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Daz 3D Forums > Search
  • Cloud render in low ends laptop?
    hello, I joined daz3d a while ago and I want to use it to create 3d scenes, create characters, rooms and such, but my problem is precisely my laptop, it is not that powerful and the first time I tried it render (even at the lowest settings) it almost exploded. But, recently I saw about rendering in Google Colab, which runs completely in the cloud and free, but the problem is that it works with Blender, I did some tests in Daz to Blender but it only imports the character, and I wanted the whole scene with pose and objects. Is there any way to render Daz3d's own projects in Google Colab? or some other free alternative of the type? or any way to import the whole daz scene into blender, with pose, scenery etc?

    By

    Loganinventos Loganinventos July 2023 in New Users
  • [Released] RSSY Hair Converter from Genesis 8 to Genesis 9 [Commercial]

    vwrangler said:

    RiverSoftArt said:

    vwrangler said:

    I'm afraid I'm running into some odd issues as well.

    For some reason, even though all the hairs I've selected are showing "Default - hair - short" in their actual metadata, the converter is insisting that they're all "Wardrobe - Unknown". I have no idea why it would be misreading the information this way. I had to uncheck "Check content type" before it would do anything at all.

    The script calls the Daz Studio Asset Manager for the type of the filename.  It is what is reported by Daz Studio.

    Also, it appears to HATE this hair https://www.daz3d.com/big-afro-hair-for-genesis-3-and-8 -- It got to the "Normalizing weight maps" step, and seemed to get stuck. I left it alone and did something else, just to see what would happen, and about 20 minutes after it started, it finally got past the weight maps and started writing assets.

    Interesting.  Perhaps it has a lot of geometry?

    My apologies -- I had to move shortly after I made that post, and I'm only just getting back to trying to use the Hair Converter.

    So ... what is the Daz Studio Asset Manager, and do you know if there's any way I can get it to understand that my hair is actually hair? The difficulty I'm having with literally everything is as follows:

    a) it can't tell what anything really is, as mentioned

    The Asset Manager is basically the interface to the database for content in Daz Studio.  Rebuilding the database can usually work to fix this problem (at least for assets from Daz)


    b) it all has to go through with Check Content Type option unchecked
    c) when it does do a conversion, everything winds up malpositioned -- usually a bit too low, and the scalp part almost entirely inside the head. Ponytails have ended up on top of the head and forward of where they should be

    This is when you play with the Converter Morph to not be -100%


    d) The Converter Morph G8M/F is usually dialed to -100% by the converter after conversion, which I strongly suspect is quite wrong. However, changing the number to 0 or 100% results in hair floating well above the head of the character.

    This is correct.  The morph to pull the hair down into position will usually be -100%

    The one hair that it recognized as being Follower/Hair, so far, was OOT Rasta Tails -- which I converted from G3 to G8 with the previous editon of the hair converter. And even then, after converting to G9, the scalp was malpositioned, and the actual tails are too far forward on the cranium -- on the top of the head instead of toward the back.

    And yes, Big Afro Hair has lots of geometry.

    By

    RiverSoft Art RiverSoft Art July 2023 in Daz PA Commercial Products
  • DD PBR Concrete Shaders for Iray Vol 3

    The manifest entries are missing part of the path, so they don't actually get installed.

    The package has "Shader Presets/Daz Originals/DD PBR Concrete Shaders for Iray Vol 3/"

    The manifest has "Shader Presets/DD PBR Concrete Shaders for Iray Vol 3/"

    The metadata has "Shader Presets/Daz Originals/DD PBR Concrete Shaders for Iray Vol 3/

    All three must agree, and editing the manifest is quickest. Just insert the "Daz Originals" string wherever needed.

    By

    NorthOf45 NorthOf45 July 2023 in The Commons
  • How to import a scene over a scene without Environment and tonemapper.

    So i made this scene which was exeeding my ram limit so the extent where I could'nt even Iray preview it without my system hanging so i divided it in 2 parts (1. Characters and some part of the set around the characters and 2. reset of the set), and then i made some lighting changes changes in the first part where my characters are. So I rendered the first part and then i removed the characters from it and then imported the part 2 to make the set complete but without the characters. It also imported the Enviornment and tonemapper settings of part 2 which i changed to exactly the same to what part 1 had but the lighting is style some what different enough for both render to look different when I merge them. Not mentiond the with scene with characters take around 2 hrs to load.

    So is there a way to import the scene onto the current without the Enviorment and tonemappers node settings to my current scene's settings remain after Importing the 2nd scene.

    Thanks.

    By

    zaselim_08eb9236 zaselim_08eb9236 July 2023 in Technical Help (nuts n bolts)
  • Celebrity Look-a-Likes for 3D figures Part 4

    Here is another interesting finding.

    FaceBank for FaceGen
    LOCATION: relativitybook.com/CoolStuff/facebank.html
    LOCATION at Archive.org (pick a date, then select the time the website was archived): web.archive.org/web/20230000000000*/relativitybook.com/CoolStuff/facebank.html

    These are celebrity faces created using FaceGen (facegen.com), photo to 3D conversion software. Faces tend to be flat (per comments I read) and need some work to make them more realistic (such as adding sublayers for facial coloring). The result is not the HD (high-definition) models availalble at the regular stores (mostly at DAZ). 

    This website is very old. The underlying website pages have had their content removed, such as face photos used as refereneces. The webpage is archived at archive.org's wayback machine in case it complely disappears.

    From the website, by the creator of the site: 

    "Here are a bunch of .FG files to play with. Some of the models work better than others. FaceGen's default rendering output is simple surface rendering, which means that skintones tend to look a little like they've been painted onto a surface (you tend to get a similar "look" when you hand-paint a diecast model). For "pro" image rendering, a graphics person might use FaceGen for previewing and initial editing, export a model as an .obj object file, and import it into a more advanced rendering program, which could do more sophisticated things like taking into account the effect of skin translucency to produce a more photorealistic, less "flat" image."

    "Some of these head shapes look slightly iffy, but with real people, its not always obvious what their actual head shape is underneath all the hair. For a couple of the better images here, I made a tiny tweek to the cranium width, and that made a big difference. FaceGen concentrates on trying to get the facial region right, and extrapolates the rest of the head from the facial proportions, so sometimes a series of slight errors in the facial proportions can lead to a funny-looking head. Then again, most of us aren't surrounded by bald people, and probably don't have a good idea of the what the natural range of headshape variations. I resisted the temptation to edit all the heads to make them look "normal", partly because most of these are going to end up with hair, and partly because, for all I knew, perhaps this is what these people's heads really look like under all the hair? Who knows?"

    By

    NandoSD58 NandoSD58 July 2023 in The Commons
  • Problem with DazToUnreal for G8/UE5.2 - Broken Skeleton? [FIXED! :D]

    OMG I just tried to import a new char from Daz to unreal again and now it seems to work and it even fixed the old char! I guess the skeleton it used before was outdated, not sure why it didn't update it before, maybe it was just some kind of glitch last time...

     

    Thanks again @woyodo for the help!

    By

    metaside metaside July 2023 in Unreal Discussion
  • C4D Bridge: Shader creation even worse than before

    I have no idea where I can leave feedback for the C4D bridge so someone from the devs sees it, so I do it here.

    With the latest version the prop and figure material import are even worse than before, textures are mapped into the wrong channels, there are diffuse/reflection imports mixed up. Also bump and normal settings are completely wrong. I cannot understand how this can be rolled out as a working bridge, did no dev actually test if this works? Redshift conversion does not work at all, only one material is converted and here the textures are plugged into the wrong ports and/or have wrong settings. 

    Maybe the devs should ask someone with some knowledge about C4D, Redshift and Octane instead of tinkering themselves?

    The free bridge is advertised to sell more assets to use them with C4D. Practically this only works VERY bad if ever.

    By

    Xanathon Xanathon July 2023 in Cinema 4D Discussion
  • [Released] RSSY Hair Converter from Genesis 8 to Genesis 9 [Commercial]

    RiverSoftArt said:

    vwrangler said:

    I'm afraid I'm running into some odd issues as well.

    For some reason, even though all the hairs I've selected are showing "Default - hair - short" in their actual metadata, the converter is insisting that they're all "Wardrobe - Unknown". I have no idea why it would be misreading the information this way. I had to uncheck "Check content type" before it would do anything at all.

    The script calls the Daz Studio Asset Manager for the type of the filename.  It is what is reported by Daz Studio.

    Also, it appears to HATE this hair https://www.daz3d.com/big-afro-hair-for-genesis-3-and-8 -- It got to the "Normalizing weight maps" step, and seemed to get stuck. I left it alone and did something else, just to see what would happen, and about 20 minutes after it started, it finally got past the weight maps and started writing assets.

    Interesting.  Perhaps it has a lot of geometry?

    My apologies -- I had to move shortly after I made that post, and I'm only just getting back to trying to use the Hair Converter.

    So ... what is the Daz Studio Asset Manager, and do you know if there's any way I can get it to understand that my hair is actually hair? The difficulty I'm having with literally everything is as follows:

    a) it can't tell what anything really is, as mentioned
    b) it all has to go through with Check Content Type option unchecked
    c) when it does do a conversion, everything winds up malpositioned -- usually a bit too low, and the scalp part almost entirely inside the head. Ponytails have ended up on top of the head and forward of where they should be
    d) The Converter Morph G8M/F is usually dialed to -100% by the converter after conversion, which I strongly suspect is quite wrong. However, changing the number to 0 or 100% results in hair floating well above the head of the character.

    The one hair that it recognized as being Follower/Hair, so far, was OOT Rasta Tails -- which I converted from G3 to G8 with the previous editon of the hair converter. And even then, after converting to G9, the scalp was malpositioned, and the actual tails are too far forward on the cranium -- on the top of the head instead of toward the back.

    And yes, Big Afro Hair has lots of geometry.

    By

    vwrangler vwrangler July 2023 in Daz PA Commercial Products
  • Daz to Cinema 4D Bridge - Meet the Team

    Hello, I am unsure if this is the correct place for this....but when I import from DazToC4D using the "GENESIS CHARACTARS" button it works great.  However the "AUTO-IK" option hangs and says "Please Wait...Importing.."  and then never imports.  Using Daz 4.21 and C4D 2023.2.2, a Genesis 8 model, maybe 3 textures and just underware...nothing complex because I wanted to test this before going ham. Any help would be apperciataed.

    By

    sammis sammis July 2023 in Cinema 4D Discussion
  • Cinema 4D - POSEMORPH TAG PROBLEM

    You're ahead of me. I've never gotten GP to import with any morphs, either through the bridge or FBX export.

    By

    Gordig Gordig July 2023 in Cinema 4D Discussion
  • Rendering: Cannot save "mov" files, but can save other files

    Mediac said:

    Hi,

     

    Has anyone from DAZ actually addressed this issue yet??

    Its been three years and I still can not render a movie file.

    HELP!!

    Thanks in advance

    As mentioned, it's been years since this has worked on Mac OS in DAZ Studio, since the shift to 64-bit, I believe. I think it still works in 32-bit DAZ Studio.

    As suggested above, render out your movie as a series of images; you can then simply open QuickTime Player and import image sequence.

    Since you also can no longer import audio into DAZ Studio and hear it, you're not losing too much, and the new options provided by the series of images can be a plus (e.g. you can batch-apply filters or PhotoShop Actions on the rendered stills).

    I'm sure export -> movie and the import -> audio will both be fixed in DAZ Studio 5.

    wink

    -- Walt Sterdan

    By

    wsterdan wsterdan July 2023 in Technical Help (nuts n bolts)
  • Scene optimizer and DUF file size

    Yea, that was the culprit ~~ the simulated result on each frame with be saved in DUF file. I ever made an animation with simulated hair and dress on timeline (1700 frames), then the saved file size was nearly 3GB...
    If you just go for static rendering while have to use timeline to simulate a dForce item, you may export the simulated result of the last frame to obj file, clear the simuation and import back obj with Morph Loader Pro to create a single dial of the 'simulated morph' on that dForce item. That'll be all fine...

    By

    crosswind crosswind July 2023 in Technical Help (nuts n bolts)
  • Smart Content Library Primary Category

    A product can have assets in more than one category. When using Smart Content with something selected in the Scene, if Filter by Context is checked, it will show any and all products that have any compatible assets, as defined in the metadata. With Filter by Context unchecked, it will display virtually everything. So, yes, it can look different every time, depending on what is selected in the scene, if anything, and contextual filtering active.

    By

    NorthOf45 NorthOf45 July 2023 in Daz Studio Discussion
  • Smart Content Library Primary Category

    What is confusing me about this is that those are Daz items installed using DIM. After I ran the metadata options, they were moved to that category.

    As far as I can remember, I did not create an XXX category. I use a separate library for third-party content. The exception to that rule is I installed some items I purchased last week into the wrong directory. I rectified that issue. But even in my third-party library, I do not use XXX as a label.

    Why would Daz content show up under that category?

    By

    gepetersiii gepetersiii July 2023 in Daz Studio Discussion
  • Genesis 3 and 8 to 9 Pose Converter (Commercial)

    I'm not sure if this is a bug or a feature.

    In Daz, if I take a Generation 8 pose, apply it to my Generation 9 model and then save that pose as a preset, that pose will not work if I import it into Blender via the Daz Blender Bridge. Non-converted  poses made for Generation 9 models do seem to translate well to Blender.

    Thank you.

    Chou-Vert

    This isn't your converter, this is the Blender bridge, it doesn't seem to bring over saved preset poses.

     

    By

    Chou-Vert Chou-Vert July 2023 in Daz PA Commercial Products
  • Smart Content Library Primary Category

    It mnay also have been added by something from oen of the adult stores that came with metadata

    By

    Richard Haseltine Richard Haseltine July 2023 in Daz Studio Discussion
  • importing V5

    Hello!!! when I import Victoria 5, by the bridge, to C4d, curiously the feet are darker, than the rest of the skin... I can't notice any difference with the set up of the shaders (I convert to corona shaders), but the feet are african, and the rest of the skin "white"; (well, pink)... is it a way to solve that? thank you for help!

    By

    laverdet_943f1f7da1 laverdet_943f1f7da1 July 2023 in Cinema 4D Discussion
  • The I Miss the Old Days Complaint Thread

    DIM is only getting worse on my Win10

    update failed and I cannot get my newly bought stuff to show up

    guess I can manually download it, it's not as if the metadata is working anyway

    Thank God for Voidtools Everything

    By

    WendyLuvsCatz WendyLuvsCatz July 2023 in The Commons
  • Smart Content Library Primary Category

    What you are seeing is a Custom Category that you probably created. I have all the products visible in that screen shot, and none of them come with an XXX category. All products with metadata categorize every asset (usually) with a Default Category of some kind. (Sometimes a few miss the Default part, and many get none, which default to Lost and Found). You can create as many top-level categories as you want, and include references to anything from any content library folder you want, as many times as you want. You can copy and move custom categories around all you want without disturbing the underlying folder structure. Any assets without metadata can still be categorized from the Content Library (which would also remove them from Lost and Found).

    By

    NorthOf45 NorthOf45 July 2023 in Daz Studio Discussion
  • Smart Content Library Primary Category

    I recently reloaded the metadata for my library. After doing so, there was a change to the Smart Content Library on the left-hand side. It added a category, the 'Default' and then 'XXX'.
    Unfortunately, it sorted some items into the second category which I need to correct. But it got me thinking. What is it and what purpose could it serve?

    Instead of having multiple libraries I could just group certain items into other primary labels. This is new to me and I don't know much about it or how to use it yet. I am hoping someone will have a good reference for it that would teach me how to use it.

    I appreciate any help you could offer or suggestions on how you use it personally.

    By

    gepetersiii gepetersiii July 2023 in Daz Studio Discussion
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