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Brianna 9, Here Comes the Bride to DAZ3D
midgard229 said:
tsroemi said:
In midgaard's render above, the dress and accessories look way nicer than in the promos. I like the long hair, but doesn't it seem awfully like the one that came out with Victoria 9? I know it's dForce now, but just the style?
Thank you! Also I'm imagining you're referring to soft ponytail by oot that came out with Victoria 9 Id say it's pretty different as it's not very loose hanging and is strand based. It's neater as well, where soft curls is more curly and wavy. Just my thoughts from using both at leastYeah, that's the one! I've just compared them side by side. I do feel they are quite similar, despite the differences you pointed out, but seeing the rather heavy weight of OOT's hair once more (for my little laptop and RTX 2... series and only 16 GB RAM at least), I might just get the new dForce one anyways. They're so much smaller, and least by some vendors, and usually behave well on my rig. Thanks for your input for sure!
Freebie Challenge June 2025 - "Summer and Piracy!" - Entries ThreadGo on an adventure.

Freebies list :
Boats :
Black Pearl : https://www.renderosity.com/freestuff/items/56992/the-blackpearl
Rowboat : https://www.blenderkit.com (I don't remember exctly where I got it, but there's one here)
Ppl :
Jack Sparrow GM8 : https://www.patreon.com/posts/jack-sparrow-for-38631136
Wonder woman GF8 : https://www.renderosity.com/freestuff/items/97071/amazon-character-and-material-bundle
Will Turner GM8 : https://www.renderosity.com/freestuff/items/91968/william-turner-fullcharacter-freebie
Hairs :
GF8 : https://www.renderosity.com/freestuff/items/79533/side-swept-rose-hair-g3f-g8f-part-1 + https://www.renderosity.com/freestuff/items/79534/side-swept-rose-hair-g3f-g8f-part-2
GM8 : https://www.renderhub.com/intheflesh/v-dmc5-hair-for-genesis-8-male
Outfits :
Pirates for GF8 : https://www.renderosity.com/freestuff/items/96578/pirate-outfit-for-genesis-881-female
Will Turner outfit for GM8 : https://www.renderosity.com/freestuff/items/91974/freebie-ferrieroutfit
FrouFrou for Victoria 4 (Poser) : https://www.renderosity.com/freestuff/items/97977/froufrou-dynamic-clothing-for-victoria-4 (it's for poser initially it need some transformations to work in Daz)
Environment :
Hdri : https://design.tutsplus.com/articles/freebie-8-awesome-ocean-hdris--cg-5684
Brianna 9, Here Comes the Bride to DAZ3D
Thank you! Also I'm imagining you're referring to soft ponytail by oot that came out with Victoria 9 Id say it's pretty different as it's not very loose hanging and is strand based. It's neater as well, where soft curls is more curly and wavy. Just my thoughts from using both at leasttsroemi said:In midgaard's render above, the dress and accessories look way nicer than in the promos. I like the long hair, but doesn't it seem awfully like the one that came out with Victoria 9? I know it's dForce now, but just the style?
Brianna 9, Here Comes the Bride to DAZ3DIn midgaard's render above, the dress and accessories look way nicer than in the promos. I like the long hair, but doesn't it seem awfully like the one that came out with Victoria 9? I know it's dForce now, but just the style?
Genesis 8 or 9?Hi Maxwell, there are various converters for switching between generations. You can convert characters, clothing, and poses as needed. Some videos on YouTube show you how to convert items manually. Note that these instructions are a bit time-consuming compared to scripts that somebody is selling, or if you decide to make your own scripts. I prefer Victoria 7's more model-like look over Victoria 8's girl-next-door-like look; however, I prefer the material and functionality of Victoria 8 and Generation 8. As I own Victoria 7, 8, and 9, I converted all Victoria's 7 shaping settings to GF8 character morphs using XTransfer—Genesis 3 to Genesis 8 Converter. Now, I can use the materials from my Victoria 8, such as skin, eyes, tear ducts, etc., and still have the look of the Victoria 7 Shape. Older hair and clothes should auto-fit with some fine-tuning. I recently purchased Generation 3 and Generation 8 characters and items from the bargain bins in Daz Shop, as I have the tools to convert them if needed. You can even convert G9 characters and items to G8 if you don't want to move to G9. Look up converters and transfer products from RSSY and Zev0. Best of luckBrianna 9, Here Comes the Bride to DAZ3DShe kinda reminds me of Victoria 5, so I want her for that reason. https://www.daz3d.com/victoria-5 It's not the first time DAZ remade a legacy shape under a different name. Penny 8 was Victoria 3, and Noa 8.1 was Michael 4. So I guess Brianna 9 is Victoria 5, lol.
I'm also curious about her skin tone. It looks like something I somehow don't have yet.
GPU Driver: DS 4.9 and GeForce GTX 1650zetsu6040_069bdd73da said:
greetings again, everyone..
so here are some updates based on my recent test renders, debunking some claims regarding low-end GPUs...For the most part, the only claim any of us will make, is that the card may not be used due to the low vram.
If a user is particularly judicious it is possible to render within 4GB of vram, thought the scenes are going to be rather simple.
i'm basically using the same render settings which i utilize during my Daz 4.9 days, with a GT 730 GPU..
kindly note that this is for still images only..
and here are some before (using 4.9) and after (using 4.24) results:
- Victoria 4 with a blank background - 00:14:24 ---> 00:00:48
- Victoria 7 + 2 G2M + Outdoor Lounge (outdoor, full background) - below 70% after 02:00:00 ---> 00:19:37
- Victoria 7 + G2M + Classroom (indoor, full background) - below 10% after 02:00:00 ---> 00:49:40i must say that the developments in Daz Studio and the NVIDIA Driver are both impressive..
i'm very thankful that they are not leaving behind the non-RTX GPUs in their improvements..
from a 2-hour renderer before, now i can finish things in less than an hour..
and so there is still hope for low-end GPU users like me...You seem to have a bit of a misunderstanding here. The difference in render times isn't due to iray advancelements, it's the difference between CPU and GPU rendering.
Your gt730 was probably never used for rendering, due to only having 1 or 2GB of vram, depending on model.
Version 4.9 of studio doesn't support Turing based gpus, RTX 20xx and GTX 16xx, as such, it's not using the gpu for rendering.
I'd hold off on that thanks, as it's all but confirmed that nvidia is going to drop support for non-rtx cards, at least maxwell, pascal and volta, as they aren't supported in the latest CUDA version.
Not sure when it will happen though, as no hard dates have been released, that i'm aware of.
as for Genesis 8..?
since their generation have larger textures, a single character with some costumes and no background can force the render to fall back to CPU only...This isn't accurate at all.
Geneis 8 uses the same size textures that we've been using since at least the Gen4(victoria4, etc) days. Which means basically any resolution, but the most common is 4k(at least 4000x4000).
if you check the textures used on the Victoria 7 or G2M you used in your tests, you'll find they're using 4k textures.
What most people don't understand, is that character presets can vary wildly in the amount of vram they're going to use at render time, and generation doesn't really matter.
This is, in part, due to texture size being used, but it's also the number of textures used and the channels they're in, the various shader settings, render sub-d, geografts, geoshells, etc.
Victoria 8 uses more vram than Victoria 7, but, at least in my testing, it's only about 18MB(822 and 840 respectively).
Where as Aibel for G3f, uses more Vram than Debbie for g8f, at 852MB and 556MB respectivly
And they're all using 4k textures.
There's a bunch of ways to reduce vram usage, but i'm not going down that rabbit hole.
Mesh deformation when using geograftsHello everyone,
I have been breaking my head over this problem for days now and it's driving me up the wall. I have Victoria 9 in Daz, with the Golden Palace and STX geografts applied. I am then importing the Daz file into Blender using Diffeomorphic.
In Diffeomorphic, I'm importing base JCMs, as well as additional JCMs for the Golden Palace. After I'm done further cleaning up the object I using Diffeomorphic again to merge the geografts. I then load a Golden Palace pose preset (Pose 03 in this case, with the figure lying on the back with their legs held up). Everything looks good so far in Blender. I then using the Better FBX exporter to export the base shape and animation to Unreal Engine.
In Unreal Engine, I import the FBX file, and end up with a bunch of materials, a skeletal mesh and a skeleton of the figure in A-pose, and a single frame animation sequence that represents the pose preset I loaded. The base skeletal mesh and skeleton look completely correct in Unreal. However, when I look at the animation sequence where the character is lying on their back with their legs held up, the Golden Palace graft is sticking forward too much, looking very odd. If I take a look at the wireframe I can tell that this area is very stretched, whereas in Blender's wireframe, the geometry looks very smooth.
Something is going wrong between Blender and Unreal, but I can't put my finger on it. There's a lot of things I already tried:
- Baking shape keys
- Manually posing the character instead of loading the preset
- Different orders of operation when it comes to merging the geograft
- Removing the "Graft" vertex group which is not mapped to any bone
I am getting at my wit's end here. Does anybody know what could be wrong?
GPU Driver: DS 4.9 and GeForce GTX 1650greetings again, everyone..
so here are some updates based on my recent test renders, debunking some claims regarding low-end GPUs...here's my current computer system:
- Intel i3-12100F (4 cores/8 threads)
- MSI GeForce GTX 1650 (896 CUDA cores)
- NVIDIA Studio Driver 537.58
- 2x16 GB RAM
- Windows 11here's my current Daz software and render settings:
- Daz Studio 4.24 Beta
- Iray Render utilizing both GPU and CPU
- Max Samples - 5000
- Max Time - 7200 seconds
- Rendering Quality Enable - On
- Rendering Quality - 1
- Rendering Converged Ratio - 95%i'm basically using the same render settings which i utilize during my Daz 4.9 days, with a GT 730 GPU..
kindly note that this is for still images only..
and here are some before (using 4.9) and after (using 4.24) results:
- Victoria 4 with a blank background - 00:14:24 ---> 00:00:48
- Victoria 7 + 2 G2M + Outdoor Lounge (outdoor, full background) - below 70% after 02:00:00 ---> 00:19:37
- Victoria 7 + G2M + Classroom (indoor, full background) - below 10% after 02:00:00 ---> 00:49:40i must say that the developments in Daz Studio and the NVIDIA Driver are both impressive..
i'm very thankful that they are not leaving behind the non-RTX GPUs in their improvements..
from a 2-hour renderer before, now i can finish things in less than an hour..
and so there is still hope for low-end GPU users like me...as for Genesis 8..?
since their generation have larger textures, a single character with some costumes and no background can force the render to fall back to CPU only...as an additional tip, it is always better to render when starting with less GPU memory in use, at least 10% for my GTX 1650 (but it depends on the scene)..
you can always let it start fresh by closing all apps, check the GPU load in the Task Manager, and just open or reopen Daz when the memory load lowers and stabilizes..
hopefully this can provide help to those who have the same situation as me...Genesis 2 Appreciation ThreadI shall have to see how some recent Lyonesse purchases go. I do like these threads, and have thoroughly enjoyed the V2/V3/M2/M3 thread (V2/V3/M2/M3), so I hope for the best with this one. Regards, RichardGenesis 2 Appreciation ThreadThere is a truly inspiring thread on this forum, the https://www.daz3d.com/forums/discussion/8629/generation-3-aiko-and-hiro-appreciation-thread, where some very dedicated people celebrate two very old figures by continuously creating new renders with them. As I didn't find any, I would like to start a similar one about Genesis 2 for everybody interested, honoring the products and the potential from that generation.
Hopefully, I am not the only one who likes Genesis 2, so if you contribute a render, it would be nice, if you could add a link to the image in your gallery for our comments and likes or to provide us there with further information - but that is not a rule, just a suggestion, so the only "rule" would be: It's something you like about the Genesis 2 generation

Similar threads:
Genesis 1 Appreciation Thread:
https://www.daz3d.com/forums/discussion/467826/genesis-the-early-years/p1
V2/3 and M2/3 and children Appreciation Thread
Aiko 3 and Hiro 3 Appreciation Thread:
https://www.daz3d.com/forums/discussion/8629/generation-3-aiko-and-hiro-appreciation-thread
P3/P4 and Zygote Appreciation Threads
https://www.daz3d.com/forums/discussion/748731/p3-p4-and-zygote-appreciation-threads
K-Gang Appreciation Thread: Koshini, Krystal, Ichiro and Kyle
Generation 3 Aiko and Hiro Appreciation ThreadAlthough I don't use Generation 3 it was a lot of fun to go through the whole thread! Is there also a Victoria 4 / Michael 4 / Aiko+Hiro 4 / The Girl 4 / Genesis / Genesis 2 M/F etc. appreciation thread (because that is where my experience starts)? Thanks!
GENERAL FREEBIE REQUESTS part 3ModernWizard said:
Hello everyone. Has anyone seen any free resources for goatlike ear morphs? Nothing long and floppy, but horizontally projecting with rounded ends, similar to the attached picture. I've successfully converted some free satyr assets down to G8.1F, but the satyrs now need appropriately shaped ears. I can convert morphs from Victoria/Michael/Aiko/Hiro 3 up through Genesis 9.
How about a free goat tail too?
Just for those who may be interested, the G9 faun fur and horns are my Mysticartdesign here https://3dshards.com/product/faun-fur-and-horns-for-g9/ .
The leg morph for G9 cloven hooves is by sentionaut here https://www.renderosity.com/freestuff/items/94066/demon-legs-morph-for-genesis-9 .
--MW
Hi, I created a goat like ears morph for G8F/G8.1F and hope it will work for you. You can find the morph "PTG Fantasy Ears Long 04" in Actor -> Head -> Ears.
With the ear bones, the ears can be rotated up/down etc.
* Closed* RRRR Good Intentions / Mixed up Mythology Render ContestWell, I've been feeling a bit creatively blocked lately. But since this round is almost over, I pulled through...
tag: acb#2
World domination by mail
For a few years, Walter and his cat had a good time together. However, when Walter gave the cat access to his credit card, her behavior changed dramatically. First, she had a supervillain's lair built in a cave in the garden. Then she bought a motorcycle. And today, the cat bot was delivered. Who knows what will happen next.

- Into The Bushes
- Formations for Rock Collection
- Cat Bot
- Walter 9 HD Heavy Shape Add-On
- Yamaki Rapture
- The Master Bedroom
Also used:
- Old George Hair for Genesis 9
- Desert Robes for Genesis 8 Male(s)
- Basic Hand Poses and Props Collection For Victoria 9
- Daz House Cat with dForce Hair
- Armand HD for Genesis 8 Male and Valentino 8
- dForce Overalls Outfit for Genesis 8 Male(s)
- LI Amenadiel Hair for Genesis 8 Male(s)
- Foreground Blends
- DD PBR Brick Shaders for Iray
Conversions From Victoria 4/Genesis 2 to Genesis 9I'm currently obsessed with doing v4/m4 to G9 conversions. I use the method mentioned above - my path is GenX to G3; G3 to G9. I'm not interested in texture conversions, only the shapes.
I flipping love the results. I either:
- Keep bodies dialed in at 100% on G9 on the v4/m4 characters I picked up for their realism. I sincerely believe many of the most realistic bodies are of that generation. I wasn't around for it, but I understand something-something real bodies scans and a higher density mesh than any Genesis figure. Yes, you lose that density many times over on a conversion and through the Genesis generations, but the general shapes still port over fine and look great
- Dial in a small percentage of the head morph into a G9 character. Ratios of facial features are all over the place in v4/m4 in a way that isn't true of Genesis figures. That really diversifies character possibilities! I'll get detail back via good G9 textures and HD detail morphs
Or a combination of the two for characters that have useful shapes in both.
Genesis 3 to 9 step requires left shoulder at -45 bend and right shoulder at 45 bend (thanks @barbult). Then memorise figure pose before the port.
I'll save Genesis 9 morphs, load a new G9 and then apply saved morphs. That allows me to use shape rigger, but tbh adjust rigging to shape works decently too.
You'll need the morphs++ products for Victoria 4.2 and Michael 4. Was there a Michael 4.2? I can't find him if so, but the 4 morphs work fine. Some of the steps are to inject the needed morphs into GenX require digging about your runtime to find what you need, so if you give conversions a go and get stuck, holler and we can walk through where to find things.
Conversions From Victoria 4/Genesis 2 to Genesis 9So, kinda the way I'm feeling the vibe would be just to grab the Gen 2/Victoria 4 model whatever, then just fiddle around with the base G8 or G9 model until you wind up getting as close of an approximation to the older model as possible.
I am starting to like G9 more and more lately, there's lots of great supporting products out for it now. I've got a few hair assets that I love, but only work on G9 (mainly strandbased hair), there's still some older styles that I find when I just idly browse through markets that I'm like, "Hey, I like that model...too bad they're not around anymore"
Conversions From Victoria 4/Genesis 2 to Genesis 9So, here's something I was wondering. Going through various markets, I sometimes come across really old characters that are like Victoria 4.2. They've got a great shape, but you can tell the skin is dated. Does anyone know of any scripts or any way to go from Victoria 4 to Genesis 9, even if it needs multiple steps?
[Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]RiverSoft Art said:
Slate-greyTrees said:
RiverSoft Art said:
Slate-greyTrees said:
Thanks for replying RiverSoft Art! I tried deleting the clone as well as the morphs just now - no luck, the arm distortion on the converted Victoria 7 is still there.
Oh, I had another thought. I think this script is vulnerable to the stupid Daz change where it asks you now (instead of just doing it) do you really want to restore or zero the figure? You want to ZERO the figure. Make sure the clone and morphs are deleted first.
Yes, the Restore or Zero dialogue does come up. Having installed DS very recently it is 4.24.0.3.
Procedure:
Deleted clone
Deleted previously created Victoria 7 conversion morphs
Started Daz Studio
Followed the manual instructions for Convert Scene Character
Selected Okay in dialogue 'The script has detected this is first time you have tried to use this conversion method' triggered by deletion of clone
Selected Zero in Restore or Zero dialogueThe created conversion still has the distorted arms. Actually I read your direction to use 'Zero' somewhere else in the forum and have used it since.
When I first used the G3F to G8F converter and the arms on the V7 and V7 character conversions were straight, the DS version would have been 4.20, 4.21 or (less likely) 4.22, certainly there was no Restore or Zero dialogue. When the arm issue appeared, the version was, I think 4.23. I then uninstalled 4.23 and replaced it with 4.21, which didn't help. I also tried replacing the new improved version of Genesis 8 with the old version of Genesis 8, which also made no difference.
I think the wavy arms are occuring because there is some wrong height difference on your system. If you load "Genesis 3 Female" and "Genesis 8 Female" into a new scene and then pose the shoulders 45 degrees and negative 45 degrees. Do they line up like this?

The shoulders appear to line up pretty well the same as your screenshot as in attached screenshot from my system. I tried moving G3F to the floor and converting, then moving G8F to the floor and converting, then moving both to the floor and converting, but the wavy arms were present in the conversion in each case (the last option did change the appearance of Victoria 7's head in the conversion).
GENERAL FREEBIE REQUESTS part 3ModernWizard said:
Hello everyone. Has anyone seen any free resources for goatlike ear morphs? Nothing long and floppy, but horizontally projecting with rounded ends, similar to the attached picture. I've successfully converted some free satyr assets down to G8.1F, but the satyrs now need appropriately shaped ears. I can convert morphs from Victoria/Michael/Aiko/Hiro 3 up through Genesis 9.
How about a free goat tal too?
Just for those who may be interested, the G9 faun fur and horns are my Mysticartdesign here https://3dshards.com/product/faun-fur-and-horns-for-g9/ .
The leg morph for G9 cloven hooves is by sentionaut here https://www.renderosity.com/freestuff/items/94066/demon-legs-morph-for-genesis-9 .
--MW
Not a goat tail but a faun tail and old content. It was an add on to the monster pack that traveler had in his store, and it is for V2 but I don't think you need V2 to use it. It is rigged. You may have been around long enough that you might have picked up the monster pack for free over at RDNA around 2013. That is when I got it. Had some cool horns and body parts. The link I am giving you is to traveler's first website before he created RDNA. The faun tail link is below the V2 image and is a bolded text link called Faun's Tail. The tail image is just an image.
Help finding the model used in this promoRangerRick said:
I always appreciate it when the vendors list the items used in the promo images. I understand it isn't always easy to keep track of items. I understand that the promo image isn't what is being sold. If the image was being sold to a company for a bookcover, poster, movie, or other venture, I suspect there'd be more strict requirements about what's used in the image and proof of having the appropriate licenses for distribution, etc. But, yup, promo images for products sold here are more like an artist expressing their talent centered around the product and whatever else they have in their toolbox. Nothing wrong with that.
I do believe that if the image specified that "the model is a custom character not available for purchase" that would help alot (as someone else pointed out earlier). I also believe that for hair (especially) and clothes there should be at least one image with the base character. It's been a while since I rendered anything but I was always a bit disapointed when I found that a big part of the apeal of the product was the model they used even though the model wasn't the product. Showing the hair or clothes on the appropriate generation of Victoria and/or Michael without any extra morphs would help customers manage expectations.
Finally, I can talk about something I know about! You wrote: "If the image was being sold to a company for a bookcover, poster, movie, or other venture, I suspect there'd be more strict requirements about what's used in the image and proof of having the appropriate licenses for distribution, etc. But, yup, promo images for products sold here are more like an artist expressing their talent centered around the product and whatever else they have in their toolbox." Having actually done this, the concern is about proper licences and there is absolutely no interest in asset inventory. People might keep track of assets by some visual attribute such as "all the red mini dresses" but noone keeps track of sources of assets. Managing expectations is pretty much never a consideration of advertising; the expectation is that an advertisement is a bit of an aspirational fantasy. There is a famous image of a celebrity wearing a high end garment on the cover of Vanity Fair with a photo inside showing the view from the back; thegarment has been cut apart and is held together with safety pins and gaffer's tape so that it will have no wrinkles from the otherside.












