-
Morph help
Sounds like you're exporting it with something dielled in; if not might be a setting that is wrong.
What do you use to do your morphs?
I dialed some morphs. and exported it. then brought it in with MLP(morph loader pro).Exrything worked fine. I simply adjusted the eyes with a dial, then re exported and brought it in with MLP. Now the head works as it is supposed to but now the body slightly morphs smaller. I chacked for other morphs being used/dialed and there were none. It's the strangest thing and i can't figure it out. The body should not morph at all.
Iray Versus Octane Renderer in DazWhat are you using to do your "test" renders .... the Direct Lighting kernel? There will be a slight difference between the Direct Lighting, and Path Tracing/PMC, and most noticable with materials that use SSS (no SSS with direct lighting).
I kinda experimented with Path tracing notto so much PMC--it does give a glow to the skin but it takes bit longer depending on the size scale of render. Humph--I bought REDSPEC shaders may try using the SSS shaders I have in Octane then as I have a few...been playing with the film response and like the results...
Redspec are really good shaders (don't have them, but I followed their thread on the Octane forums for a long time, it was definitely the best skin shader thread for Octane). Based on what I saw in their thread, I would say that PMC would be the best option when using their shaders, samples per second speed will drop when using PMC, but the image should resolve (converge) faster (i.e. get to an equal image quality in a faster time with fewer samples per pixel). Octane doesn't have anything like Iray in DS that estimates when an image is "done", this subjective estimate is left up to the user (much less "hand holding" with Octane than with DS/Iray). So while PMC will take longer to reach the same number of samples compared to direct lighting, usually the render is at final quality in much fewer samples. Just keep in mind that Octane is designed for use by professionals who need ultimate control, the DS implementation of Iray is designed to make it easy for anyone to use with minimal time/training investment. As a result, just like Rashad already mentioned, to take full advantage of what Octane offers, the user will need to invest quite a bit more time/effort learning Octane than with DS/Iray.
Here are a few Octane Renders, done with the Octane for Carrara plugin. The dragon in the first render, IMHO, has the best shaders I've ever done for the dragon, be sure to zoom to full resolution (there is another dragon image in my gallery done with Iray, but I never quite got the shaders to look as good, though with a bit more work I'm sure I could). Virtually every shader for everything in the scene had to be customized to look good in Octane (in this case, it's because the translation of Poser/DS shaders to Carrara is rather poor - great Carrara shaders transfer quite well to Octane).
The second image is an example of SSS materials in Octane renders using the PMC kernel. The red blocks are pure Octane specular shaders (SSS), IMHO Octane handles these types of materials much better than Iray (faster and better quality/realistic results, especially with light refraction).
The last image is an excellent example of how well Octane does with low light conditions, the only light in the scene is coming from outside the room through the windows (I think this one was done with the DL kernel, so the DL kernel can do skin fairly well, just no SSS). There are more octane (and Iray) images in my gallery if you are interested in seeing more Octane renders, or comparing the results I get with both render engines. In the for what it's worth category, to me for similar things, Octane usually seems much faster, especially for low light and images is a lot of SSS and refraction. But depending on what you are doing, the speed may be offset by the time invested in optimizing your shaders. IMHO Octane also has much better capabilities and options for renders passes, has a much richer tool set, has support for hair (not much help with DS, but useful for Carrara or other software with dynamic hair), and has motion blur (Iray has it, but not via DS).
Both are great renderers, it really comes down to what you need/want.



Oh wow, those are amazing! Have you thought about doing tutorials? Esp on the low lighting spec... I will try out PMC, but is it a might slower than Path tracing? IS there a way to speed it up...?
Wow, thanks for your compliments! I don't think I'm quite good enough to do tutorials, there are a lot of people much better than I am with Octane (Aeon Soul come to mind). I just kind of hack and mess with Octane, and don't use it as much as I used to (but still a great addition to my "toolbox").
If there are SSS/Specular materials in the scene, PMC will always be "slower" in samples per second (or that has been my experience), but speed in samples per second seldom equates to a longer render times (compared to path tracing) because the image will clear up faster. I still can't look at Octane on my computer because of the long render that DS is working on (some less than optimal shaders it the scene - I should have fixed them, but I didn't think the render would take THIS long), but two things that will dramatically improve render speed in Octane (i.e. not samples per second, but the number of samples needed to get a clean image) would be to use the AI De-Noiser and the AI Lights, these will provide a clean image much faster (but image detail clarity will be a bit lower). In my testing using these two new features in Octane 4 would produce a clean image 2/3 to 1/4 the time needed without using them. I would definitely use these if I was rendering an animation, where the fine details aren't needed like they are in still images.
HeadShop 11 ProblemsWe know of the bug. It effects non-smiling faces. We will be releasing a free update as soon as the fix is tested. In the meantime, reducing the morph percentage from 70 to about 30 will cure the issue for non-smiling faces. Open smile faces are fine and don't need a fix.
Iray Versus Octane Renderer in DazWhat are you using to do your "test" renders .... the Direct Lighting kernel? There will be a slight difference between the Direct Lighting, and Path Tracing/PMC, and most noticable with materials that use SSS (no SSS with direct lighting).
I kinda experimented with Path tracing notto so much PMC--it does give a glow to the skin but it takes bit longer depending on the size scale of render. Humph--I bought REDSPEC shaders may try using the SSS shaders I have in Octane then as I have a few...been playing with the film response and like the results...
Redspec are really good shaders (don't have them, but I followed their thread on the Octane forums for a long time, it was definitely the best skin shader thread for Octane). Based on what I saw in their thread, I would say that PMC would be the best option when using their shaders, samples per second speed will drop when using PMC, but the image should resolve (converge) faster (i.e. get to an equal image quality in a faster time with fewer samples per pixel). Octane doesn't have anything like Iray in DS that estimates when an image is "done", this subjective estimate is left up to the user (much less "hand holding" with Octane than with DS/Iray). So while PMC will take longer to reach the same number of samples compared to direct lighting, usually the render is at final quality in much fewer samples. Just keep in mind that Octane is designed for use by professionals who need ultimate control, the DS implementation of Iray is designed to make it easy for anyone to use with minimal time/training investment. As a result, just like Rashad already mentioned, to take full advantage of what Octane offers, the user will need to invest quite a bit more time/effort learning Octane than with DS/Iray.
Here are a few Octane Renders, done with the Octane for Carrara plugin. The dragon in the first render, IMHO, has the best shaders I've ever done for the dragon, be sure to zoom to full resolution (there is another dragon image in my gallery done with Iray, but I never quite got the shaders to look as good, though with a bit more work I'm sure I could). Virtually every shader for everything in the scene had to be customized to look good in Octane (in this case, it's because the translation of Poser/DS shaders to Carrara is rather poor - great Carrara shaders transfer quite well to Octane).
The second image is an example of SSS materials in Octane renders using the PMC kernel. The red blocks are pure Octane specular shaders (SSS), IMHO Octane handles these types of materials much better than Iray (faster and better quality/realistic results, especially with light refraction).
The last image is an excellent example of how well Octane does with low light conditions, the only light in the scene is coming from outside the room through the windows (I think this one was done with the DL kernel, so the DL kernel can do skin fairly well, just no SSS). There are more octane (and Iray) images in my gallery if you are interested in seeing more Octane renders, or comparing the results I get with both render engines. In the for what it's worth category, to me for similar things, Octane usually seems much faster, especially for low light and images is a lot of SSS and refraction. But depending on what you are doing, the speed may be offset by the time invested in optimizing your shaders. IMHO Octane also has much better capabilities and options for renders passes, has a much richer tool set, has support for hair (not much help with DS, but useful for Carrara or other software with dynamic hair), and has motion blur (Iray has it, but not via DS).
Both are great renderers, it really comes down to what you need/want.



Oh wow, those are amazing! Have you thought about doing tutorials? Esp on the low lighting spec... I will try out PMC, but is it a might slower than Path tracing? IS there a way to speed it up...?
Iray Versus Octane Renderer in DazWhat are you using to do your "test" renders .... the Direct Lighting kernel? There will be a slight difference between the Direct Lighting, and Path Tracing/PMC, and most noticable with materials that use SSS (no SSS with direct lighting).
I kinda experimented with Path tracing notto so much PMC--it does give a glow to the skin but it takes bit longer depending on the size scale of render. Humph--I bought REDSPEC shaders may try using the SSS shaders I have in Octane then as I have a few...been playing with the film response and like the results...
Redspec are really good shaders (don't have them, but I followed their thread on the Octane forums for a long time, it was definitely the best skin shader thread for Octane). Based on what I saw in their thread, I would say that PMC would be the best option when using their shaders, samples per second speed will drop when using PMC, but the image should resolve (converge) faster (i.e. get to an equal image quality in a faster time with fewer samples per pixel). Octane doesn't have anything like Iray in DS that estimates when an image is "done", this subjective estimate is left up to the user (much less "hand holding" with Octane than with DS/Iray). So while PMC will take longer to reach the same number of samples compared to direct lighting, usually the render is at final quality in much fewer samples. Just keep in mind that Octane is designed for use by professionals who need ultimate control, the DS implementation of Iray is designed to make it easy for anyone to use with minimal time/training investment. As a result, just like Rashad already mentioned, to take full advantage of what Octane offers, the user will need to invest quite a bit more time/effort learning Octane than with DS/Iray.
Here are a few Octane Renders, done with the Octane for Carrara plugin. The dragon in the first render, IMHO, has the best shaders I've ever done for the dragon, be sure to zoom to full resolution (there is another dragon image in my gallery done with Iray, but I never quite got the shaders to look as good, though with a bit more work I'm sure I could). Virtually every shader for everything in the scene had to be customized to look good in Octane (in this case, it's because the translation of Poser/DS shaders to Carrara is rather poor - great Carrara shaders transfer quite well to Octane).
The second image is an example of SSS materials in Octane renders using the PMC kernel. The red blocks are pure Octane specular shaders (SSS), IMHO Octane handles these types of materials much better than Iray (faster and better quality/realistic results, especially with light refraction).
The last image is an excellent example of how well Octane does with low light conditions, the only light in the scene is coming from outside the room through the windows (I think this one was done with the DL kernel, so the DL kernel can do skin fairly well, just no SSS). There are more octane (and Iray) images in my gallery if you are interested in seeing more Octane renders, or comparing the results I get with both render engines. In the for what it's worth category, to me for similar things, Octane usually seems much faster, especially for low light and images is a lot of SSS and refraction. But depending on what you are doing, the speed may be offset by the time invested in optimizing your shaders. IMHO Octane also has much better capabilities and options for renders passes, has a much richer tool set, has support for hair (not much help with DS, but useful for Carrara or other software with dynamic hair), and has motion blur (Iray has it, but not via DS).
Both are great renderers, it really comes down to what you need/want.


a universal mesh/pose meant to transfer different shapes between figure generationswith GenX no longer developed due to the creator's passing people were looking for ways to bring their favorite character shapes between the various generations of DAZ figures, with some PAs selling recreations of older core characters for newer generations.
there are countless tutorials that show how to wrap one generation's topology over another's shape to get that shape transferred but due to the different generations' varying zero poses you get weird baked in poses that make subsequent posing have wonky results. so maybe instead of directly transferring one shape to another, we could have a sort of transactional middleman mesh that acts as a bridge between generations.
it will have the same proportions and the same t-pose across all the generations so any new morph applied to on generation will be followed by the other generations or something.
basically, we have one universal mesh that will bridge the generations and maybe act as a merchant resource for "upgrading" abandoned core figures like Callie 6 or Lillith 7 or port brand new characters to older generations.
heck with Zwrap for Zbrush being out now I could see the same universal mesh be used for 3d scans and original sculpts making character creation even easier.Headshop 11 Questions
What is happening is that the entire head is moving down as the morph is dialed up. So there is a bone that is being effected by the morph that should not be. This effect also impacts hair. The hair will not fit properly over the ears, it is far too high above the ear. If you apply any hair, and the dial the headshop morph up and down, you can watch the head move up and down the neck, while the rest of the body and even the hair remain in the same location. This is a major bug that must be addressed.We discovered this issue with the non-smiling heads. It is a bug but hard to find. The models made from open-smile photos don't have this problem.
[Released] RSSY Clothing Converter from Genesis to Genesis 8 Male [Commercial]And the answer is: the feet and hands fit better with the fix (as you probably expected) but the face mask is still a problem - I guess because the bodysuit conformer-thing doesn't cover the face?
Anyway I think the Genesis Supersuit is a bit of a problem altogether because it's a bit too clever for it's own good. A smoothing modifier helps with any body poke-through but entirely ruins the head parts because they are built to morph outside or inside the head depending on the style chosen and the smoother modifier drags those inside bits back to the outside! So the converter doesn't offer much improvement over autofit for this particular garment - not a problem with your product (which I love) but with this particular and rather peculiar garment.
Did you also play with the morphs for the face? Sickleyield added morphs to pull out the front of the face, etc.
Yes I tried those, but couldn't get a good-looking result. The style presets for the Supersuit which don't cover the face look fine though. I've decided to ignore the superhero-type ones with face masks (or just use them on a Genesis figure) and move on to other things that work well.
I'm about one tenth of the way through my Genesis wardrobe converting products starting with each letter of the alphabet then testing the results, fiddling with metadata where needed, reconverting where necessary,... so I have plenty to do, most of which is working just fine.
Ok. Well, not everything was going to be perfect. I'm sorry it didn't work for your supersuit. I am glad you like the product though!
Headshop 11 QuestionsHello, got a problem after exporting the fs-Morphb to DS 4. There is a Morph-artifact from chin to neck. I tried this on G3 and G8 with many setting in Headshop - the effect is the same on each portrait I tried. In this case the Morph is unusable. What´s the problem and how can I solve it?
It is quite common and I have not found the solution for it, either, besides dialing the fs morph down, until artifact dissapear
(around 25% in my trials).
Headshop 11 QuestionsHello, got a problem after exporting the fs-Morphb to DS 4. There is a Morph-artifact from chin to neck. I tried this on G3 and G8 with many setting in Headshop - the effect is the same on each portrait I tried. In this case the Morph is unusable. What´s the problem and how can I solve it?
a new Anatomy pack (skeleton,Organs etc) for Genesis 1-8the womb with baby sounds like a possible add-on for this hypothetical bundle especially since we have a pregnancy morph already. maybe the hypothetical baby morph can have a special fetus morph as well that grows with the pregnant belly morph.
and thinking about it now I wanna add individual or grouped but separate muscle meshes that follow the current toned/bodybuilder morphs and maybe add-ons for extreme muscles like Massive or Swole.
another hypothetical add-on i can see is like a Terminator robot endoskeleton but i think it would need to be all original assets conforming to a similar rig system.
hell, this should be an all-around digital human/double kit that lets VFX houses crank out production-ready digital doubles that have all the anatomy set and they just need to tweak the final model for their pipeline. with Z-Wrap for Zbrush already out for sure people will wrap DAZ models over scans and original sculpts for the ease of using existing rigs and systems already.[Released] RSSY Clothing Converter from Genesis to Genesis 8 Male [Commercial]And the answer is: the feet and hands fit better with the fix (as you probably expected) but the face mask is still a problem - I guess because the bodysuit conformer-thing doesn't cover the face?
Anyway I think the Genesis Supersuit is a bit of a problem altogether because it's a bit too clever for it's own good. A smoothing modifier helps with any body poke-through but entirely ruins the head parts because they are built to morph outside or inside the head depending on the style chosen and the smoother modifier drags those inside bits back to the outside! So the converter doesn't offer much improvement over autofit for this particular garment - not a problem with your product (which I love) but with this particular and rather peculiar garment.
Did you also play with the morphs for the face? Sickleyield added morphs to pull out the front of the face, etc.
Yes I tried those, but couldn't get a good-looking result. The style presets for the Supersuit which don't cover the face look fine though. I've decided to ignore the superhero-type ones with face masks (or just use them on a Genesis figure) and move on to other things that work well.
I'm about one tenth of the way through my Genesis wardrobe converting products starting with each letter of the alphabet then testing the results, fiddling with metadata where needed, reconverting where necessary,... so I have plenty to do, most of which is working just fine.
Can a dForce product be converted to a prop in hex?Can't you save the result of the dforce save as a morph without going into hexagon?
How do I load this model into Daz Studio?you have 3 options once you purchase it, you can either use DIM Connect or install it manually.
You then load a Genesis 3 female character, negotiate to the character library and apply the charater morph to your genesis 3 female.
I have a problem with this window, I can't figure out how to close it so I can acces the library.
You should be able to see evrything installed in alphabet order in Content Library tab under the Product list as seen on the screen. Maybe your problem is due to the fact some artists use different folders to install their content this way you can find morphs installed at 2-3 different places and even in separate folders under the artist name.
Edit: In this case you it is a Gen 3 character, not Gen 8; I guess you will need the folder named "Littlefox"; If you don't find it under the Products as written above I suggest to search your content library for "Littlefox" folders
I think my first problem is that Genesis 3 female does not load, it only gives me this error :
and when I search Littlefox i still can't find anything.
Can someone make more characters for Genesis 8 female that look like Lydia(G3)?This is a custom character based off of the Victoria 7 base model. I doubt you're going to get very close to it using a G8 base to build from. I could be wrong, but I do believe they have different bone structures, and certainly different UV maps, which is why you won't find characters like this being offered across dramatically different bases. Plus I highly doubt they would appreciate having their hard work copied and resold on a different base. Your best bet is to put in an open request to the vendor(s) of that character and ask if they can make a similar one available for Victoria 8. You might be SOL though, because it doesn't look like maelwenn has produced anything here recently for any of the newer Genesis 8 bases(Victoria, Olympia, etc.). Maybe try checking Renderosity website since some of these vendors produce content for sale at multiple sites. It won't be the exact same, but you might find something that looks similar.
Genesis 8 as a mesh is not that different to that of Genesis 3, and I am fairly sure the face has the same number of polygons in both (although I think G8 uses less polygons in the internal mouth part).
As such anything that can be modelled in G3 can also be modelled for G8. Bone structure only comes into it when using an expression, so it is possible the smile on the two versions would not look the same.
Using a product like: https://www.daz3d.com/victoria-7-for-victoria-8 of by transferring the V7 morph to G8, plus moving over the Lydia morph, you should be able to recreate Lydia more or less exactly, it is just that the G8 version will bend better and have better expressions.
How do I load this model into Daz Studio?you have 3 options once you purchase it, you can either use DIM Connect or install it manually.
You then load a Genesis 3 female character, negotiate to the character library and apply the charater morph to your genesis 3 female.
I have a problem with this window, I can't figure out how to close it so I can acces the library.
You should be able to see evrything installed in alphabet order in Content Library tab under the Product list as seen on the screen. Maybe your problem is due to the fact some artists use different folders to install their content this way you can find morphs installed at 2-3 different places and even in separate folders under the artist name.
Edit: In this case you it is a Gen 3 character, not Gen 8; I guess you will need the folder named "Littlefox"; If you don't find it under the Products as written above I suggest to search your content library for "Littlefox" folders
Edit 2: silly me - just download the product *manually* from your account, open it with winrar or similar w/o extracting it and copy down the instaltion paths.
Help removing a morphI assumed that selecting the feet would select all of it's parts. I just tried what you suggested though and it doesn't remove the morph, just slightly moved the toes.
[Released] RSSY Clothing Converter from Genesis to Genesis 8 Male [Commercial]And the answer is: the feet and hands fit better with the fix (as you probably expected) but the face mask is still a problem - I guess because the bodysuit conformer-thing doesn't cover the face?
Anyway I think the Genesis Supersuit is a bit of a problem altogether because it's a bit too clever for it's own good. A smoothing modifier helps with any body poke-through but entirely ruins the head parts because they are built to morph outside or inside the head depending on the style chosen and the smoother modifier drags those inside bits back to the outside! So the converter doesn't offer much improvement over autofit for this particular garment - not a problem with your product (which I love) but with this particular and rather peculiar garment.
Did you also play with the morphs for the face? Sickleyield added morphs to pull out the front of the face, etc.
How do I load this model into Daz Studio?you have 3 options once you purchase it, you can either use DIM Connect or install it manually.
You then load a Genesis 3 female character, negotiate to the character library and apply the charater morph to your genesis 3 female.
I have a problem with this window, I can't figure out how to close it so I can acces the library.
That isn't a window, it's the place-holder What Do I Do page - if you select a category on the left, such as Figures or All here, it will have something to display there instead of the instruction text (which will then will go away).
[Released] RSSY Clothing Converter from Genesis to Genesis 8 Male [Commercial]And the answer is: the feet and hands fit better with the fix (as you probably expected) but the face mask is still a problem - I guess because the bodysuit conformer-thing doesn't cover the face?
Anyway I think the Genesis Supersuit is a bit of a problem altogether because it's a bit too clever for it's own good. A smoothing modifier helps with any body poke-through but entirely ruins the head parts because they are built to morph outside or inside the head depending on the style chosen and the smoother modifier drags those inside bits back to the outside! So the converter doesn't offer much improvement over autofit for this particular garment - not a problem with your product (which I love) but with this particular and rather peculiar garment.











