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  • Clean Windows install, existing Daz 3D Library, gotchas?

    Did you use DIM to install the content? than it can be done
    These are the steps that i use:

    1. (IMPORTANT!) Backup/ copy the following 2 folders from you're current system
      1. C:\Users\<<username>>\AppData\Roaming\DAZ 3D\InstallManager
      2. C:\Users\Public\Documents\DAZ 3D\InstallManager
    2. Install windows
    3. Install DIM
    4. From DIM:
      1. Advanced settings -> installation -> add content path shortcut -> you're exsisting library on the other HDD
      2. Install the basic set and all plugins you have
    5. CloseDIM and restore/copy back the 2 back up folders from step 1 (overwrite)
    6. Open DIM, and is should show all content installed again from you're previous installation.
      1. On the "ready to download" tab click show details
      2. Select/ change "content Updates install to -> "selected path"
    7. In Daz studio -> Content Directory manager -> add the directory from the other HDD
    8. In Daz Studio (when using the smarttab) -> Content database maintenance -> reset database first then Re-import meta data

    By

    jerham jerham August 2023 in Daz Studio Discussion
  • Daz Studio 5 preview release is delayed and that's good news.

    lilweep said:

    JB007 said:

    I'm going to play dumb here .. (play?? sad) .. What benefit will I get from having Omniverse in Daz?

    Most likely, the value to Daz Studio will be in other direction, i.e., using Daz in Omniverse.  This would just be a continuation of Daz's business practice of moving towards a character/asset store with bridges to other (=better) software. 

    Im not sure why Daz/Tafi keeps investing their time developing things like VDB support (which they are still adding to in upcoming releases) for Daz Studio, instead of moving the focus to making bridges more seamless and user-friendly.  

    Because some here that I have talked to, including myself want to use their DAZ content inside of DS. I have tried Blender many. many times, the UI just doesn't make sense and subscrption based modeling apps like Maya and C4d are out of the question due to cost. Unity is a pain and I haven't tried Unreal yet, but I don't have high hopes. I have an older version of 3DSMax and use it very often.....to create content to import into DS. I am all for options as long as there is an option for continued dvelopment of DS features.

    By

    FSMCDesigns FSMCDesigns August 2023 in The Commons
  • How to make parts of a model separate?

    BradCarsten said:

    If you want to brave Blender one last time, I'm sure we can talk you through the steps. it's quite simple to do
    1) in Daz, export as Obj. Make the scale 2% (Don't use the blender preset as it messes up the rotation of the object)
    2) open blender and click delete on your keyboard to delete the default cube. 
    3) file > import > Obj and select your obj file from your hard drive
    4) Your object will automatically be selected. If it isn't, you can always select it from the scene collection panel on the right-hand side of the window, or simply click on the object. press Ctrl+tab to open the pie menu and select Edit mode. this will allow you to edit the object. Another way to go into edit mode is by going to the top left corner of the window and clicking on the drop down box that's marked : "Object mode."
    5) basic movement controls- hover around the object by holding down the middle mouse button. Use shift + middle mouse to pan. and use the middle scroll wheel to zoom in and out. 
    6) Move around the scene and when you see the dragonfly, use c to go into paint select mode. in that mode, a small circle will appear on your screen and when you click, anything in that circle will be selected. you can adjust the size of the circle with the middle mouse wheel and just keep painting. to get out, press escape on your keyboard. You can also select using the box select method by pressing b. This allows you to click and drag a box over the area you want to select. (all these option are in the select menu at the top of your screen if you prefer to use that)
    6) click ctrl+L to select all linked vertices. It should then select the rest of the dragonfly. If some part, such as the wings aren't select, repeat steps 5.
    7) once the object is selected, press P to bring up the separation menu and select "selection" to move everything you've selected into a new object. 
    8) On the right hand side of your screen is the scene collection panel. This is where your objects are listed. You should see two object- the original, and the new one. click on the original, so that only that one is select. Then right click to bring up the menu and delete. You will now be left with just the dragon fly. 
    9) file> Export > obj.
    10) import back into Daz using a 5000% scale.

    Why 2% scale? DAZ used centimeters and Blender meters... 1% and 10000%.

    But further, why change the scale at all? None of that matters if the OP is only going to separate objects...

     

    By

    TheMysteryIsThePoint TheMysteryIsThePoint August 2023 in The Commons
  • Daz bridge to Blender and back to Daz as morph

    I've looked at videos of how the Z brush bridge works and am looking for a solution how to do that using Blender

    Problems I'm having:

    1) posing a character, then sending it to Blender makes the pose to be slightly off, not talking about jcms, talking about joint angles being off, what causes that?

    2) even if this pose is slightly off, trying to send it back to Daz just doesn't seem possible, tried server combinations of settings, and either run into big distortions or it reverts to the standard pose

    now, I'm familiar with standart pose export/import from Daz to Blender and back using Morph loader pro, hair morps, fixing other minor things that can be done in A or T pose,s culpting faces etc, I can do all that with no problems, the problem is that this bridge doesn't seem suitable for fixing things while having characters in pose for a scene, some things I can fix with meshgrabber, but it just doesn't compare to tools in Blender

    in short - is it possible to achieve comparable functionality to GoZ using the Daz to Blender bridge and Morph loader pro?

    By

    j11011 j11011 August 2023 in Blender Discussion
  • [Released] ManFriday’s Figure Converter for Genesis 9 [Commercial]

    OK, the EYES... This worked for me. Let me know if I missed something.

    1. Resizing/moving the eyes

    • ​To MOVE the eyes: With Genesis 9 selected, go to either the Parameters or Shaping tab and search for eyeball. You should see the following morphs (these are Daz 3D morphs according to the file location in the data folder):
      • Eyeball Position Depth - move both eyes forward/backward
      • Eyeball Position Height - move both eyes up/down
      • Eyeball Position Side-Side Left - move left eye side to side
      • Eyeball Position Side-Side Right - move right eye side to side
    • To SCALE the eyes: Select Genesis 9 Eyes, and navigate to the eye bones in the scene tab. Adjust the scale for each eye.
    • If you don't have the Eyeball morphs in your Genesis 9, locate the eye bones in Genesis 9 and use the translation/rotation transforms. These can be tempermental, and you'll need to lower the Nudge in the Parameter Settings to something smaller, like 0.1%.
    • As a reminder, select Genesis 9 to MOVE the eyes, select Genesis 9 Eyes to SCALE the eyes.
    • NOTE: If using the Eyeball morphs on large eyes and the morph is too limited in its movement, go into Parameter Settings for that morph and uncheck Use Limits!

    2. Create the eye morph

    • Once you are happy with how the eyes look:
      • In the Scene tab, hide EVERYTHING except Genesis 9 Eyes
      • Select Genesis 9 Eyes, and change:
        • Resolution Level: Base Resolution
        • View SubD Level: 0
        • Render SubD Level: 0
      • Export Genesis 9 Eyes as an obj
        • File -> Export
        • Select/create a folder to save your obj in. I have a folder for just G9 eyes.
        • These are my export settings. Some may be unnecessary, but they work for me
          • Convert From DAZ Studio
            • To: DAZ Studio (1 unit = 1 cm)
            • Scale: 100 %
          • Axis Conversion
            • Lateral(X): X
            • Vertical(Y): Y
            • Depth(Z): Z
            • Leave the three check boxes unchecked (or uncheck if checked)
          • Have the following checked:
            • Ignore Invisible Nodes
            • Write UV Coordinates
            • Write Normals
            • Write Faces
            • Write Polylines
            • Write Separate Objects
            • Write Groups
              • Groups: Use Existing
            • Write Surfaces
              • Maps: Original
            • Write Material Library
            • Quote Paths Containing Spaces
          • Give a name for the obj. Personally, I name it the same as the head morph.
          • Click Accept to export the obj
    • Create the morph:
      • Delete everything from the scene
      • Load Genesis 9 Eyes
      • With the eyes selected, open Morph Loader Pro
      • Set:
        • Convert To DAZ Studio: DAZ Studio (1 unit = 1cm)
        • Load Morphs for: Primary Figure (Vertex Only)
      • Select Choose Morph Files and open the obj file you created.
      • The obj name should appear. Click the arrow at the left of the obj name to expand the data.
        • Name: If you did not name the obj the same as the head morph, do so here. Double click the value under Value and change the name if needed
        • Property Group: If you know the location you want the morph to go, you can right-click the value (should be Morphs/Morph Loader) and change it. This isn't necessary, and can be changed afterwards (you'll only need to know the location when you test and save the morph!)
        • Reverse Deformations: Yes. Right-click the Value to change it to Yes
      • Click Accept to load.
      • If you followed the instructions, this should pass. If it fails, either another item is visible and being exported with the eyes OR the Resolution Level was not set correctly. If you did not save the figure as a scene with the moved/scaled eyes, you'll have to start all over with adjusting the eyes.
      • Once the morph has loaded successfully, locate the morph and dial to 100% to verify that the eyes appear to move to the correct location. I know, it's hard to tell without the Genesis 9 figure in the scene, but you should have an idea if the eyes are moving to the correct spot!
      • At this point, you can click the gear at the upper right of the morph block and select Parameter Settings. You can change the morph's Name and Label (needs to be the same name as the head morph!) if you didn't do so when you loaded the morph through Morph Loader Pro. You can also make other changes, like change the morph block's color, add an icon or an image card. These changes would be unnecessary because you should really never have a reason to touch these morphs, but if you are OCD and have to do so, go for it. Just click Accept after you are done, and don't change anything if you don't know what it does!
      • You can perform an Adjust Rigging to Shape, but it shouldn't be necessary.
      • Save your eye morph:
        • File -> Save as -> Support Asset -> Morph Asset(s)
        • Base Data Folder:
          • Asset Directory: verify it's your assets directory/My Library
          • Vendor Name: not necessary, but nice to use the same vendor name used for the main head/body morphs for organization purposes
          • Product Name: not necessary, but nice to use the same product name used for the main head/body morphs for organization purposes
        • Properties
          • Expand the arrow to the left side of Genesis 9 Eyes. DO NOT CHECK THE BOX!!!
          • Remember the morph's location? Expand the boxes until you locate the morph and check the box to the left of the morph's name. If you never changed the default location, the morph would be at:
            • Genesis 9 Eyes -> Morphs -> Morph Loader
        • File Options: 
          • Compress File(s): this is up to you. The file gets zipped to make it smaller, but still has the same file extension.
        • Click Accept to save

    3. Check out your adjusted morph!

    • Delete Genesis 9 Eyes from the scene.
    • Load Genesis 9 and apply the head morph.
    • You head morph should load with the eyes in the location you set!

    I know, this seems like a lot. But, it's actually quicker than it sounds. If you've already a pro with import/export, you can ignore the settings I wrote. I have a manually transferred Mavka morph that I used to document this process.

    G9 Mavka Witch

    By

    necroscension necroscension August 2023 in Daz PA Commercial Products
  • OK, fine, I guess I'll make some DAZ stuff after all.

    OK that makes more sense about the image.

    My next question then is are you making custom JCMs for everything? Are you not using the Genesis auto generated JCMs? For clothing that is generally all that is needed - the only custom ERC I set up is for a morph when the left and right thighs bent together. My steps would be

    • Pose Genesis and export JCM’s that need fixing with Resolution level set to base. For smoothing set the collision item to None. (that prevents double sided mesh like the straps pushing through itself when it gets pushed out by Genesis. I would rather fix it in a modeler for better results)
    • Use the exact same name for the JCM as the one being used on Genesis, that will then overwrite the existing JCM when you import it back into DS
    • Fix your morph in a modeler and import with Morph Loader Pro
      • Reverse Deformations : Yes
      • Overwrite Existing : Deltas only
    • Set the negative dial to 0 instead of -100

    Since you're using the exact same name as the genesis morph it will replace the auto generated morph with your fixed morph. Save your clothing item as an asset and that's pretty much it.

    2nd video on this page shows how I do it : https://pixeldustvr.com/DazTutorials/2021/01/26/02-tight-top/

    By

    Mada Mada August 2023 in The Commons
  • OK, fine, I guess I'll make some DAZ stuff after all.

    Mada said:

    How are you creating the ERCs? 

    1: I am exporting the clothing item with the single posed joint I want to correct (like, lShldr bend up, or lShldr bend down, or lShldr bend front, etc.)

    2: I have already exported the G8M for almost all of these, so I am just reusing those

    3: I then import the relevant G8M posed figure into Zbrush

    4: I then import the posed clothing figure into ZBrush in a separate subtool

    5: repeat for any other clothing items meant to interact with the one in question that might affect it, like a shirt under a jacket, so that the fix takes the under-clothing into account as well

    6: sculpt the fix and export it

    7: Back in D|S with Morph Loader Pro, choose the fix morph file I just made. Set Reverse Deformations to yes. Set Create Control Property to yes. Select the relevant node (e.g. Left Shoulder Bend). Select the property (the rotation dial in question). Set Use Custom Value to Yes. Set the value to the relevant value (that is, 1 divided by the value of the rotation in question. I have a precalculated list of all the torso, leg, and arm limits (not fingers or toes, though). So, for instance, since the Left Shoulder Bend Front-Back Front-wise limit is -110, the custom value is -0.009091.

    8: Once the morph is created (the ERC is already set set now so it will also go into effect), set the min to 0 (negative JCMs don't usually work well), hide it, and move it into Hidden/Correctives

    And now...

    Once all morphs are loaded and set up:

    9: Right click any morph and select "Show in Property Hierarchy"

    10: Open every single JCM I just added (this sort of marks them for "need fixing")

    11: for each, drill down to the Controllers -> 1st Stage (Add/Subtract) -> ERC [DeltaAdd]: <controller rotation dial info here> -> Attributes -> Save With and set it to be this morph.

    "Are you using the Genesis figure to link to instead of the clothing item?"

    I don't know what that means. I don't understand the question.


    "I never have to set anything when I create ERCs for clothing so I'm curious on why you have to do all this extra work."

    This is how it's been working the whole time for me.

    By

    Dodger Dodger August 2023 in The Commons
  • How to make parts of a model separate?

    Fae3D said:

    BradCarsten said:

    If you want to brave Blender one last time, I'm sure we can talk you through the steps. it's quite simple to do
    1) in Daz, export as Obj. Make the scale 2% (Don't use the blender preset as it messes up the rotation of the object)
    2) open blender and click delete on your keyboard to delete the default cube. 
    3) file > import > Obj and select your obj file from your hard drive
    4) Your object will automatically be selected. If it isn't, you can always select it from the scene collection panel on the right-hand side of the window, or simply click on the object. press Ctrl+tab to open the pie menu and select Edit mode. this will allow you to edit the object. Another way to go into edit mode is by going to the top left corner of the window and clicking on the drop down box that's marked : "Object mode."
    5) basic movement controls- hover around the object by holding down the middle mouse button. Use shift + middle mouse to pan. and use the middle scroll wheel to zoom in and out. 
    6) Move around the scene and when you see the dragonfly, use c to go into paint select mode. in that mode, a small circle will appear on your screen and when you click, anything in that circle will be selected. you can adjust the size of the circle with the middle mouse wheel and just keep painting. to get out, press escape on your keyboard. You can also select using the box select method by pressing b. This allows you to click and drag a box over the area you want to select. (all these option are in the select menu at the top of your screen if you prefer to use that)
    6) click ctrl+L to select all linked vertices. It should then select the rest of the dragonfly. If some part, such as the wings aren't select, repeat steps 5.
    7) once the object is selected, press P to bring up the separation menu and select "selection" to move everything you've selected into a new object. 
    8) On the right hand side of your screen is the scene collection panel. This is where your objects are listed. You should see two object- the original, and the new one. click on the original, so that only that one is select. Then right click to bring up the menu and delete. You will now be left with just the dragon fly. 
    9) file> Export > obj.
    10) import back into Daz using a 5000% scale. 
     

    Wow, thank you so much for taking the time to write all of that for me!  I really appreciate it, I think I may download Blender again this weekend and give it a shot!  Just one more question though, will the materials still work on the dragonflies if I separate them out with Blender and make them objs?  The materials were one of the main things I really liked.

    Certainly ~ UVs are still there but you have to copy the surfaces from original crown in DS to prop's surfaces because obj file does not have fully-assigned texture maps. Besides, you better create Face Groups for Dragon Flies and Humming Birds in DS and import obj file to blender with Vertex Groups. Then it'll be very easy to select them from Data tab. One more thing -: the top of Dragon Fly's antennas are edges, you have to switch to Edge Select mode to add them to the selection set.

    By

    crosswind crosswind August 2023 in The Commons
  • How to make parts of a model separate?

    BradCarsten said:

    If you want to brave Blender one last time, I'm sure we can talk you through the steps. it's quite simple to do
    1) in Daz, export as Obj. Make the scale 2% (Don't use the blender preset as it messes up the rotation of the object)
    2) open blender and click delete on your keyboard to delete the default cube. 
    3) file > import > Obj and select your obj file from your hard drive
    4) Your object will automatically be selected. If it isn't, you can always select it from the scene collection panel on the right-hand side of the window, or simply click on the object. press Ctrl+tab to open the pie menu and select Edit mode. this will allow you to edit the object. Another way to go into edit mode is by going to the top left corner of the window and clicking on the drop down box that's marked : "Object mode."
    5) basic movement controls- hover around the object by holding down the middle mouse button. Use shift + middle mouse to pan. and use the middle scroll wheel to zoom in and out. 
    6) Move around the scene and when you see the dragonfly, use c to go into paint select mode. in that mode, a small circle will appear on your screen and when you click, anything in that circle will be selected. you can adjust the size of the circle with the middle mouse wheel and just keep painting. to get out, press escape on your keyboard. You can also select using the box select method by pressing b. This allows you to click and drag a box over the area you want to select. (all these option are in the select menu at the top of your screen if you prefer to use that)
    6) click ctrl+L to select all linked vertices. It should then select the rest of the dragonfly. If some part, such as the wings aren't select, repeat steps 5.
    7) once the object is selected, press P to bring up the separation menu and select "selection" to move everything you've selected into a new object. 
    8) On the right hand side of your screen is the scene collection panel. This is where your objects are listed. You should see two object- the original, and the new one. click on the original, so that only that one is select. Then right click to bring up the menu and delete. You will now be left with just the dragon fly. 
    9) file> Export > obj.
    10) import back into Daz using a 5000% scale. 
     

    Wow, thank you so much for taking the time to write all of that for me!  I really appreciate it, I think I may download Blender again this weekend and give it a shot!  Just one more question though, will the materials still work on the dragonflies if I separate them out with Blender and make them objs?  The materials were one of the main things I really liked.

    By

    Fae3D Fae3D August 2023 in The Commons
  • Genesis 3 icon loads Genesis 2 figure.

    Sounds like a metadata problem. First try re-installing the Genesis 3 Starter Essentials female part. There might be something in another product that is fouling it up.

    If it persists, look at the Scene Identification with the figure loaded. (Scene context menu (hamburger) -> Edit -> Scene Identification).

    All the appropriate fields should say Genesis 3 Female (Node Name), Genesis3Female (Node Lable), Genesis3/Female (Compatibility Base and Autofit Base). The Scene ID should be "/data/DAZ%203D/Genesis%203/Female/Genesis3Female.dsf#Genesis3Female".

    By

    NorthOf45 NorthOf45 August 2023 in Technical Help (nuts n bolts)
  • How to make parts of a model separate?

    If you want to brave Blender one last time, I'm sure we can talk you through the steps. it's quite simple to do
    1) in Daz, export as Obj. Make the scale 2% (Don't use the blender preset as it messes up the rotation of the object)
    2) open blender and click delete on your keyboard to delete the default cube. 
    3) file > import > Obj and select your obj file from your hard drive
    4) Your object will automatically be selected. If it isn't, you can always select it from the scene collection panel on the right-hand side of the window, or simply click on the object. press Ctrl+tab to open the pie menu and select Edit mode. this will allow you to edit the object. Another way to go into edit mode is by going to the top left corner of the window and clicking on the drop down box that's marked : "Object mode."
    5) basic movement controls- hover around the object by holding down the middle mouse button. Use shift + middle mouse to pan. and use the middle scroll wheel to zoom in and out. 
    6) Move around the scene and when you see the dragonfly, use c to go into paint select mode. in that mode, a small circle will appear on your screen and when you click, anything in that circle will be selected. you can adjust the size of the circle with the middle mouse wheel and just keep painting. to get out, press escape on your keyboard. You can also select using the box select method by pressing b. This allows you to click and drag a box over the area you want to select. (all these option are in the select menu at the top of your screen if you prefer to use that)
    6) click ctrl+L to select all linked vertices. It should then select the rest of the dragonfly. If some part, such as the wings aren't select, repeat steps 5.
    7) once the object is selected, press P to bring up the separation menu and select "selection" to move everything you've selected into a new object. 
    8) On the right hand side of your screen is the scene collection panel. This is where your objects are listed. You should see two object- the original, and the new one. click on the original, so that only that one is select. Then right click to bring up the menu and delete. You will now be left with just the dragon fly. 
    9) file> Export > obj.
    10) import back into Daz using a 5000% scale. 
     

     

    By

    BradCarsten BradCarsten August 2023 in The Commons
  • Import morph from hexagon?

    Hello

    I'm trying to do a jcm.  Did morph in hexagn but when I import it no matter what setting (hex, poser, daz . . . ) it's resized.  When I import as hexagon is disappears.  Please help.

    By

    info_b492a00165 info_b492a00165 August 2023 in The Commons
  • Managing Excessive Morphs for Genesis 8 Males: Seeking Advice for Improved Performance

    Threads merged.

    If you remove the morphs you remove their effect. You could use export/import via morph loader to bake mutliple morphs down to a single one, but you would then lose all corrective links to additional morphs to make the figure bend better, make sure that the eyes and mouth actually closed rather than leaving gaps or self-intersecting etc.

    By

    Richard Haseltine Richard Haseltine August 2023 in Technical Help (nuts n bolts)
  • New PC! Help please

    Keep your existing system and Ryzen CPU. It's good enough. For GPUs and other upgrades, these are my recommendations. Bear in mind this a personal, albeit professional, opinion and others may have differing viewpoints but, like you, I use Daz Studio commercially and am responsible for hardware purchasing for our office. Prices are in USD so convert as appropriate for your country and taxes. What costs $100 in the USA does not necessarily convert simply via currency converters in other countries due to cost of living, salaries, import taxes etc.

    Entry Level:

    32GB of system RAM.

    RTX 3060 12GB. $300. Cheap and cheerful, will do most scenes with optimisation on your part but not exactly lightning fast. We use a PC with one of these for proof-of-concept renders.

    RTX 4070 12GB. $600. Far superior architecture but same VRAM limitations as the 3060. Much quicker. It's cheaper than most RTX 3080s which are slower for rendering.

    RTX 4060Ti 16B. $500 - $600. If you can find it, this is the sweetspot. Not as fast as some of the others in the range but still very quick with 16GB of VRAM. 

    Pro-Consumer Level:

    64GB of system RAM.

    RTX 4080 16GB. $1200. Very quick card but you're paying a premium for the performance with not much extra in VRAM compared to the above.

    RTX 3090 24GB: Just don't. If you're doing this commercially the power draw and heat generation render this card wholly unsuitable in our experience. We bought one, we tried it, we sold it. For hobbyists it's fine but if you're running this card throughout the day it's only a matter of time before something melts. And it might be the room or building you've put it in! Joking aside, from a commercial point of view this card makes no sense at all due to its power consumption and the fact that it acts like a small furnace.

    RTX 4090 24GB. What the RTX 3090 should have been. $1700 - $2000. Very, very quick. Low power and low heat compared to the beast above. Best card available if you don't want to step into the properly expensive world of Nvidia's Quadro/Workstation cards.

    Commercial Level:

    128GB system RAM.

    Two choices here. The older RTX A6000 48GB  Ampere architecture which we use and you can still buy (essentially an RTX 3090 without the heat and power consumption but slower) or the newer Lovelace architecture with the same 48GB (RTX 4090 but slower). They're slower for a reason - less heat, less power draw, longer life. Parts-binned manufacture process, warranties etc. Ours have an immediate despatch on fail warranty (3 years) which means the vendor will overnight new cards for us in the event of a failure even though we haven't sent them the failed unit(s) back. These are in the order of $5000 each.

    There are, of course, many other cards in the Nvidia range and you should do your own research so see this post as jumping off point for what you want to do. I've listed the ones I feel are most relevant for commercial or semi-commercial work but this could be out of date next week.

    By

    TimberWolf TimberWolf August 2023 in Technical Help (nuts n bolts)
  • Transfer Daz to a new computer?

    Well, there are a few ways. You could just install from scratch on the new machine and download everything again - that's not very efficient tho.

    An alternative way is to copy everything across if you have a way to do that - either external drive or via networking.

    The steps below are assuming you are using DIM (Daz Install Manager). They might also work if you are Daz Central. However, please ignore this post if you use Daz Connect - i.e. if you log into your account within Daz Studio since it probably won't work.

    1. Go into Content DB Maintenance via the top-right corner menu of the Smart Content, select export metadata and click apply - this backs up any changes you have made to Smart Content (metadata)
    2. Copy the entire Library base folder to the new computer
    3. Copy any additional base libraries you may have to the new computer ("Render Library", "My Library", "Third Party Content" etc)
    4. Copy your DIM manifest files to a similar location on the new computer. If you do not know where these live, check the advanced settings within DIM for the path.
    5. Copy your DIM downloaded packages to a similar location on the new computer.
    6. Configure DIM on the new computer - set the base folder to the newly copied location and also set the appropriate manifest and download locations.
    7. Restart DIM to make sure it has found all the installed files you are expecting
    8. Open Daz Studio on the new machine and within the Content Library panel add the base folder to both "Daz Studio Formats" and "Poser Formats" (for older products)
    9. Add any additional base libraries from step 2
    10. Expand the base library/libraries within Content Library to ensure you see the copied products shown.
    11. Under the top-right corner menu in the Smart Content panel go to Content DB Maintenance again. This time pick re-import metadata and process metadata queue and click apply. This will then show you a long list of all your installed products with the box next to them checked. Click Apply. This will now recreate all you Smart Content from the XML files in runtime/support.
    12. Make a cup of tea - depending on how many products you own the above process will take a while (10, 20 or maybe 30 minutes).

    By

    SofaCitizen SofaCitizen August 2023 in Daz Studio Discussion
  • Diffeomorphic - outoftouch Hair Issues

    For the forum issue we need to wait for DAZ to fix it.

    As for OOT, custom shaders are not supported by diffeomorphic, nor by any other import/export tool. You may try to convert custom shaders to uber before exporting by applying the uber shader in daz studio.

    https://bitbucket.org/Diffeomorphic/import_daz/wiki/Material Methods

    By

    Padone Padone August 2023 in Blender Discussion
  • How can I replace fitted clothing geometry?

    Treat your corrected mesh as a completely new item and forget trying to link it to the original item.

     Transfer Utility is very simple to use and the process is essentially loading the base character of the generation you want to rig the clothing for, importing the .obj of your clothing into your scene and then starting the transfer utility which will copy the skeleton across onto your item:

    https://youtu.be/VzLCge1hW6U?t=95

    You may find that the material region names of the clothing have changed upon import and in this case you'll have to load your original (unfixed) clothing into the scene and manually copy the material(s) onto your new item, if you want to keep them rather than retexture it yourself.

    At this point you can add your weight maps if needed, and dForce as required.

    Once you're happy with it you can save it out as a new item: File -> Save As -> Support Asset -> Figure/Prop Assets and follow the dialogues from there.

    If you're doing this for Genesis 9 it's even easier. Select the base figure in your scene and then in the Parameters Tab click Utilities followed by the Developer Tools button. A window pops up which has a 'create follower' button. Select your imported obj clothing, click that button and you're essentially done!

    By

    TimberWolf TimberWolf August 2023 in Technical Help (nuts n bolts)
  • How to not Automatically Triangulate imported OBJ on Marvelous Designer?

    It's just a change of wireframe layout while the count and order of vertices don't change. You still can import the simulation result from MD back to Ds as a morph, with Morph Loader Pro.

    By

    crosswind crosswind August 2023 in Daz Studio Discussion
  • How can I replace fitted clothing geometry?

    I have a quick walk through on updating assets in DS - however if the vertex order changed when you connected seams and fixed the geo then it won't work. In that case the best option is to import the obj and use the transfer utility to transfer the rigging from the old item to your fixed item. It will require resaving with a completely new name so you don't over write original in the data folder.

    https://pixeldustvr.com/DazTutorials/2021/01/26/fixing-geometry-after-rigging/

    By

    Mada Mada July 2023 in Technical Help (nuts n bolts)
  • Import audio Issue

    Hello,

    I'm working with Anilip 2 and everything works find until I import the audio file (Edit->Import Audio->Select file->). The dialog opens and the wave will play in the dialog box, but once I play the timeline the character motion is fine, but no sound.

    How do you get an audio file to play over the length of a timeline animation?

    Thanks in advance.

    By

    whfield whfield July 2023 in Technical Help (nuts n bolts)
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