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Daz 3D Forums > Search
  • SereneNight's Sci-Fi Fun Thread 2

    Everything in this scene is a freebie or was a freebie item at one time.

    I wanted to try most of the Messy Baker Props from Rendo. Most look really good. You have to tweak the textures a bit, to get them to look nice, but it is worth it. Most of the food items can be tweaked with https://www.daz3d.com/mec4d-pbs-shaders-vol-2-for-iray  For example, the chocolate kisses, the oil, the plastic container, and the eggs, and  the contents of the measuring cup, were all options from that set. I recolored the eggs using the orange juice shader, and the egg white using the volumetric gummy bear shader.

    I added the Christmas Cookie set which was a freebie from last year. The cookies had gray added to the base, which looked odd, so I removed that and added golden brown. The Pie was a freebie at Rendo. The Kitchen is https://www.daz3d.com/collective3d-portrait-vignettes-horror-2  Most people don't realize there is a clean texture in the set. I raised the table up a bit, and added a diffuse to the tiles, so they weren't so bright.

    The bowl has a morph to fill it up, but I was unsuccessful at making that visible.

    Really nice work on the textures/shaders. Now that looks like a food prep area. You just need one of the boys stealing some of the cookies.

    By

    Phoenix1966 Phoenix1966 December 2018 in Art Studio
  • what character it is ?

    All of those have been questioned (here's another search)and the consensus is it is the skin @Taoz mentioned because of brows, blush and other telltale signs. The morph is custom (and that was quoted from a CS rep in one of the many threads asking about this figure) and not available for purchase.

    The fibermesh brows on the face promo at Rendo may confuse some as these are not the ones used on the DAZ promos, the DAZ promos use the default character preset with the painted eyebrows.

    By

    Taoz Taoz December 2018 in The Commons
  • Export Animation with Clothing in MDD format?

    Thanks for those thoughts, Mikael. When I export the object out of DAZ in OBJ format to use as the basis for the MDD morph, it does seem to export the clothes as seprate items, on separate layers -- in any case, that is how they appear when I open the OBJ file in Modo: Although it's a single OBJ file, Modo sees the leggins as being a separate mesh item, on its own layer. Is there a way to export them as a single layer? I tried combining the meshes in Modo and then applying the MDD influece, but that made a chaotic mess of the clothing.

    By

    mk1837 mk1837 December 2018 in Technical Help (nuts n bolts)
  • Reverse source shape from target (Transfer Utility) with script?

    I'm currently learning simple scripting and working with the Transfer Utility: http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/object_index/transferutility_dz

    I wrote a script that works almost as intended, but I want to transfer morphs from the Genesis 2 Female in a non-default pose. I could use the "Reverse source shape from target" option, however I just can't find the corresponding setter method in the API documentation. There are setter methods for almost everything else, so I found this a bit strange. Is it missing or am I just overlooking it? Maybe there is another way to achive the same effect?

    By

    andreash89 andreash89 December 2018 in Daz Script Developer Discussion
  • what character it is ?

    All of those have been questioned (here's another search)and the consensus is it is the skin @Taoz mentioned because of brows, blush and other telltale signs. The morph is custom (and that was quoted from a CS rep in one of the many threads asking about this figure) and not available for purchase.

    By

    Phoenix1966 Phoenix1966 December 2018 in The Commons
  • Are the HD model textures compatible with the non-HD model?

    Worth noting that for most characters, the normal maps are designed to mimic the HD shape on a non HD figure. So if you use one character’s textures on a different character shape, you may find that the normal maps don’t match up so well. This can often be overcome by turning off or removing the normal maps and just allowing the bump maps to provide the fine skin details. Equally if you have the normal maps on for a HD character at a high level of subd, the effects may be too strong, because you have both the normal maps and the HD morph doing the same job. 

    By

    Redz Redz December 2018 in New Users
  • What G8F head morph product should I buy?

    Resurrecting this thread. So, I bought DAZ's   https://www.daz3d.com/genesis-8-female-head-morphs and I was pretty happy with it at the beginning, but now I see that I can't do what I want. In particular, I can't change enough the overall shape of the face (as opposed to details). For instance I'm writing this message because I couldn't manage to make an oval face or a round chin. Secondarily, it doesn't allow me to make faces that look older (I know there are specific products for that, but I hoped that I still could make more mature looking faces with the regular head morphs).

    So, I'm listing again the three other available products for G8F : 

    https://www.daz3d.com/face-morph-kit-for-genesis-8-female

    https://www.daz3d.com/200-plus-head-and-face-morphs-for-genesis-8-female-s

    https://www.daz3d.com/rarestone-s-face-morphs-collection-for-genesis-8-female

    Which one in your opinion would give me more freedom with the overal shape of the face, and would any of them be useful to make more mature faces? At first glance purely from the promotional material "200 plus head and face morphs" seems more suitable, but I'd rather have some opinions. Thanks in advance.

    By

    odastein odastein December 2018 in Product Suggestions
  • Saving a character morph as a dial preset

    Using OBJ export/Morph Loader is not a good diea as you will lose the links to any correction morphs for things like expressions. A safer approach is:

    1. Make sure that everything but your moprh is zeroed - that includes the navel and mouth realism morphs
    2. Right-click on the Parameters pane and select Edit Mode, assuming it isn't already selected
    3. Right-click on the Parameters pane and select Create New Property - name it as you want your morph dial, set its path to where you want it to appear, change limits if desired
    4. Set your new property to 1 (or 100%, depending on display settings)
    5. Right-click on your new property and select ERC Freeze. Your new property shold be listed as the controller in the dialogue that opens, all th shapes you used to make the morph (and nothing else) should be listed as Sub Components. Assuming that is so, click Accept.
    6. Make sure the new morph is working, if it is use File>Save as>Support Assets>Morph Asset to save it

     

    Why do you need to zero the navel morph, doesn't that mean you have to dial it back in every time?

    No, but it does mean you can zero them - if you don't zero them, they will be included in the ERC and will be set by the controller even if you don't want them.

    By

    Richard Haseltine Richard Haseltine December 2018 in Technical Help (nuts n bolts)
  • Saving a character morph as a dial preset

    Using OBJ export/Morph Loader is not a good diea as you will lose the links to any correction morphs for things like expressions. A safer approach is:

    1. Make sure that everything but your moprh is zeroed - that includes the navel and mouth realism morphs
    2. Right-click on the Parameters pane and select Edit Mode, assuming it isn't already selected
    3. Right-click on the Parameters pane and select Create New Property - name it as you want your morph dial, set its path to where you want it to appear, change limits if desired
    4. Set your new property to 1 (or 100%, depending on display settings)
    5. Right-click on your new property and select ERC Freeze. Your new property shold be listed as the controller in the dialogue that opens, all th shapes you used to make the morph (and nothing else) should be listed as Sub Components. Assuming that is so, click Accept.
    6. Make sure the new morph is working, if it is use File>Save as>Support Assets>Morph Asset to save it

     

    Why do you need to zero the navel morph, doesn't that mean you have to dial it back in every time?

     

    By

    AbnerK AbnerK December 2018 in Technical Help (nuts n bolts)
  • Saving a character morph as a dial preset

    I followed Richard's instructions to do something similar however the morph is being applied to every character I have, I would like to remove the morph asset I've created, how would I go about doing that within DAZ? Is there a file I'll need to delete?

    You appear to delete your morph from within Daz but it pops up again after reload. If you go to your Data folder and drill down (easier to search what you named your morph) then delete that folder or just the morph if you want to try again. 

    By

    AbnerK AbnerK December 2018 in Technical Help (nuts n bolts)
  • Issues with morphs projected on to geografts

    I am coming back to this as I still cannot get the desired results after extensive testing with a simplified case.

    I have a modeled a simple figure intended ultimately to replace the right hand of a G3F figure.  It has a single 'finger' with 5 bones in a chain, parented to a bone named rForearmTwist.  I have used Transfer Rigging (Figure Space) to align the rForearmTwish bone of the geograft-to-be with the same bone of the G3F figure.

    I have observed with store-bougth geografts that when a morph (e.g. Height) is dialed in to the figure (G3F) a corresponding morph is generated automatically on the geograft (FBMHeight).  The value of the generated morph mirrors the value of the morph on the parent figure, and the custom bones within the geograft are controlled by the generated morph.  The bones of the geograft show up as sub-components of the generated morph in the Parameter Settings dialog 'as if by magic'.

    I cannot get this behaviour with my figure, in spite of trying every set of options in the Transfer Utility that I can imagine.  I can get a corresponding morph generated on the graft-to-be but the custom bones are not controlled by the generated morph, with the exception of the rForearmTwist bone.  The custom bones are all parented to the rForearmTwist and so I cannot see why they do not follow it.  (I can also deliberately transfer the morph (Height) to the graft-to-be in the Transfer Utility, but on the bought geografts it is generated/projected automatically when I dial the morph on G3F.)

    Attached is an image showing the figure and its bones after dialing Height to 100% on G3F.  The 5 custom bones have not moved; rForearmTwist has moved down.  I have hidden G3F for clarity.  I have also attached a screenshot of the Transfer Utility options that give me the results above.  I am not transferring weight maps or face groups because if I do the ones I have already defined on the graft-to-be are destroyed.

    Any ideas as to what I need to do to get the behaviour I see on bought geografts gratefully received.  I am using DS 4.10.0.123 on Win 8.1 64bit.

    By

    andya_b341b7c5f5 andya_b341b7c5f5 December 2018 in Technical Help (nuts n bolts)
  • Morphs from G3 to G8

    Will it be backwards compatible (G8 to G3) for those of us who stuck with Genesis 3?

    Yes. The script will transfer between any combination of Genesis figures. It will require you to have installed those figures, as it takes the basics it needs to understand the figure shape from the figures themselves. But, unlike my old, crappy, brute force, first effort, this script has always had the potential to transfer in any direction. If you really, really, want to take a morph from G8M and put it on G2F, the script will do it.

    Wow, that sounds great! Really looking forward to it!

    By

    wingsofpredation wingsofpredation December 2018 in The Commons
  • Indie interactive license?

    @outrider42 Yep, I'm fully aware of Morph3D. Personally I think they offer nice assets for game developers with very reasonable prices. Especially their bundle deals are really cheap, and all the content is game ready out of the box. I plan on transferring all their hair bundles to CC3, and use them with all my characters.

     

    My point with getting indie license to Daz content was that with the new CC3 it's finally possible to use Daz characters in game platforms without tons of extra work. Daz characters used to be too hight poly, and needed lots of tinkering to make them work in games. Now however it's really easy to transfer your Daz content to CC3, so I hope Daz considers this new opportunity and makes it possible for indie developers to use Daz content in their games.

     

    If nothing else, maybe Daz could make a deal with Reallusion, like a different interactive license if characters are used in CC3. With CC3 all the textures, mesh and weightmappings are changed, so nobody should pop up in some random marketplace and try to sell Daz characters as their own. As far as I know, you can't even import those exported characters back to CC3.

     

    By

    Mendoman Mendoman December 2018 in The Commons
  • Indie interactive license?

    I recently bought Character Creator 3 from Reallusion, and I was really excited to for possibility that I could use my Daz content in my game. Even if CC3 changes pretty much everything ( mesh, textures, weightmapping etc. ) according to Daz EULA I think I still need to pay interactive licenses, because final product is used in game platform.

     

    For example my game uses toons as characters, and Daz has tons of quality assets to make a toon world, but to make it possible, I'd have to buy interactive license for quite a few products. 

    1) First I'd need for example Girl 7. There's interactive license $50

    2) Then I'd need couple of morph packs to make variations. Mininum is Genesis 3 Female Head and Body morph packs, which are $35 each so $70.

    3) Next I'd need couple of different skins, to make little variations. I could buy either merchant resource skins or individual characters. So lets say I need 3 different skins to have enough variation ( caucasian, african and asian ). From a quick glance I'd say they are $30-$50 per skin/character, so medium $100

    That is pretty much minimum, and it would be about $220 just for interactive licenses. In theory I could make unlimited amount of characters, but in reality I'd probably need more morphs packs for kids and elderly, skin builder etc. and everything has their own licenses. On top of that I'd have to buy the real products and all that is just for one gender. So the cost is getting pretty high for indie developer as you can understand.

     

    So I was wondering what PAs/Daz think about Indie interactive license? For example in Unity, you can be indie developer if you earn less than $100k per year I think, and after that you'd have to updade to profession license. Keep the current prices for big game houses, but maybe for indie developers those interactive licenses could be something like $5-$10 per product. If our games become smash hits, then we'd have to upgrade to profession license. I understand that vendors want compensation when their products are used in games, but for most of us small fishes current prices are too high, and as a result you lose sales. So what do you think, could something like this be possible?

    By

    Mendoman Mendoman December 2018 in The Commons
  • what is the different between G3 and G8 [new member]

    Genesis 3 and Genesis 8 are similar in a lot of ways... some people call Genesis 8 Genesis 3.5. I believe that the Genesis 8 UVs match the Genesis 3 base UVs, and they both have the same bones. That means that in a lot of cases, you can use materials and clothing across the generations (though sometimes you have to do a little tweaking or pick up a product to do some of the work). As with otther generation changes, high-heeled shoes don't usually autofit well and are difficult to convert (lots of extra posing work). Genesis 8 also  Introduced the A-pose instead of the T-pose, which sometimes makes using Genesis 3 props for the hands tricky as they come in where the Genesis 3 hands would be.

    At the moment, Genesis 3 has more utilities and add-ons. For example, there is a nice Squish morph package from I13 that allows for more realistic looks when characters are in contact with other items in the scene for Genesis 3, and I have not seen the same for Genesis 8 yet. 

    I started with DAZ back near the beginning of Genesis 3 and that has been my go-to base for the last two years, but recently I've started using Genesis 8 more and more. Since they are both very similar, I tend to use them both in my scenes depending on what I need. For example, if my character will be sitting, I tend to use Genesis 3 because of the squish morphs as it saves time over messing with d-formers.

    By

    Chezjuan Chezjuan December 2018 in New Users
  • Preventing character bones affecting wardrobe bones

    So, here's a little situation - I have a few custom clothing made for myself, a pair of shoes in this case.

    I quickly rigged using Transfer Utility first, then moved on and finished rigging, weight mapping, and etc.

    Problem is that - I want this shoe to move on its own, except for the character's shin.

    But character's foot and toes are still affecting the shoes' movement.

    I have changed the name of bones and nodes but no luck.

    Is there something I'm not aware of??

     

    Thanks!

    By

    AscendedJoy AscendedJoy December 2018 in Daz Studio Discussion
  • Mature characters for G3F

    The problem with the aging morphs is that they "age" every character in exactly the same way, and that is not realistic. Not everyone develops jowls or a double chin. I don't have either, and yet I have no problem looking old. So, I'm with the "roll your own" crowd.

    To be fair, there are multiple options for the chins, jowls, etc., and dialing them in at different intensities and in different combinations provides a good bit of variety, especially when stacked on top of other morph packs, skin textures and base shapes. Coiuld there have been more?  Sure, but the price would have gone up as well. If Zev's morphs aren't enough for you, FaceGen Pro adds a bunch of additional aging and assymetry dials even beofe you start capturing morphs from real faces, or do a small dial in from another character... if there's one thing that I've really appreciated with Genesis 3 and Gen 8 is that we're getting more characters who are older looking, both PA products like George,Old Boy & Aldo to Base characters like Ollie, Edie, Mabel & Floyd.  Could there be more?  Yes, sure, but what we've got now is so much better than Poser users have to work with.

    By

    Cybersox Cybersox December 2018 in The Commons
  • SereneNight's Sci-Fi Fun Thread 2

    Everything in this scene is a freebie or was a freebie item at one time.

    I wanted to try most of the Messy Baker Props from Rendo. Most look really good. You have to tweak the textures a bit, to get them to look nice, but it is worth it. Most of the food items can be tweaked with https://www.daz3d.com/mec4d-pbs-shaders-vol-2-for-iray  For example, the chocolate kisses, the oil, the plastic container, and the eggs, and  the contents of the measuring cup, were all options from that set. I recolored the eggs using the orange juice shader, and the egg white using the volumetric gummy bear shader.

    I added the Christmas Cookie set which was a freebie from last year. The cookies had gray added to the base, which looked odd, so I removed that and added golden brown. The Pie was a freebie at Rendo. The Kitchen is https://www.daz3d.com/collective3d-portrait-vignettes-horror-2  Most people don't realize there is a clean texture in the set. I raised the table up a bit, and added a diffuse to the tiles, so they weren't so bright.

    The bowl has a morph to fill it up, but I was unsuccessful at making that visible.

    By

    Serene Night Serene Night December 2018 in Art Studio
  • What is the best way to make symetric morphs in blender

    Hey Richard,

    I‘m new to blender. I don‘t know much about what you are asking, but I created a morph, mirrored it and imported into DAZ and got the result I want. ;)
    So, I would answer you question with... yes?

    Yes, which Cris confirms above too. I just wanted to check it worked before you did too much work with it.

    By

    Richard Haseltine Richard Haseltine December 2018 in The Commons
  • What is the best way to make symetric morphs in blender

    Hey Richard,

    I‘m new to blender. I don‘t know much about what you are asking, but I created a morph, mirrored it and imported into DAZ and got the result I want. ;)
    So, I would answer you question with... yes?

    By

    Hurdy3D Hurdy3D December 2018 in The Commons
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