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  • Importing Invisible Asset

    lilweep said:

    I didnt read your whole post sorry but basically: 1. Import your .obj file. (Obj format always works) 2. On import dialog box popup, uncheck the box for read material file (.mat files often screw up shader settings) 3. Rescale to size if needed 4. Drag/drop your texture maps into the relevant slots on Surfaces tab. (Sorry for formatting. On phone and Tenter/return doesnt seem to register)

    Thanks lilweeb.  Unfortunately unchecking the read material file doesn't fix the invisibility problem from the Blender import.

    I'm avoiding the problem by directly importing the fbx into Daz.  It's not ideal because it scatters all of the assets pieces around the scene so it's going to take a while to piece everything back together, but it's doable.

    By

    MrRogerSmith MrRogerSmith March 2023 in Technical Help (nuts n bolts)
  • Importing Invisible Asset

    I didnt read your whole post sorry but basically:

    1. Import your .obj file. (Obj format always works)

    2. On import dialog box popup, uncheck the box for read material file (.mat files often screw up shader settings)

    3. Rescale to size if needed

    4. Drag/drop your texture maps into the relevant slots on Surfaces tab.

    By

    lilweep lilweep March 2023 in Technical Help (nuts n bolts)
  • Genesis 8 eye lashes do not follow face morph (updated/solved)

    AbnormalPixels said:

    I finally got this to work. If you complete steps 1-10 it works but for some reason Daz Studio does not update/refresh what you have done and gives you the impression there is an issue. The revised steps:

    1. Load Genesis 8 model
    2. delete everything in scene including eye lashes. (will not import into 3ds Max correctly if you keep the eyelashes. I even tried settting the Genesis 8 and the eyelashes each to base resolution and the model is a mess).
    3. set Genesis 8 to base resolution.
    4. export to .obj file
    5. import into modeling program (3ds max).
    6. make modifications while keeping vertex order.
    7. export model to daz (.obj)
    8. open DAZ in empty scene, load genesis 8 model
    9. using either of the morph loaders in DAZ apply morph
    10. using new morph slider in parameters, verify morph works.

    11. go to the "parameter settings" (i usually right click on the sprocket of the morph slider) and set the model to "auto follow". you can also go into the parameters of the model and set it there.

    12. "save" the scene

    13. "open"/reload the scene and daz updates the eyelashes to follow genesis 8.

    this process works for any morph. if the morph is severe where I need to move the bones, then I will add the"adjust rigging to shape". if I like the morph and want to tie it all together a little better, i add the ERC freeze step. I usually only do this when the model is "finished" and I want to change it from a morph to a dialable parameter.

     

     

     

    I've tried this but it does not work for me on a base figure morph - the lashes and tears are not following at all. 

    By

    tmtmtm_f56c8d4bda tmtmtm_f56c8d4bda March 2023 in Technical Help (nuts n bolts)
  • Hitchens: A DAZ Studio to Blender Live Link

    Pickle Renderer said:

    Padone said:

    If this may help.

    Thomas improved the simple IK rig in diffeomorphic, to bake and save pose presets to daz studio. Now feet sliding is gone it transfers back perfectly. The issue was the unconnected bones in the daz rig, that gave problems with IK targets. But we found that connecting them is perfectly compatible with daz poses and the IK issues are gone.

    That's not my experience with it at all.  I always connect bones.  My animations don't import back to Daz correctly still.  So frustrated did I become that I just gave up trying and started learning the full suite in Blender, e.g. I do rendering there too.  It's a pity because Daz looks way better than Blender, presumably due to subtle differences between the shaders (I don't have the patience to debug shader spaghetti unfortunately).   Don't get me wrong, still looks good in Blender.  Daz characters just look better with iRay.

    Unless there's been a recent update of course (last few weeks)...

    It's subjective, but what exactly did you expect with materials that are native to IRay? Cycles and EEVEE are both absolutely capable of IRay level realism. Just look around at what people who know what they are doing with it (not syaing you don't) have achieved.

    By

    TheMysteryIsThePoint TheMysteryIsThePoint March 2023 in Blender Discussion
  • Hitchens: A DAZ Studio to Blender Live Link

    Padone said:

    If this may help.

    Thomas improved the simple IK rig in diffeomorphic, to bake and save pose presets to daz studio. Now feet sliding is gone it transfers back perfectly. The issue was the unconnected bones in the daz rig, that gave problems with IK targets. But we found that connecting them is perfectly compatible with daz poses and the IK issues are gone.

    That's not my experience with it at all.  I always connect bones.  My animations don't import back to Daz correctly still.  So frustrated did I become that I just gave up trying and started learning the full suite in Blender, e.g. I do rendering there too.  It's a pity because Daz looks way better than Blender, presumably due to subtle differences between the shaders (I don't have the patience to debug shader spaghetti unfortunately).   Don't get me wrong, still looks good in Blender.  Daz characters just look better with iRay.

    Unless there's been a recent update of course (last few weeks)...

     

     

    By

    Pickle Renderer Pickle Renderer March 2023 in Blender Discussion
  • Replaced my 2gb GPU with 8gb GPU and nothing renders

    Here's the complete log file from my attempt to just render a primitive sphere:

    2023-03-10 16:25:16.460 Rendering image
    2023-03-10 16:25:16.514 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating geometry.
    2023-03-10 16:25:16.514 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Importing scene graph.
    2023-03-10 16:25:16.514 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Auto instancing compression ratio 0.99 (Full instancing compression ratio 0.99)
    2023-03-10 16:25:16.514 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Importing geometry for motion time 0
    2023-03-10 16:25:16.515 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Geometry import (1 object with 530 triangles, 1 instance yielding 530 triangles) took 0.000s
    2023-03-10 16:25:16.515 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating materials.
    2023-03-10 16:25:16.515 Iray [INFO] - MATCNV:RENDER ::   1.0   MATCNV rend info : found 0 textures, 0 lambdas (0 unique)
    2023-03-10 16:25:16.516 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Emitter geometry import (1 light source with 2 triangles, 1 instance) took 0.000s
    2023-03-10 16:25:16.516 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating environment.
    2023-03-10 16:25:16.518 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating backplate.
    2023-03-10 16:25:16.520 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating lens.
    2023-03-10 16:25:16.520 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating lights.
    2023-03-10 16:25:16.520 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating object flags.
    2023-03-10 16:25:16.520 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating caustic portals.
    2023-03-10 16:25:16.520 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating decals.
    2023-03-10 16:25:16.520 WARNING: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(305): Iray [WARNING] - IRAY:RENDER ::   1.0   IRAY   rend warn : The 'iray_optix_prime' scene option is no longer supported.
    2023-03-10 16:25:16.523 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Allocating 1-layer frame buffer
    2023-03-10 16:25:16.525 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Using batch scheduling, caustic sampler disabled
    2023-03-10 16:25:16.526 WARNING: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(305): Iray [ERROR] - IRAY:RENDER ::   1.0   IRAY   rend error: Cannot render: found no usable devices.
    2023-03-10 16:25:16.526 Iray Render error: Invalid parameters (NULL pointer).

    By

    Zeke42 Zeke42 March 2023 in The Commons
  • is hexagon still relevant for making daz stuff?

    I use sometimes Hexagon for modelling a prop but export as .obj and import in Blender for uv layout. 
    Getting a good uv map in hexagon and (even more) export a map with the mesh as a image file, which can be used in Gimp or Photoshop,is a demanding (or maybe impossible ?) task.

    There was an old programm UV Mapper which equally accepts .obj files and did a good job in creating uv maps. This program exported templates for the drawing programs in the pixel rage you specified in the workflow. Don't know if this is still around.

     

    By

    atoxic atoxic March 2023 in Hexagon Discussion
  • Virtual Reality and DAZ Studio

    Expozures said:

    FSMCDesigns said:

    Expozures said:

    There's one I've been following on Steam for a while...development is super slow on it, almost to the point of being vapourware.  But, developer says that soon(TM) you'll be able to export your scenes back into Daz.

    Right now, it's pretty much just a porn VR game, but he's releasing the importer soon(TM) for Genesis 3, and 8/8.1 shortly after, then claims that he'll have an exporter as well.

    Would be cool to be able to import characters and scenes into a VR world, pose things life-sized, then export back out and render up the image.

    What is the game? Mirage??

    That's the one.  I'm holding my suspicions on it.  Developer seems to be taking a very long time with releasing the importer alone, dragging his heels and coming up with several excuses as to why it's delayed.  Been delayed for a couple of years now with excuse after excuse.  But, I also want to give him the benefit of the doubt since he's only one guy programming.

    There is also the 2.99 steam app called VR model viewer. so far it seems to be a bit buggy on fbx imports but its the only stable thing I was able to make work. 

    By

    tmtmtm_f56c8d4bda tmtmtm_f56c8d4bda March 2023 in The Commons
  • UltraSceneryXT extract a plant

    mark_z2487 said:

    Just an FYI,

    I figured out what the problem was, seems script based products don’t work correctly unless all parts are installed to the same folder, must be using relative rather than full file names

    I uninstalled everything having to do with Ultra Scenery and XT and reinstalled and now it works fine

    That depends on how the script is written - in principle it is possible to do it in a way that will work via Connect, but that is often very difficult to test/develop as it requires having the products already set up with the Daz-generated metadata.

    By

    Richard Haseltine Richard Haseltine March 2023 in Daz Studio Discussion
  • Making custom folders?

    If you move the content using the context menus in the daz Studio Content Library then the metadata will be updated (barring a reset), or you can create links (which will act as if they are the files but are in fact just pointers to the files in their original locations).

    By

    Richard Haseltine Richard Haseltine March 2023 in The Commons
  • Manually adding Item issue

    Do the products have metadata? many freebies and items from other stores will not. Can you find the files in the Content Library under Daz Studio Formats>Your Content Directory name>folders in the package? The daz Studio Formats (and Poser Formats and Other Import Formats) containers just go by what theys ee on disc, they do not depend on metadata directly, so they should be definitive.

    By

    Richard Haseltine Richard Haseltine March 2023 in New Users
  • Export to Reallusion requires FBX, but it's not in the menu

    Your export dialogue doesn't look like this?

    If you don't see it there, go to Help -> About Installed Plugins. There should be an FBX Exporter and FBX Importer plugins in the list. If they're there but unchecked, check them and restart DS. If they're not there at all, I guess try reinstalling DS. FBX import and export has been a standard feature of DS for as long as I've been using it.

    By

    Gordig Gordig March 2023 in Technical Help (nuts n bolts)
  • How to add "Genesis" figure automatically via script to the scene

    Hello!

    This is probably a very basic question, but I couldn't find any sample on the official documentation regarding this - I want to automatize the process of:

    • Adding a Genesis figure to the scene;
    • Import an .obj to the scene (like a shirt);
    • Use the "Fit" feature to make the figure use the shirt;
    • Render the scene;

    The 2nd step I already found on the documentation, however I haven't found a way to add the figure to the scene.
    Thanks in advance!

    By

    tomorethi tomorethi March 2023 in Daz Script Developer Discussion
  • Icon Tags Disappearing

    Fixmypcmike said:

    Okay, the information on what the Content Type of a file is stored in the PostgreSQL CMS database.  That information tells DS what overlay (tag) to put on the icon.  If you move the file on your hard drive, the CMS is still looking for it in the old location, so it can't tell DS to put the overlay on the icon.

    There are 4 ways you can reorganize files so that the CMS still knows where the file is:

    1) Use Categories.  In the Content Library pane there are 5 top-level containers:  Daz Studio Formats, Poser Formats, Other Import Formats, Products, and Categories.  The first 3 show the actual files on your hard drive; the last 2 show information from the CMS database, which doesn't have to match the file location on your hard drive.  What I do is organize my files in Categories, so I can rearrange them however I like without moving the files on my hard drive.  If you decide to do things this way, it's easy to create your own categories matching the layout of the files on your hard drive.  Then you can rearrange them or make new categories based on how you want them.

    2) Use .djl links.  Daz Studio can make links to files, so you can reorganize the links and leave the real files where they are.  This is a little less flexible, as the real file still shows up in the original location.

    3) Move the files inside DS.  If you go to one of those first 3 top-level containers in the Content Library pane, you can move the files to another location and the actual files are moved, but DS and the CMS knows you moved them so it can still match the Content Type to the new location.  This has limitations, because you can break things by moving them to the wrong place, the same way you can if you moved them on disk.

    4) There's actually a 4th way I didn't mention before, which is to add the information in the CMS database to match the new location.  This is the most labor-intensive method, because you have to do it manually for every file you move.

    1) doesnt seem to work to restore the icon overlay banner, unless I did something wrong.  

    4) This process seems most interesting to me, but not sure how to start updating CMS database.  Googling 'Daz Studio CMS Database' does not yield any relevant results about this process.

    By

    UncannyValet UncannyValet March 2023 in Technical Help (nuts n bolts)
  • Need homes/rooms with pet flaps (doggy doors) built in

    To be honest, I have no idea how to import a cloth modifier into Daz from Blender. That would be sweet, of course, because the door flap looks good in Blender as designed. Alas...

    For simplicity's sake, my Daz version of the door works more like a roll-up garage door and is divided into "slices," each of which can rotate along one axis. I think I mostly like it for what it is.

    The latest version includes a separate outer, inner, and middle frame so that it can be narrowed or widened to fit various door thicknesses. All of the parts are also grouped so that they can be scaled up or down as appropriate.

     

    By

    Blando Calrissian Blando Calrissian March 2023 in The Commons
  • My DS Categories have some duplicates. How can I fix that?

    My Marvelous Designer assets are in Clothing/Marvelous Designer/"subfolder" under each figure type (Genesis 8 Female, Genesis 8 Male , Genesis 9, etc.). Their materials are in a Materials subfolder of each. Most already have metadata type, category,etc and used to have compatibility bases, before the reset DB and reimport metadata activity. I already have a Marvelous Designer root Compatibility Base with many sub compatibility bases. What I don't have is a Product. I'll work on that later in the week. I'll be traveling tomorrow. Thanks for your explicit instructions.

    By

    barbult barbult March 2023 in The Commons
  • My DS Categories have some duplicates. How can I fix that?

    Well, I've seen products with lots of assets. How many megabytes are we talking about? I guess that doesn't really matter, there are products over 2 GB out there...

    If your MD assets are all in a common folder, it would be easier, but you can add one folder tree at a time if they are scattered about.

    If all are under a single folder, right-click on it and "Create a Product From..." and Studio will ask you for a Product name. Make sure it is unique. You'll know it isn't if Studio warns you the product exists, and if you want to add to the existing product. (Maybe later, if not all under the same folder). THis will create the PRoduct in the Product view in the Content Library with all assets below the top folder.

    If the products are in several different folders, you will have to add them one folder at a time. The first time, you create the new Product (copy that name so that you can re-use it later, you will need it for every other folder you want to add to the Product). Once you have gathered all your creations into one Product, you can now access it in the Products view. Time to fill in the metadata. The assets might already be out of LOCAL USER, but I am not sure. You can check...

    All assets with geometry need to be associated with a Compatibility Base. Creating the Product should have created that entry in the list of Compatibility Bases from which you will choose a matching entry. In the DB Editor, for each scene_subset (individual objects, not sets or scenes, they are made up of the other individual items) click on it and go to the bottom pane, and select Compatibility Base. Right-click on the item at the left side and select "Add Compatibility Base to Selected Item(s)". After a few seconds, a list of all available Compatibility Bases will appear. Navigate to your new Product, and expand the entry. All of your objects should be listed underneath. Select the one you want and Accept. Repeat until all have a Base. Make sure "Sync Product and Local Database" is checked to retain the data. (Unchecking it is handy for exporting metadata files without necessarily saving it in the database, yet.)

    To get the Compatibility Base to match an object in the scene, you now need to load each item in the scene (well, maybe a few at a time). From the Scene context menu, select Edit -> Set Default Compatibility Base(s)... and select your Product from that same list of all available. Once you accept, all loaded items will get their SceneID. You can see that when you edit the metadata again. The bottom of the Product tab in the editor will have entries for the items in the scene tab. You can enter other info for the Product, like Store (you can define your own with a script) a Token (SKU from your new Store), Artists, Description. You can see the name of the impending metadata file just below next to Support if you have Auto Fill checked. Export that now to make it permanent, and not lose what you've done so far. Repeat until all items with geometry have been done. This sets the Object Compatibility for each asset that needs it and should lock in the SceneID. You can add the Support Assets by selecting all the folders you included in the Product, along with any data and texture folders. 

    Now you can finish off the metadata for Content Type, Default Category, Compatibility, etc. Export your final metadata file, and save a copy somewhere. If you are going to package it in a DIM-compatible zip (like with Content Package Assist), you would add the Runtime/Support folder and place it there so that if and when you want to re-install it, everything will be ready.

    If the assets are still in LOCAL USER, try re-importing that metadata file a couple of times to kick them loose (seriously). Hope I didn't miss anything. Break a leg...

    By

    NorthOf45 NorthOf45 March 2023 in The Commons
  • My DS Categories have some duplicates. How can I fix that?

    NorthOf45 said:

    Yes, I remember the extra field. Kind of distressing if LOCAL USER metadata will not restore properly. Personally, I would make a Product for each of my creations and export the completed metadata to be included in a DIM package. This will keep it out of LOCAL USER, and can be installed/re-installed at will.

     

    What do you think of making a single product for all my MD clothing creations? There would be dozens in it. Is that too much to manage in one product? How would I get it out of LOCAL USER after I did that? Your advice is appreciated!

    By

    barbult barbult March 2023 in The Commons
  • My DS Categories have some duplicates. How can I fix that?

    Yes, I remember the extra field. Kind of distressing if LOCAL USER metadata will not restore properly. Personally, I would make a Product for each of my creations and export the completed metadata to be included in a DIM package. This will keep it out of LOCAL USER, and can be installed/re-installed at will.

     

    By

    NorthOf45 NorthOf45 March 2023 in The Commons
  • Syntax error

    In regard to https://www.daz3d.com/lie-body-bruises-for-genesis-3-and-8-females most of the bruises work, but one keeps popping up a syntax error message.  I've tried uninstalling and reinstalling, including redownloading it, but the error persists. Is there a way to fix this?  I'll include the error log entry below.

     

    2023-03-07 14:22:49.166 [INFO] :: Prepare asset load (merge): /People/Genesis 8 Female/Materials/FenixPhoenix/Body Bruises/Arms/Dark Skin/BBF Wrist Ligament Dark Left.duf
    2023-03-07 14:22:49.167 [INFO] :: Locking viewport redraw...
    2023-03-07 14:22:49.167 [INFO] :: Viewport redraw locked.
    2023-03-07 14:22:49.296 [INFO] :: Native format content directories: 2
    2023-03-07 14:22:49.296 [INFO] :: Poser format content directories: 2
    2023-03-07 14:22:49.296 [INFO] :: Other import format content directories: 0
    2023-03-07 14:22:49.296 [INFO] :: Begin asset load (merge): /People/Genesis 8 Female/Materials/FenixPhoenix/Body Bruises/Arms/Dark Skin/BBF Wrist Ligament Dark Left.duf
    2023-03-07 14:22:49.296 [INFO] ::     C:/Users/Public/Documents/My DAZ 3D Library/people/genesis 8 female/materials/fenixphoenix/body bruises/arms/dark skin/bbf wrist ligament dark left.duf (1,1): Syntax error - expected '{' or '['
    2023-03-07 14:22:49.297 [INFO] :: Error loading asset: C:/Users/Public/Documents/My DAZ 3D Library/people/genesis 8 female/materials/fenixphoenix/body bruises/arms/dark skin/bbf wrist ligament dark left.duf
    2023-03-07 14:22:49.297 [INFO] ::     Operation failed
    2023-03-07 14:22:49.591 [INFO] :: Unlocking viewport redraw...
    2023-03-07 14:22:49.591 [INFO] :: Viewport redraw unlocked.

    By

    arrjee arrjee March 2023 in Technical Help (nuts n bolts)
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