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In RE: iREAL Animated Ocean Water System
It'd be easier to use with Lagoon Living than the The Pool House but you could both if you did enough set up work and camera positioning. You could tile the ocean blocks and use it's morph capabilities to make a sort of reasonable shore line or distant ocean view or a close up very wavy ocean if the ocean was supposed to be near enough.
Thanks very much. I might be buying that soon.
A few to viewNo need to apologize just keep your renders coming ,you are using Iray right ? I like the look
Yes, IRay with practically default settings. The experimentation was with skin shaders (Altern8), character mixing and morph dials.
Hitting us over the head with DforceHowever, I had odd results when trying to merge the sub-scene back into the original scene - often the simulation was completely reset and I had to start over within the scene.
Which raises another question: is it possible to save a scene and retain the simulation so that it is still draped when the scene is re-loaded?
Yes, but remember that it represents a large chunk of data that is embedded in the file, so the scene will take mroe disc space.
I frequently set up elements of a scene in separate files, and then merge them into the final scene. Sometimes the files include dForced items as well. I almost always use the Animated Timeline for draping, and if there are multiple files with dForce items, I set the total frame count to the same in all files.
However, there is a better way, and I've started using it all the time. Once you have completed your simulation and are happy with the drape, create a morph of the drape and save the file. When you merge the file into the main scene, the morph will merge with it. And because the drape is now a morph, you don't have to worry about losing the drape. You can also save those morphs as Morph Assets, if they are something you may want to use again.
Here are instructions I posted, modified from the step-by-step Richard posted for me: Turning Your Perfect Simulation Into A Morph (I still refer to this post often.)
I have no idea how much the morphs add to the file size, but I suspect it is less than the "chunk of data" Richard mentions above.
Like others, I find autofit to be unpredictable, to say the least! I have several V4 items I purchased when I was first getting started, naively believing they would look the same on G2F as they did on V4 with autofit, having purchased a product for that purpose. I was wrong. This was years before dForce.
I appreciate Daz's requirement that dForce clothing sold at Daz must include rigging, at least to the extend the same clothing type would have rigging without dForce. I have several long dresses that are pre-dForce that do not use rigging on the skirt, relying on morphs instead. It sounds like some PAs are still doing that with dForce dresses, with fewer morphs, perhaps.
If you purchase a dress like that, and find the skirt is useless without using dForce due to a lack of movement morphs, return the item for a refund and be sure to state it's because of the lack of morphs, making the dress unusable as rigged clothing. PAs will never know this is a problem if you don't return their products and state this is why.
I think - though I may be corrected - that compitibility only works G3 -> G8 with clothing, not G8 -> G3.For autofit to work from G8 to G3, you'll need G8 clones for G3. You can create your own using instructions from Redz. The link is posted in the Mprphs from G3 to G8 thread, but here's the link copied from Singular Blues signature: Redz's Tutorial for Adding Clones to G8F
I've used this to create clones both directions, and prefer my own clones created using this tutorial to those provided by the G8 Starter Essentials. (There is one typo in my copy. If it hasn't been fixed, it will be where you're asked to delete a figure from the scene, but it's the wrong figure. It should be obvious as it's asking you to delete the figure you need to create the clone.)
That said, I prefer using Sy's tutorial, linked earlier in this thread, to convert clothing from G8 to G3, or G3 to G8, with no need for autofit.
Wait, I thought we could freeze a simulation? Wouldn't that keep it from re-simulating when something else is being simulated? It's a one-click button on the parameters tab of the simulated item. No hoop-jumping ;)
Laurie
In RE: iREAL Animated Ocean Water SystemIt'd be easier to use with Lagoon Living than the The Pool House but you could both if you did enough set up work and camera positioning. You could tile the ocean blocks and use it's morph capabilities to make a sort of reasonable shore line or distant ocean view or a close up very wavy ocean if the ocean was supposed to be near enough.
Generator and LightingThis product, right here.
https://www.daz3d.com/generator-and-lighting-rig
HOW DO YOU TURN THE LIGHS ON?
It says:
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- Morph List (remove Figures that have not been released)
- Material Options: (.DUF, .PZ2, .MC6)
- Lighting Rig Lights ON/OFF
- Generator Lights ON/OFF
- Generator and Lighting Rig Full MAT
----
Looks like the included the PAs notes in the description.
There SHOULD be a morph for lights on/off.
* all swear words removed to hide frustration.
Hitting us over the head with DforceHowever, I had odd results when trying to merge the sub-scene back into the original scene - often the simulation was completely reset and I had to start over within the scene.
Which raises another question: is it possible to save a scene and retain the simulation so that it is still draped when the scene is re-loaded?
Yes, but remember that it represents a large chunk of data that is embedded in the file, so the scene will take mroe disc space.
I frequently set up elements of a scene in separate files, and then merge them into the final scene. Sometimes the files include dForced items as well. I almost always use the Animated Timeline for draping, and if there are multiple files with dForce items, I set the total frame count to the same in all files.
However, there is a better way, and I've started using it all the time. Once you have completed your simulation and are happy with the drape, create a morph of the drape and save the file. When you merge the file into the main scene, the morph will merge with it. And because the drape is now a morph, you don't have to worry about losing the drape. You can also save those morphs as Morph Assets, if they are something you may want to use again.
Here are instructions I posted, modified from the step-by-step Richard posted for me: Turning Your Perfect Simulation Into A Morph (I still refer to this post often.)
I have no idea how much the morphs add to the file size, but I suspect it is less than the "chunk of data" Richard mentions above.
Like others, I find autofit to be unpredictable, to say the least! I have several V4 items I purchased when I was first getting started, naively believing they would look the same on G2F as they did on V4 with autofit, having purchased a product for that purpose. I was wrong. This was years before dForce.
I appreciate Daz's requirement that dForce clothing sold at Daz must include rigging, at least to the extend the same clothing type would have rigging without dForce. I have several long dresses that are pre-dForce that do not use rigging on the skirt, relying on morphs instead. It sounds like some PAs are still doing that with dForce dresses, with fewer morphs, perhaps.
If you purchase a dress like that, and find the skirt is useless without using dForce due to a lack of movement morphs, return the item for a refund and be sure to state it's because of the lack of morphs, making the dress unusable as rigged clothing. PAs will never know this is a problem if you don't return their products and state this is why.
I think - though I may be corrected - that compitibility only works G3 -> G8 with clothing, not G8 -> G3.For autofit to work from G8 to G3, you'll need G8 clones for G3. You can create your own using instructions from Redz. The link is posted in the Mprphs from G3 to G8 thread, but here's the link copied from Singular Blues signature: Redz's Tutorial for Adding Clones to G8F
I've used this to create clones both directions, and prefer my own clones created using this tutorial to those provided by the G8 Starter Essentials. (There is one typo in my copy. If it hasn't been fixed, it will be where you're asked to delete a figure from the scene, but it's the wrong figure. It should be obvious as it's asking you to delete the figure you need to create the clone.)
That said, I prefer using Sy's tutorial, linked earlier in this thread, to convert clothing from G8 to G3, or G3 to G8, with no need for autofit.
Thanks to both you and Odaa for such informative replies.
Odaa: "(please note: I do not believe in using the Iray Preview function while I'm posing, running dforce simulations, etc. Even when I'm designing a character's look, I only turn on the Iray Preview briefly to make sure everything looks good, or to test the results of different shaders. I don't have the computer horsepower to leave it on all the time)."
I do exactly the same - I can't work at the slow speed of the IRay preview so I use it only sparingly. Clearly, Odaa, you put a lot of work into a single scene whereas I create scenes at the rate of 10 or 15 per day. Of course, some are just iterations of the same scene with changes to the pose and position of the characters but often the background, props and characters change completely. I rearely have more than 3 characters in a scene - my GPU memory is already streched at that for an IRay render. But I'm encouraged to find that you do save out figures separately for dForce draping though I'm not sure what the difference is between saving as a scene and as a sub-scene.
L'Adair: "However, there is a better way, and I've started using it all the time. Once you have completed your simulation and are happy with the drape, create a morph of the drape and save the file. When you merge the file into the main scene, the morph will merge with it. And because the drape is now a morph, you don't have to worry about losing the drape. You can also save those morphs as Morph Assets, if they are something you may want to use again.
Here are instructions I posted, modified from the step-by-step Richard posted for me: Turning Your Perfect Simulation Into A Morph (I still refer to this post often.)"
This was the idea I had for saving drapes when dForce first appeared. I had tried VWD and, for some unremembered reason, saving out a drape as a clothing morph is not possible (maybe something to do with the fact that VWD creates a second version of the clothing). I now wonder whether the use of that exact pose in other scenes will be required often enough to save it. Still, I'm increasingly encoraged that other people also merge scenes when using dForce. I have no idea what I did wrong when the simulation data was reset after the merge, however. I've since tried with a scene (not sub-scene) and the drape came back intact.
As for clones, I had not attempted to create my own but maybe it is worthwhile following that tutorial. Thanks. I have, however, tried the other way - changing the scene identification - and that has worked even without the transfer rigging step described in the tutorial.
The "Complaints 'R' Us, complaint thread"Aaand now that all that's wrapped up, a couple of the 3D's I've been working on:
First up another venture into zBrush where I tried to make some silly carnivorous plant with my limited knowledge of things.
Then a little scene that's half my own modeling, and half stuff from elsewhere (People models included in Cinema 4D, and ofc the Mantiraptor from here at DAZ)
Then finally just me messing around because whatever. Our very own Sea Dragon, and then two vehicle models I got off a free models website. Included two diff views because I was having fun.
The mantiraptor scene was rendered in Cinema 4D's physical render, but I'm trying to transfer it over into Vray the past couple days. The Sea Dragon scene was started and finished in Vray.
And uh, I'll try and not forget about the forum and wander off again ><;
..welcome back. Looks like the "Batcopter" is in real trouble this time. (I wonder if Batman has Sea Dragon Repellent Bat Spray).
Hitting us over the head with DforceHowever, I had odd results when trying to merge the sub-scene back into the original scene - often the simulation was completely reset and I had to start over within the scene.
Which raises another question: is it possible to save a scene and retain the simulation so that it is still draped when the scene is re-loaded?
Yes, but remember that it represents a large chunk of data that is embedded in the file, so the scene will take mroe disc space.
I frequently set up elements of a scene in separate files, and then merge them into the final scene. Sometimes the files include dForced items as well. I almost always use the Animated Timeline for draping, and if there are multiple files with dForce items, I set the total frame count to the same in all files.
However, there is a better way, and I've started using it all the time. Once you have completed your simulation and are happy with the drape, create a morph of the drape and save the file. When you merge the file into the main scene, the morph will merge with it. And because the drape is now a morph, you don't have to worry about losing the drape. You can also save those morphs as Morph Assets, if they are something you may want to use again.
Here are instructions I posted, modified from the step-by-step Richard posted for me: Turning Your Perfect Simulation Into A Morph (I still refer to this post often.)
I have no idea how much the morphs add to the file size, but I suspect it is less than the "chunk of data" Richard mentions above.
Like others, I find autofit to be unpredictable, to say the least! I have several V4 items I purchased when I was first getting started, naively believing they would look the same on G2F as they did on V4 with autofit, having purchased a product for that purpose. I was wrong. This was years before dForce.
I appreciate Daz's requirement that dForce clothing sold at Daz must include rigging, at least to the extend the same clothing type would have rigging without dForce. I have several long dresses that are pre-dForce that do not use rigging on the skirt, relying on morphs instead. It sounds like some PAs are still doing that with dForce dresses, with fewer morphs, perhaps.
If you purchase a dress like that, and find the skirt is useless without using dForce due to a lack of movement morphs, return the item for a refund and be sure to state it's because of the lack of morphs, making the dress unusable as rigged clothing. PAs will never know this is a problem if you don't return their products and state this is why.
I think - though I may be corrected - that compitibility only works G3 -> G8 with clothing, not G8 -> G3.For autofit to work from G8 to G3, you'll need G8 clones for G3. You can create your own using instructions from Redz. The link is posted in the Mprphs from G3 to G8 thread, but here's the link copied from Singular Blues signature: Redz's Tutorial for Adding Clones to G8F
I've used this to create clones both directions, and prefer my own clones created using this tutorial to those provided by the G8 Starter Essentials. (There is one typo in my copy. If it hasn't been fixed, it will be where you're asked to delete a figure from the scene, but it's the wrong figure. It should be obvious as it's asking you to delete the figure you need to create the clone.)
That said, I prefer using Sy's tutorial, linked earlier in this thread, to convert clothing from G8 to G3, or G3 to G8, with no need for autofit.
How to mix a Pose with Animation?So I have this idea of putting a idle chest movement from mixamo on a posed Genesis 8 figure.
I tried to make it so by making a morph out of a pose and then applying the animation but I only got a very dismorphed mess.
Does anyone know a better way to go about it?
Hitting us over the head with DforceI have actually bought two outfits that while they were rigged, they did not have a Single movement morph and the adjustment morphs that existed were not of any help. So when the figure were posed, I found out I either had to use dForce or the clothing would look bad with the pose. Since using dForce tend to make me crash 9 times out of 10 I am not too happy with using it, no matter how good it make the clothes look *sad smile* I badly need a better computer
Good thing for the Daz Return! At least when you return the clothing if it doesn't work in the Daz world, they are still brand new and smell terrific.
...

Dforce is a tricky thing, it all depends on what processor wether Gpu ro Cpu. I have had some issues with it erroring on some clothing half way through. It's still a in progress system. When it works, it's awesome. To see actual weight of the garmet fitting the figure is quite cool, I can't weight to see what the future brings for this system. hehe!

...I have an old system with limited CPU/Memory resources. The last time I tried something that required running an animation sequence (motion blur only 5 frames) it took 16.5 hours to render. Granted a Dforce sim would not take that long but longer than I wish to wait particularly if I find I need to repose the character after he/she is placed in the scene. I may be doing more clothes shopping at the "other store" as they also still sell clothing for older generations (like G2/G3)
You can actually change the pose after using dForce to drap an item, and the clothing will follow the pose, since the rigging is still there. Generally the more extreme the pose is adjusted, the less realistic the drape will look, and so re-drapes are sometimes necessary, but certainly not for minor tweaks, which are often what is needed, when you spot a hand passing through a table, or some other issue.
With Optitex drapes, and also Poser ones, absolutely no post-drape pose adjustment could be done at all, except for parts of the body that do not touch the draped item. The final drape is a static item, and will not move at all with any pose changes. I do not know about VWD regarding this, as I do not own it.
Morph loader Pro crashing DazHeya!
I've just made an Morph and wanted to import it within Daz, but every time I use Morph Loader Pro and click on the button "Choose Morph Files" it freezes up Daz and I can't do anything anymore.
Hope somebody can help me.
Greetings
so if an animation is saved using genesis it works on Genesis 3So I got it figured out. Here's how you get Mixamo animations work with Genesis 8.
1) Download the desired animation as FBX from mixamo (I used Aiko 6 as fbx avatar)
2) Open up Daz3D
3) Import the FBX from mixamo
4) load up Genesis 1 figure
5) select the fbx imported avatar and create aniblock from imported fbx animation.
6) Copy it to genesis 1
7) delete the fbx import
8) Bake genesis 1 aniblock to timeline
9) Save as Pose Preset (make sure to chose Animation Range)
10) Open a new scene in Daz
11) Load up Genesis 8
12) Make sure you have this installed: https://www.daz3d.com/forums/discussion/176806/g3f-to-g8f-pose-helper
13) Apply G3F Pose Helper morph to 100%
14) Drag the .duf file on top of Genesis 8.
15) Be happy that you found an easy way to make G8 work with mixamo.
Editing clothingLoad both the orignal clothing and the OBJ, then go to Edit>Figure>Transfer utility. Set the Source to be the original outfit and the Target to be the OBJ, then click Accept. That should at least give a starting point.
The "Complaints 'R' Us, complaint thread"Aaand now that all that's wrapped up, a couple of the 3D's I've been working on:
First up another venture into zBrush where I tried to make some silly carnivorous plant with my limited knowledge of things.
Then a little scene that's half my own modeling, and half stuff from elsewhere (People models included in Cinema 4D, and ofc the Mantiraptor from here at DAZ)
Then finally just me messing around because whatever. Our very own Sea Dragon, and then two vehicle models I got off a free models website. Included two diff views because I was having fun.
The mantiraptor scene was rendered in Cinema 4D's physical render, but I'm trying to transfer it over into Vray the past couple days. The Sea Dragon scene was started and finished in Vray.
And uh, I'll try and not forget about the forum and wander off again ><;
How to remove a colliding element but keep the collision effect?You can hide everything but the character and the collition still gets calculated then set the genesis figure to base mesh resolution in the Parmeters pane and export the OBJ file, while also make shure you have set Ignore Invisible Nodes in the export dialogue.
Before using the Morph Loader Pro to load the OBJ morph shape, set off the Smoothing Modifier - and dont forget you propably have exported the figure with a character morph and in some pose, therfore you have to set Reverse Deformation to Yes in the Morph Loader Pro dialogue.
This will make shure only the difference in shape of the current figure in your scene - compared to the shape saved in the OBJ file - will get imported as the new morph.
Musings/Observation: Dazworld's male shortage... r.e. the female to male ratio.What about that gender morph that lets you switch up the body shapes and such?
Now sure where it came from (I think it's a new thing?) but I've used it a fair bit.
Hitting us over the head with DforceI have actually bought two outfits that while they were rigged, they did not have a Single movement morph and the adjustment morphs that existed were not of any help. So when the figure were posed, I found out I either had to use dForce or the clothing would look bad with the pose. Since using dForce tend to make me crash 9 times out of 10 I am not too happy with using it, no matter how good it make the clothes look *sad smile* I badly need a better computer
Yeah, the "flowier" clothing could use more bones or movement morphs, that's true.
That's the problem Diva.. I wouldn't call either of these "flowy" so to say, sure the coat could be but there's been coats with movement morps before so.. *shrugs* https://www.daz3d.com/dforce-casual-suit-outfit-for-genesis-8-males and https://www.daz3d.com/dforce-long-coat-outfit-for-genesis-8-males So unless there is some morphs hidden where I can't find them (and I have been looking for them) I can't help being rather disapointed, the product page also don't actually mention movement morphs so I assume they aren't there. *sad*
Experimenting with dForce on older hairDiva: great work, looks really good.
FSMCDesigns: under the paramaters tan there is an option to freeze simulation but it seems to just make it not sim, it doesn’t make a morph out of it as far as I can tell. Probably have to export and use morph loader to make a morph. If anyone knows an easier way to do it, I’d love to know too.
Experimenting with dForce on older hairNice work Diva!
Anyone know of a way to freeze the dforce hair after it is draped? I know with dynamics you can freeze simulation and it creates a morph for the final shape and it can be parented and moved around. Any control like this for dforce hair?
Post Your Renders like it's the year 2020!!!Beautiful work 3DAGE!
Would rigging the petals with bones work? Just thinking out loud.
Thanks for sharingEdited to add:
I tried a quick test with a leaf with several sections, added bones and an IK chain which went from end to end.
I also tried a series of morphs...I think in general 3D lingo that may called a 'non linear morph'?...and that worked as well but it's a total 'brute force' approach. Maybe take screen grabs from an isometric view and load those into the vertex room and adjust the vertices for each morph to create a smooth morph?I'm tired now, lol.













