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Daz 3D Forums > Search
  • New sale items that need looking into////// (yes, you)

    First and easy one, Saphire

    https://www.daz3d.com/sapphire-bundle

    At first, I passed her off as another anime-efly-cone-unrealistic figure, BUT I have beens educed. She is beautiful and I think I must have her (even for the feature mixing down the road)

    I've used the character and the hair from the Sapphire bundle a lot! The skin texture is very good and versatile, and the character morph work very well alone, or in combination with other morphs. The hair is also a great addition, a great long hair style with the added little extra of the braid in the left side, makes if very usable in just about any setting (from fantasy to contemporary to sci-fi), but also a bit different from just plain long hair. I've used her, and the hair, in several of my gallery images here (i.e. fantasy/jungle scene using character/texture and hair https://www.daz3d.com/gallery/#images/137321 , contemporary pinup using character/texture  https://www.daz3d.com/gallery/#images/162901 ..... both renders use other morphs with Sapphire).

    The Mec4D PBS Shaders are fantastic and get used a lot, her shaders are always top notch! I don't have any of the other shaders you noted, but I do have a different set from Pd, and they are great and get used a lot too.

    By

    DustRider DustRider April 2017 in The Commons
  • Changing morph color ?

    Hello and happy easter !

    Now, I'm pretty sure this is complex and requires some advanced modeling knowledge, but just in case, I'll ask here to see if there's a simple answer.

    I've bought "Add Some Veins HD" from the store. But, when applying the veins, which are morphs in the "Shaping" tab, I can't change their color, which I would really like (well, I can use the blue-tinted veins texture, but I'd like to actually input a custom color). I understand that morphs are simply a shape change, of an existing character. My question, therefore, is : is there some way to "separate" the morph from the normal character shape, and thus change its color, without resorting to editing the add-on itself ?

    If not, I'd like to know how you'd go about editing the morph files, to add a custom color.

    In any case, I'd greatly appreciate help or insight on this matter.

    By

    dissentrix dissentrix April 2017 in Daz Studio Discussion
  • Is DAZ going to update and fix the links on the documentation page?

    (Very minor) Latest version of the thing above, that started out as a strange morph/distortion/big mistake, in Hexagon.

    By

    Roman_K2 Roman_K2 April 2017 in Hexagon Discussion
  • How Do I Create a New Surface Property?

    An added property does nothing. Adding a property to the bones or figure is useful only if you use it to load a morph or link it to other properties via ERC so that it acts as a cotnroller (or you may delibrately add a proeprty to a fitted item to stop it from geenrating a morph). What you want to do is beyond adding a property - you want to change the way the shader behaves, which requires a much deeper level of change.

    I see. So it's not possible to change the behavior of a shader in Daz I assume

    It is, by importing it into Shader Mixer if it is a Shader Mixer-built shader. However, in this case I think it would be simpler to apply a 3Delight shader which already has the desired properties and set itt o match - I haven't checked but my guess would bem if you check the log, that DS is repalcing the Iray shader with the default Daz Shader at render time anyway.

    By

    Richard Haseltine Richard Haseltine April 2017 in Technical Help (nuts n bolts)
  • Selbsthilfegruppe DAZ Studio - Beispiele, Fragen, Diskussion und sonstiges Gequatsche

    Hallo,

    ich möchte eine Szene mit selbsterstellten Morphs "aufwerten". 

    Was ich hinbekomme: Genesis 3 Female roh laden, Base Mesh und 0 SubD einstellen, als .obj exportieren oder wahlweise Bridge verwenden. Morph erstellen. obj-File speichern. Mit Hilfe des Morph Loader Pro, Morph in G3F laden. (So wie es in zahlreichen Tutorials erklärt wird)

    Was ich nicht verstehe: Wie erstelle ich Morphs für einen Custom Character der zB auf Genesis 3 Female basiert. Aber speziell auf diesen Custom Charakter abgestimmt ist.

    Meine "Lösung" (ist offenbar falsch): Custom Character laden, Base Mesh und 0 SubD... exportieren, alles wie oben beschrieben. Nach dem hinzufügen des neuen Morphs durch MLP wird jedoch die Figur verzerrt/deformiert

    Zweiter Lösungsansatz: G3F Morph erstellen (funktioniert ja, wie oben beschrieben) Dann Custom Character in die Figur laden. Der Morph funktioniert ohne Deformationen.

    Das Problem ist. Was mache ich wenn mein Custom Character zu stark vom Shape der G3F abweicht. Ich möchte den Morph direkt auf/für meinen Charakter erstellen. Muss ich den Umweg über G3F gehen oder übersehe ich etwas.

    By

    sirben sirben April 2017 in The Commons
  • beard fit

    Is your custom morph set to autofollow?

    By

    fixmypcmike fixmypcmike April 2017 in Daz Studio Discussion
  • How Do I Create a New Surface Property?

    An added property does nothing. Adding a property to the bones or figure is useful only if you use it to load a morph or link it to other properties via ERC so that it acts as a cotnroller (or you may delibrately add a proeprty to a fitted item to stop it from geenrating a morph). What you want to do is beyond adding a property - you want to change the way the shader behaves, which requires a much deeper level of change.

    I see. So it's not possible to change the behavior of a shader in Daz I assume

    By

    Mag_bfaa50c8df Mag_bfaa50c8df April 2017 in Technical Help (nuts n bolts)
  • Large Scene - Help
    The overall file size is 150 MB.

    Note that the size of the scene file is misleading — all it contains is the settings for all the objects in the scene, and pointers to the data files that make up the object geometry, and to the texture files that are applied to the objects. It's a description of how to build the scene. The actual geometry and textures are external files, and they're almost always much larger in total than the scene file.

    Did you create the scene by loading extra copies of building objects? There's a much more resource-efficient way of doing large scenes, by using instances. These are virtual copies, they still use up some memory, but a lot less than complete extra copies of an object. The only drawback with instances is that they're all the same object; you can move, rotate and scale each of your instances independently, but any changes to the textures or morph dial settings on the original object will also affect all the instances.

    By

    SpottedKitty SpottedKitty April 2017 in The Commons
  • Blacksmith3D

    Brainfart one: It's _substance_ painter, not surface painter.

    It's also $20/month, not $10/month.

     

    Also also apparently I can't make monthly paypal payments from balance rather than an attached card, so... guess I'm not doing that.

     

    I find myself tempted by it; I just wish there was an upgrade path from the Texture Transfer Item; Daz has nothing suitable (IMO) and without any support for Blender which would be my preferred option. I've done texture painting in Blender and it worked well, but the set up time was intensive; as it's a few years since I did that, I'm prepared to look at alternatives purely as time-wise I'm starting from scratch.

    By

    nicstt nicstt April 2017 in The Commons
  • After changing morphs and UVs, deleting what i used causes error

    The morph assets should be self-contained, and certainly shouldn't refer back to user-facing files. Or do you mean you hadn't yet saved the figure as an asset, just the morphs? That would be a problem.

    Thank you, yes.

    By

    nicstt nicstt April 2017 in Technical Help (nuts n bolts)
  • beard fit

    I am using the Mec4d beard with Genesis 1.  I think there's a process I'm missing, because this doesn't always happen:  I use zbrush to make a custom morph for  my head, apply it to the head in daz studio 4.9, then load the beard and fit it to the character.  The beard does not seem to pick up my custom morph every time, although some times it does.  I try using the clothing fit control, but that doesn't appear to help.

    By

    tomasball tomasball April 2017 in Daz Studio Discussion
  • Anyone with 50+ G3F characters have slow load times for base G3F figure?

    AFAIK, every (G3F) character sold here has a custom head- and/or body morph, so every one adds to the 'gene-pool', just as morph-packs do. When loading G3F, base or preset, DS will also load the (references to) those morphs, so the more morph-packs and character-morphs installed, the longer the loading time.

    By

    glaseye glaseye April 2017 in Technical Help (nuts n bolts)
  • question about It's Magic outfit...

    So Rod is correct in that the morphs I have made are tailored to a specific outfit.  If the edges do not line up then things may not look right.  However, at Rod's insistence I am working on a more general package that might work on a wider array of items.  Although this morph was made for the skirt this gives an idea of what can be done by making RealFit morphs for more than just bikinis.

    Cheers!

    very cool--that's really something to look forward to...

    i'd love to see a realfit bandeau top...maybe with options for variable width? that'd be something that would be really useful for contemporary and for historical and fantasy renders. 

    j

     

    By

    jardine jardine April 2017 in The Commons
  • Blacksmith3D

    I've been debating options to extend my tools, and there's this 'a bunch of hundred dollar' barrier I keep bouncing off of (for 3d Coat or Zbrush or whatever). I already have Hexagon and Carrara...

    I've been looking at Surface Painter, which has a nice 'pay $10/month until you put in enough money to buy it outright' pay system. I REALLY like SP's system for generating textures, even better than some of the stuff I've seen elsewhere.

    But Surface Painter is strangely incapable of managing seams, and it's not really a modeling app. (though, again, I have Hexagon and Carrara)

    Which is where Blacksmith 3d comes in, with great 'paint across seams' elements, apparently. It's morph tools look like a great way to refine and polish the rough results I usually get out of Carrara. Also $9/month.

     

    So, Hexagon + Carrara cost me about $80, and if I go with the other two apps that's $20 a month or so, vs. $380 for 3d Coat or $800 for Zbrush.

    Seems a workable solution for the hobbyist without loads of money, and capable of doing cool stuff.

     

    By

    Oso3D Oso3D April 2017 in The Commons
  • Darwins' Schtuff

    Thank you!

    His name is Nikolas.  This morph will be the young version, and I plan to do a weathered, older, and scarred version like I did with William.  

    By

    DarwinsMishap DarwinsMishap April 2017 in Art Studio
  • question about It's Magic outfit...

    this is one of the best things i've ever seen 'invented' for figures. Ive wanted this kind of effect forever - I first noticed it in smay's shorts outfit and love it. I'll be snapping up a package like this straightaway if you can do it. :) 

    So Rod is correct in that the morphs I have made are tailored to a specific outfit.  If the edges do not line up then things may not look right.  However, at Rod's insistence I am working on a more general package that might work on a wider array of items.  Although this morph was made for the skirt this gives an idea of what can be done by making RealFit morphs for more than just bikinis.

    Cheers!

     

    By

    jakiblue jakiblue April 2017 in The Commons
  • After changing morphs and UVs, deleting what i used causes error

    The morph assets should be self-contained, and certainly shouldn't refer back to user-facing files. Or do you mean you hadn't yet saved the figure as an asset, just the morphs? That would be a problem.

    By

    Richard Haseltine Richard Haseltine April 2017 in Technical Help (nuts n bolts)
  • How Do I Create a New Surface Property?

    An added property does nothing. Adding a property to the bones or figure is useful only if you use it to load a morph or link it to other properties via ERC so that it acts as a cotnroller (or you may delibrately add a proeprty to a fitted item to stop it from geenrating a morph). What you want to do is beyond adding a property - you want to change the way the shader behaves, which requires a much deeper level of change.

    By

    Richard Haseltine Richard Haseltine April 2017 in Technical Help (nuts n bolts)
  • After changing morphs and UVs, deleting what i used causes error

    I created some morphs and UVs for a product.

    I saved them as morph assets, but if I delete the .duf scene-subset file I saved and then reloaded to continue the process, I get an error.

    I presume I have to save them as something else, so they end up in one of Daz's library folders, and it's so long since I did I can't remember; and i also don't remember having to do this when I created some morphs not long ago - just saving as morph assets was enough.

    Edit:

    Unless I am misremembering and it is just as Figure/Prop Asset as Well?

    By

    nicstt nicstt April 2017 in Technical Help (nuts n bolts)
  • "GODZILLA!!! Everybody, run!!!"

     

    Redfern said:

    Yeah, I've been trying to avoid spoilers as best I can, so I appreciate your thoughtfulness.

     

    But what good is a thread like this without art of some kind. So here's something I put together a few weeks ago. It’s Scott Ayers’ “Final Wars” Godzilla with my custom morph and procedural material set listed in the opening post. The “water” is one of the “toppers” from AntFarm’s display stands. I doubled the “Y” scale and plugged the watery “foam” into the displacement channel. The threatening sky is from AntFarm’s “Twister”.

    Sincerely,

    Bill

     

    Nice job! That's a very similar face and body shape to the one they went with for the new film.

    Needs a couple of destroyers and battleships being tossed about in the water to give a sense of scale, perhaps. :)

    As for the puppetry, there's a long tradition of complex puppets in Japanese theater, so I'm not surprised that technique was used in Kaiju films.

    And I definitely prefer subs to dubs, whether for anime or live action. Even if the anime is technically adjusted to match mouth movements, I can count the "good" dubs I've seen on one hand. Voice acting in the US just isn't taken seriously enough-- the actors are alone in a booth, fast-forwarding to their isolated lines, rather than interacting with the rest of the cast (as they would in Japan), and the style is usually goofy and exaggerated. I'd rather watch video "raw" (no translation) than put up with a bad dub.

    This Godzilla movie gets around the sub problem by having Americans interacting with English-speaking Japanese characters in most of the story, but several of the American characters also speak Japanese. I was interested to see that the Japanese dialogue wasn't subtitled. There isn't a lot of it, the content isn't critical and is easily inferred by context, but still, I think it was fairly brave move, and a nice touch.

    Lisa Ortiz is whom I'd call one of the better voice actors, since she puts a lot more effort into her work, her work on Slayers, for example, she does a lot to match the original voice actress for Lena Inverse.  In Lodos Wars, the person who created the series, at a convention, saw Lisa, who did Deedlit, and went to prasie her for her efforft on the character.

    By

    TheCastellan TheCastellan April 2017 in The Commons
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