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Diffeomorphic DAZ Importer version 1.7.0 released
Geometry nodes don't always work fine they are experimental thus removed from easy import. But you can always do it by hand with the standard menus.
Hair converter add-on for BlenderIn daz studio hairs are figures so they may have morphs and jcms for posing. If this is the case you can import them as custom morphs or via daz favorites with easy import. Otherwise you can do an example of a specific hair that doesn't work with exact steps to reproduce the issue.
Wishing for improvements on importing fbx and objLight shedder, sometimes shredder lol ... okay, to import .obj files into D/S with textures:
1. name the .obj at export "one word" with no spaces or weird symbols, "-" "_" are okay. It's not that the name of the .obj matters so much as the name of the .mtl file. If one needs to edit the name of the .mtl file, be sure to rename it inside the .obj file, near the top of the codes. Have the export packaging up the textures AND the .obj to the SAME folder. This should import into D/S with the textures applied.
If planning to save this as a D/S file, I would recommend having that texture with .obj file inside the desired destination folder for the textures: i.e. Main Content folder > Runtime > textures > your handle > subfolder. Then you won't have to put them there and reapply them inside D/S so it can find them all.
n.b. "shaders" are program specific. If texturing with shaders, apply the D/S shader presets.
Wishing for improvements on importing fbx and objI have just begun my journey into importing stuff to Daz and trying to make them work inside the software. However, every model I import from Blender is always without textures, and I need to spend significant time putting the imported models "back together" so to speak. Now, I am not a technical guy when it comes to fbx and obj formats, or any format for that matter, but from what I understand, this issue appears to exist solely in Daz if I am not greatly mistaken...
So what I am wondering is if this is something Daz could improve upon in future updates. Or if someone who understands this stuff far better than me could shed some light on me whether I am asking impossible and why that is.
I would love to see a day when I can import stuff to Daz and start using them right away without having to retexture them. Resizing I can manage, but sometimes importing environments can have dozens and even hundreds of assets in them, thus making the retexturing process somewhat of a nightmare.
If you are knowledgeable about this subject, I would appreciate greatly someone to educate me about this subject to know if there are far better ways to import assets in Daz and still have all the textures in place.
Is there a way to transfer cc3 figures to Daz Genesis 8, at least for the mesh/morph?Nope. Any mesh you import into DS needs to be rerigged
When i switch off CPU fallback and CPU for render IRAY showing black screenHello guys, as I mentioned in the title, I am faced with a very strange problem. When I render with CPU it is very slow, any help suggestions?
This my options: https://imgyukle.com/i/r15fwc
And here it is my video card LOG
2023-07-25 21:15:42.967 Iray (Scene Update) : Updating LPE labels
2023-07-25 21:15:42.968 Iray (Scene Update) : Updating geometry
2023-07-25 21:15:42.968 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating geometry.
2023-07-25 21:15:42.968 Iray (Scene Update) : Retrieving geometry
2023-07-25 21:15:42.968 Iray (Scene Update) : Updating motion transform data
2023-07-25 21:15:42.968 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating motion transforms.
2023-07-25 21:15:42.968 Iray (Scene Update) : Updating section objects
2023-07-25 21:15:42.969 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Importing scene graph.
2023-07-25 21:15:42.970 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Importing geometry for motion time 0
2023-07-25 21:15:46.978 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Geometry import (1 triangle object with 54 M triangles, 0 fiber objects with 0 fibers (0 segments), 1 triangle instance yielding 54 M triangles, 0 fiber instances yielding 0 segments) took 4.008 s
2023-07-25 21:15:46.978 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating section objects.
2023-07-25 21:15:46.979 Iray (Scene Update) : Updating materials
2023-07-25 21:15:46.979 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating materials.
2023-07-25 21:15:47.618 Iray [INFO] - MATCNV:RENDER :: 1.0 MATCNV rend info : found 265 textures, 0 lambdas (0 unique)
2023-07-25 21:15:47.625 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Computing 2 flux compensation factors took 0.001 s
2023-07-25 21:15:47.625 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Emitter geometry import (54 light sources with 2598 triangles, 1 instance) took 0.002 s
2023-07-25 21:15:47.626 Iray (Scene Update) : Updating volumes
2023-07-25 21:15:47.626 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating volumes.
2023-07-25 21:15:47.626 Iray (Scene Update) : Updating environment
2023-07-25 21:15:47.626 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating environment.
2023-07-25 21:15:48.636 Iray (Scene Update) : Updating lens data
2023-07-25 21:15:48.636 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating lens.
2023-07-25 21:15:48.636 Iray (Scene Update) : Updating lights
2023-07-25 21:15:48.636 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating lights.
2023-07-25 21:15:48.637 Iray (Scene Update) : Updating instance topology
2023-07-25 21:15:48.637 Iray (Scene Update) : Updating flags
2023-07-25 21:15:48.637 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating object flags.
2023-07-25 21:15:48.638 Iray (Scene Update) : Updating backplate
2023-07-25 21:15:48.638 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating backplate.
2023-07-25 21:15:48.638 Iray (Scene Update) : Updating portals
2023-07-25 21:15:48.638 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating caustic portals.
2023-07-25 21:15:48.638 Iray (Scene Update) : Updating decals
2023-07-25 21:15:48.638 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating decals.
2023-07-25 21:15:48.652 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Using iray core convergence estimate.
2023-07-25 21:15:48.652 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Allocating 1-layer frame buffer
2023-07-25 21:15:48.656 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Using batch scheduling, caustic sampler disabled
2023-07-25 21:15:48.657 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Initializing local rendering.
2023-07-25 21:15:48.658 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Available GPU memory has increased since out-of-memory failure. Re-enabling CUDA device 0 (NVIDIA GeForce RTX 3060 Laptop GPU)
2023-07-25 21:15:48.661 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Initializing OptiX for CUDA device 0
2023-07-25 21:15:49.588 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Rendering with 1 device(s):
2023-07-25 21:15:49.588 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 3060 Laptop GPU)
2023-07-25 21:15:49.588 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Rendering...
2023-07-25 21:15:49.588 Iray [INFO] - IRAY:RENDER :: 1.10 IRAY rend progr: CUDA device 0 (NVIDIA GeForce RTX 3060 Laptop GPU): Processing scene...
2023-07-25 21:15:49.589 Iray (Scene Access) : Retrieving geometry
2023-07-25 21:15:49.589 Iray (Scene Access) : Retrieving device geometry
2023-07-25 21:16:00.343 Iray (Scene Access) : Retrieving volumes
2023-07-25 21:16:00.344 Iray (Scene Access) : Retrieving textures
2023-07-25 21:16:21.452 Iray (Scene Access) : Retrieving device textures
2023-07-25 21:16:22.224 Iray (Scene Access) : Retrieving flags
2023-07-25 21:16:22.225 Iray (Scene Access) : Retrieving device flags
2023-07-25 21:16:22.226 Iray (Scene Access) : Retrieving lights
2023-07-25 21:16:22.237 Iray [INFO] - IRAY:RENDER :: 1.13 IRAY rend info : Importing lights for motion time 0
2023-07-25 21:16:22.242 Iray [INFO] - IRAY:RENDER :: 1.13 IRAY rend info : Initializing light hierarchy.
2023-07-25 21:16:22.269 Iray [INFO] - IRAY:RENDER :: 1.13 IRAY rend info : Light hierarchy initialization took 0.026 s
2023-07-25 21:16:22.271 Iray (Scene Access) : Retrieving device lights
2023-07-25 21:16:22.271 Iray (Scene Access) : Retrieving section objects
2023-07-25 21:16:22.271 Iray (Scene Access) : Retrieving device section objects
2023-07-25 21:16:22.271 Iray (Scene Access) : Retrieving materials
2023-07-25 21:16:22.277 Iray (Scene Access) : Compiling custom code
2023-07-25 21:16:22.277 Iray (Scene Access) : Retrieving environment
2023-07-25 21:16:22.386 Iray (Scene Access) : Retrieving device environment
2023-07-25 21:16:22.483 Iray (Scene Access) : Retrieving backplate
2023-07-25 21:16:22.483 Iray (Scene Access) : Retrieving device backplate
2023-07-25 21:16:22.483 Iray (Scene Access) : Retrieving portals
2023-07-25 21:16:22.484 Iray (Scene Access) : Retrieving decals
2023-07-25 21:16:22.486 Iray (Scene Access) : Retrieving device decals
2023-07-25 21:16:22.489 Iray (Scene Access) : Retrieving motion transform data
2023-07-25 21:16:22.490 Iray (Scene Access) : Retrieving device motion transform data
2023-07-25 21:16:22.490 Iray (Scene Access) : Retrieving lens data
2023-07-25 21:16:22.490 Iray (Scene Access) : Retrieving device lens data
2023-07-25 21:16:22.599 Iray [INFO] - IRAY:RENDER :: 1.10 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 3060 Laptop GPU): Scene processed in 33.007s
Unsupported autofit question - dog coat to horse coat?Exactly how DS handles unsurported, seems to me to be guesswork. If there is significant difference on source and target I think it will fail, i.e. end up looking very wrong.
In order to use autofit you need a clone. I don't think that has been made.
You could take the clothing into a modeller and the fit to your new target and then import and use transfer utility.
Horse 3 stuff - pose presets, pose control presets ...I haven't tried resizing Pocket's costume, the concept would be to size it up etc., then export out the .obj [remember to hide everything else before exporting so only the garment exports], delete the garment from the scene, import in the resized obj and use the transfer utility to fit it to Horse 3. If it stays where you want it, then select it and save the file as Figure/prop to your own folders [i.e not the same folders as Pocket's outfit] so nothing gets overwritten.
Update: "concept": does not work with Horse 3
Daz exporting obj format to blender will result in an errorI am exporting daily and I don't get errors. I'm also using Blender 3.6 and I also use the updated OBJ import (not the legacy). As suggested - a screenshot of your settings might help.
Daz exporting obj format to blender will result in an errorNeither have I. I'm using Blender 3.6.1 Release Candidate and DS 4.21.1.48 Public Build. I just export OBJ from DS and import as Wavefront (.obj) in Blender. No errors.
Rigged FBX Character into DazIs it possible to import a static but rigged .fbx human character model from CGTrader into Daz? If so, what are the steps? When I import the model it comes in as a huge mess.
the cloth to daz and transfer utility appear jagged and cracked,how to fix itcrosswind said:
Actually Hanfu (汉服) is pretty unique... Transfer Utility cannot well project it with proper weight even on a Base figure, especially in the areas of armpits (with long and wide sleeves), crotch (inner thigh), etc...
Opt1: Create projection template(s) base on typical Hanfu designs if you frequently make Hanfu(s), then use the template(s) in TU.
Opt2: Send it back to MD to re-simulation or fix it with Blender or Zbrush, etc. and import to Daz to update the Base geometry of Hanfu.
Besides, there're still some more tricks in the workflow from MD to Daz, depending on your expectation...
PS: As for the weird result from the poses, you better add dForce modifier and simulate it with a timeline or at least from memorized pose... and some pJCMs fixing have to be needed as well.
Thank you for your suggestion. It sounds like making Hanfu for Daz is really complicated. Perhaps I should start with some simpler clothes. Is there any place to purchase Hanfu project templates? By the way, what is pJCM? Forgive my ignorance.
Updated to Daz 4.21, and Iray server 2023...I do backup. And I tried to import that cms into the daz system. Still having the same issue afterwards.
How can I add Bryce files on a disk I saved to my hard drive to Bryce 7?You can Drag or copy & paste as Ngartplay explain. Or you can go to the appropriate library & use the import option at the bottom of the library. & brows to the saved location
Moving & Merging Branch Library with Main LibraryRichard Haseltine said:
For content from Daz, and some content from other stoes or freebie makers, you should already have metadata - it's just a matter of importing it. Content Library option menu>Content DB Maintenance, then check Reimport Metadata.
Updating the manifest files would mean going to their folder, opening them in a text editor, and doing a batch edit to change the path - remembering that folder separators will be /, not \, and that any no-n-HTML characters will be escaped (e.g. %20 for space). Work on a copy, of course.
I've been meaning to do the Reimport. After checking manifest files for a selection of random products, and remembering that I did a full content re-install when setting up my current system, I went ahead and moved the new stuff over to F and recreated the junction. When I launched Studio, I got a lot more of my Smart Content back. I'm saving all of the advice I've gotten for future reference should it come up again.
Thanks, guys!
Moving & Merging Branch Library with Main LibraryFor content from Daz, and some content from other stoes or freebie makers, you should already have metadata - it's just a matter of importing it. Content Library option menu>Content DB Maintenance, then check Reimport Metadata.
Updating the manifest files would mean going to their folder, opening them in a text editor, and doing a batch edit to change the path - remembering that folder separators will be /, not \, and that any no-n-HTML characters will be escaped (e.g. %20 for space). Work on a copy, of course.
Thrid party imports- Extract the content zip in a temp directory
- Locate the "root folder" in the extracted files: it will be the one containing the main folders like Runtime, Data, People...
- Take all the folders you find inside that root folder and move them in your DS content directory (by default the "My Daz3d library" folder in Public Documents for Windows) so that the new Runtime merges with existing Runtime folder, new Data with existing Data, and so on.
- Content should now be available via DS content library tab. There's a good chance it won't appear in smart content though as it probably won't include metadata for it, you would need to categorize it.
Thrid party importsI should have been more clear with this. I am trying to import a figure asset with runtime file. Thanks.
Beak ProblemWas the bird made by a 3rd party specifically for Poser? Did you model the bird mesh yourself, then rig it in Poser? Did you convert to fbx format out of Poser and import into Studio? Or, did you make the mesh, rig it in Daz Studio, and it happens to work in Poser?
Are there separate bones for the upper and lower part of the beak, which I assume from the weightmapping statement? Because a beak is relatively stiff, does it need to be rigged? Could approximate what you want with a morph to open the beak? Note that a morph will not turn like an arc, so the anser may be 'no' if you are not rendering still images.
You will find several tutorials on related topics in SickleYield's youtube channel. She covers rigging, adding bones, weightmapping, and more. Good luck.
Beak ProblemI'm working on a bird. Works fine in Poser. But when I import it into Daz Studio the beak is stuck together. I've played with the weight maps and set both the upper and lower beak to 100% and it's still not working. Please help.










