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Why is my guy melting?
Looks more like a morph applied that hasn't had its bones adjusted to match, or soemthing messing with the bones on its own. Does the issue go away if you use Edit>Figure>Zero>Zero Figure Shape?
Marahzen's Musings on Creating Characters (and other matters)In the spring of 2023 came an entire reconsideration of skin textures, and the possible role of my old once-spurned friend, FaceGen.
Of course I was aware that most - ok, yeah, probably all - other people who use Face Transfer substituted textures, generally with textures from Daz characters, and I'd firmly refused to do that. After all, the stated mission of my whole operation was to create and use my characters, not somebody else's characters. But it was only in context of these conversations with the staunch FaceGen supporter that it occurred to me to try using FaceGen textures of my characters on Face Transfer shapes created from the same source images.
The last time I'd tried to use FaceGen textures - in Iray anyway - it was a useless disaster, but it had been two years since then and I had new tricks to try.
First I tried to substitute FaceGen textures in place of the stock Face Transfer textures in already-created characters, like this one. It's different than the original, when you can compare side-by-side, but not objectively better:
But ... it proved that it could be reasonably done, so I tried further experimentation over time.
I got a lot of mileage out of new product 1-Click PBRSkin.
https://www.daz3d.com/1-click-pbrskin
By the time I picked up 1-Click PBRSkin late in the summer, I'd been doing a lot with G9 and as my testing on G8 characters continued in parallel with G9 characters, I wanted to test out PBR on my G8-era textures. This is a quick touch-up of the last one, after converting to PBR:
The end point of testing in G8/G8.1 was making use of the same technique that I had been using in G9. I would create the shape, apply it to a stock figure, apply the mat files of a commercial character, substitute the base color mat with my FaceGen-sourced textures (in some cases, using the textures of the character whose mat files I had applied, since FaceGen lets you do that) and then convert to PBR.
Still, it's an insta-person. It took me a few minutes to create these, and off they'd go, to help test out new stuff.
Marahzen's Musings on Creating Characters (and other matters)I wish I could say that, having opened my mind to the possibilities, the pieces fell neatly into place and I began creating the characters of my dreams shortly thereafter, but that's not what happened. Real life is messy, so what really happened is that I spent most of the rest of the year scrambling around, trying multiple new products and processes, traveling down different avenues of experimentation at the same time as I continued to test both G8 and G9.
I also was otherwise occupied at the time in buying everything in the Daz store, which is part of a different story. It did provide an ongoing excuse to create new characters, though - a constantly revolving cast of what I came to refer to as "insta-people" who I would quickly create - via whatever creation process I was trying out at the time - to use for testing new stuff ... of which there was lots.
Early in 2023, my "insta-people" were constructed something like this one. I started with a stock G8.1 figure with a Face Transfer shape. I'd apply the skin settings that I was using at the time, and then update the textures. After all the time I'd invested a bit earlier in Photoshopping the Face Transfer texture and creating my own bump and translucency files, all insta-people got were the original Face Transfer texture and base male or female bump and translucency files. All those morphs I'd bought - and I didn't bother with them for these mass-produced characters, unless I was testing a new morph.
There are better examples than this one - truthfully, I haven't made a character this way in a long time - but it only took minutes to make one and it ultimately had one job, for which it was good enough: testing new Daz stuff.
Can Gen 9 character wear Gen 8 (or older) clothes?If you use an item for another generation, there will come up a dialogue box, asking for which generation and sex the item is, and it will then try to morph it into place.
This is called autofit. The result can be fine or it can have issues which might need correction.
Autofit fails on shoes with heels.
An alternative is to use a converter. You can find them in the store, RSSY have for most generations.
Tutorial on how to make clothing with moving parts?You could load the necklace into a scene on its own, export as OBJ with both parts selected and the option to export selected nodes only, and reimport (making suer you use the same prset, probably the Daz Studio one, for both directions). Then use the Transfer Utility (Edit>Figure>Transfer Utility) with the original necklace as the Source and the OBJ as the Target to get the basic rigging. One you have that, select the bone that inclused the pendant and use the Joint Editor tool's right-click menu to add a bone for the pendant, and to line the centre point up with the pivot. Finally select the nwe bone and use the Node Weightmap Brush tool to select the pendant (with luck a right-click option will be able to do it via the Surface names, if not you may need to use the Geometry Editor to do the selection first) and then right-click>Weight Editing>File Selected and assign a weight of 100%.
Content CreationHello. I was wondering if it was possilbe to use the SDK to use the content creation tools. I am referring to tools like Morph Loader and Transfer Utility.
Looking for Genesis 9 Male nightclub party clothesluan.yang said:
Leana said:
You can use G8 clothes on G9 thanks to the autofit feature in DS. G9 base includes autofit clones for all earlier versions of Genesis.
As always with automatic conversions, results may not be perfect. Shoes and in particular heels are usually problematic for example.
Wow, wonderful! It's great that all the clothing assets I bought from the G8 and G8.1 can be compatible with the G9! I thought I needed to use some script like Bone Minion to do this for me. Thanks for the info!
I don't have Daz Studio up right now, but I find the 'Loose Template' the most effective for transferring G8 clothing up to G9. That is where you will score with https://www.daz3d.com/mal3imagery except for some of the shoes. If you have some of the shoe packs for G9 from https://www.daz3d.com/havanalibere that will help you. Or hide the feet if the shoes don't transfer nicely. Some do.
Breathing Morphs G9You can sort of simulate it with the ribs size morph from the Genesis 9 body shapes product.
Genesis 9 Body Shapes | Daz 3D
how to load a morph for v4?that was easy, thank you
V4 was edited for wider hips but the morph slider isnt acting right it is as a scale 0-100,
has anyone come across something similar before?
Is it normal to do this during conversion? see image
Still Using NVIDIA 3060PerttiA said:
Kaze said:
I forgot to mention before that NVLink connection was only available on the RTX 3090 for the 3000 series cards. If you were wanting to combine the memory you can't on an RTX 3060.
NVLink was also available for RTX 2080 and 2070 Super
Yes that is correct. OP was looking for another 3060 though. For the 3000 series it was only available on the RTX 3090. I would not necessarily recommend going back as far as the 2000 series cards. They are still capable, but it has been quite some time since they were released. If money is being spent to get new hardware it would probably be better suited for less used cards to last until they can consider the next upgrade. You never know how the previous owners used their cards and the kind of work that is needed for rendering is computationally intense. Years of expansion and contraction from heating and cooling cycles will have degraded the quality of the solder joints which may need reflow to get it working again if it breaks. With every generation you go back, the more of a risk you take. Though you may be able to find some lightly used 2000 series still.
Also NVLink is a dying technology. From what I remember PCI Express gen 5 is supposed to have the bandwidth to be comparable to some early generations of NVLink and so they are likely not offering it on the 5000 series like how they took it away for the 4000 series. There was also an advancement in data throughput utilizing a kind of connection between SSD memory and GPUs called RTX IO which was a kind of hardware acceleration for handling data. This is the kind of stuff that allows for streaming of high resolution textures from disk on the fly to keep up with some of those early UE5 tech demos. Though I think they were using Direct Storage at the time. I don't even really know what utilizes RTX IO at the moment. My guess is maybe some scientific applications. I always suspected that with the data being able to transfer so quickly between SSD and the GPU, that we could potentially overcome the limitations of onboard V Ram capacity. Can you imagine being able to use the entirety of your SSD for storing a scene to render in Iray? You could probably render a small town. I've always been hopefull that it is all leading to a real time path rendering setup that we can all have fun in VR or something like that.
Thankfully 12 GB on the 3060 can get you plenty far with the number of resources you can render in Iray so OP should be ok if they did go with another 3060. I used to be limited to 4 GB when I was rocking dual GTX 980 cards. I miss the wacky designs they used to have where they would duct tape multiple cards together. With 4 GB I used to be limited to about 3 to 4 Victoria 6 models in a lightly decorated environment. Now I have 24 GB to work with. It is freedom at a price that I paid off a while back.
For doing some AI work, the more memory you can get, the better. It's a bit hard to get 48 GB of V Ram without having to pay for some premium professional cards. From what I hear they are not great for gaming though which is another hobby of mine. I would rather get the consumer grade cards because of that. Still, advancements are being made to optimize AI work to run on limited V Ram systems. I think as low as 4 GB.
Breathing Morphs G9Is there a breathing morph (inhale, exhale) for Genesis 9 male and Female figures? Cheers
Gen9 left eye blink morph problem [SOLVED]Ninefold said:
This specific weird eyelid curve is caused by one of the blink correctives in the product "The Age". One of the baby ones, I think. It's worth doing the whole process that Richard describes, though, because it's quite possible there's more than one rogue morph -- I don't actually have this product myself, and still have to fix blink correctives on G9 all the time.
Thank you for the assist as well!
Gen9 left eye blink morph problem [SOLVED]Richard Haseltine said:
Most likely a character (or morph) you installed since it was working is misconfigured, causing its joint adjustments or corrective morphs to kick in even when the base morph they go with is not in effect. That would be added to the settings from the abse figure, so reinstalling the base wouldn't help. First, apply the blick so that you can see the issue, with the figure otherwise at default, then in the Parameters pane click the lined button in the top corner and enable Preferences>Show Hidden Properties, and click on the Currently Used group on the elft. Look through the list of properties, especially the ones with greyed out titles (hidden corrective morphs mainly) and see if one of those is the root of the issue - if it is the name should tell you where it is from, or you can click the gear icon on the slider and select Parameter Settings to dig out more information.
Thank you, this has identified the issue! There appear to be three morphs from "PFA The Age Baby", two for the left eye, one for the right, that are dialed up to 100% with "blink".
Tried un/re-installing "The Age for Genesis 9" by PFA, with DAZ close and relaunch in between, problem still persists.
Problem is resolved if "The Age" is uninstalled and not reinstalled.Seems like an update is in order for that item.
Thanks again for your help! I can now start to regain my hair...
ErikGen9 left eye blink morph problem [SOLVED]This specific weird eyelid curve is caused by one of the blink correctives in the product "The Age". One of the baby ones, I think. It's worth doing the whole process that Richard describes, though, because it's quite possible there's more than one rogue morph -- I don't actually have this product myself, and still have to fix blink correctives on G9 all the time.
Gen9 left eye blink morph problem [SOLVED]Most likely a character (or morph) you installed since it was working is misconfigured, causing its joint adjustments or corrective morphs to kick in even when the base morph they go with is not in effect. That would be added to the settings from the abse figure, so reinstalling the base wouldn't help. First, apply the blick so that you can see the issue, with the figure otherwise at default, then in the Parameters pane click the lined button in the top corner and enable Preferences>Show Hidden Properties, and click on the Currently Used group on the elft. Look through the list of properties, especially the ones with greyed out titles (hidden corrective morphs mainly) and see if one of those is the root of the issue - if it is the name should tell you where it is from, or you can click the gear icon on the slider and select Parameter Settings to dig out more information.
Gen9 left eye blink morph problem [SOLVED]columbine said:
I can't possibly begin to guess what's going wrong, but honestly, I think it's not just your left eye, your right eyelid's not acting the way it should either. The left's just more pronounced. You sure you don't have any of the eyelid "bones" slid around by hand, eg haven't tinkered with Left Eyelid Upper/Lower or Right Eyelid Upper/Lower? With Blink 100% both of the upper eyelid bones should be X Rotate 50 and both of the lower eyelid bones should be X Rotate -5. No more, no less.
Thanks for the reply.
I haven't knowingly done anything to the eye bones. I had the thought that some morph had done something permanent to the rigging, so I uninstalled and reinstalled to the same effect.
Gen9 left eye blink morph problem [SOLVED]So I've had this issue for quite some time. The left eyelid gets all wonky whenever the "Blink" pose morph is used, either by itself, or in combo with any other pose controls. Above is a virgin Genesis 9 load, with only the Blink pose morph slider set to 100%. It happens whether it's done as an individual eye, or 2 eyes at once. Has anyone seen this issue before, and how did you correct it? I have uninstalled Genesis 9 Starter Essentials and the Add-on, restarted my system, and reinstalled same. Problem still occurs.
Any ideas?
Thanks in advance, Erik.
How to keep daz3d cloth surface name when exporting to marvelous designer?That's not what I want to do. Because the geometry is changed, I create a rip version of the cloth. Thus can't import it as a morph.
I need the name of the surface stay the same so I can copy paste the material settings from the original.By using blender and that script, I can manipulate the rip verison, and still can copy paste the material.
How to keep daz3d cloth surface name when exporting to marvelous designer?Yea, I remember this tutorial which is a good one.
So, if you want to make some fold / crease on the clothing by real-time sim and grabbing, pls go ahead with doing it in MD. Then you just need to import the morph back to DS to either update Base geometry or create morph properties on the clothing. Actually you don't need surface definition or names...
Marahzen's Musings on Creating Characters (and other matters)In the spring of 2023, there was chatter on multiple threads here at Daz about creating G9 characters with the major character-creator options (FaceGen, Face Transfer, HeadShop), and I found myself having exchanges with a committed FaceGen user. He had a couple of fair points on his side: Face Transfer Unlimited had not been updated since it came out in 2019, and there was no obvious sign at the time that it would be updated to do G9. Meanwhile, FaceGen was still in active development, and its developers had specifically indicated that a G9 version was in the works. Moreover, FaceGen created cleaner textures and also had the option to pick custom mat files.
It was something that caused me to rethink my process in a fundamental way.
Having given a fair test to all three options - FaceGen, Face Transfer and HeadShop - I continued to prefer the shape created by Face Transfer/Face Transfer Shapes, but I agreed that FaceGen produced the best textures.
And therein were the first seeds sown that changed up everything by the end of the year.











