-
Daz Studio Pro BETA - version 4.9.3.166! Release Candidate 5 (*UPDATED*)
Was it 4.8 or 4.9 that added the ability to remove deltas from a morph, and to restrict which areas of a mesh are affected by a moprh on importing? It's hard to keep track of what was added when, though the change log will tell you, but there have been feature enhacements beyond the headline features (Iray, then Connect).
Hair style & choker requestI think your second version is much better. The helmet look was too artificial in my opinion. It is indeed going to be exciting to see what you come up with. If you can make the hair less ridged that would be great.
As far as the Upside Down morph is concerned, don't worry too much. I just like to push things to extremes sometimes. It would be fun but if it's too much work then don't bother. One suggestion about how to make an Upside Down morph would be to make the hair a Cloth item in a program like Poser or perhaps Blender (not too familiar with that program) and let gravity pull the hair where ever it wants to go. You could save as obj. and then use that object to create a morph. Such a process might also work for the morphs where the head/body is bent at 90 degree angles. Maybe I'm trying to teach granny to suck eggs here, if so, just ignore and have fun morphing.
Can not see free content loaded into DS 4.9 (64bit) (Win 10 OS)Anything that gets installed into the /data/ folder is exactly that — data, not content. It's exactly the same as the standard set of DAZ morphs that you can buy to go with a particular Genesis generation, they don't add items to your content folder, they add parameter dials to the Genesis figure they're made for.
Note that there is an exception to this; character morphs. If you buy a character, there are usually content items that turn the character morph on or off. In every case, there will also be parameter dials so you can dial in only a part of the morph (you won't always want every morph either 0% completely off or 100% completely on with nothing in between).
Iray and CoolingIf you're worried about cooling, and have two monster graphics cards like the GTX 1080, I probably wouldn't place them next to each other. One card would just be sucking in the hot air of the other. If your motherboard has 3 or more x16 slots, then you could space them apart, giving them some air.
That's a really good idea. I notice that one of my cards runs hotter than the other, and they are next to each other. I don't know it that's becasue the 970 is newer and faster than the 780. Now, what is the deal when one slot is PCIexX16, the next is X8, the last X4? are they differences that effect performance?
When dealing with GPUs, the PSU is the most important concern followed by cooling. If the PSU is marginal or providing noisy power then the GPU performance will suffer. Noisy power will increase heat as well as cause the circuitry to throttle back power usage to get a stable source. It isn't necessarily about the size of the PSU, but how clean the output is. Also a good PSU will create less ambient heat of its own and may actually pull excess heat from the system if its cooling setup is good.
Fluid cooling will not guarantee better cooling than forced air. There are lots of variables. The amount of time that the fluid spends in the exchanger versus the amount of airflow past the exchanger and other concerns. Too much air velocity past the exchanger can actually ADD heat to the system (from friction and the air not having enough time to absorb enough heat) instead of removing it. Too little airflow and not enough heat is removed. The velocity of the air needs to change based on the amount of heat being generated as well as the ambient temperature outside the system. Read the design specs CAREFULLY to determine if you can maintain the ambient room temperature necessary for the fluid cooler to actually function efficiently. For every degree above nominal that the room's (or computer's enclosure -- ie under desk) temperature rises the amount of removed heat will decrease on a curve. As the temperature rises in the environment the amount of heat retained in the fluid system increases non-linearly (the exact curve is determined by the design) causing the fluid to cumulatively gather heat to the point where the coolant starts to boil. This creates voids in the system that can cause the pump to fail.
It is also entirely possible to draw heat INTO your system FROM the environment. Once the ambient temp crosses a specific point (which is different for each design) the fluid will draw heat from the environment and introduce it into the computer's case. This happens when the additive airflow from other fans in the case cause a draw approaching the output fans on the exchanger. The temperature in the case becomes lower than the temperature in the external environment. This leads the exchanger to gather heat rather than exhaust it. The heat is then transferred into your components for the airflow in the case to try to remove.
The above is a very abbreviated explanation of the situation. There is a reason that datacenters containing racks and racks of huge servers use air cooling (and are extremely loud). It is more efficient to maintain the environment at a temperature where direct air cooling can be used than to try to compensate for all of the variables introduced by fluid cooling.
Kendall
Makes sense. My rig isn't in an enclosure. So if I plan on doing an animation, that looks like it would take 3 days, if water cooled the water would get hotter and hotter? I would have thought a radiator would take care of that, in a custom water cooled rig. Of course, the hybrid cards don't have a radiator, just what looks like a self contained resevoir and a fan.
As I wrote, it depends on the design. A radiator is a type of exchanger. Very few systems use straight H20, with a majority using a coolant like Ethylene Glycol or similar. Whether the coolant gets 'hotter' will depend on a number of factors (variables). Each additive system and/or heat source added to the cooling system adds more variables. For instance, an exchanger external to the enclosure is more likely to perform better than one mounted inside the enclosure, but is not guaranteed. For instance, if the heat from the exchanger somehow gets recycled into the airflow into the enclosure and/or back through the exchanger then residual heat will accumulate into the system. An example: Lets say that the radiator is in the same room as the system itself. If the room is small or not well ventilated, then the heat from the exchanger will increase the temperature of the air in the room, thus causing the system to draw in that heated air. Now the air pulled into the system is (nominal+x degrees). This air is subsequently used to push through the exchanger and heated another y degrees which heats the room another x degrees. Eventually, the heat in the room will exceed the point where the fluid can exude heat and the fluid starts to approach the boiling point. This will happen first in the tubing carrying the coolant, followed by the exchanger. Even if the coolant doesn't boil causing voids, the residual heat remains in the system causing the heat in the components to not be removed. There are also issues of pressure rises and degraded performance of mechanical parts (fans for the exchanger slowing down due to age) that must be monitored.
This is VERY much like an automobile overheating on a hot day. When the temperature outdoors gets into the 90's F, vehicles start overheating even though 90F is far below the boiling point of the coolant. However, the heat produced by the engine accumulates to the point where the coolant can no longer transfer the heat to the air and the coolant boils, the pump loses prime, and things go horribly bad. The same thing can happen in a computer using fluid cooling especially in a situation where there are multiple sources of heat.
Soooooo..... what this says is that if you intend on using fluid cooling, then you must take into consideration that the coolant adds an additional complexity to the planning. In the end, you are still using forced air from the environment to remove the heat. What fluid cooling is SUPPOSED to do is allow the removal of the heat from the environment that the equipment is in by embedding it into a more dense meduim that can be more easily transported to a location away from the equipment. If, however, you are dumping the heat right back into the same environment that the equipment is in, then you are doing no better than using the air to cool the parts directly. Mainframes that are fluid cooled have the fluid transported to the outside of the building where the heat is dumped into the air via convection (ponds) or large evaporative exchangers. The main advantage to using fluid cooling in a PC/Workstation is to allow the heat to be drawn away from the components to where a more efficient heat removal setup can be utilized. If you can maintain the environment at nominal temps and the system has no occlusions that would prevent the use of efficient heat sinks, then the additional costs/headaches of a fluid cooling system may not be worth it. However, if you have a situation where the position of your CPU/GPU's is not conducive to using "large" sinks and/or fans, or you have a desire to try to reduce the noise created by multiple fans, then the additional cost/maintenance may be worth the effort.
Kendall
ZDG random Daz Studio discoveries and questions.It's all good, this just is not worth it.

I got almost all the Quads back to being quads, and now it needs to be straightened out a lot. This is enough to find out what I wanted to know. If it can be bridged back in as a usable morph dial or not with the advanced things. What I already had done was a waste of my time on that spaghetti.

Lets see if this works, lol. Nope, it created the dial, the dial dose not do anything. Hmmmm.
(EDIT, it was not the setting I thought it was that made the morph not work first time)
One little mistake, and a few hours wasted moving mesh points, lol.

I bet you it is pointless, as I suspect Auto-fit draws weights slightly different each time it is run on an outfit item. So a morph made to work perfectly this time will not be perfect on the next load of the outfit onto something, lol.
I saved the Hex file so I can work on it later if I have a desire to, I am not saving this dial (it needs more work at best).
A much easier way, may be to import the G3F one, cut off the front part and delete the rest, import the mangled G3M one, remove the mangled mesh, glue on the original G3F mesh, and send that back to Studio as a morph. To quote Ripley from Aliens, "I say we take off and nuke the entire site from orbit. Only way to be sure".
Unicorn for Daz Horse 2The Millenium Horse Unicorn won't work with the Horse 2. It is not a morph, but rather a seperate figure that requires the Horse 1 in order to work.
IRAY render questionsYou'd think eventually the Morph Character System under development by Morph 3D will be a good intermediary between DAZ Studio & it's content and any 3rd party non-DAZ tools you are using, including exporting the iRay / 3DL / OpenGL rendering settings. eg Unity will have a free version of the very popular & expensive OToy Octane Render Engine.
Morph 3D has an MCS Beta 2.0 in development.
Hair style & choker requestOh one more question... Should I use the original "helmety" (lol) shape as the base or should I scrap that one entirely and use the smoother/smaller morph as the base?
Hair style & choker requestOk lol... I can do most of that... The upside down morph, might be a bit hard but I can try it lol.
As for the ridges, those of the mesh/hair itself, it's made that way to prevent being able to see "through" the hair and prevent that sharp look that some hairs have which IMO take away from the realism. I can see what I can do to flatten or smooth that out.
I will keep y'all informed and posts pics of my progress to see if you guys like what I'm doing or if you'd like something changed. :)
ZDG random Daz Studio discoveries and questions.Chose the dresses/knee length option for skirts. It's not perfect but it's better than all the other choices.
Go into preferences in DS and change the bridge option to show advanced.
After you pose him bridge to hexagon and run the soften brush over the middle part on a strength of 15 to 20. (Change material setting to 3Delight first, Iray surfaces load invisible in Hex) Be careful around the edges, especially with single layer meshes it can get messed up fast there. This is double layer so it's a bit more forgiving.
Send back to DS (make sure you have the skirt actually selected in DS before you do, morph loader isn't quite as smart as the automatic bridge in that regard)
In the parameters tab apply the new fix morph and raise the smoothing itterations.
The panty thing works fine with the pants option for auto-fit and the smoothing raised to 10. I also loaded the top with the shirt auto-fit option and made everything but the belt invisible.
What do I need to transfer a character from M4 to G3?Hi everyone,
I've been away from DAZ3D for a while and my oh my it's moved on a lot!
I have a character in M4 that I'd like to transfer to G3 - the character has full and partial body morphs and a custom texture. I'd like to have a G3 character that looks exactly the same.
I assume I can do this with a combination of programs - can someone give me a guide on what I need to buy to make the transfer?
Many thanks - me and my credit card are waiting for your answer.
Mike.
Lucian!Okay folks heres the chest smoother morph + some bonuses!
Also included
Lucian Smooth V. Medialis (its that muscle above the knee, its fairly prominent on lucian, and can look weird when you make him skinnier) This one is pretty lucian specific, like the chest morph.
Less Lucian specific
Nipple Height and Width: Change the location of the nipples on the pecs with minimal movement to anything else
Traps Curve: Lucian has pretty defined traps too. This one is similar to the Daz morph Traps Size, but lowers (or raises) the center of the traps more in relation to the sides, so you can change the curve without moving the height as much.
EDIT Now up at sharecg also a proper picture
Who is this "Morph3D" spamming me?Morph3D news letters goes into my spam folder. I don't use Morph3D. I can't log into it with my daz account either & I never ask daz to send me news letters on it. So it was pretty presumptuous of daz to spam me for something i was never signed up for.
I agree with you Ivy, I unsubscribed from it and it removed me from the daz sales emails and all of my forum threads ... but that could have been just another one of those wonderful joys of this forum software they use.
Did you file that help ticket?? I did and mine was sorted out and the account I unsubsrbied is now re-subscribed to Daz 3D but not to Morph 3d. CS were very helpful
How Do I Save a Base Character to DAZ Content Area?I have a set of morphs for Victoria 4 that have both Poser and DAZ versions. I modified her a long time ago with the Poser versions and saved it off (in Poser) as a new cr2. Now that I'm using DS 4.9 more, I want to load up another instance of V4 with the DAZ morphs. But when I export the new figure as a cr2 from DS, it strips out all the morphs (including the base morphs and Morphs++). I tried saving it as a Character Preset but that doesn't save the base character (or the morphs). Is there anyway to do this? I have some source editors, like Poser File Editor, Dson Edit and Morph Organizer but I can't make any sense out the cr2. I nomally only use editors for things like fixing broken path names.
Lucian!Any folks here want a (really simple, seriously made in 10 minutes) morph to smooth out the pecs a bit?
Makes the body super David like.
Also using the face at 65% or so and cheekbones size at around -40% mixes great with other morphs
How the hell do I keep missing these types of posts!? O_o
I'd LOVE that morph! Yes, please! :DHair style & choker requestHi die.kane_e880951, your latest image looks great; getting really close to kermorgan65's picture.
Your offer to make it free is very generous... takes me back to the early days of Poser 1 and 2... hehe. Don't let me stop you giving it away, but I think it looks good enough to go commercial.
A question: the precise geometrical vertical ridges pattern in the hair, is that in the texture or in the mesh? The reason I ask is that it makes the hair look very mannicured as though she has just got ready for a night at the opera or an expensive restaurant. That may be a useful option, but I wonder, if the effect is in the mesh then could you also include a more natural look morph, with flatter hair? perhaps it is only the size of the ridges that need to be significantly reduced to make a more natural brushed look that could be used anywhere?
Ideas for morphs: One of the biggest failings of PA's making hair is to forget that people move their heads a lot and that gravity will then move the hair a lot from it's default position. So I would ask for morphs that move the hair as gravity would move the hair when the head is put into all sorts of different positions, such as leaning forwards, backwards, sideways at least 90 degrees. A hanging upside down morph is probably a bit extreme but would be cool. To extend the posing options as much as possible you should probably split movement morphs into left and right sides being independant and the bangs being independant.
Other morphs would be things like length of the hair (between chin length and shoulder length might be difficult but would be fantastic), and bangs (a bit longer and shorter). The bangs shape is also a good target to give even more versitility. For example a very square cut like the attached image. Splits in the bang would also be cool (bangs like this are obviously popular with Chinese/Japanese girls, but look sexy on all races)
My... that would be a lot of work... but you did ask for ideas :)
Totally Newb QuestionYes I've just discovered the "joys" of weight painting in the last couple of days. On a hard-body prop, so I don't want any weight falloff, just solid "these polys or nothing". Spent most of my time unpainting bits I didn't want highlighted! So much easier in Studio, where I can select a named group or shading domain or whatever and just say "fill!"
Yep, I had the exact same problem with robot I modeled recently, weights transfer from original mesh to a clothing item is pretty much impossible, I have to go to Blender to do that, which is so sad

I ended up "rigging" my robot with simple parenting which is really not what I wanted in the first place, but, hey, you gotta do what you gotta do, lol
Is it allowed to use G3M/G3F morphs to partially dial characters that I plan to sell in Daz store?I pay less for a character that requires me to buy other morph packs - even if I own them already. Meaning they go in my wish list (wish list items more often don't get bought.). If the product doesn't say it requires them, then I return the item; I don't recall that happening at Daz. If it requires the use of extra morphs, then I'm paying more for less, or paying twice for something - that is how I look at it.
The exception is when they use a partial dial from another genesis series character Aiko7, Viccy 7 etc.
The other exception, is where the PA states that it is only required for one morph as it does some particular 'thing'.
Trouble using the VWD Cloth And Hair for Daz. Can anyone help?VWD only produces one version; it works with Poser and Daz, Python, and a Daz Plugin handle the transfer of data from Poser/Daz to VWD. (There are two variants of VWD, can animate a series of poses, and can only animate one static pose.)
There is a forum on rendo.
I presume you already know how to crate animations; if not figure that out first. VWD merely allows you to add believeable cloth and hair drapes; if you don't know how to create good animations, it won't be of much use to you. It's all a learning process.
Create in Daz what you want the figure to do; your animatation.
- Start pose (frame 0),
- End pose (depends how many frames you have per second, but presuming 30, then two seconds gives 60; I would then add a few to the end to allow some time for stuff to settle; you can always clip it off or delete I presume (I've only done animations in Blender)).
Start VWD in Studio using the script.
Then...
In VWD you click 'Hot List'
Select the figure as Collision.
Add any clothes as Collision items.
then add Hair as a Hair Item.
(Note, if you need to drape/animate clothes then do those first; then the hair. You would then add the draped clothes with VWD names as collision objects as above.)
NOTE: Save you scene in Daz; save after returning stuff from VWD, the occasional crash can cause the loss of stuff; but saving often negates this issue.
... And as one user pointed out, you have the Demo; you can NOT return completed poses/animations to Daz (or Poser) with this. You can practice using VWD, which does require some practice.
It's a great product though, and I've bought clothes from Daz I wouldn't otherwise have purchased because of it.
Can not see free content loaded into DS 4.9 (64bit) (Win 10 OS)The morph will appear in the Parameters pane, there's no user-facing file.
DOH, thinks, I found it.




















