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Daz 3D Forums > Search
  • An Attempt of a "Limited Time Freebie" Message Only Email Alert Thread Part 2

    New bi-weekly batch of “Limited-Time Free” from Fab (until Feb 24 at 9:59 AM ET).

    • Platformer 8 Underworld - Low Poly 3D Models Pack. Very stylized and low-poly, so probably not useful for those doing realistic renders, but those doing cartoon-style renders may like it. Unreal, Unity, UEFN, Blender, Cinema 4D, 3ds, max, fbx, glb, obj, formats.
    • Not useful with Daz: Advanced Phone System V3 Replicated. Unreal format.
    • Medieval Modular Wall Pack - Kitbash Collection. Medieval-style stone walls. Comes as components to be arranged as you like. Unreal, Blender, glb, obj, fbx, formats.

    With Fab freebies, you can choose a Personal or Professional license. I always switch to the Professional license (since it’s free and gives you more).

    Note that these are usually in Unreal or sometimes Unity, Godot, Blender, or generic 3D formats, so will require a little work to convert for use in Daz.

    There isn’t a straight conversion from Unreal to Daz. First, convert from Unreal Engine to Blender format, then export/import between Blender and Daz. This article covers some ways of doing the conversion from Unreal to Blender: “Exporting from Unreal Engine to Godot, Unity or Blender”. Then from Blender to Daz, you can use one of the various tools, such as Diffeomorphic.

    Please take discussion to the discussion thread. Let’s keep this thread “Announcements Only”, as it was intended.

    By

    FizzleMyth FizzleMyth February 10 in Freebies
  • Daz in Blender

    For a while Ive wondered. Why hasnt Daz been made into a full scale plugin for Blender, "merge" the two?

    I dont mean to export/import but to pretty much be the Daz library/poses/login/ease of use in Blender?

    By "merging" Daz into Blender they could "catch" quite a few Blender users increasing their user base / $ coming in.

    Yes I know PA's would have to learn to script for Blender, but again the Blender community is massive in comparison leading to more $ for them as well.

    Looking at it from my view its costing them more $ to keep a pure "Daz3d" going, more people=more money.

     

    Just my thoughts, was curios if a Daz dev/the communtiy had thoughts on it. 

    By

    lkopop908 lkopop908 February 10 in Daz Studio Discussion
  • DS 4.22 IRAY's not working (SOLVED)

    I guess no one have that problem anymore but I haven't found any solution. Always renders just blank image and iray preview is infinitely running with smooth shading. All drivers for my geforce rtx 4060 are up to date and I got no issues to render in blender or marmoset.

    2026-02-09 20:31:26.628 Iray [INFO] - TRAV:DATABASE ::   1.0   TRAV   db   progr: Traversing scene.
    2026-02-09 20:31:27.222 Iray [INFO] - TRAV:DATABASE ::   1.0   TRAV   db   info : Traversing scene took 594.225 ms.
    2026-02-09 20:31:27.224 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating geometry contexts.
    2026-02-09 20:31:27.225 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating geometry.
    2026-02-09 20:31:27.225 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Importing scene graph.
    2026-02-09 20:31:27.377 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Auto instancing compression 1.0x (Full instancing compression 1.0x)
    2026-02-09 20:31:27.377 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Importing geometry for motion time 0
    2026-02-09 20:31:27.545 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Geometry import (1 triangle object with 8 M triangles, 1 instance yielding 8 M triangles) took 168.972 ms
    2026-02-09 20:31:27.545 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating motion transforms.
    2026-02-09 20:31:27.545 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating section objects.
    2026-02-09 20:31:27.545 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating materials.
    2026-02-09 20:31:27.597 Iray [INFO] - MATCNV:RENDER ::   1.0   MATCNV rend info : found 375 textures, 0 lambdas (0 unique)
    2026-02-09 20:31:27.597 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating environment.
    2026-02-09 20:31:27.598 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating compiled material code.
    2026-02-09 20:31:27.598 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating compiled environment code.
    2026-02-09 20:31:27.598 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating material textures.
    2026-02-09 20:31:27.602 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating environment textures.
    2026-02-09 20:31:27.602 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating BSDFs.
    2026-02-09 20:31:27.602 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating volumes.
    2026-02-09 20:31:27.602 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating lens.
    2026-02-09 20:31:27.602 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating lights.
    2026-02-09 20:31:27.602 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating object flags.
    2026-02-09 20:31:27.602 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating backplate.
    2026-02-09 20:31:27.602 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating compiled backplate code.
    2026-02-09 20:31:27.602 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating backplate textures.
    2026-02-09 20:31:27.602 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating decals.
    2026-02-09 20:31:27.604 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Using iray core convergence estimate.
    2026-02-09 20:31:27.604 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Allocating 1-layer frame buffer
    2026-02-09 20:31:27.604 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Using interactive scheduling, caustic sampler disabled
    2026-02-09 20:31:27.604 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Initializing local rendering.
    2026-02-09 20:31:27.606 [WARNING] :: \src\pluginsource\DzIrayRender\dzneuraymgr.cpp(373): Iray [ERROR] - IRAY:RENDER ::   1.0   IRAY   rend error: No device specified or usable
    2026-02-09 20:31:27.606 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Rendering with 0 device(s):
    2026-02-09 20:31:27.606 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Rendering...
    2026-02-09 20:31:27.606 [WARNING] :: \src\pluginsource\DzIrayRender\dzneuraymgr.cpp(373): Iray [ERROR] - IRAY:RENDER ::   1.0   IRAY   rend error: No worker to render with: aborting render
    2026-02-09 20:31:27.606 [ERROR] Iray :: Internal rendering error.

     

    By

    frisquet frisquet February 9 in Daz Studio Discussion
  • Question About Diffeomorphic and Object Data

    Padone said:

    scene 1. It depends on the import settings, "apply transforms" does that. Generally in blender we import one figure at a time to be converted to a blender rig, in rest pose and zero coordinates. The addon also allows to import multiple posed figures together with the scene, mainly for rendering, but this will not work fine for animation.

    scene 2. The x 100 pose works fine here, it moves G8 by 100 on the x axis. Included for your reference. Be sure to update the addon before reporting bugs, eventually.

    my steps:

    1. import G8 with the G8 preset
    2. import the x100 pose: runtime > posing > import pose

    Thank you for responding.  As you suggested, I updated Diffeo from version 5.0 something to the current 5.1 and now the translation data imports as expected.  I'm relieved, as I had been very confused.  Thank you!

    By

    MrRogerSmith MrRogerSmith February 9 in Blender Discussion
  • Daz to Blender HD morphs

    Thank you for all your help, Padone. I really appreciate it. I just have one last question, specifically about textures.

    When I import textures using the EEVEE settings, the characters’ skin always looks very red and worse overall. I know that switching to Cycles fixes the issue, especially when I import Diffeo with Cycles textures.

    I was wondering if there’s a setting or some kind of solution for this. You’ve clearly been doing this much longer than I have. I know building the nodes from scratch is the obvious solution, but I was wondering if you might have a better approach.

    By

    apik26 apik26 February 9 in Blender Discussion
  • Question About Diffeomorphic and Object Data

    scene 1. It depends on the import settings, "apply transforms" does that. Generally in blender we import one figure at a time to be converted to a blender rig, in rest pose and zero coordinates. The addon also allows to import multiple posed figures together with the scene, mainly for rendering, but this will not work fine for animation.

    scene 2. The x 100 pose works fine here, it moves G8 by 100 on the x axis. Included for your reference. Be sure to update the addon before reporting bugs, eventually.

    my steps:

    1. import G8 with the G8 preset
    2. import the x100 pose: runtime > posing > import pose

    By

    Padone Padone February 9 in Blender Discussion
  • Question About Diffeomorphic and Object Data

    I am struggling to understand how Diffeo processes object data when importing to Blender.

     

    Scene 1

    1. I move a Daz character 100 on the X axis.
    2. I save that scene and export it via Diffeo.
    3. The character shows up in Blender with a zero value on the X axis but visually the transform is applied.

    Okay, I can follow that.

     

    Scene 2
    1. I move a Daz character 100 on the X axis.
    2. I save that as a pose preset.
    3. I zero the character's pose, undoing the translation.
    4. I save that zeroed scene and export it via Diffeo.
    5. The character shows up in Blender zeroed and without any visual transform
    6. I use Diffeo to import the saved pose preset and I make sure to check "affect object" (and "affect bones", although I don't think that matters).
    7. Nothing happens.  There is no change in the character's object data and visually there is no change.

    This confuses me.  The Daz save pose preset option does save the transforms of the base character, and clearly Diffeo can read that data since it does so when importing an already posed character.  So why aren't those base transforms imported via the pose import tool?

    By

    MrRogerSmith MrRogerSmith February 9 in Blender Discussion
  • How to make a face swollen but funny like in a cartoon ?

    Depending on how funny it'll look like as a cartoon style.... but I would probably make it with Blender or Mesh Grabber. Then export / import the OBJ file as morph(s) so as to dial it with different strength / shapes ~

    Alternatively, dFormers / Smoothing Modifiers by colliding with other objects may also do ~

    By

    crosswind crosswind February 7 in Daz Studio Discussion
  • Diffeomorphic: custom strand based beard imported -> does not follow facial expression

    Okay... I think I found the issue: using the attached configuration the result is hair curves without the "Surface Deform" modifier, see the result screenshot.

    This needs to be added manually: Add modifier > Geometry Nodes and under "Browse Node tree to be linked" you should see it. BUT: The surface deform modifier / node tree (whatever it is) doesn't exist here. I started a new Blender file and directly used Diffeomorphic to import a daz character.

    The solution: I simply added a new hair curve (choose a mesh > Add > Curve > Empty hair) which seems to create / make the node tree / modifier in the new Blender file available. THEN I see the "Surface deform" option for the Geometry Node modifier and choose it. This leads to an error in the modifier: "curves are not attached to any uv map". For this: Open hair curves in sculpt mode, then in menu: Curves > “snap to nearest surface”. This makes the hair curves look nice and follow the mesh. HOORAY. After that I simply delete the manually added hair curves.

    Maybe somewhere during the "Make hair" process in Diffeomorphic this needs to be created / done as well?!

    By

    Dissendior Dissendior February 7 in Blender Discussion
  • question about the future of AI

    Toobis said:

    I'm pretty new to AI generally as most of us are but I ewas jkust wondering and partially even worrying that as it gets more and more powerful over time, will it be to the point that product vendors would be portentially losing their income due to AI daz (and any other program like Daz) simple but powerful content creation tools? I maybe talking space-age here but could it really be a case of typing what you want the AI to create for you in a Daz scene for you to work with and it comes up? for example a certain car you might want to add and then add genesis characters to etc to create a final render. What is the end game with AI and content creation please. Will it really be possible? maybe I've just got my head in the clouds. lol.

     

    It may sound trite, but it's a question of "what do you mean by AI?"

    The initial hype around AI focused a lot on generative AI -- submit a prompt and the AI produces content for you based on the prompt, whether it's text or images or sound or whatever. Some people view this as competition for the 3D ecosystems which exist to model and create, in most cases, the same type of end-product that generative AIs do. I say the same type of product, not the same product. 

    As AI has evolved, however, we are adding an entire class of problems that AI is now starting to address. The popular term is "agentic" AI. Basically you're creating agents that will solve a part of a problem -- fetch X, get me the best price for Y, summarize Z, email X, etc. What this means for 3D ecosystems is still up in the air, but what you are describing is getting closer to reality, but it's not there yet. The reason is that the applications themselves are not exposing their interfaces in a way that lends themselves to being used by AI agents. 

    DAZ is a good example of this. It's meant to be a desktop application driven by a human. It has a scripting and plugin capability that can automate some of the work that a human would do, but it doesn't create new content on its own. It resolves the repetitive, tedious tasks that a human would have to sit there and click 50 times. It can't yet take a natural language scene description and populate and pose the 3D assets and render and environment settings into a DAZ scene. I say not yet, but it's something that you can see on the horizon. It's already possible to take a scene description and at have AI least identify the assets that could be used to populate the scene, for example. As asset descriptions and metadaata are more fine tuned to be read by AIs, for example, searching for them using narrative descriptions will become more and more accurate. We can do similar things for posing, expressions, lighting, environments, and so on. The missing pieces are primarily the description and metadata to make them truly searchable in a way that lends itself to AI scene builders. 

    The AI scene builder is the next big frontier, taking all these AI-enabled blocks around asset finding to actually build a scene. This has a number of hurdles that are still not easy to overcome. For example, if your search for an asset, pose, or expression returns multiple results, how do you refine it? What does the human interaction look like at that point?

    It's an interesting problem, and I think as the AI landscape evolves we're likely to get closer to that the next big frontier. 

     

     

     

     

    By

    sidcarton1587 sidcarton1587 February 6 in Daz AI Studio
  • How to solve a problem on the legs of the G9 version of CHB Pleated Pants ?

    That's definitely an issue of wrong weight transfer... which usually happens to the wearables with a short or very close distance in between inner thighs (let alone these pants have an asymmetrical shape around the inner thighs....).

    If I were the vendor, I would rig the pants with a tailor-made projection template with more precise weight mapping.

    If you want to fix it, I would like to suggest a quick way as below:
    1) With Node Weight Brush, select the bone: Left Thigh Twist 1, then Shift + L, select the polygons that have wrong weight on right thigh. Then Fill Selected with 0 Weight from right-click menu. (screenshot 1). Fix the weight mapping on Left Thigh Twist 2, Right Thigh Twist 1 and Right Tight Twist 2 in the same way ~~
    2) Fix the Base Mesh of inner thigh on the right side... with Blender or Mesh Grabber. Export / Import OBJ to Update Base Geometry of the pants via Edit > Figure > Geometry... (screenshot 2)
    3) Test figure's thighs Side-Side rotations, there should be no big issue (screenshot 3).  Fix cbs on the pants if needed.  Then save them as a Wearable Preset or a user's Figure Asset.

    By

    crosswind crosswind February 6 in Technical Help (nuts n bolts)
  • How do I change the texture to my own creation?

    if Cloudfare doesn't interupt me typing this angry

    use the geometry editor to assign a new surface to just those faces

    export an obj of the model to a UV mapping software 

    remap that surface

    in DAZ studio import that obj as a new UV on that surface

    you will then have a bigger cleaner UV space to work with

    By

    WendyLuvsCatz WendyLuvsCatz February 6 in The Commons
  • How do I change the texture to my own creation?

    There are a number of questions.

    Is thebomb the entire model or only part of it?

    If the bomb is the whole model, that simplifies things a lot, I'd export the bomb as an obj file, then use 'UV Mapper Free' to re-map it with a simple cylindrical or spherical map. I'd then save that model as another obj file, and import into DS as an alternative UV map and save. Then select that UV system and create a map to show what you want. UVMapper can export a texture template.

    If the bomb is not the whole model, then I confess with my home written basic modeller, I'd start from scratch and model a bomb on its own as it'd be quicker and easier. Having said that.. In DS you can use the geometry selector tool and delete everything that is not the bomb and then follow the paragraph above, but instead save the bomb as a new prop or scene subset.

    Failing that, use UVMapper free on the attached model. I have not texture mapped the model as I don't have it on the PC I'm working on. There are two material zones, fuse & body.

    Regards,

    Richard

    By

    richardandtracy richardandtracy February 6 in The Commons
  • Looking for feedback on products prior to purchasing

    My workflow is exactly the same as the automated workflow you get with the Premier shape transfer feature. That plugin is itself an automation of the steps you'll find in many shape transfer tutorials on YouTube (for example, Jay Versluis' tutorials).

    I used to do shape transfers completely manually and from scratch before the plugin existed (formerly Man Friday's plugin before Daz bought it). I switched to the plugin when it came out. Then I realised the time consuming part of the plugin were when it was loading the Genesis figures, exporting the target figure as an obj to import it/transfer it to the source figure, and reloading the target figure at the end. And that it does that each time for each morph transferred. I've simply created a scene that contains the target figure and the donor figure already set up with the imported fit suit object from the target figure. I Then 'batch' my exports by running through a few morphs in turn on the donor figure, before importing them in turn on the target figure to save them out as morphs. The steps to do those things end up being relatively quick to do - even when done manually - once you've learned the process from the tutorials. Once the file I've created is loaded - the most time consuming part - I can get shapes from the source figure to the target figure in a minute or two. I even can go from V/M4 to G9 in a minute or two longer than that (GenX transfer to G1, GenX G1 to G3 then onto G9 using one of my files).

    The bone minion bundles have helped me pose the source figures to match the target figures in the scene subsets I've created. I was doing that manually previously and my efforts on any transfer from non G8 characters weren't great. On G3, it required me to overwrite the base G3 resources that meant I had to switch back and forth between G3 versions depending on whether I was using G3 as a figure or as a morph source. Now my prepped scene subsets have a bone minions saved in them, which is useful for something else I use them for - wearing clothes across generations. I don't auto fit clothes if I can avoid it - instead, I wear them on the intended generation, to which I have transferred my target figures' shape. I set a timeline of the poses I'll render on my target figures, mirroring that timeline on my source figure using bone minion. Not always perfect, but a lot better than what I was doing previously, which was transferring a full morph from the target figure to the source figure each time I changed the pose.

    I don't know what - if anything - Daz has done with Man Friday's plugin recently, but as they are allowed to distribute objs exported from Genesis figures, they could probably speed the process up likewise in a way plugin developers can't. And they could probably automate a batch workflow like mine by giving the user the option to run the plugin automation in steps rather than having it run start to finish each time.

    By

    Ainm Ainm February 6 in The Commons
  • Products hiding in Lost and Found

    NorthOf45 said:

    If you still have the old computer, you can export the user data and re-import it on the new one, either all at once, It only adds or replaces any metadata you created yourself. Of course, all at once will put all of the metadata it has, maybe for products you have chosen not to install. You could export user data per product, if you know which products you you updated, then import those. Tedious in every way...

    I back up critical Daz Studio and Poser data weekly.  This includes my entire Studio/My Library/Runtime/Support folder which contains the UserData file.  The date of the current file is January 1, 2923 even though the latest file in the Support folder was last modified on February 1, 2026.  I’ll explore this avenue further.

    Update:  Because little is easy to find regarding Daz Studio documentation, I did a web browser search for exporting user data and got a detailed list (AI generated) on how to do it.  I’ve done so and now have a current UserData file that is twice the size of the old one.  That’s a good start.

    By

    jjoyner jjoyner February 4 in Daz Studio Discussion
  • Products hiding in Lost and Found

    If you still have the old computer, you can export the user data and re-import it on the new one, either all at once, It only adds or replaces any metadata you created yourself. Of course, all at once will put all of the metadata it has, maybe for products you have chosen not to install. You could export user data per product, if you know which products you you updated, then import those. Tedious in every way...

    By

    NorthOf45 NorthOf45 February 4 in Daz Studio Discussion
  • Products hiding in Lost and Found

    NorthOf45 said:

    Lost and Found catches anything that is not categorized in some way (default or otherwise). That usually means the asset is missing metadata (if there is a metadata file).

    Anyway, this particular product has no metadata for the hair colors, no assigned categories, ergo, Lost and Found. There is also no Content Type, nor compatibilities.

    Pure omission on the part of Daz, since they are responsible for the metadata, not the PA. Although, I must admit, it can be a tedious job making metadata.

    Thanks for your reply.  As I installed content on my laptop over the past 6 years, I cleared Lost and Found items by manually categorizing them.  Over the years, that number of products may very well have been 1300 or so but I only had to address them in small batches as I installed content.  Now, I have them on my desktop all at once.  And I still haven't brought over my Poser content that did not come via the DAZ3D store. 

    When I manually a product content from other sites, principally, Renderosity, but also older content from sites some of which no longer exist such as Runtime DNA, Content Paradise, Dreamlight, Smith Micro and others, I create a Product from the files so that it appears as an item in Smart Content and then add minimal metadata (just content type and category).

    Life happens …

    By

    jjoyner jjoyner February 4 in Daz Studio Discussion
  • Diffeomorphic: custom strand based beard imported -> does not follow facial expression

    First you don't need "tubes", you can set the tessellation to one in daz studio then use "lines" that's much faster to import if you plan to convert to curves.

    As for particle hair you got it. This is the old way in blender before hair curves became available. It's a fast setup if you don't need to animate the hair. Also simulation doesn't generally work fine. These are limits in blender not a bug in the addon.

    As for hair curves, if you don't need to animate the hair then you can choose the "curves" deform method, which will follow the mesh. While "proxy" is needed if you want to animate the hair, which will provide you a hair rig. Unfortunately some curves can't convert fine, again a limit in blender not a bug in the addon.

    The other methods "curves" "polyline" "mesh" are there for manual rigging and conversion if anyone would dare.

    p.s. However, it is generally better to try and use the blender native tools for hair rather than importing from daz, as daz hairs can't always be converted fine because of limits in blender, or some can be heavy and not good for animation.

    https://bartoszstyperek.gumroad.com/l/hairtool

    https://superhivemarket.com/products/global-hair

    https://superhivemarket.com/products/hairflow

    By

    Padone Padone February 4 in Blender Discussion
  • Products hiding in Lost and Found

    Lost and Found catches anything that is not categorized in some way (default or otherwise). That usually means the asset is missing metadata (if there is a metadata file).

    Anyway, this particular product has no metadata for the hair colors, no assigned categories, ergo, Lost and Found. There is also no Content Type, nor compatibilities.

    Pure omission on the part of Daz, since they are responsible for the metadata, not the PA. Although, I must admit, it can be a tedious job making metadata.

    By

    NorthOf45 NorthOf45 February 4 in Daz Studio Discussion
  • I have an object I cannot map an UV image onto

    Does the object have surfaces?

    Anyway, it can easily be done in blender.

    Import the object to blender.

    Go to Edit mode: select all (A) and UV > Smart UV Project.

    Now it is UV mapped, and can be exported. Be aware of differences blender to DS. Unit blender 1m, unit DS 1cm. And oreentation in blender is X, Z, -Y compared to DS.

    If you want to get the UV map as a texture. Go to UV Editing: select all (A) and UV > Export UV Layout, and give it a name and a texture size.

    By

    felis felis February 3 in Technical Help (nuts n bolts)
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