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Daz 3D Forums > Search
  • Headshop 11 Questions

    Hi all!

    Does Headshop 11export an OBJ that is Genesis 8 Female/Male base geometry? Or is it using a geograft? 

    What I'm getting at is... Once I've created a morph, can I save & redistribute it as a morph asset for Genesis 8?

    Also is the resulting head texture compatible with the Genesis 8 Female/Male UVs respectively?

    Thanks so much!

    Yes, If you click on the Export button HeadShop 11 does export full head as an OBJ file, complete with textures. 

    @info_b3470fa520

    Thanks for the response. I just want to be clear. The exported geometry matches Genesis 8 Female or Male's geometry at base resolution, right? And the textures are for the actual Genesis 8 Male/Female head, matching the UVs that come with Genesis 8 Female and Male? I just want to make sure this is doing what I want before I buy it. Thanks for the help!

    By

    andolaurina andolaurina November 2018 in The Commons
  • Freebie: How to create a V4 clone (and transfer other figures) for G8F (now with video!)

    The clone slider is not there to shape the figure, it just provides shape/pose information for the conversion process. As you found the rigging has not been adjusted to cope with the different shape.

    I take it that going back into the "hamburger" menu and turning back on hide hidden items would be good for me to until, the next time I find a need to use those hidden dials.

    Yes, there are several areas where having Show Hidden proeprties on can cause confusion (not to mention that it swamps figures with a vast array of nigh unreadable sliders) - for example, DS auto-hides light properties depending on whether the renderer is Iray or 3Delight, having everything visible can and has confused people when they use a proeprty that does nothing in the current engine.

    btw, do I need to retain the two geometries(clones) created in this process? Is the G8f calling back on information from them, or did that information get transferred to the g8f model somewhere else in my file stuctures?

    I may be misunderstanding, but once an items (clothing or morph) is converted it doesn't retain any knowledge of its previous state, so the clone shape/pose would not be needed to use it.

    By

    Richard Haseltine Richard Haseltine November 2018 in Freebies
  • Headshop 11 Questions

    Hi all!

    Does Headshop 11export an OBJ that is Genesis 8 Female/Male base geometry? Or is it using a geograft? 

    What I'm getting at is... Once I've created a morph, can I save & redistribute it as a morph asset for Genesis 8?

    Also is the resulting head texture compatible with the Genesis 8 Female/Male UVs respectively?

    Thanks so much!

    Yes, If you click on the Export button HeadShop 11 does export full head as an OBJ file, complete with textures. 

    By

    info_b3470fa520 info_b3470fa520 November 2018 in The Commons
  • Headshop 11 Upgrade

    I'm pleased to see this thread as I have FaceGen Artist Pro and I was thinking of buying Headshop as I assumed it would be better! I won't bother now as the consensus here is that the former is the better product. I've actually been disappointed with FaceGen as way too much fine-tuning is required to get the character to look close to the photo, plus as someone else above mentioned, the head always seems too large or fat on the body. But what surprises me about the various Headshop versions' promo images is that some of the faces don't look at all like the photos! I also don't understand why they show a frontal view photo and then a part-profile rendering, or why they use non-matching hair. I want to see a front view rendering of a front view face so the two can be properly compared. Ditto profiles. [Naughty aside: are their promo staff ex-Facadebook? I ask that as Facadebook aka Fastfoodbook aka Fakebook apparently have a brain-storming team whose objective is to come up with the best idea to make the interface that little bit worse than it was previously! The most illogical and/or impractical idea always wins!]. sad

    The reason for the promo to show part-profile (original photo) and frontal (3D head created by HeadShop) is to show how HeadShop can work with 3/4 profiles and rotated heads. Ditto for smiling (orginal photo) and unsmiling (3D head).

    The promo pictures are helpful. That said, it seems at best an extra morph tool. The texturing still looks off (and it just copies the visible side; Obama has an extra mole in the result). When they said it could handle smiles, I thought we'd see the actual smiles--and that would be awesome, but the results still just show closed-mouth smiles.

    Note that although FaceGen states that it needs a straight frontal shot, sometimes it can handle slightly tilted/rotated heads. Just depends.

    "When they said it could handle smiles, I thought we'd see the actual smiles--and that would be awesome, but the results still just show closed-mouth smiles." 

    The reason we show transition from open-smile picture to closed smile is that we can do it (and FaceGen can not). If you attempt to do this in FaceGen, the teeth texture will end up on the lips and not on the teeth. This is why we show open-smile photo to closed smile 3D head conversion. Obviously the default is open-smile to open-smile.

    By

    info_b3470fa520 info_b3470fa520 November 2018 in The Commons
  • Headshop 11 Upgrade

    I'm another with the HeadShop OneClick Plugin that wants to know if it qualifies for the Headshop 11 Upgrade.

    sorry to throw this off a bit, but does oneclick work decent enough? problems? I was thinking of buying that as I do mostly G3 stuff anyway. 

    I abadoned using it after some initial errors which I now cannot fully remember. Plus, I did not like that it only generated head textures that did not blend well with the rest of the figure. I would have returned it, but I was over the 30-day mark. 

    Since then, I have been using FaceGen Artist Pro, which has some of its own issues, but was far superior, in my experience, than OneClick.

    i was intending to use Skin Builder to do the textures. Will it allow that to be done..or to turn off the texturing? I just want the face morph
    oh ..i cannot afford Facegen Pro right now, even at 50-60% off.... 

    By

    daveso daveso November 2018 in The Commons
  • Cartoonized is awesome

    I read the whole thread and have a couple questions I didn't see an answer for as I read.

    The first being this.... AllieCatBlue stated she used redz tutorial to transfer to G3F...what tutorial is this and where do I find it, also is the transfer talking about morphs or textures?

    The second is for Barbult...you mentioned you removed some maps to make the hair look more toon. Any chance you have a brief tutorial or suggestion on what to do so I could try this?

    Third is for Divamakeup. Though I haven't tried yet, I did buy the IRRSY (I might be remembering the name wrong) for converting iray to 3Delight and wondered if this would work on your toon skins and/or if you will be including a 3Delight version of the product?

    I selected the hair in the Scene pane and opened the Surfaces pane. Then in the surfaces pane I selected all the hair surfaces other than the scalp and removed the image maps from the surfaces like Base Color, Cutout Opacity, etc. Don't remove the scalp Cutout Opacity. Just experiment. To remove an image map, click on the little square image icon and select None.

    By

    barbult barbult November 2018 in The Commons
  • Headshop 11 Upgrade

    I'm pleased to see this thread as I have FaceGen Artist Pro and I was thinking of buying Headshop as I assumed it would be better! I won't bother now as the consensus here is that the former is the better product. I've actually been disappointed with FaceGen as way too much fine-tuning is required to get the character to look close to the photo, plus as someone else above mentioned, the head always seems too large or fat on the body. But what surprises me about the various Headshop versions' promo images is that some of the faces don't look at all like the photos! I also don't understand why they show a frontal view photo and then a part-profile rendering, or why they use non-matching hair. I want to see a front view rendering of a front view face so the two can be properly compared. Ditto profiles. [Naughty aside: are their promo staff ex-Facadebook? I ask that as Facadebook aka Fastfoodbook aka Fakebook apparently have a brain-storming team whose objective is to come up with the best idea to make the interface that little bit worse than it was previously! The most illogical and/or impractical idea always wins!]. sad

    The reason for the promo to show part-profile (original photo) and frontal (3D head created by HeadShop) is to show how HeadShop can work with 3/4 profiles and rotated heads. Ditto for smiling (orginal photo) and unsmiling (3D head).

    The promo pictures are helpful. That said, it seems at best an extra morph tool. The texturing still looks off (and it just copies the visible side; Obama has an extra mole in the result). When they said it could handle smiles, I thought we'd see the actual smiles--and that would be awesome, but the results still just show closed-mouth smiles.

    Note that although FaceGen states that it needs a straight frontal shot, sometimes it can handle slightly tilted/rotated heads. Just depends.

    By

    missuskisses missuskisses November 2018 in The Commons
  • Bought graphMate and keyMate since they were on sale. Do I need aniMate2?

    Hi 
    you have made a good choice for animating in Daz studio
    The graphmate plugin will give you much more control over editing your animation than the default 
    tools as it can change interpolation types and allow the copying and pasting of keyframes.
    it will also show you graphically where the outliers are in a problem animation.

    May I reccomend two extremely powerful FREE animation plugins 
    from "Mcasual"

    The "decimate" plugin which culls the number of keyframe down to a managable number for editing with 
    graphMate (See pics)

    And the "Cycler" script that will show every single morph or movement parameter
    for every figure or object in your scene and enable you to create repeating motion automaticly
    based on your min/max parameter in put without
    having to keyframe the repetitions yourself.

     A boxer  hitting a speed bag ,Bouncing basket balls, jiggly bellies, trembling hands,complete body shivering
    movment morphs on clothing and hair to fake  mild wind dynamics etc.
    all created automaticly for whatever range of frames you choose

    You will find many uses for this free plugin.

    By

    wolf359 wolf359 November 2018 in The Commons
  • How migrate a custom character from Genesis 3 to Genesis 8 Female?

    The textures are simple, just transfer them; you could save a material preset of the G3, then apply it to G8.

    The morphs are fairly straightforward but takes a few minutes; it involves using the transfer utility and creating a morph from the G3 character on a G8 obj fitted to G3; there is a tutorial I believe.

    Edit:

    As an example, the attached image shows G3 shape projected onto the G8 model which is used as a morph via morph-loader (pro).

    By

    nicstt nicstt November 2018 in Daz Studio Discussion
  • Creature Creator - a disappointment!

    Wow, thank you so much for your effort, Wendy. I will defenitely try your suggestions over the weekend. 

    This clearly fixes the issue with cloak, but those ears still pierce through tho. Perhaps I should just try create a custom morph in Caarara to get rid of them.

    well if he has ears they are always going to be in the way, thats unavoidable

    only solution I know is a prop coat and dynamics I would use VWD myself

    By

    WendyLuvsCatz WendyLuvsCatz November 2018 in Carrara Discussion
  • Creature Creator - a disappointment!

    Wow, thank you so much for your effort, Wendy. I will defenitely try your suggestions over the weekend. 

    This clearly fixes the issue with cloak, but those ears still pierce through tho. Perhaps I should just try create a custom morph in Caarara to get rid of them.

    By

    cobusp cobusp November 2018 in Carrara Discussion
  • Headshop 11 Questions

    Hi all!

    Does Headshop 11export an OBJ that is Genesis 8 Female/Male base geometry? Or is it using a geograft? 

    What I'm getting at is... Once I've created a morph, can I save & redistribute it as a morph asset for Genesis 8?

    Also is the resulting head texture compatible with the Genesis 8 Female/Male UVs respectively?

    Thanks so much!

    By

    andolaurina andolaurina November 2018 in The Commons
  • Hardware Bottleneck?

    Using GPU-Z I've noticed that during the use of Daz Studio the RAM usage continues to go up and up, and it stops aroun 7,2Gb...so I guess that RAM could be my bottleneck!

    That sounds about right. From what I've heard here on the forums, Iray can use about 2-4 times as much system RAM as VRAM. In my case, my sytem maxes out at 15.8Gb RAM while my GPU is only using around 8 or 9Gb.

    Wow...how much do you think my RAM is slowing me down?

    It depends on how much the system needs to support the render. If the system does not have enough physical RAM, it will use virtual memory, which uses the HDD for extra RAM. When this happens, there are several variables - how much the system needs to use virtual memory, the HDD transfer speed and bandwidth, the disk RPM (for mechanical drives), to name a few. 

    Thanks! :D
    Luckily I have an NVME ssd!

    By

    LenioTG LenioTG November 2018 in New Users
  • Hardware Bottleneck?

    Using GPU-Z I've noticed that during the use of Daz Studio the RAM usage continues to go up and up, and it stops aroun 7,2Gb...so I guess that RAM could be my bottleneck!

    That sounds about right. From what I've heard here on the forums, Iray can use about 2-4 times as much system RAM as VRAM. In my case, my sytem maxes out at 15.8Gb RAM while my GPU is only using around 8 or 9Gb.

    Wow...how much do you think my RAM is slowing me down?

    It depends on how much the system needs to support the render. If the system does not have enough physical RAM, it will use virtual memory, which uses the HDD for extra RAM. When this happens, there are several variables - how much the system needs to use virtual memory, the HDD transfer speed and bandwidth, the disk RPM (for mechanical drives), to name a few. 

    By

    Chezjuan Chezjuan November 2018 in New Users
  • Bang Bob Hair

    I think the icon show the final outcome after you use dforce on the hair. So it's basically a morph to place the hair to the right location so that they will fall into place correctly.

    So use the preset and simulate and it will look pretty much that way.

    I just purchased this hair and I can confirm that this is how it works.

    By

    Chezjuan Chezjuan November 2018 in New Users
  • remowe additions

    I thought only those morphs actually selected to export in the Morph Rules dialogue were exported. Are the new morphs unchecked in the rules dialogue.

    By

    Richard Haseltine Richard Haseltine November 2018 in Daz Studio Discussion
  • Bang Bob Hair

    I think the icon show the final outcome after you use dforce on the hair. So it's basically a morph to place the hair to the right location so that they will fall into place correctly.

    So use the preset and simulate and it will look pretty much that way.

    By

    seeker273 seeker273 November 2018 in New Users
  • How to reduce VRAM usage? How much VRAM does a scene need?

    PS: I didn't think Daz Studio used stuff outside of the viewport...that's strange :(
    I know GPU-Z, but I've never thought of that!

    When you render in Iray all the textures of the scene is loaded on Vram and not only the texture of what is in viewport.

    You can read this short guide about Vram and Iray https://www.deviantart.com/linvanoak/journal/Quick-Guide-VRAM-information-in-DAZ-Studio-684230790

    I've read it, thank you! :D

    I'm currently checking out Scene Optimizer. I'm reducing the maps of all the nodes in the scene by 2, this process is taking around 6/7 minutes, I'll see if I'll notice an improvement in render time!

    Okay I'm starting to understand that tool!

    For who comes here from Google with my same problem: You better backup everything with the blue utility (n° 1) before staring. The VRAM usage is shown as the last line before the rendering starts. At 4x reduction for things on screen the difference is huge: everything is pretty ugly. I'm doing some tries with the instant optimization on memory (from render settings, I had it on speed), but for now with half the textures reduced (I've restored most of them) I'm able to use my GPU!

    1st try: with all the textures restored, except for the backgrounds at 4x, it uses the CPU

    2nd try: I've reduced far away stuff by 2, still CPU

    3rd try: almost everything 2x, still CPU

    4th everything 2x, still CPU

    5 everything 4x, VRAM usage 1,45Gb, GPU, but it's pretty ugly

    6th try: everything 4x but floor, wall and part of the characters restored: CPU again. Let me at least see if this reduces the render time...

    Quote: "I'm currently checking out Scene Optimizer. I'm reducing the maps of all the nodes in the scene by 2, this process is taking around 6/7 minutes..."

    I've never had Scene Optimizer take more than a minute or two to reduce all of the maps in a scene. So I'm thinking that my scenes must be less crowded than yours which makes it unsurprising that you run out of VRAM. Does GPU-Z give you an indication of the usage during the render?

    Just to note that I load my purchased characters at the time of purchase into an empty scene. Then I morph them, make any other changes (like add geografts), and the run the Optimizer. I then save the character as a Scene Subset so that I can include it in any further scene without worrying about optimisation. Occasionally I do the same with building or room scenes if they are texture-heavy but often they are not.

    The scene I'm currently render has three Genesis 8 characters with very detailed hair, accessories and cloths.

    Excuse my ignorance, what are geografts?

    I use the Scene Subset trick too sometimes, but those three characters alone let me go over my 3Gb of VRAM (but I have to check this out!), so, at this point, since I don't want to lose any quality, I'm just leaving the scene to render for a lot of time :'(

    During render, even with that 1,2Gb scene, my usage was nearly 3Gb, and even after closing Daz Studio it was 0,8Gb, while restarting the PC it went down to 0,2, going up gradually as soon as I open Daz Studio.

    You might want to check out this product: https://www.daz3d.com/resource-saver-shaders-collection-for-iray Even if you don't want to buy it right now, there's a lot of good info in the promo pictures. They explain a lot about how Iray uses textures/geometry. Some of it sounds kind of technical, but if you want to make the most of what you have, you have to dig into the tech stuff.

    Very useful, thanks! :D

    I won't buy it right know, because I don't think that even halving the VRAM usage I would be over the 3Gb, because I better save up 60€ to upgrade my RAM from 8Gb to 16Gb and because I'm currently realizing a story, so I wouldn't use the depth of field effect. I've wishlisted it :)

    You might want to check out this product: https://www.daz3d.com/resource-saver-shaders-collection-for-iray Even if you don't want to buy it right now, there's a lot of good info in the promo pictures. They explain a lot about how Iray uses textures/geometry. Some of it sounds kind of technical, but if you want to make the most of what you have, you have to dig into the tech stuff.

    Thanks for pointing to this product. For my part, I don't usually want to remove maps (as this utility seems to offer) but I do want to reduce them to a manageable size. Removal is an all-or-nothing approach which might not suit everyone. It does mention a mat optimizer but I already have that in the Scene Optimizer discussed above.

    Marble,

    Have a look at this thread here about the RSSC starting with this post - https://www.daz3d.com/forums/discussion/comment/4089311/#Comment_4089311

    What an honour to have here the creator of that product, you seem to know what you're talking about! :D

     

    I'd like to upgrade to a GTX 2060 someday in the future (selling my GTX 1060 should give me back around 160€), but they say that it will have "only" 6Gb of VRAM...at this point maybe I'd be better with an used 1070!

    By

    LenioTG LenioTG November 2018 in Technical Help (nuts n bolts)
  • Cartoonized is awesome

    I read the whole thread and have a couple questions I didn't see an answer for as I read.

    The first being this.... AllieCatBlue stated she used redz tutorial to transfer to G3F...what tutorial is this and where do I find it, also is the transfer talking about morphs or textures?

    The second is for Barbult...you mentioned you removed some maps to make the hair look more toon. Any chance you have a brief tutorial or suggestion on what to do so I could try this?

    Third is for Divamakeup. Though I haven't tried yet, I did buy the IRRSY (I might be remembering the name wrong) for converting iray to 3Delight and wondered if this would work on your toon skins and/or if you will be including a 3Delight version of the product?

    By

    Faeryl Womyn Faeryl Womyn November 2018 in The Commons
  • remowe additions

    Hi,
    I use Export to fbx, select Morph, edit morpsh rules -- head, export.

    All mimic morphs are automatically exported.  Always the same set that allows Maya to automatically connect to a once created face rig.

    But after adding content, e.g.
    https://www.daz3d.com/genesis-2-female-head-morphs

    At export additional morphs are exported and rig in the maya do not work. Becouse the list and order of morps change.

    I noticed that when adding products, additional morphs are added. It seems to me that there should be an option to export only the base set of morphs. Reset the figure to the base set. You can, as I wrote, uninstall add-ons. And then the morphs also disappear. But it is not comfortable.

    I think DAZ should work on integration with other programs. For example, in gen8 is very morphs with a range from -100 to 100. You only have to export automaticaly from 0 to 100. From 0 to -100 needs to be export manually. Uncomfortable.

    Translated with www.DeepL.com/Translator

    By

    sawkatomasz sawkatomasz November 2018 in Daz Studio Discussion
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