HD has with any shader in use on the figure (I really don't want any more face-plant time HD morphs, to be honest). Mere mortals will simply have to do with the double chin looking tummy until someone at daz decides to fix Genesis's base mesh. I tried to make this short, I give up, lol.

    As for the mid-tone thing, there may be a way, it's going to be a lot of work, and mere mortals will be ripping out their hair trying to keep up after spending a lot of money for the PA resorces to 'Almost' do it. All I can do is show you the settings I used in gimp to blend the maps, and I don't have all the stuff to make a complete shader set, as the 'PA resorces' don't include everything for the surface tab (you need to make your own spec/bump/SSS/velvet/etc maps, somehow  ).

    By

    ZarconDeeGrissom ZarconDeeGrissom March 2019 in Art Studio
  • ZDG random Daz Studio discoveries and questions.

    G3F, the birth of UDIM and new pose bones in the face for expressions that some pose dial sets ignore. Some notes in passing about working with generation 7 that I have experienced.

    The three on the left in the AHOC cheerleader outfits are my sorry pathetic attempts at a Mayan, Inca, and I'm not sure what the one on the right is exactly. I will simply say that they are the way they are because I decided to avoid the implant look and they are in contrast to four others that are six feet tall if not taller. None of them would have been possible at all if it wasn't For Paloma in the "Steveism by Paul and Kyle" (Sorry, I think Gamers Nexus discontinued the shirt, oops) dress...

    FWSA Paloma is a rather light toned figure, so the palms of the hands are only ok up to a point that I may have gone beyond with my 3 experimentations on the left. P3D Dewi in the Wachiwi outfit, (sies in dismay), this is a figure that is incredibly cute as is, the mats are near perfect aside from the normal G3F/G8F glued together at the waist mesh oddities (I'll get to that), and the shape almost looks a bit more Mediterranean than 'indigenous'. Words, ugh. One word is often confused with a single political-nation, and the other is a tad more Pacific Islanders rather than the continents to the east of.

    So yeah, possibly a tad more Mediterranean in shape than 'indigenous'.

    I should not have googled that, , in any case. OK, first up, that gen6 dress on gen7 could work using the hidden figure trick (with the dress on Olympia 6 or "Cassia for Olympia"), or by making a new outfit from scratch (JCMs and all) with the mesh of the Gen6 one, I chose to just toss it on to show what happens to JCMs and stuff.

    The ruffles in front of the armpits, on the back of the armpits, and the center parts of the skirt of the dress kind of get mangled with no gradients at all to smooth things out (new JCMs need to be made after autofit, essentially making a new outfit in the process).

    To the right of Dewi is Wachiwi again (with FW Eve ears, forgot about that, lol), and then my incomplete attempt of kit-bash-dialing Dewi into more of a Wachiwi shape. As you can see, I failed and gave up, lol. I gave up while working on the nose I think (that was many cups of coffee ago).

    This generation had some 'improvements' that I'm not too sure are 'improvements' in the end. One being the heavy use of the AoA subsurface scatter shader in combination with "HD" morphs that is slower than a glacier to compute subsurface scatter. Products that may or may not have 3DL mats and you have to guess if the maps will be useable at all if 3DL is not listed at the store (and that has a part 2, 3, and 4. some other time.). And a host of projection morph shape fit difficulties that haven't been resolved on many things, I've just noticed it less often on newer stuff. Yep, fun times. Gen 8...

    By

    ZarconDeeGrissom ZarconDeeGrissom March 2019 in Art Studio
  • Full cleavage morph

    Does this morph package provide the adjustments needed?   https://www.daz3d.com/breast-control-genesis-8-female-s

    By

    FirstBastion FirstBastion March 2019 in Product Suggestions
  • Genesis 8 male clothing to Genesis 3 male? - NOT Clothing Converter

    I've gotten autofit to work quite well by

    1) loading the clothing unparented & un-autofitted into a scene

    2) changing/select the clothing piece in the scene tab

    3) select in the scene tab 'Edit' by right clicking on the scene tab's tab and going to the popup menu 

    4)1st change the scene identification to be the Genesis generation I want to fit the clothing piece to (I think that is not needed but I do it anyway)

    5) repeat step 3)

    6) and then choosing the recommended base model in that menu & changing it to the generation of Genesis I want the clothing to be autofit to. 

    7) Then I tell DAZ Studio to let autofit do it's job and so far it's always worked for me.

    You can then save if you are happy with the fits the clothing as Wearable Presets so you don't have to repeat the process.

    If you add a step in there where you pose the figure you're using the clothes FROM to the pose you want to fit the clothes TO (clothing item first, figure second), then go to the same menu and choose "Transfer Rigging (Figure Space), and THEN conform, you'll keep all the custom bones and autofit won't wipe them out.

    Laurie

    By

    AllenArt AllenArt March 2019 in The Commons
  • M3D Hero Returns for Michael 8! [Commercial]

    And it's up:

    https://www.daz3d.com/m3d-hd-hero-shapes-for-michael-8

    M3D Hero 8 HD Shapes for Michael 8 adds a muscular, heroic shape to the Genesis 8 gene pool. All morphs are custom using Michael 8 as a base.

    These morphs can be used at partial or full strength. The base product includes eight custom asymmetrical head morphs and one body shape with a HD morph to add extra details. Two additional additive body shapes are included to make the body more bigger or stockier, as well as a foot and glute morph which can be used at full or partial strength. HD veins for the arms, torso and legs are also included.

    Each head morph has been sculpted in Zbrush and includes correctives for eye closes. The body shapes include over 50 additional JCMs for improved bending and muscle flexes and can be mixed in with other morphs from the Genesis 8 Male gene pool. The JCMs control the shape of the body during arm raises, sitting and abs bending.

    By

    Male-M3dia Male-M3dia March 2019 in The Commons
  • My Projects in 3D Digital Rendering

    Random Renders of the day

    Used a morph by Adam Thwaites, but used my own texture maps.

     

    By

    Rakuda Rakuda March 2019 in Art Studio
  • Full cleavage morph

    A little tip with this working with dforce outfits that I've found - apply the morph in the same frame as pose. That seems to work better than starting with it already loaded. 

    By

    katherinepoche_e11a5b0e7e katherinepoche_e11a5b0e7e March 2019 in Product Suggestions
  • Tongue Control HD for Genesis 3 and 8 (Commercial)

    I'm happy with it as it is. The morph you are using to stick tongue out is called BASE In-out, meaning it only pushes out the base. Just because the limits on that morph give the appearance that it sticks out of the mouth, that is not its main function. It is not primarily meant for sticking the tongue out the mouth. For that you use the Length Morph. The Base morphs in this product are there to adjust the tongues base when you use things like curl and side to side where the default base position causes the tongue to sometimes intercept the lips where the mouth assist controller can't help. So if you want to stick the tongue out the mouth, use the length morph. The Base In-Out morph is not really meant for that purpose. This is what the base morphs are used for (see attachments for comparison with base morphs unused vs used). So just swap using the Base in-out with length morph and you all good.

    By

    Zev0 Zev0 March 2019 in Daz PA Commercial Products
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