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Dante 7
I'm not complaining about a new male, especially after Daz practically gave away Elijah 7 and Tween Ryan 7. Thanks Daz! He looks like Genevieve's brother, like AlFan created him. I wonder if his skin is like Genevieve's? I like both hairs, both pose sets, both companion characters, the Greek God Outfit is a welcome addition, and the Ugly Dave pants could be useful with a package morph. Like Genevieve, his combination with other Core males seems to add something new, if not special, to the G3M gene pool. I would get him now if I had not exhausted all possible 3D finances.
Dante 7I just bought the Pro Bundle. I've been waiting for a Greecian male set for awhile, and I think it's totally worth the purchase It'll be a good companion set to G3F's Hellenic dress . Character textures are great! My only critism would be the Greek God Outfit "laurel" is more of a forehead piece, rather than a full laurel crown (DirtyFairy & Nikisatez did a great job on it, though).
I used Gianni7's face morph on this render instead of Dante7's.
Now all we need is an updated Pharaohic set for G3M/G3F, and my inner historical nerd will be very pleased.
IRay, UE4 and DAZ Tech DiscussionHey Gedd - I recently discovered "The Engine" (as it has become known in my house lol).
Quick question. Any idea how one would export a model (with IRAY materials) from Daz so that when one imports the resulting .fbx file, it retains the emissive part of the model? Or do I ahve to add a light within Unreal? Specifically, there's a panel in Stonemasons Sci-Fi Kit 2016 that has lights along the bottom. When I import it into UE, the emissive lights don't illuminate anymore.
Thanks for this thread and any info on this.
You can't transfer a model with materials attached between different environments at the moment. You have to 'rebuild' materials in the shader in the new environment.
Isn't this the whole idea behind NVidia's MDL (defining materials as opposed to writing shaders)?
"The NVIDIA Material Definition Language (MDL) is a programming language for defining physically based materials for rendering. A rich vocabulary of material building blocks based on bidirectional scattering distribution functions (bsdf) allows creation of a wide range of physical materials such as woods, fabrics, translucent plastics and more. The language is flexible enough to allow applications to add support for popular material models without additional changes in a renderers core shading code, examples would be the Epic’s Unreal physical material model or the material model used for in X-Rite’s SVBRDF model. MDL is defined in a way that it's abstract enough to allow renderers of various architectures to support it. A C-like language for defining texturing functions allows the implementation of custom texturing workflows, texture projections and procedural textures."
https://developer.nvidia.com/mdl-sdk
- Greg
I give up, ... I need some help with V4.2 in Studio 4.9.To expand slightly on what SpottedKitty said, V4.2 will be found in the Content Library pane as Poser Formats > 3DContent > Figures > Daz People. All of the Version 4 or earlier DAZ figures that you have should be listed there. Unlike Poser, if you have the Powerloader you can also install any V4 morph packages using that all at once along with the figure if desired.
Clothes morph parenting?Is it possible to use one set of clothing to morph another by fitting one on top of the other? I'm not sure how to describe this.
But, let's say you have a piece of conforming clothing with a lot of morphs. Can you make this piece of clothing invisible and parent another piece of clothing to it to use some of the invisible clothing's morphs? I realize the results might not match. I just wondered if it were at all possible.
IRay, UE4 and DAZ Tech DiscussionHey Gedd - I recently discovered "The Engine" (as it has become known in my house lol).
Quick question. Any idea how one would export a model (with IRAY materials) from Daz so that when one imports the resulting .fbx file, it retains the emissive part of the model? Or do I ahve to add a light within Unreal? Specifically, there's a panel in Stonemasons Sci-Fi Kit 2016 that has lights along the bottom. When I import it into UE, the emissive lights don't illuminate anymore.
Thanks for this thread and any info on this.
You can't transfer a model with materials attached between different environments at the moment. You have to 'rebuild' materials in the shader in the new environment. This is because of differences in the various environments. This isn't as problematic as it might first seem but there is a bit of a learning curve. I'm sure with time this will be solved, but the community as been talking about 'solving' this for 20 years so who knows. Part of the problem is that the technology keeps evolving, that there are only so many hours availabe for doing development and trying to create a method for moving materials between environments remains a moving target. PBR is providing some much needed standardization and the ubiquity of Substance is now making this much more of a reality, so we may be on the verge of actually cracking this nut in the near future.
As for the emissive, nonesuch00 is right, it is a pretty simple fix really. Take a look at some of the tutorials on the UE4 site and that should do what you need. Also, a quick youtube search on 'emissive materials in ue4' should give you a list of videos to watch if you like that format.
Rendering "Ghost in the Shell"With the latest adaptation of Masamune Shirow's iconic cyberpunk police drama finally in theaters, I thought it made sense to start a thread where artists can depict their interpretations of the material.
Motoko Kusanagi has long been a popular subject within the Poser/DAZ community with representations dating back at least to the days of Poser 4. (Japanese artists made a pre-clothed figure derived from the P4 nude woman, "Posette", depicting Motoko in her "cyber-dive" suit.) When Aiko 3 arrived, Shukky released a "screen accurate" version of Kusangi's outfit from the first season of "Stand Alone Complex" and Nerd offered a similar "in the spirit" ensemble. There's even a complete "stand-alone" figure (yes, I see the irony) of Motoko in the same costume available in Renderosity's free stuff section. BugzLife once offered a few clothing collections for Aiko 3 that would have fit within Shirow's narrative.
So to start, here's my example.

It's Aiko 3 wearing a few elements for Nerd's "Hex" set, the leotard and grieves, mixed with the "Lotus" jacket, the Tail Gunner "Kickers" and the gloves from one of BugzLife's sets. Motoko's distinctive hairstyle is Lisbeth's free Paris hair with a morph created by lil' ol' moi.

Let's see what renders others have to show.
Sincerely,
Bill
I give up, ... I need some help with V4.2 in Studio 4.9.But again, when I go to those files I just see the 2 folders for materials and poses, nothing else. So, how am I supposed to get v4.2 in there with all of her morph ++?
It sounds like you're looking in the DAZ Studio Formats section of the Content Library. V4 is a Poser figure with extra D|S materials — open the Poser Formats section instead and look in Figures>DAZ People.
Genesis 3 to Unreal 4 now super easy.Just noticed this thread and want to add my 2 cents:
When using DAZ content in 3D game you MUST be extremely cautious about licensing, because available gamedev licenses don't cover everything, only selected content from DAZ itself (marked DAZ Original) and some PAs. So you have to double check that all you're using is really covered. For example it's extremely easy to dial some morph or facial expression (as they all are integrated together) which is not DAZ Original.
I can notice that right in the video above - they used the SKAMotion's walk animation from http://www.daz3d.com/genesis-3-female-s-victoria-7-high-heel-walk-aniblock, which is NOT even possible to license for game usage. (But it's OK to make youtube video with it :) )
I have indie gamedev license myself and finally came to solution of having distinct runtime only with DAZ Originals in it.
So if the Game Dev License is not offered for sale, there iszero possibility of getting a license from a particular PA?
I have the Daz and Stonemason licenses in mind to purchase for sure. Would also really like a few others that aren't "available".
TUTORIAL - Creating a Genesis series Full Body Morph for DAZ Studio Pro 4.10 by RKane_1Oh wow "Using a Mask when Importing Morphs" nice nifty little triks you never know exist in DazStudio. I ever wondered what this attenuate means or does.
I always used ZBrushs Morph-Brush for that. Import - export objs - replacing parameters - now we can precisely select the vertices and clean up morphs in DS. I'm caught by surprise and I thought I had seen almost everything DS can do. It will save us from ugly teeth also, if I followed it right.
Low poly prob figures for groups of people?@th3Digit instances - that makes sense - but wait how much diffrent can a instance be - I think you can just alter transformation, scale and rotation.
Maybe apply some diffrent shapes and poses on male and female figures with a few diffrent hair and clothes and export them as obj.
How do you decimate the geometry? I would prefer loading it into blender and use the decimate modifier with unsubdivide and after that maybe tris to quads in edit mode [ PS*1 ]. But first load in all obj variations and use "join as shapes" where possible to have all variations as shapekeys in this one object with same geometry (hair, clothes). Then apply modifier or export the variations one by one with the export option "apply all modifiers". You get a set of low res figures choose one as base and load in the others as morphs with morph loader. If you do a second or more exports with even lower res versions you could even setup the prop figures with diffrent "lod-levels" to have the higher res version in front and lower res versions in the back. Then I would do instances of them.
Some Scripts to do this:
Instances Plus+ https://www.daz3d.com/instances-plus-for-daz-studio
Send In The Clones https://www.daz3d.com/send-in-the-clones-ds4
UltraScatter Advanced https://www.daz3d.com/ultrascatter-advanced-instancing-for-daz-studio
BTW read this - havent tryed it jet but it could get handy in future:
Low-poly versions @ http://diffeomorphic.blogspot.de/
[ PS*1 ] I read somewhere someone did notice that blender dosnt care about the UV map island seams with decimate modifier and producing glitches in the UV map. I tryed the UVs>Seams From Islands command first and had good results with that.
All in all much work to do and if done well - in combination with the random seed generator script - it could definitely become a product named something like crowd generator for DazStudio. So easy to think of so hard to realize
. But on the other hand maybe other software packages are more specialized in doing such things.Jenn HD Trish HDI thought it would be interesting to note that there is a big difference (about the size of that line) in the lip UVs for V7 and G3F. The Blue UV is for V7, Pink UV is G3. The transparent lips on top is from the makeup resource listed on both the Trish and Jenn readme pages. AND, if one is also creating a custom morph, those merchant resources could be chaos for any character. One could possibly have layers on top of layers of different peoples textures (some for V7, some for G3), saturation levels, tone levels etc. I may be way out in left field, but just an interesting note. :)
Hi
Yes, Victoria 7 and Gemesis 3 female have diferent UVs (like most of the other Daz iconics figures). Trish and Jenn use Genesis 3 female resources, and they also use genesis 3 female UV. The reason they is "...for Victoria 7" in their title is because they use Victoria's morph ( body at 100% and head at 15%)

This line was an artistic choise. But, it appear that it was not to the taste of everyone. That's why I decide to create this smooth preset to lower the effect
Jenn HD Trish HDGreat! Buttons to swap the Normal maps.
Hehe, it not only swap the Normal Maps; it also add a HD morph that smooth the bottom lip
Rodent Base by AM, Squirrels of Eastern Hemisphere, Props and Poses [Commercial]I used the tail inflation on the hanging squirrel. (about 27%) The morph helped in DS as it gave the tail a huge, fluffed out look once the hair was added. :)
Carrara has a nice hair system so they should look really cute there as well. :)
Rodent Base by AM, Squirrels of Eastern Hemisphere, Props and Poses [Commercial]Got to ask, for the folks on the Carrara side ....

Pretty, pretty please :
Will it work in Carrara ?
I tried and it does work with Carrara (morphs too), no fur though of course, but there is a morph to inflate the tail, so it looks pretty decent...
GenX2 Update / Genesis 3 Add-On [Commercial]What about going backward from G3F and G3M to G2F and G2M, is that possible?
If I wanted to transfer George to G2M, would this allow me to do it? Shape and Skin? Or is this only for that shape?
Help with the prop shoulder.Could be a JCM (a morph that kicks in to adjust the shape when a rotation is applied) being projected into your mesh - if so it should show under Currently Used when Show Hidden Properties is enabled in the Paramaters pane option menu. The fix for that would be to zero the bend and use Edit>Figure>Clear Generated Morphs so you are starting with a clean mesh, then with the Parameters pane in Edit mode (right-click) right-click and create New Property, naming it to match the JCM - that will prevent DS from projecting its own version. Fixing the arm-up will require posing your custom bone(s) manually, which is the downside of the approach.
GenX2 Update / Genesis 3 Add-On [Commercial]Scavenger: I have no idea how Smart Content works. But GenX is doing nothing but creating one or several new morph files in the Morphs folder for a figure. If this confuses Smart Content, I guess it's a problem of Smart Content, not GenX.
RCDeschene: How did you install Genesis? Manually, DIM, or Connect? The same way as Genesis 2 and 3? In either case, GenX should find it, if it is either in the Connect folder or in one of the content folders known to Content Directory Manager.
My Project: Brash Lonergan adventures - Warning AI Discussion PossibleThanks, Tim. My design has enough moving parts to satisfy the casual scifi fan, I hope. The chair has a sliding center to allow for bodily functions. There is a drain. I can easily add an extendable hose from the drain. The drain is revealed when the seat collapses against the side wall to convert the spot to the shower. The first two images show the morph to open the seat hole. The second two show the morph to collapse the seat against the wall and reveal the drain.
More discerning folks may be interested in the $30,000 space poop challenge prize. The top 3 were awarded just a couple of weeks ago. Brash may have to wear a girdle to remain regular.
http://www.npr.org/2017/02/19/516064679/nasa-announces-winners-in-space-poop-challenge
I give up, ... I need some help with V4.2 in Studio 4.9.I just desided to switch from poser (used poser 8) to Daz Studio 4.9. So, I have used the DIM to install a lot of the content from Daz, but V4.2 doesn't install. I see the icon for her in the smart content files, but no actual thumbnail. I just have a triangle warning icon.
So, since everything else installed right, I believe the file path is correct. But again, when I go to those files I just see the 2 folders for materials and poses, nothing else. So, how am I supposed to get v4.2 in there with all of her morph ++?
















