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Genesis 9 delayed until at least 2020. Will you be buying it?
I wouldn't/won't buy, but then I don't even use G8, G3, or female G2 (I did get suckered into making a couple of guys with G2, because there was a skin that was so perfect, it saved me many hours of trying make my own). DForce crashes me (though I still hope to use it someday), IRay kills my output times and overheats my computer. I have bought a couple of G3 outfits (and by accident, a few G8s) because I can usually mostly make them fit my people. I have managed to re-create an acceptable Genesis version of my V4 main character, so she can now experience the joys of auto-fit. I do not want to go through that nightmare again, though. I make characters, not promos. I am a hobbyist with an obsession, not a paid professional. I cannot afford nor, if I admit it in the quiet recesses of my soul, do I need any new dollies. I bought Vladimir for the freebies, and will probably never use him, because I have no G8 morphs, so he would only ever look like his promo... except in 3Delight, so, not so much (oh, but the Ryker morph was very... well!)
I dream of fibermesh brows that fit Genesis, and a quick way to paint tattoos over seams. I dream of even more exotic morphs with which to bulk out my Genesis collection, so I can make whoever and whatever I like, and wings with better motion controls. I dream of standalone prop eyeballs so I can make multi-eyed creatures whenever I like, and medieval clothing that doesn't look like a Ren Faire. I dream of many things... but not new figures. Though, I have to say, Mabel and Floyd were awesome - if anyone could have dragged me forward, it was they. I know I am just me and not everyone else, which makes me a lower-value Daz customer (though my credit card sometimes takes issue with that, but it's a wimp!), but there we go.
Associate my custom Antonia morph with Antonia figure.I appear to be at this point in reaching my goal, as I copied the following from another post about this issue:
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Placing your Morph in the Hierarchy
17. To place your morph in the appropriate place so that you or others in future can find it in the shaping or posing tab, go to the Property Editor Tab and find your morph. It will be in one of the folders title "Morph" depending on how you brought it into DAZ or it may be in the main Morph file. If you used ZBrush and the GoZ interface, then it will be in a folder titled "ZBrush" Most others are in a folder titled "Morph".
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But now the next problem is further research tells me the "Property Editor Tab" has been replaced by "Edit Mode".
... so I'll keep trying to untangle this obsolete tutorial mess untill someone chimes in to point me to a tutorial that is up-to-date.
Associate my custom Antonia morph with Antonia figure.I made a cutom morph for Antonia Standard.
When I made the morph and applied it to Antonia, I saved that as a scene file.
When I load that scene file, I can easily find my morph slider in the Shape section.
But the morph slider does not appear anywhere when I load the Antonia Standard figure "raw", so to speak. I want it to appear there.
Where do I find the new ZBrush morphs from GOZ?Hi Richard,
Are you saying they will not show up in the parameters dial when I bring it back into DS from ZBrush.
In other words, do I need to go with morph loader to "Edit>Preferences>Bridges " to find and load them.
Hope this makes sense.
Cheerio
lululee
Rock Formation in 3DL?I tried briefly and wasn't able to make it work, but it's possible I just don't know what I'm doing yet since I've only tried converting things a few times. with a skydome with lights, I tried the first rock with the amber preset and it was just a reflective orange rock by default in 3DL with iray shader, after applying the Iray to 3DL conversion it was solid black. After changing the diffuse color from black to white, it was just the original colored rock with no amber/gem properties. But maybe there are other parameters one needs to adjust too, for example I know things with opacity set need aditional work for example.
You would need to look up the proper IoR value for the material you want to replicate first, then rely on refraction color, not diffuse color, to get something even remotely realistic;) Then use lighting with proper GI or atleast ambient occlusion. With the DS default shader you also have to use opacity in combination with refraction and raytraced reflections to achieve believable transmission. The AoA and UberSurface shaders are way better starting points, with translucency and SSS channels.
There's not going to be a simple way to transfer Iray gem shader presets to 3dl you would probably be better off getting a shader set such as this one,
Yes that's a good set, you get a lot for the bucks, still many of those are simply DS default shader presets with diffuse/specular/reflection maps with baked in highlights and so on. Still very useful;)
IMO if one wants to use the regular 3DL shaders/renderer, the AoA metallized glass shader is a good option, it atleast instantly gives you properly colored shadows:)
Also check out this thread https://www.daz3d.com/forums/discussion/265766/complex-optical-effects-in-gemstones-commercial-wip/p1
a universal mesh/pose meant to transfer different shapes between figure generationseh was going off how DAZ sold a plugin that basically did the same thing I described with GenX2, make shapes work across different figures. and i think the analogy of the everlasting show falls flat as DAZ kinda does that already by giving their app and all basic figures for free, even offer their own figure maker in the form of the Gen8 Developer Kit. to my understanding, DAZ works off the razor-razor blade model where they make the real money off off add-ons like custom shapes and original assets which is why they can give the app and core figures for free.
DAZ still gets your money from the custom shapes as you already baught the library you wanna transfer and you till have to buy any new figures you wanna transfer to your already free figure bases.
at worst they till get your last payment from the initual universal morph and at best people will buy across all the various generations since they can use everything with everything else rather than be stuck with one generation. hell might give some spectaular feek as they can see what assets have been baught in conjuction with others so they can supply apparent demand, like upgrade a popular shap or asset from a previous generation if they found it baught with assets for the latest.
might also encourage more people to become Published Artists if they have an easier way to make new shapes ie just wrap a base mesh over a fully custom model instead of javing to sculpt on said basemesh, and in turn grow their product library and their consumer base as DAZ might be the only charatcer crator app that has such a universal mesh.Headshop 11 QuestionsWell, I went ahead and bought this. It has made strides, and in some situations it has real perks over Facegen, but it also has maddening issues at the same time.
Pros:
1- Very fast software. The autodots populate instantly, and the export back to Daz is quick. The autodots also go where they need to 99% of the time, which I find pretty impressive. You rarely need to adjust them.
2- It really is capable of using photos with smiles in them. Facegen cannot handle this task at all. So if you want to be able to create faces with the most possible photos, HS wins this feature easily.
3- Morphs made do not warp eyes in horrible ways like Facegen, and the head is not as fat. In FG the eyes shift upwards and the iris can warp.
4- The texture that Headshop creates is VASTLY improved over previous versions. Not only is the texture 4096 by 4096, it is a high quality bmp file. This file can be over 40MB in size. In a direct compare with the same photo used in Facegen, I could see more fine detail in the texture HS created. The better the source picture, the better the detail can be. This is really dramatic. I can always edit a texture and correct problems. But it is very hard to add fine detail. You either have it or you don't.
5- The developer actually visits the forums. The developers of Facegen have not once posted on the Daz forums. Facegen for the most part has remained largely unchanged since its beginnings many years ago. I feel like they really need to update the software at the core level.
Cons:
1- While HS does not warp the eyes like FG can, it currently has a bad issue with photos that do not use smiles. When dialing the morph in, the head moves down the neck, and this creates a very bad crease in the area the head shape meets the neck. Not only that, but this also effects the TEETH. The teeth do a very strange thing, they shrink and make the character look like they never have been to a dentist in their life. Hillbilly teeth, if you will. It is very bad. This issue is not present with the source photo is smiling. This makes no sense, and it is a glaring issue. And yet another issue with all of this "non smiling photo" is that hair does not quite fit this morph. When dialing the morph in, basically the hair does not react to the morph at all. These are all things that need to be corrected ASAP.
2- While the textures have improved a lot, they still don't blend in that well with the texture HS applies it to. I have also noticed a bad line around the face UV. After digging, I found that the texture that HS creates is trimmed about 1 or 2 mm too small around the face UV. So you get this nasty line where the face UV meets the torso UV. At least this issue is easy to fix, simply pop the texture in your favorite editor, add the original face texture as a layer, and copy/paste/clone the missing area of the UV to the texture HS creates. Also the smiling face textures leave a bit to be desired. Again, this can be fixed in editing. But this is something that should have been caught in testing.
3- Headshop still only creates one texture for the face. Though this is somewhat blended in with the texture you apply it to. It makes no attempt at creating eye textures for G3 or G8. Actually it seems like HS11 is more geared towards Genesis 2 in general. My G2 results were better than my G3 ones, except for the males. G8M faired better than the other males.
Both of these cons should have been caught in testing. I literally caught them the very first time I used Headshop 11, so this is a bit baffling.
Conclusion:
It is very tough to call. I actually would recommend using both of these as they can compliment each other's weaknesses well. In fact, I have tried using both HS11 and FG head morphs dialed in a different values on the same character, and I very much liked this result.
If you want to play Highlander and scream that "THERE CAN ONLY BE ONE" well that is a tough call. I might give an edge to the incumbent Facegen, but I actually do like what Headshop 11 is doing here. If HS11 can fix the glaring issues of the non smiling photo and the UV texture, it might in fact surpass Facegen.
Other improvements to think about for the future:
1- You can only use one photo now. It should be possible to use multiple photos, as this will create a more accurate shape. While some people are using photos found online, there are others that can take their own photos and provide all the angles needed to make a better geometry shape. This would be a big improvement.
2- Still better blending. What I don't like is that HS11 only maps a narrow portion of the cheeks. I'd like to see this area expanded.
3- An eye color matching texture system. Instead of trying to capture the eyes, which is near impossible, the app should instead try to use what it can see and copy that onto a base eye texture. For example if someone has gray-green eyes then HS11 takes a generic eye texture and color matches the iris.
Great review. Do you think after the head/neck shift bug is fixed one could take multiple pictures using a camera & as input to different iterations of Headshop 11 create a series of morph expressions?
So take frown, laugh, angry, afraid, smiles and so of of different sorts and combine them into a base character of different expressions.
It's be nice if that if it was somehow possible to calculate how to move the face rig such that the face geometry would very closely match the Headshop expression geometry after a morph was created from a photo. @info_b3470fa520 can you do such a complicate algorithm to match the facerig pose to create the same geometry as an expression? You'd need to have a neutral face geometry for the same person already to move the face rig on imported I think or no can you not do that?
keyed sub-componentsKeyed ERC allows you to have a non-linear relationship between controller and controlled - for example with a joint and a JCM the JCM might be set nott o kick in until the bend hit 20 degrees (when the leg met the skirt say), then turn on in a series of icnreasing steps as the limb continues to bend. To set it up, set the vlues for the controller and the controlled properties at keys ibon the timeline (set both to 0 at frame zero, then move forward and set the bend to 20 and again the morph to 0, then go to 40 and set the morph to .2, etc.): once the sequence exists on the timeline use ERC Freeze as usual and check the Keyed (Extract from play Range) box.
For example, I want custom pJCMThighFwd_115_R works starting from 70% of Bend. So I created 3 frames:
1. Bend 0%, JCM value = 0
2. Bend 70%, JCM value = 0
3. Bend 100%, JCM value = 1What should I do next to save these values. I never used ERC Freeze before. As usual. ;)
And second... not a question, but notice: the morph looks ugly after this manipulation at bend 100%. Any ideas?
Thank you.
Rock Formation in 3DL?There's not going to be a simple way to transfer Iray gem shader presets to 3dl you would probably be better off getting a shader set such as this one,
Where do I find the new ZBrush morphs from GOZ?Hi
I sent a rigged geometry item to GOZ from DS.
I did some smoothing etc and sent it back.
Ds seemed to accept it. I named the morph and there were no DS complaints but I can't find it.
Can you tell me where would it show up.
Cheerio
lululee
The Finest Tears HDHey all,
I don't get this one. I've tried to use this product a number of ways on a number of different models and it always comes out looking badly. Base Victoria 8 model with the Victoria 8 Fix Slider at 100%, I still have clipping into the face.
Some of them don't even appear.
Any thoughts on how best to utilize this morph? It's kinda pricey for having to draw them in post production.
Eva 8And that seems to be the case here as well. I'm assuming that DAZ is running something on the order of a test to see just how much of an incentive they need to add to get people to go for the bundles rather than just the base character.
The bundles themselves are a bargain if you are basically still in the process of building your content library. They can be a bargain if you're a late adopter and are only just making the transition from gen3-gen4, or Genisis 1 or 2., to the post G3 figures. But if you've been picking up bundles over any appreciable length of time, then something extra is needed before you make the plunge -- unless you happen to fall in love with enough components in the bundle to leave "bargain" out of the reconning.
Speaking for myself; I like the morph, I'm not enthused about the skin. I like both of the hairs, but don't care for the clothes. So it's going to be a question of whether the add-on characters in the bundle will tip the scale to purchase the bundle rather than just the base and the hairs. (Pose packages are seldom an argument in favor of picking up the bundle for me. They're useful, but they don't constitute enough of an argument on their own if you don't do pin-ups.)
Eva 8Can anyone who has bought Eva 8 be bothered to apply her skin to a different character (without smile lines / nasolabial folds) and post a facial render (no expression) so I can see if the folds are in Eva 8's texture or just her morph? If so, thank you!
Eyelashes not following my MCM for eyes closing (G8F)Make sure that AutoFollow is on in the Parameter Settings dialogue, accessed by clicking the gear icon on the morph slider.
Headshop 11 QuestionsWell, I went ahead and bought this. It has made strides, and in some situations it has real perks over Facegen, but it also has maddening issues at the same time.
Pros:
1- Very fast software. The autodots populate instantly, and the export back to Daz is quick. The autodots also go where they need to 99% of the time, which I find pretty impressive. You rarely need to adjust them.
2- It really is capable of using photos with smiles in them. Facegen cannot handle this task at all. So if you want to be able to create faces with the most possible photos, HS wins this feature easily.
3- Morphs made do not warp eyes in horrible ways like Facegen, and the head is not as fat. In FG the eyes shift upwards and the iris can warp.
4- The texture that Headshop creates is VASTLY improved over previous versions. Not only is the texture 4096 by 4096, it is a high quality bmp file. This file can be over 40MB in size. In a direct compare with the same photo used in Facegen, I could see more fine detail in the texture HS created. The better the source picture, the better the detail can be. This is really dramatic. I can always edit a texture and correct problems. But it is very hard to add fine detail. You either have it or you don't.
5- The developer actually visits the forums. The developers of Facegen have not once posted on the Daz forums. Facegen for the most part has remained largely unchanged since its beginnings many years ago. I feel like they really need to update the software at the core level.
Cons:
1- While HS does not warp the eyes like FG can, it currently has a bad issue with photos that do not use smiles. When dialing the morph in, the head moves down the neck, and this creates a very bad crease in the area the head shape meets the neck. Not only that, but this also effects the TEETH. The teeth do a very strange thing, they shrink and make the character look like they never have been to a dentist in their life. Hillbilly teeth, if you will. It is very bad. This issue is not present with the source photo is smiling. This makes no sense, and it is a glaring issue. And yet another issue with all of this "non smiling photo" is that hair does not quite fit this morph. When dialing the morph in, basically the hair does not react to the morph at all. These are all things that need to be corrected ASAP.
2- While the textures have improved a lot, they still don't blend in that well with the texture HS applies it to. I have also noticed a bad line around the face UV. After digging, I found that the texture that HS creates is trimmed about 1 or 2 mm too small around the face UV. So you get this nasty line where the face UV meets the torso UV. At least this issue is easy to fix, simply pop the texture in your favorite editor, add the original face texture as a layer, and copy/paste/clone the missing area of the UV to the texture HS creates. Also the smiling face textures leave a bit to be desired. Again, this can be fixed in editing. But this is something that should have been caught in testing.
3- Headshop still only creates one texture for the face. Though this is somewhat blended in with the texture you apply it to. It makes no attempt at creating eye textures for G3 or G8. Actually it seems like HS11 is more geared towards Genesis 2 in general. My G2 results were better than my G3 ones, except for the males. G8M faired better than the other males.
Both of these cons should have been caught in testing. I literally caught them the very first time I used Headshop 11, so this is a bit baffling.
Conclusion:
It is very tough to call. I actually would recommend using both of these as they can compliment each other's weaknesses well. In fact, I have tried using both HS11 and FG head morphs dialed in a different values on the same character, and I very much liked this result.
If you want to play Highlander and scream that "THERE CAN ONLY BE ONE" well that is a tough call. I might give an edge to the incumbent Facegen, but I actually do like what Headshop 11 is doing here. If HS11 can fix the glaring issues of the non smiling photo and the UV texture, it might in fact surpass Facegen.
Other improvements to think about for the future:
1- You can only use one photo now. It should be possible to use multiple photos, as this will create a more accurate shape. While some people are using photos found online, there are others that can take their own photos and provide all the angles needed to make a better geometry shape. This would be a big improvement.
2- Still better blending. What I don't like is that HS11 only maps a narrow portion of the cheeks. I'd like to see this area expanded.
3- An eye color matching texture system. Instead of trying to capture the eyes, which is near impossible, the app should instead try to use what it can see and copy that onto a base eye texture. For example if someone has gray-green eyes then HS11 takes a generic eye texture and color matches the iris.
Very thoughtful review. Here's what we can say:
1. The neck issue that affects non-smile photos is being looked at. It is a bug we will fix and post a free update.
2. Blending. Maybe the same time we add improvement to blending, Problem is that if you capture wider area, you pick up a lot of artifacts.
3. Great idea. Maybe HS12?
All in all, very helpful, Outrider! We need positive suggestions like yours. AS you noted, we are working very hard to improve our products.
It's possible to turn a hand into a foot?X-morphs lets you take a full body morph and separate it in "body part morphs" so that you can for example combine head from full-body character 1 and legs from full-body character 2, but it won't replace a bodypart with another...
AWE Shading Kit for DAZ Studio and 3delightDon't laugh, but I've been using Daz since 3.0, lol
I've actually started on DS 1.8, I think? I still love DS3 ui the most, since it's less clutter and the surface/shader parameters are collapsible. Too bad it doesn't seem to work correctly anymore, last time I installed it.
... and I'm determined to stick with 4.7 until the last cat's hung.
Probably the same for me. There are some 3delight features that are only available on 4.8 onwards, but I can get by without them. For me, the only interesting feature in 4.9 was the morph editing tool.
So it will be awesome if I want an iray effect, which I rarely would, but if I want to be able to do it in 3dl, I will be very thankful for the AWE for Dummies video and/or pdf tutorial. I am very much a plug, play, and one-click or two-click kind of person. I know it's a sign of laziness, but to thine own self, be true. Right?
Yes, seems like I need to do it some time in the future. Of course, if someone else want to do it, even for a paid product, I'll gladly help. In fact, I've been tossing around ideas with mustakettu about starting a crowdfunding campaign to get a 3delight NSI exporter for DS.
Edit:
Just finished uploading AWE Surface 1.1 and mustakettu's RadiumAreaPT light shader files to the Google Drive folder. I've also finished the shadow catcher shader along with new point/spot/distant light shaders. Both can be found on this freebie thread.
Eva 8.
The Caitlyn HD character for Eva 8 has a strong Jennifer Garner look to her, at least in this lighting:

Has anyone tried the character morph without using Eva as a base? Or maybe with good old Vicky 8 as the base instead?
Edit: typo.
[Released] RSSY Clothing Converter from Genesis to Genesis 8 Female [Commercial]There is an error in the script, which affects both the female and male versions of the product. The transfer rigging-figure space step is not happening in the script (except for footwear). Fixing this DRAMATICALLY improves gloves, bodysuits, anything on the extremities of the figures. The reason why it's noticable for males compared to the females product is that G8 male has large shoulders and arms, placed higher up, than Genesis. The shape difference with the arms/shoulders of G8 Female is substantially less. We are doing some internal testing right now. If it pans out, I will post the fix immediately as it looks like it is only one file and you would need the products to use it and then submit an official patch for Daz. You will need to reconvert shirts with arms, gloves, and bodysuits. I apologize for the error.
Will this also fix the hemline of pants? As I've gone back through the pants I've converted, autofit does a better job than this script of getting the pant hemline correct on G8M.
Actually, probably.
[Released] RSSY Clothing Converter from Genesis to Genesis 8 Female [Commercial]There is an error in the script, which affects both the female and male versions of the product. The transfer rigging-figure space step is not happening in the script (except for footwear). Fixing this DRAMATICALLY improves gloves, bodysuits, anything on the extremities of the figures. The reason why it's noticable for males compared to the females product is that G8 male has large shoulders and arms, placed higher up, than Genesis. The shape difference with the arms/shoulders of G8 Female is substantially less. We are doing some internal testing right now. If it pans out, I will post the fix immediately as it looks like it is only one file and you would need the products to use it and then submit an official patch for Daz. You will need to reconvert shirts with arms, gloves, and bodysuits. I apologize for the error.
Will this also fix the hemline of pants? As I've gone back through the pants I've converted, autofit does a better job than this script of getting the pant hemline correct on G8M.













