-
E.V.E Enhanced Virtual Entity Hd For Genesis 8 Female Glitch? --- FIXED
Has anyone noticed anything weird happening with all other G8F characters? I installed E.V.E Enhanced Virtual Entity Hd For Genesis 8 Female yesterday and today all my G8F characters are coming in sort of distorted. Their faces, especially around the mouth and eyes, and a sort of bulgy head is happening on all of them since E.V.E. was installed. I've had this happen in the past. I remember installing a male character a couple of years ago who caused all of my male characters to come in all bulked up like the Incredible Hulk. They somehow fixed this. But I'm wondering if anyone else who installed E.V.E. is seeing this happen. Am I just seeing them strangely, or should I put in a ticket?
I've attached images of Victoria 8, Leisa 8, and Bridget 8. They just look weird to me. There's a square bulge under the mouth that wasn't there before. The eyes seem sort of skewed, and the heads seem too large and bulgy. Did the new E.V.E. character cause this? They didn't look like this before I installed her.
V4 for Genesis 8 Female?There is no product that I am aware of that gives you V4 shape onto G8F, however you can transfer it yourself using some of the tools available here.
To move the morph to G3F you need Generation X Version 2 and the Genesis 2 and 3 add ons. There are a couple of products available to transfer the G3F morph to G8F, I used XTransfer (https://www.daz3d.com/xtransfer--genesis-3-to-genesis-8-converter);
To use V4 skins on G8F you need this product: https://www.daz3d.com/legacy-uvs-for-genesis-8-victoria-4
Below is the result. I posed G8F into the default V4 pose. G8F on the left, V4 on the right. Very similar, but not identical.
What Model From Thorns and Petals?Yes, they are both Victoria 8.1 with Sefora textures. :)
Bluejaunte appreciationHonestly I don't see how 8.1 can improve the quality of these characters alone. Bluejaunte's gloss maps already provide the effect that the PBR Skin shader strives to do. The PBR Skin simply tiles these maps, which I think is not really the best way to go anyway. Tiling can do nice things and we have seen it with Victoria 8.1, but I believe that comes at the expense of the custom gloss maps which have an entire skin pattern on them. The new neck texture isn't a big deal either because many of bluejaunte's torso maps are already 8K in size. So the pixel density has been higher for a long time in his characters. I rather think that 8K+ textures are needed for these specific kinds of maps.
The main things that can be done for bluejaunte characters IMO would be better teeth. I think they are still just too perfect and white, and this stands out when contrasted with their imperfect skin. They need a bit of detail in them. I think the new 8.1 tear is pretty neat, as it can be used to blend in the lacrimal better than before. But like I also said this tear is super easy to convert to Genesis 8.0, barely an inconvenience. It took me like 60 seconds to do, at most, and I am slow. You just change the Scene ID on the 8.1 tear to 8.0, give it a funky name, and save it is a new prop for 8.0. Done. No high level Blender skills nor ninja magic required. And then there are the smiles, which bluejaunte creates custom HD morphs to do, so the rigging isn't even an issue. So I can't really think of anything that specifically makes 8.1 better. Most of the new features are simply new features of Daz Studio and Iray itself.
I do hope that whatever character is made has both the full classic 8.0 torso map, along with the neck texture. Then people can easily use the skin on 8.0 if they desire.
Carrara Sale Email Message Alert threadSteve K said:
I'm not a PC member, only seeing the clothes for $2.99, the bundle and character are full price. Still a good buy.
https://www.daz3d.com/tres-chic-for-victoria-4-elite-and-aiko-4
Ah yes sorry I should add the $1.99 is a pc member price. It's been a good month for pc members so far.
Carrara Sale Email Message Alert threadI'm not a PC member, only seeing the clothes for $2.99, the bundle and character are full price. Still a good buy.
https://www.daz3d.com/tres-chic-for-victoria-4-elite-and-aiko-4
A Li'l Side Render Fun #2022 - Tuesday is Soylent Green Day editionBunyip02 said:
Stezza said:
Great reading and images by all..
im on my iPad and have no pc access whilst on my dystopian road trip to Victoria.. but enjoying catching up on all the posts.

Look out for those Dystopian Traffic Cops !!
and if you are catching the posts you are fatigued and you better have a bullbar
A Li'l Side Render Fun #2022 - Tuesday is Soylent Green Day editionStezza said:
Great reading and images by all..
im on my iPad and have no pc access whilst on my dystopian road trip to Victoria.. but enjoying catching up on all the posts.

Look out for those Dystopian Traffic Cops !!
A Li'l Side Render Fun #2022 - Tuesday is Soylent Green Day editionGreat reading and images by all..
im on my iPad and have no pc access whilst on my dystopian road trip to Victoria.. but enjoying catching up on all the posts.
A Li'l Side Render Fun #2022 - Tuesday is Soylent Green Day editionThanks for the comments, SciFiFunk. The basic lighting for the gas mask scene is an HDR from Bob Callawah and Cake One
See https://www.daz3d.com/ultrahd-iray-hdri-with-dof-abandoned-urban-ruins.
That enables the reflection channel of the metal shaders that I applied to parts of the gas mask. Trade-offs. I really wanted the ground from a particular HDR in the pack. I think it is #6. Unfortunately, I was getting the best ground/lighting results using #6 with an angle that showed water that I didn't want and a portion of the sky was all wrong. I experimented with a couple ways to address. I tried placing a building to block out the portion of the sky I didn't like, but that had other results I didn't like. A few experiments later, I decided on the fallen tree and similar trees.
With the basic light coming from the HDR, I placed two additional lights that made sense to me. I placed a yellow-ish bulb light with the fire. I placed a rim light (spot) above and behind the M6 figure to try to separate him from the background. Ironically, I placed the gas mask last. It is a prop for Victoria 4, not a conforming figure for M6. The top strap of the gas mask completely thwarts the rim light on M6's head.

I really should have changed the shaders for M6's clothes and created a rim light for the mouse at the end of the stick.
I can still replace the remains of the sky and the tree props using the multipass renders I included with my base render. For example, here is the depth pass.
How about this?
No Longer the Yellow Brick Road!
How long does it take you to load G8F?Female characters still giving me fits. I tried G8F on both 4.15.02 and 4.15.0.15 and also G8.1F on 4.15.0.15 (which has become my preferred working platform now.) I did this on my laptop which has a GTX1080, 32 Gb RAM. Between each test I rebooted the computer. I also have 900 G8F characters, and only G8.1F and Victoria 8.1 and her HD. I also have 84 packages in Shaping for G8F and 161 Expressions and 871 Poses that are found in the Pose files, that would also include clothing pose files.
On 4.15.0.2 - G8F loaded in 9:49 minutes
On 4.15.0.15 - G8F loaded in 10:03 minutes
On 4.15.0.15 - G8.1F loaded in 12:01 minutes.
I had to do a user data reset in November 2020 and only recently finished getting most of the missing metadata and files back into Daz Studio. But after reviewing the comments from everyone, I think my next project will be to comb through the characters and uninstall those I have not used/touched since I did the initial test render. Many of those were included in Pro Bundles, along with pose packs that duplicated many of the same poses from one character to another. I already had to remove one character who caused issues.
My library is kept on a portable Seagate 4Tb external hard drive. It is. also getting full. So is my 8Tb drive on my desktop.
I work to keep my systems updated at all times for software.
A question about BVH animationsI have access to a plethora of BVH animations which I accessed for free one time. I tried to add one of the BVH animations to a Michael 4 figure (the vacuum animation, to be exact), and it animates awkwardly.
I'd like to get clarification: what figures are these BVH animations compatible with? I do not see Victoria 4 listed on the website from which I downloaded the animations, but I do see Victoria 3, if I remember correctly.
More Non-photorealisitic Renders (NPR II)Spent a bit more time on this than I intended. That would be because I actually made a false start to it, got almost completely finished, and then hated the results. So I started over and re-did it. All in all, I'm mostly pleased with this version (and I made it under the deadline for a change).
This is a 2-page spread for a fanzine (the Collectors' Club Newsletter -- look for us on Facebook if you're interested in learning more or joining). "Anthems" is a feature that pairs superheroes and music. It's a silly thing, really, but fun. This issue I decided to tap into the power of SHAZAM and list one song for each letter of the magic word. As you can see, I chose a mostly classic rock theme. BTW, you should listen to the songs in order that they're listed; they make for a decent little playlist.

Figure is Victoria 4 with various morphs applied. Costume is a classic by the great Terry McG (can't recall if this was free at ShareCG or if I paid for it). All work was done in Poser Pro 11 and Clip Studio Paint. I did this the old-fashioned way: I rendered her in b&w and then manually colored the image. That's really the only way to duplicate the way comics are colored, especially when shooting for this look. Hair is Marisandra hair. Pose from MightyMite.
Mary Marvel © 2021 DC Comics
Selbsthilfegruppe DAZ Studio - Beispiele, Fragen, Diskussion und sonstiges GequatscheLeider hat noch nichts funktioniert. Was in Poser kein Problem ist, funktioniert in Daz3d aufgrund der dazeigenen duf. Datei nicht. Vermutlich habe ich die Textur auch falsch abgelegt. Leider ist mein Englisch nicht so gut, um international nachzuhaken. Es stellt sich für mich also die Frage: kann ich eine Bilddatei .jpg usw. in eine .duf Datei umwandeln und wo lege ich eine Textur ( z.B. Victoria 8) ab. ... ( Daz ist ja mittlerweile auch ziemlich unübersichtlich geworden )
Face Mojo [Commercial]intercept789 said:
So is Face Mojo going to be updated to allow use with Victoria 8.1?
Yup! The update should have went live Feb. 25th.
Genesis 8.1 / Victoria 8.1algovincian said:
Richard Haseltine said:
algovincian said:
Bejaymac said:
peteanderson1212 said:
Considering some/a lot of the expression morphs from 8.0 aren't going to work on 8.1, hopefully they can update this asset in regards so that the 8.1 figure doesn't go about hunting for the 8.0 expression morphs. My loadup times are 10 times larger with 8.1 figures, and my log file is like 2000 times larger than the normal log file when loading a 8.0 figure.
Long load times are down to a couple of issues.
1) DS has always been poor at dealing with large amounts of complicated ERC, it basically bogs down the program causing it to load slower and slower the more it has to deal with, DS4 can handle far more ERC than DS1, 2 or 3 could but it still has limits.
2) Genesis 8 is an enormous cluster**** of complicated ERC, damn near every DSF file in the morphs folder is overloaded with ERC, and DS just can't cope with it.
Lets take Victoria 8 as an example -
CTRLVictoria8.dsf = 2 ERC
FHMVictoria8.dsf = 531 ERC
FBMVictoria8.dsf = 933 ERCThat is just 3 of the 52 DSF files she comes with, and all the rest have ERC in them, so a couple of thousand ERC for each DO character you have installed. Add in some of the other characters in this store, and things like AFE, or Zev0's products and you could easily be hitting a million plus ERC when you load G8F.
Then there's 8.1, not only does it have to load all it's own ERC, but with 4.15+ it also has to deal with all 8.0's crap as well.
One general concept that I've employed in the past when developing real-time applications is to setup as much as possible ahead of time, leaving less to do at runtime. I'm wondering if this approach might be useful in this case.
My understanding is that numerous small files (relatively speaking) need to be read from disk when a figure is loaded. Once read in, then the structures/references must be setup in memory.
I'm wondering if this can't be done pre-runtime, with the result being a single large file (basically a memory dump) with the references already setup for a given figure. This single large file could then be read into memory when loading the figure. This pre-runtime process could be repeated whenever new content was installed (again, pre-runtime).
I'm guessing there would be complications with pointers, etc. as it's not a simple fixed memory situation but rather a general purpose computing situation that must run on unknown hardware. I'm not suggesting it would be trivial and I'm certain there are things that I'm not aware (obviously I didn't write the code for DS), but it may still be worth investigating. The long load times take much of the joy out of using DS (and actively discourage spending money on large libraries).
- Greg
DzCreateExPFiles-v4.bat and so on did this for the fourth geenation figures. Some people hated it, and frequently got in a mess with it.
DS already has the DSON cache.
I wasn't around for that era, but I read this page:
Unless I'm not understanding something, the whole ExP/INJ system didn't really function like what I'm suggesting at all - there would be no selective injecting or anything like that at runtime.
I googled the DSON cache and found several threads about it (questions with no answers). It seems obvious that it doesn't function to sufficiently speed load times, though.
Something really needs to be done about the load/delete times, and un-installing content that you've paid for isn't really a solution. I know I've pretty much stopped buying figures because DS is getting unusable from a practical standpoint. I'm know not the only one.
- Greg
or maybe the system wouldn't greatly - or at all - speed loading, and that's why the cache seems to do limited good. It may well be that such a system was considered and rejected as having too little benefit for its cost in other respects (such as adding new content in a way that doesn't confuse the average user).
Genesis 8.1 / Victoria 8.1Richard Haseltine said:
algovincian said:
Bejaymac said:
peteanderson1212 said:
Considering some/a lot of the expression morphs from 8.0 aren't going to work on 8.1, hopefully they can update this asset in regards so that the 8.1 figure doesn't go about hunting for the 8.0 expression morphs. My loadup times are 10 times larger with 8.1 figures, and my log file is like 2000 times larger than the normal log file when loading a 8.0 figure.
Long load times are down to a couple of issues.
1) DS has always been poor at dealing with large amounts of complicated ERC, it basically bogs down the program causing it to load slower and slower the more it has to deal with, DS4 can handle far more ERC than DS1, 2 or 3 could but it still has limits.
2) Genesis 8 is an enormous cluster**** of complicated ERC, damn near every DSF file in the morphs folder is overloaded with ERC, and DS just can't cope with it.
Lets take Victoria 8 as an example -
CTRLVictoria8.dsf = 2 ERC
FHMVictoria8.dsf = 531 ERC
FBMVictoria8.dsf = 933 ERCThat is just 3 of the 52 DSF files she comes with, and all the rest have ERC in them, so a couple of thousand ERC for each DO character you have installed. Add in some of the other characters in this store, and things like AFE, or Zev0's products and you could easily be hitting a million plus ERC when you load G8F.
Then there's 8.1, not only does it have to load all it's own ERC, but with 4.15+ it also has to deal with all 8.0's crap as well.
One general concept that I've employed in the past when developing real-time applications is to setup as much as possible ahead of time, leaving less to do at runtime. I'm wondering if this approach might be useful in this case.
My understanding is that numerous small files (relatively speaking) need to be read from disk when a figure is loaded. Once read in, then the structures/references must be setup in memory.
I'm wondering if this can't be done pre-runtime, with the result being a single large file (basically a memory dump) with the references already setup for a given figure. This single large file could then be read into memory when loading the figure. This pre-runtime process could be repeated whenever new content was installed (again, pre-runtime).
I'm guessing there would be complications with pointers, etc. as it's not a simple fixed memory situation but rather a general purpose computing situation that must run on unknown hardware. I'm not suggesting it would be trivial and I'm certain there are things that I'm not aware (obviously I didn't write the code for DS), but it may still be worth investigating. The long load times take much of the joy out of using DS (and actively discourage spending money on large libraries).
- Greg
DzCreateExPFiles-v4.bat and so on did this for the fourth geenation figures. Some people hated it, and frequently got in a mess with it.
DS already has the DSON cache.
I wasn't around for that era, but I read this page:
Unless I'm not understanding something, the whole ExP/INJ system didn't really function like what I'm suggesting at all - there would be no selective injecting or anything like that at runtime.
I googled the DSON cache and found several threads about it (questions with no answers). It seems obvious that it doesn't function to sufficiently speed load times, though.
Something really needs to be done about the load/delete times, and un-installing content that you've paid for isn't really a solution. I know I've pretty much stopped buying figures because DS is getting unusable from a practical standpoint. I'm know not the only one.
- Greg
Genesis 8.1 / Victoria 8.1algovincian said:
Bejaymac said:
peteanderson1212 said:
Considering some/a lot of the expression morphs from 8.0 aren't going to work on 8.1, hopefully they can update this asset in regards so that the 8.1 figure doesn't go about hunting for the 8.0 expression morphs. My loadup times are 10 times larger with 8.1 figures, and my log file is like 2000 times larger than the normal log file when loading a 8.0 figure.
Long load times are down to a couple of issues.
1) DS has always been poor at dealing with large amounts of complicated ERC, it basically bogs down the program causing it to load slower and slower the more it has to deal with, DS4 can handle far more ERC than DS1, 2 or 3 could but it still has limits.
2) Genesis 8 is an enormous cluster**** of complicated ERC, damn near every DSF file in the morphs folder is overloaded with ERC, and DS just can't cope with it.
Lets take Victoria 8 as an example -
CTRLVictoria8.dsf = 2 ERC
FHMVictoria8.dsf = 531 ERC
FBMVictoria8.dsf = 933 ERCThat is just 3 of the 52 DSF files she comes with, and all the rest have ERC in them, so a couple of thousand ERC for each DO character you have installed. Add in some of the other characters in this store, and things like AFE, or Zev0's products and you could easily be hitting a million plus ERC when you load G8F.
Then there's 8.1, not only does it have to load all it's own ERC, but with 4.15+ it also has to deal with all 8.0's crap as well.
One general concept that I've employed in the past when developing real-time applications is to setup as much as possible ahead of time, leaving less to do at runtime. I'm wondering if this approach might be useful in this case.
My understanding is that numerous small files (relatively speaking) need to be read from disk when a figure is loaded. Once read in, then the structures/references must be setup in memory.
I'm wondering if this can't be done pre-runtime, with the result being a single large file (basically a memory dump) with the references already setup for a given figure. This single large file could then be read into memory when loading the figure. This pre-runtime process could be repeated whenever new content was installed (again, pre-runtime).
I'm guessing there would be complications with pointers, etc. as it's not a simple fixed memory situation but rather a general purpose computing situation that must run on unknown hardware. I'm not suggesting it would be trivial and I'm certain there are things that I'm not aware (obviously I didn't write the code for DS), but it may still be worth investigating. The long load times take much of the joy out of using DS (and actively discourage spending money on large libraries).
- Greg
DzCreateExPFiles-v4.bat and so on did this for the fourth geenation figures. Some people hated it, and frequently got in a mess with it.
DS already has the DSON cache.
Genesis 8.1 / Victoria 8.1Bejaymac said:
peteanderson1212 said:
Considering some/a lot of the expression morphs from 8.0 aren't going to work on 8.1, hopefully they can update this asset in regards so that the 8.1 figure doesn't go about hunting for the 8.0 expression morphs. My loadup times are 10 times larger with 8.1 figures, and my log file is like 2000 times larger than the normal log file when loading a 8.0 figure.
Long load times are down to a couple of issues.
1) DS has always been poor at dealing with large amounts of complicated ERC, it basically bogs down the program causing it to load slower and slower the more it has to deal with, DS4 can handle far more ERC than DS1, 2 or 3 could but it still has limits.
2) Genesis 8 is an enormous cluster**** of complicated ERC, damn near every DSF file in the morphs folder is overloaded with ERC, and DS just can't cope with it.
Lets take Victoria 8 as an example -
CTRLVictoria8.dsf = 2 ERC
FHMVictoria8.dsf = 531 ERC
FBMVictoria8.dsf = 933 ERCThat is just 3 of the 52 DSF files she comes with, and all the rest have ERC in them, so a couple of thousand ERC for each DO character you have installed. Add in some of the other characters in this store, and things like AFE, or Zev0's products and you could easily be hitting a million plus ERC when you load G8F.
Then there's 8.1, not only does it have to load all it's own ERC, but with 4.15+ it also has to deal with all 8.0's crap as well.
One general concept that I've employed in the past when developing real-time applications is to setup as much as possible ahead of time, leaving less to do at runtime. I'm wondering if this approach might be useful in this case.
My understanding is that numerous small files (relatively speaking) need to be read from disk when a figure is loaded. Once read in, then the structures/references must be setup in memory.
I'm wondering if this can't be done pre-runtime, with the result being a single large file (basically a memory dump) with the references already setup for a given figure. This single large file could then be read into memory when loading the figure. This pre-runtime process could be repeated whenever new content was installed (again, pre-runtime).
I'm guessing there would be complications with pointers, etc. as it's not a simple fixed memory situation but rather a general purpose computing situation that must run on unknown hardware. I'm not suggesting it would be trivial and I'm certain there are things that I'm not aware (obviously I didn't write the code for DS), but it may still be worth investigating. The long load times take much of the joy out of using DS (and actively discourage spending money on large libraries).
- Greg
Genesis 8.1 / Victoria 8.1peteanderson1212 said:
Considering some/a lot of the expression morphs from 8.0 aren't going to work on 8.1, hopefully they can update this asset in regards so that the 8.1 figure doesn't go about hunting for the 8.0 expression morphs. My loadup times are 10 times larger with 8.1 figures, and my log file is like 2000 times larger than the normal log file when loading a 8.0 figure.
Long load times are down to a couple of issues.
1) DS has always been poor at dealing with large amounts of complicated ERC, it basically bogs down the program causing it to load slower and slower the more it has to deal with, DS4 can handle far more ERC than DS1, 2 or 3 could but it still has limits.
2) Genesis 8 is an enormous cluster**** of complicated ERC, damn near every DSF file in the morphs folder is overloaded with ERC, and DS just can't cope with it.
Lets take Victoria 8 as an example -
CTRLVictoria8.dsf = 2 ERC
FHMVictoria8.dsf = 531 ERC
FBMVictoria8.dsf = 933 ERCThat is just 3 of the 52 DSF files she comes with, and all the rest have ERC in them, so a couple of thousand ERC for each DO character you have installed. Add in some of the other characters in this store, and things like AFE, or Zev0's products and you could easily be hitting a million plus ERC when you load G8F.
Then there's 8.1, not only does it have to load all it's own ERC, but with 4.15+ it also has to deal with all 8.0's crap as well.











