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Something is wrong with DS 4.22. Won't render half the time.
crosswind said:
Endlessdescent said:
crosswind said:
Endlessdescent said:
crosswind said:
I don't have issue while previewing or rendering this character with DS 4.22 + driver ver. 560.70.
Suggest you use DDU to completely uninstall Nvidia driver and its residuals, then install a fresh latest Studio driver... see if it'll work.
I will give that a try. I suspect however that potentially something is getting baked into my scenes that is incompatible with 4.22. Either a shader, or a morph or something.
If you want to try to load this figure, not sure how that will go. Here is the .duf
I got no issue either with your DUF file. So I still don't think it's the problem of Daz Studio. Pls try DDU ~~
Besides, there's an OOT hair in the scene, so you've tried removing the hair, but still failed to render, correct ?
Yes I removed the hair with no luck. What is the perameter needed to fix OOT hairs for 4.22?
Alright I will try DDU thank you.
Btw, wow how does your PSU handle that hardware? O_OIf you ever updated OOT's hair shader with DIM, it's not the culprit as you've removed it but no avail... You can go to Surfaces pane, select the hair surfaces, check if there's any texture map in Transmitted Color slot. If there's is... it means you're still with the problematic shaders.
Ha ~ I have a PSU of 2000W and a big tower case ... I used to have 4 cards, they all worked well ~~

I've never even seen a 2000w PSU haha.
I ran DDU, completely removed all old drivers. Reinstalled 560.70 and still the same problem with 4.22
This is my log from 4.15. I did the exact same render with the same .duf only the render was successful.
https://drive.google.com/file/d/12TwBIy2So5yHgeqDXQ4TgRNbXBzWfWMJ/view?usp=sharing
4.22 acts like it is running out of GPU memory. If I allow CPU fallback with this .duf, 4.22 completely crashes when trying to render as shown below.
I think the reason you can successfully render in 4.22 is because you have much more GPU memory. For some reason 4.22 seems to be requiring much more memory than 4.15 for the exact same scene.
If there is a problem with my GPU, I don't know how it would only have an issue with 4.22. It runs perfectly on any other software from UE5, Blender, any games etc.
Something is wrong with DS 4.22. Won't render half the time.Endlessdescent said:
crosswind said:
I don't have issue while previewing or rendering this character with DS 4.22 + driver ver. 560.70.
Suggest you use DDU to completely uninstall Nvidia driver and its residuals, then install a fresh latest Studio driver... see if it'll work.
I will give that a try. I suspect however that potentially something is getting baked into my scenes that is incompatible with 4.22. Either a shader, or a morph or something.
If you want to try to load this figure, not sure how that will go. Here is the .duf
(Link removed by mod)I don't know why Mod removed the DUF file link ~~ Users can always share user-facing scene files ~~ as well as delta DSF files, AFAIK.
Something is wrong with DS 4.22. Won't render half the time.Endlessdescent said:
crosswind said:
Endlessdescent said:
crosswind said:
I don't have issue while previewing or rendering this character with DS 4.22 + driver ver. 560.70.
Suggest you use DDU to completely uninstall Nvidia driver and its residuals, then install a fresh latest Studio driver... see if it'll work.
I will give that a try. I suspect however that potentially something is getting baked into my scenes that is incompatible with 4.22. Either a shader, or a morph or something.
If you want to try to load this figure, not sure how that will go. Here is the .duf
I got no issue either with your DUF file. So I still don't think it's the problem of Daz Studio. Pls try DDU ~~
Besides, there's an OOT hair in the scene, so you've tried removing the hair, but still failed to render, correct ?
Yes I removed the hair with no luck. What is the perameter needed to fix OOT hairs for 4.22?
Alright I will try DDU thank you.
Btw, wow how does your PSU handle that hardware? O_OIf you ever updated OOT's hair shader with DIM, it's not the culprit as you've removed it but no avail... You can go to Surfaces pane, select the hair surfaces, check if there's any texture map in Transmitted Color slot. If there's is... it means you're still with the problematic shaders.
Ha ~ I have a PSU of 2000W and a big tower case ... I used to have 4 cards, they all worked well ~~
Something is wrong with DS 4.22. Won't render half the time.crosswind said:
Endlessdescent said:
crosswind said:
I don't have issue while previewing or rendering this character with DS 4.22 + driver ver. 560.70.
Suggest you use DDU to completely uninstall Nvidia driver and its residuals, then install a fresh latest Studio driver... see if it'll work.
I will give that a try. I suspect however that potentially something is getting baked into my scenes that is incompatible with 4.22. Either a shader, or a morph or something.
If you want to try to load this figure, not sure how that will go. Here is the .duf
I got no issue either with your DUF file. So I still don't think it's the problem of Daz Studio. Pls try DDU ~~
Besides, there's an OOT hair in the scene, so you've tried removing the hair, but still failed to render, correct ?
Yes I removed the hair with no luck. What is the perameter needed to fix OOT hairs for 4.22?
Alright I will try DDU thank you.
Btw, wow how does your PSU handle that hardware? O_OSomething is wrong with DS 4.22. Won't render half the time.Endlessdescent said:
crosswind said:
I don't have issue while previewing or rendering this character with DS 4.22 + driver ver. 560.70.
Suggest you use DDU to completely uninstall Nvidia driver and its residuals, then install a fresh latest Studio driver... see if it'll work.
I will give that a try. I suspect however that potentially something is getting baked into my scenes that is incompatible with 4.22. Either a shader, or a morph or something.
If you want to try to load this figure, not sure how that will go. Here is the .duf
I got no issue either with your DUF file. So I still don't think it's the problem of Daz Studio. Pls try DDU ~~
Besides, there's an OOT hair in the scene, so you've tried removing the hair, but still failed to render, correct ?
Something is wrong with DS 4.22. Won't render half the time.crosswind said:
I don't have issue while previewing or rendering this character with DS 4.22 + driver ver. 560.70.
Suggest you use DDU to completely uninstall Nvidia driver and its residuals, then install a fresh latest Studio driver... see if it'll work.
I will give that a try. I suspect however that potentially something is getting baked into my scenes that is incompatible with 4.22. Either a shader, or a morph or something.
If you want to try to load this figure, not sure how that will go. Here is the .duf
(Link removed by mod)D-Formers: Multiple handles on a base, linking movement, and animated morphscrosswind said:
1) Yes ~ Switch Influence Mode to Weight Map, paint the weight properly as needed ( Select polygons first, then Fill Selected and Smooth Selected with Node Weight Brush tool... and give them different weight if you want to have different size of bulges)... and then tweak Scale XZ of the d-Former ~ (ss1 ~ 2)
2) No need... (I'm lazy to try... but I think that may work to some extent.)
3) Yes ~ set mutiple key frames with different scale value(s) with the d-Former. But I suggest you export the dFormed result to OBJ and import OBJ as a morph with Morph Loader Pro. Then animate with the morph, which'll be neater. (ss3)
I played with it and I realized where the miscommunication happened:
I don't just want the different bulges to expand and contract, but to "slide along" the pipe, like in the video in the original post. So the Weight Mapped Influence isn't the way to go. I tried it and it only affects the specific geometry of the cylinder, not allowing it to move down its length.
That just brings me back to your point on #3 in my original reply; with the Morph Loader it will absolutely scale the bulges outward, but I need to figure out how/if I can use the D-Formers to make the bulges move long the pipe and put that into a morph dial. Still experimenting!
Thanks for the reply, and please let me know if you have any further insight on the matter.
D-Formers: Multiple handles on a base, linking movement, and animated morphsIt turns out that for my second question, if you parent the D-Former bases to a Null object, and then parent the Null object to the cylinder, the D-Forms will still apply to the cylinder and just skip over the null. (I'm assuming because it doesn't have geometry and it just "passes the buck" up to the next parent that does?)
crosswind said:
1) Yes ~ Switch Influence Mode to Weight Map, paint the weight properly as needed ( Select polygons first, then Fill Selected and Smooth Selected with Node Weight Brush tool... and give them different weight if you want to have different size of bulges)... and then tweak Scale XZ of the d-Former ~ (ss1 ~ 2)
2) No need... (I'm lazy to try... but I think that may work to some extent.)
3) Yes ~ set mutiple key frames with different scale value(s) with the d-Former. But I suggest you export the dFormed result to OBJ and import OBJ as a morph with Morph Loader Pro. Then animate with the morph, which'll be neater. (ss3)
1) Maybe I'm misunderstanding, but I thought that if I had changed the Influence to a Weight Map, wouldn't I be weight-mapping the geometry of the cylinder itself? I didn't consider it because I thought then that the cylinder's mesh itself would be moving rather than the D-Form through its space?
Please help correct my understanding on which part is actually being Weight-Mapped, but I will give it a go.3) A few clarifications needed here:
I get what you mean, where I can take the D-Form's position on the timeline and set its y-position to the different spots along the cylinder, but I'm confused about the OBJ file. Can an OBJ file store data about animation like that? (Again, I'll take your word for it and try it, but I want to make sure that I'm understanding the way it works.)Thank you! I will keep you updated on the results
D-Formers: Multiple handles on a base, linking movement, and animated morphs1) Yes ~ Switch Influence Mode to Weight Map, paint the weight properly as needed ( Select polygons first, then Fill Selected and Smooth Selected with Node Weight Brush tool... and give them different weight if you want to have different size of bulges)... and then tweak Scale XZ of the d-Former ~ (ss1 ~ 2)
2) No need... (I'm lazy to try... but I think that may work to some extent.)
3) Yes ~ set mutiple key frames with different scale value(s) with the d-Former. But I suggest you export the dFormed result to OBJ and import OBJ as a morph with Morph Loader Pro. Then animate with the morph, which'll be neater. (ss3)
D-Formers: Multiple handles on a base, linking movement, and animated morphsHi all
I'm trying to do a thing. I can make it work, but I'm just wondering if there's a better way to make it easy on myself.
In the screenshots I've attached you can see a basic cylinder. I have applied two different D-Formers to it and simply scaled up the handle to create a bulge at each one. The idea is that it's a cartoon-y pipe, and as fluids are flowing through it, the bulges all move down the length of the pipe. Here's a YouTube video of some cartoon clips to get the idea across.
1) First of all, I'm wondering if it's possible to have just one D-Former base that can controll ALL bulges/handles that I put along this pipeline. I feel like this is NOT possible because of how the movement of these d-forms is based off of the handle's relative location to the base, right?
2) Assuming #1 is not possible, is there a way that I can make the position of one D-Former base dependent on another? The idea being that if I move one along the y-axis, all the others will follow it, maintaining their original distance from the one being moved?
I can't group them together under the cylinder because putting them in a group stops them from influencing the cylinder. (My understanding is that they influence the mesh of the thing they're directly parented to? Unless there's a way to alter what it influences?)
Is there some other way to make one D-Former Base follow another? I'm thinking that maybe an IK chain might be a solution, except I have very little experience with those.3) Finally, is it possible to make an "animated morph" from these D-Formers?
I've made plenty of custom morphs for a variety of assets, and I know that it's possible to make "animated" custom morphs where a variety of dials can be altered over a timeline, then doing an ERC freeze can capture them in another custom dial, but I don't know how/if that could be done with D-Formers in this same way.
So the idea would be that I'd be able to set up the timeline, run the multitude of bulge morphs down the pipe over the timelines, then capture them in a morph.
But how might I go about turning the D-Formers into a morph in that way?Thank you in advance for any advice you might have to offer!
Rotate/Slant eyes?Here I combined the Daz Original (Rarestone) morphs with the 200 Plus slant morph. The eyes are quite slanted with this combo. This is G8F. The Rarestone male morphs are different for some reason. If you are doing males, look at the product to see if it has what you need. I don't have it installed.
Rotate/Slant eyes?There are also some "Rarestone" morph packs for G8 Male and Female that have been converted to Daz Originals. They have rotate and corner morphs.
https://www.daz3d.com/rarestone-s-face-morphs-collection-for-genesis-8-male
https://www.daz3d.com/rarestone-s-face-morphs-collection-for-genesis-8-female
Rotate/Slant eyes?Dogz and Zev0's 200 Plus Head and Face Morphs has Eyes Slant In morph. I linked the bundle, because you didn't specify male or female, but you can buy only the gender specific product if you need only one.
Rotate/Slant eyes?How would I go about rotating/slanting a characters eyes? Is there a morph pack that adds these paramiters?
Or at least the ability to raise/lower the eye corners?
I'm drying to make a dunmer character using G8FHow To make a younger character ?Hi, i would like to make the genesis 9 charcter smaller/younger, but in an anatomicly correct way, let's say i want my base charcter to be 7 or 6 head talls, how can i make that please ? (i bought all stuff for edit morph)
Face transfer for G8 any good?paulawp (marahzen) said:
The original Face Transfer Unlimited had significant shortcomings. If you can stand to wade through through my blathering, I discuss that in my thread here:
Marahzen's Musings on Creating Characters (and other matters) - Daz 3D Forums
I'm not sure how to link to a particular item in a thread. One of my posts on March 27 discusses the immediately obvious issues of the original Face Transfer.
To link to a specific post click on the date/time in the posters box and then copy the url from your browser and paste that to the post where you want it. For example:
https://www.daz3d.com/forums/discussion/comment/8648926/#Comment_8648926
Face transfer for G8 any good?The original Face Transfer Unlimited had significant shortcomings. If you can stand to wade through through my blathering, I discuss that in my thread here:
Marahzen's Musings on Creating Characters (and other matters) - Daz 3D Forums
I'm not sure how to link to a particular item in a thread. One of my posts on March 27 discusses the immediately obvious issues of the original Face Transfer.
Eyebrow RemoverI ended up using Gimp. The issue is that face transfer adds in eyebrows that sometimes look distorted. Thanks for the suggestion Richard.
Oh and the eyebrow remover won't recognize g9
Face transfer for G8 any good?Hi, so I have face transfer for g9, and I am liking it a lot to my suprise. I am wondering, though, if face transfer unlimited for G8 works as well? I know FT is integrated into DAZ Studio, but for whatever reason, I am thinking that it works better with g9 than g8--something they said about improvements to face transfer 2.
is the unlimited for g8 worth it? I have more shaping morphs for g8--subtle ones.
Claws for G8F
It looks like this is only for hand nails. Is there any similar for toes?felis said:There isn't much geometry in the nails, so it is limited how you can morph it.
You might have better luck with fake nails (on top of the existing), e.g. https://www.daz3d.com/mst-genesis-8-females-mega-nails-mr







