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How do I get Animate to the Timeline?
If you mean https://www.daz3d.com/animate-belly-dancing-for-victoria-8 then Aniblocks are accessed through the AniMate pane - you need the full version (AniMate 2 rather than AniMate Lite) to bake to the Timeline, as far as I recall.
M4 clothing fit to G8?Actually, more products like this
https://www.daz3d.com/victoria-4-for-genesis-2-female
to bring Michael 4 shape and materials ahead to further generations wouldn't be bad!
Unity bridge suggestions/feedbackchris_63502790 said:
Long time Unity dev here... been using the bridge for a bit, a few issues that would really help make imported models look better or performant.
Hi,
I can't speak on behalf of Daz or the Daz Bridges team, but I will point out that the group working on the Daz Bridges is small, and that they are responsible for all the bridges; not just DazToUnity: https://www.daz3d.com/forums/discussion/469326/daz-bridge-support-is-here/p1. I agree with you that frequent communication and updates is always a good thing, but in my humble opinion, the updates and communication from the Daz Bridge team has been better than most major software companies, especially for a family of products that was announced less than 12 months ago.
With regards to your specific itemized issues, I can give you some of my thoughts and possible solutions based on my work with the Bridge source code over the past few months:
1. Unity does not do well with hundreds of materials per model. Sometimes the asset bridge iterates through the model being exported to unity and creates hundreds of materials for a prop/model. It would be very helpful for performance reasons in a production environment, if the asset bridge could realize the same material is being copied over and over and just reference the 1 material rather than creating multiple copies of the same material over and over.
Agreed. I already have plans to create a material lookup table and merge equivalent materials during the Unity material creation process.
2. Emissive maps are often not generated or the settings for the emissive are wrong in the IrayUberMetal shader. Emission strength, EmissionExposureWeight are often set to 1 or 0 which doesn't cause Unity HDRP to actually create the emissive effect on materials.
Thanks for reporting this. I just looked at the "Emission Color" processing code and confirm that this is a bug. The EmissionStrength and EmissionExposureWeight shader parameters are not being set for IrayUber materials during the Unity material creation process. I will try to make a hotfix for this in the Unofficial DTU project and then make a pull request upstream to the official DazToUnity github repository as soon as I can.
3. Sliders for adjusting the Metallic/Specular/Height/Normal floats for the IrayUber shaders would be fantastic, trying to adjust the float numbers manually can be a bit of a pain at times.
I agree as well. You can very easily make this improvement yourself by right-clicking a material, selecting "Edit Shader...", then finding the desired parameter, such as "Metallic", and then finding the "Mode" dropdown and changing it from "Default" to "Slider". Then click "Save Asset". I'll put this on my todo list, but I will probably take me some time, as I already have about 2-3 months of work mapped out. If you would like to submit your changes, that would be awesome -- but please submit .shadergraph files made with Unity 2019, since they don't seem to be backward compatible.
4. Hair looks less than awesome when exporting to Unity HDRP 7.x, Unity has a LTS (long term support) build for HDRP 10.x (v2020.3.17f1) which now includes a native Hair & Eye shader for HDRP. The hair shader is much better than the IrayUber shader. Maybe consider an option to use the native HDRP shaders for Unity rather than the IrayUber ones.
Already on my todo list, as well as support for dForce strand based hair.
5. Now the most important one....A lot of fidelity is lost on exporting models from Daz to Unity, specifically it looks like in the wireframe handling for faces. My guess is that the export is doing wireframe reduction (?) or some other type of mesh base operation which causes a significant loss in model fidelity. So, here's what artists do in workflow for game design in production, we actually use 2 models, one for closeup cinematics/cutscences, and another model for gameplay. The cutscene models are close up and have a much higher tris count. This is fine because, when doing cutscenes, we're not loading a huge unity scene, so the higher tris count is fine and performant in most cases. LODs are typically not used in cutscenes. In gameplay, lower tris models are used since the camera is some distance away. With Daz, model exports are losing a lot of HD face details. I think a lot of it depends on the model, since some of the daz models use layered normal maps to create additional detail and some increased wirewrame tris. My recomendation would be to do what Character Creator does, give us the option on the export tris count (ie max, etc). Let us decide how much you're cutting off the export.
I'm not sure 100% what you mean by wireframe handling, but I think you might be talking about "mesh resolution" or "subdivision level". Most current Daz3D assets are modelled using Subdivision Surface technology (just do an internet search for "Subdivision Surfaces" for more info). Currently, the DazToUnity bridge can only effectively export figures at Subdivision Level 0, aka no subdivisions (base mesh). Usually, Daz Studio renders figures in the viewport at subdivision level 1 or 2 by default. So that mesh resolution difference from 0 to 1 or 2 subdivision levels may be what you are describing as loss of fidelity. Although you can specify higher levels of subdivision in the DazToUnity Bridge options, these levels are not fully supported because the extra vertices generated do not have corresponding bone weights calculated for them yet. There is a solution for the DazToUnreal Bridge using opensubdiv to calculate the missing boneweights. This is also on my todo list.
EDIT: Just to be clarify: the Bridge currently does not perform any polygon reduction (sometimes also called mesh decimation) or otherwise reduce the number of triangles in a mesh below the base mesh resolution. It is just outputting the base resolution without the enhanced subdivision detail that is by default enabled in the viewport and render windows of DazStudio.
6. Geoshells, Geoshells, Geoshells.... this is a nightmare for any pipeline workflow, whether exporting to Unity, Unreal, or Charactor Creator. Please, for the love that all that is holy, do something about Geoshell exports. My recomendation would be a material baking process to remap and bake the entire thing on export for 4096k textures for HDRP, yes 4k.
I agree that the best solution may be baking... but it is not as simple as just simple L.I.E. texture baking. Please note that Geoshells do something that regular L.I.E. textures simply can not do: they can map textures onto the underlying mesh using a completely different set of geometry, topology, UV coordinates, normal vectors, etc. This allows geoshells to apply fine texture details efficiently onto areas that would normally suffer from texture stretching, deformations or seams if applied using the underlying mesh alone. That means that in order to bake the geoshell onto the underlying mesh, you need to project the texture information from one coordinate space onto the textures of a different coordinate space, and that means all the advantages of the geoshell are lost; potentially causing a lot of awful looking textures. So if the underlying mesh uses a 4K texture, the baked texture using this theoretical geoshell projection algorithm might need 16K to achieve the same quality. So there are lots of things to consider and, unfortunately, none of the proper solutions that I'm aware of are mathematically, logistically or financially simple. My current planned workaround would be to optionally exclude them from export, also on my todo list.
7. Add an option to export all the texture files to Unity. A lot of the Daz assets have multiple texture maps for small changes to the look of an asset, a color change from red to blue for example. The export doesn't pick up these extra textures in the folder for the asset, so we have to a) find the texture in daz, b) copy it over to unity manually. It could be great if there was a little checkbox to copy all the textures in the daz asset folder for that model over Unity in like a "SourceTexture" or Misc folder.
If I understand correctly, you want to be able to select a figure from the viewport for export, then have the option to export all the make-up variations, eye-color variations, etc. at one time. Instead of selecting the figure from the viewport, it might be possible to do create a function to do something similar by directly specifying the Product Package to export, ex: select the Victoria 8.1 Product off the "Smart Content" panel and export all the texture set variations from that, rather than selecting a figure from the viewport. The problem is this: since modern Daz figures are made to be vertex order / morph and often UV compatible with other figures within its generation, I don't know if there is a 100% accurate way to do a reverse lookup on the active texture applied to a material and trace it back to the Product Package to which it belongs. Unfortunately, exporting from the Product Package would require code that processes and converts the asset library data rather than processing and converting the active scenegraph data. I could possibly make a script-based solution that reads the asset library data for a selected Product Package and instantiates all combinations of texture sets onto as many active figures as needed and then batch export all of them into Unity using the DazToUnity Bridge. I will consider putting this on my todo list, but it isn't something I can do this year.
8. Instances!!!! In Daz, assets have instances, when exporting it over, there's no mesh for the instance. I get that his is helping Daz to be performant and it doesn't really exist in Daz, but it breaks a model when exporting it to unity and it's additional work for developers to locate the original object that was instanced and duplicate/place it where it belongs. Again, maybe a checkbox that copies that mesh source and creates it on export at the x,y,z cordinate where the instance is supposed to be. I get it might not be "exact" for every Daz asset, but at least it's something that might save us some time in the workflow.
Already on my todo list. But if anyone wants to contribute this as a script, that would be much appreciated by myself and the community!
9. Make it paid gateway so you can maintain it, it kind of sucks to offer this bridge and then sort of leave it like a ghost town without frequent updates. I know that if this were consistently maintained, I'd gladly pay for it to be improved over time.
I think Daz3D has already committed itself to making the Daz Bridges completely free and open source. In my opinion, that decision is much better for the community longterm. However, I do appreciate the need for the existence of a premium or VIP subscription support service for game studios or other businesses which need time-critical help. I think offering a yearly developer subscription plan that includes priority support separate from the forums, PC+ discount pricing and the interactive licenses for $5 or $10 would be a very big hit.
I took a look at the Enterprise licensing plans and they are actually very competitive, when you factor in the included interactive licenses and number of seats. If they included VIP support, maybe that could be an option for you. If you need higher quality integration with Unity Engine, you may want to try the Unity Asset Store Tafi products.
Hope this helps. Good luck with your projects.
Also, you may want to consider trying the Unofficial DTU Bridge if you haven't already done so. I've added a number of bugfixes and quality of life improvements for HDRP, as well as URP and Built-in RenderPipelline support.
Looking into new computer--advice?PerttiA said:
Choppski said:
WHen you mention that I need terabytes of storage space--is that for content or is that for running the program? That is, is it because it uses disk space?
Content
I can assume that someone already mentioned it, but in case it has not been mentioned, the minimum of 1Tb of space is requested as well as for temporary files created during the rendering process, if I remember correctly, for complex scenes it may take quite a lot of space.
For laptops you can buy external boxes for graphics. I don’t know how effective it is for current graphics, but it looked pretty handy a few years ago. I haven’t checked that again because my dream now is to have a desktop with a thermaltake WP100 case.
In a calculation I saw in one of the threads of this forum there was talk of 8Tb for content. Looking at what I have: a lot of old freebies and about 1500 products, that calculation seems to me a good approximation for a regular buyer who has a lot of hair and clothes that compressed reach 300 or 700 mb. The textures decompressed usually occupy up to four times their compressed space.
The store currently reaches 82,000 products (some of them vaulted), of which approximately 50,000 belong to the Genesis 3/ Iray era, taking into consideration that Victoria 7 is the product 21750 and we leave out of account the products inherited from RuntimeDNA. I have no way to estimate how many Gen3/Iray products there are in Renderosity and other stores, I don’t think it’s less than half. So the potential to reach 8Tb is there (and in your wallet through the years)
However, to manage the growth of the library you can think to have in the future a Qnap and buy the disks needed over the years.
Pose set observationWonderland said:
Most of the poses that come in bundles or in PC club are not sexy. I think most poses here are not sexy ENOUGH. I do cheesecake or fashion model type stuff, (not porn,) and I find the poses here too boring and always tweak them to make them sexier or more interesting, And it’s not just sex appeal, it’s details. Boring hands, feet, awkward positioning... Everything has to be tweaked a lot no matter what. ThoseThings and Rarestone have some interesting poses to start as bases, but most pose sets I just find dull and unrealistic even as cheesecake or supposedly sexy.., I wish they would look at Victoria Secret catalogs, current fashion magazines or celebrity poses instead of old poses from the 1950’s.
As a retired professional photographer for 18 years, I wish more people would take a course on posing. One of the BEST instructors there is on this topic is Bambi Cantrel. Also, the late Monte Zucher was a pro at it.
There are "rules" to good looking poses a lot of people don't recognize just looking at fasion pictures (like in Victoria's Secret ads). As with any "rule", some get broken with good results, but on the most part they are called "rules" because they WORK.
Here's some examples of posing rules used in photography:
- for women, no back-of-the hand towards the viewer - always use the pinkie or thumb edge
- for men, back of the hand is okay - it's masculine looking
- the leg towards the camera should conceal the crotch area
- for women, hip out to one side, shoulder that is closes the camera lower.
- for men, shift the weight off one foot, but keep the hips parallel to the ground, shoulder towards the camera should up higher
- use the arms to draw the viewer to the face
Those are just a few, but the one I just dispise in many canned pose sets is the leg revealing the crotch. Even fully clothed it doesn't look "sexy", but "solicitous".
Aeon Soul: Iray textures for 'Out Of Print' products available?I wasn't sure whether to if I should ask this question here, or in Technical Support, but, as it refers to a product, I think here is best.
As the title says, one of the things I would like to see is Iray textures for some of the older Aeon Soul products (when he/they went by other names in the past).
In particular, I would like to see Iray textures for the old Earthbreaker armor set for Victoria 4 (see attached image).
I have been able to use the base armor in Daz (and even fit it to Genesis 3 and Genesis 8 with a 3rd party app), but of course the textures don't transfer.
Even using various techniques to convert them to Iray (that I know of, anyway), the textures on the armor still come off as 'painted on', instead of the extreme level of detail they have in Poser.
Does anyone know if Aeon Soul has made Iray textures for his older, 'out of print' products, or where to find them?
If not, well, that's the suggestion I have to make
Where are SY Aiko 3 and Hiro 3 Clones Hidden? ** Solved **
Got it. Thanks, RichardRichard Haseltine said:Aiko 3 and Hiro 3 are separate figuresd from Victoria 3 and Michael 3 - it was the next generation that made the Victoria/Michael figures the base with others being shapes for them.
Where are SY Aiko 3 and Hiro 3 Clones Hidden? ** Solved **Aiko 3 and Hiro 3 are separate figuresd from Victoria 3 and Michael 3 - it was the next generation that made the Victoria/Michael figures the base with others being shapes for them.
G1 to G3MThere are these products that help with that.. https://www.daz3d.com/wear-them-all-autofit-clones-expansion-for-genesis-3-male-s-and-genesis-3-female-s, https://www.daz3d.com/wear-them-all-autofitting-clones-and-clothing-smoothers-for-genesis-3-female-s and https://www.daz3d.com/wear-them-all-autofitting-clones-and-clothing-smoothers-for-genesis-3-male-s These three products cover all Daz's figures from Victoria/Michael 3 to Genesis 2 Male/Female..
Understanding the difference between 18.95 and 44.95 FiguresI am still in my early days of Daz, building up my asset collection. I have bought all the locations, props, clothes, hair, poses and HDRIs to suit my hobby. Now, its time to start buying the last (and usually the more expensive) set of items - Human Figures.
I have noticed that with Daz Originals, there appears to be two levels of quality figures. There is the 44.95 figures (like Victoria 8.1 or Jada 8.1) and there are figures like Evonne HD that are 18.95. I have spent hours poring over the descriptions and reading all the additional items. Despite my efforts, I must confess, the store descriptions are still not comprehensible to me. Every week, things get more clearer (as I gather more knowledge on forums and learn Daz) but I am still not there yet.
It is obvious that the higher priced figures are awesome looking in a general sense. But, I am interested to learn in more detail about the differences.
So, what am I gaining or losing when I buy or not buy the higher priced item versus the lowered priced item?
Note : I understand these items go on sale constantly, but, for the sake of discussion, keeping the price reference to their original selling price. I am only focused on 8.1 figures right now. Ignoring all 8.0 figures entirely out of this discussion.
Victoria 4 HairGafftheHorse said:
csteell_c2893e4ab6 said:
Can hair for Victoria 4 be auto conformed to Genesis 3 and 8 Figures in DAZ Studio? I have quite a lot in my Poser runtime! DAZ Studio seems to recognize Poser formats. Cheers
A fair few hair items from Generation 4 are so called 'prop hairs' (usually found in the Poser prop folder, rather than Hair folder) and parent directly to the head rather than conforming. These can simply be loaded, parented to the head and translated / scaled to fit.
Generally prop hair will be in the hair library, figure hair in the Figure library, though people might move the figure file to the hair library. The thing about the Poser hair library was that loading one item removed any existing items, so where a hair had add-ons (e..g. for different tails or fringes/bangs) those would go in the Prop library.
Victoria 4 Haircsteell_c2893e4ab6 said:
Can hair for Victoria 4 be auto conformed to Genesis 3 and 8 Figures in DAZ Studio? I have quite a lot in my Poser runtime! DAZ Studio seems to recognize Poser formats. Cheers
A fair few hair items from Generation 4 are so called 'prop hairs' (usually found in the Poser prop folder, rather than Hair folder) and parent directly to the head rather than conforming. These can simply be loaded, parented to the head and translated / scaled to fit.
Droid, robot or cyborg that can wear M3 and V3 outfits without conversion?Does anyone know of a droid, robot or cyborg model that can wear Michael 3 or Victoria 3 outfits without having to convert them? I'm trying to populate a robot world and want to create a variety of background figures using my older library of outfits. Have no problem from M4/V4 or later as I've found several options. Using M3/V3 on M4/V4 figures is hit and miss without converting them. ThanksV4 to genesis 8 pose converter???juvesatriani said:
RemiliaSutton said:
Is there any pose converter for Victoria 4 to genesis 8 female???
Check this Freebie https://www.daz3d.com/forums/discussion/448391/v4-a4-pose-transfer-to-g8f#latest
Nice tools! Will try the result but it seems it's only for single pose conversion, it'll be great if there's a tool for batch conversion.
V4 to genesis 8 pose converter???RemiliaSutton said:
Is there any pose converter for Victoria 4 to genesis 8 female???
Check this Freebie https://www.daz3d.com/forums/discussion/448391/v4-a4-pose-transfer-to-g8f#latest
V4 to genesis 8 pose converter???Is there any pose converter for Victoria 4 to genesis 8 female???
8 and 8.1 is essentially double dipping?Victoria 8 and 8.1 look completely different, so if you like look of Victoria 8 that is the one need to learn to use.
Celebrity Look-a-Likes for 3D figures part 3stephenschoon said:
Haruchai said:
ZanakDoumin said:
Do you know please where can I find Evangeline Lilly? (AntMan and the Wasp)
The only two I know of are for Victoria 4. One was Ariana by Mihrelle at Rendo but all her products seem to have disappeared. The other is Catherine by araiah81 - Catherine morph (POSER) - Poser - ShareCG
Hopefully someone else will know of a more up to date one.
Isn't Alla supposed to be Evangeline Lilly ?
https://www.daz3d.com/alla-hd-for-genesis-8-female
Steve.
Ah yes, I forgot her :(
Celebrity Look-a-Likes for 3D figures part 3Haruchai said:
ZanakDoumin said:
Do you know please where can I find Evangeline Lilly? (AntMan and the Wasp)
The only two I know of are for Victoria 4. One was Ariana by Mihrelle at Rendo but all her products seem to have disappeared. The other is Catherine by araiah81 - Catherine morph (POSER) - Poser - ShareCG
Hopefully someone else will know of a more up to date one.
Isn't Alla supposed to be Evangeline Lilly ?
https://www.daz3d.com/alla-hd-for-genesis-8-female
Steve.
Celebrity Look-a-Likes for 3D figures part 3ZanakDoumin said:
Do you know please where can I find Evangeline Lilly? (AntMan and the Wasp)
The only two I know of are for Victoria 4. One was Ariana by Mihrelle at Rendo but all her products seem to have disappeared. The other is Catherine by araiah81 - Catherine morph (POSER) - Poser - ShareCG
Hopefully someone else will know of a more up to date one.








