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Daz 3D Forums > Search
  • TerraDome3 NOT a rumor anymore! Live in store! Whoot!!!

    Okay,  I bit, and just purchased Terradome 3 and the morph pack.
    Probably the first item I've bought based on hype alone, since I'd never heard of Terradome before.  Then when I saw Colm Jackson's name attached to it, I didn't even have to think about it,  I knew what ever it was, or did, I'd at least have good tutorials to walk me through it, and the quality would be top notch.   So now I guess I've got some           John Ford-like vistas in my future!

    By

    nelsonsmith nelsonsmith August 2016 in The Commons
  • Strange Problem with G3F and V7 shapes

    It gets curiouser and curiouser. I was wrong about there being fewer errors thrown after re-installing V7. I uninstalled (or at least deleted) a couple of recent products from Renderosity. Then I ended up uninstalling, deleting, downloading and re-installing G3F Starter Essentials, Head Morphs, Body Morphs, V7 and the V7 HD add-on. Then just to be absolutely sure I did the same with the Default Content for DS and as a longshot G3M Starter Essentials. Reinstalled JUST G3F. The problem was still there. Re-installed the rest and of course that made no difference. G3M by the way loads just fine.

    After this I was going through the data folder to make sure all traces of the 2 Rendo products was gone. Turned out that 1 of them had 16.8 GB of morphs copied into it's own morph folder. So I thought: Aha! Problem solved! WRONG! It changed nothing. The product that had all the copied morph folders was one that I had made an "Actor" preset for through Save As/FigurepProp Asset. So I have no idea what happened there but it seems not to be related to the errors thrown when loading G3F. I have no default scene on loading DS: just a blank slate. And anyway there are no important errors thrown during startup. But it would seem to rule out a conflict with G3F from that source.

    On the positive side G3F is still loading okay after all those errors even though it can take as long as 45 seconds to finish loading (G3M is 10 to 15 seconds). The only morphs that are active on G3F when I look in Parameters are "Mouth Realism HD" and "Navel" both of which are at 100%. SubD is set at 2.

    Since there seems not to be any visual indication of the log errors I guess I will just ignore them and continue on until I have to build a new computer and re-install everything from scratch.

    By

    erostew erostew August 2016 in Technical Help (nuts n bolts)
  • 'creature creator genesis3

    is there going to be a creature creator genesis3? i use this morph probolly more then any other! and is there going to be a dog head? i had to use genx to give g2f a dog head. but i can't seem to get genx for genesis3 to work right for me so just wondering if this is going to be a option for g3? because i really want to upgread to genesis 3 but this is the only thing keeping me from doing it! 

    By

    vic34677 vic34677 August 2016 in Daz Studio Discussion
  • Creating Morphs using 3D Objects?

    Will this work on custom Carrara-rigged figures?  Or, is designed for Poser/Daz rigging? Or, does the rigging not matter? In any case, great news.  Will have to watch my budget until it comes out.

    Thanks for your support of Carrara.

     

    My Nopokethrough plugin could do some of if, with a little tweaking.

    Headwax used it to morph clothes directly into characters.

    My plan is to release it (including mac version) during september.

     

     

    By

    Diomede Diomede August 2016 in Carrara Discussion
  • My Project: Brash Lonergan adventures - Warning AI Discussion Possible

    Yeah, the base morphs are going to be a chore.  At a minimum, I will need expression and phoneme morphs for the face.  Each joint will likely need a bending morph or two or three..Hands!  Bend morphs for the hands are going to be a pain.  

     

    My current thinking is to have more detailed second meshes for the head/shoulders and the hands/wrists, and so limit the expression morphs for the base figure.  These second meshes can be used for closeup shots.  My version of Poser came with head and hand models.  In the more detailed head/shoulder model I plan to add bones to the sides of the mouth, etc. to aid expressions.  My idea is to copy and paste the selected head mesh from the low polygon figure to a new vertex object and then increase the number of polygons but keep the same uvmap.  Then, more morphs.  angry

    By

    Diomede Diomede August 2016 in Carrara Discussion
  • Strange Problem with G3F and V7 shapes

    No there is definitely no animation connection, lol. The .dsf files are the actual morph. What I posted was from the DUF file that is a full body preset and came after the header info in yours. It contains no morphs on it's own and only references them. That's why the error has the line from one of those .duf files in it and not a line from the morph file. You can find similar references in almost any morph preset .duf file and poses also look fairly similar in their structure. The line with "SCLArmsLength.dsf" in it that you posted was from that actual SCLArmsLength.dsf and is simply it referencing itself. I believe all .duf files have that in the header. "Scene", "animation", "actor" etc are used in places and have no meaning in the sense of any actual animation. Ask Daz why they decided to use those terms cuz I sure don't have any idea :)

     

    This is the kind of thing that opening a support ticket for would be worse than useless. So I won't be doing that. However the next thing I am going to do is delete the G3F Head and Body morphs to see if that helps. Re-installing V7 actually reduced the nuber of errors thrown from over 1600 to around 1000. A lot of products use those morph packages so they can be a likely source for the error. You are probably right that a badly packaged product has knackered some files but it is almost impossible to find out which one of the installed products is the culprit without uninstalling everything  for G3F. I have a suspicion it might be something I bought from Renderosity or one of the smaller vendors. It seems that they have little/no quality control done by the broker/vendor and leave that to the artist.

    By

    erostew erostew August 2016 in Technical Help (nuts n bolts)
  • TerraDome3 NOT a rumor anymore! Live in store! Whoot!!!

    Technique and something I just noticed:

    Assuming you want to use non-TD3 shaders (in 3DL or Iray), one (relatively) easy way to do it is to make multiple copies of the Azone, with different strength of the morph.

    So if you want low sand and high rock, set the rock to a higher value of (whatever morph), and lower Y. The rock will 'poke up' through the sand. The problem is that the interface between zones can be rather obvious/smooth.

    Now, one easy way to help break up this line is using some noise displacement. Which, of course, doesn't work great in Iray... but wait, what's this?? There's a 'noise' morph.

    So if you apply noise morph to one of the 'zones,' it can help break up the line.

     

    Now, granted, it's hard to beat the procedural/calculated blend of TD3, but if you must do something else...

    That's how we used to work with MacroCosm, a pre-Terradome environment kit from RuntimeDNA.

    By

    Richard Haseltine Richard Haseltine August 2016 in The Commons
  • Creating Morphs using 3D Objects?

    My Nopokethrough plugin could do some of if, with a little tweaking.

    Headwax used it to morph clothes directly into characters.

    My plan is to release it (including mac version) during september.

     

    By

    Philemo_Carrara Philemo_Carrara August 2016 in Carrara Discussion
  • Heard a rumor about V8

    I heard it was in the development stage... is this true?  If so this would be very - very tough.  V4- V5 didn't even last- V6 maybe a little over a year- V7 now I am hearing of V8 - Gen4?  This is costly, and constantly having to buy clothes, hair, poses, utilities... :(  not good news if it is true.

     

    You can always continue zo use G7, if that's what you invested in. For example, I'm still using mainly G1 and G2, and also V4/M4 in my renders, because that's what I have most content for. I do have the occasional G3 charater, mostly male, or when they gave away the base character at high discounts (or even free), but G3 is not something I am going to invest in (with some exceptions, like certain morph stuff).

    But the consequence of staying with the "legacy" generations is that most of what is "new" in the shop will at one point no longer be for the "legacy" generation, because all the vendors are going for the new generation, because that's where the money is (of course, as everyone has to re-buy everything. Talk about self-fullfilling prophecies cheeky). On the bright side of things, you can pick up content meant for the "discarded" legacy generations at steep discounts, and with that you will have a much larger library at hand.

    So, V8 will certainly come, and V9 and V10, and the market will overheat even more, until it will just collapse because no one can afford the hobby any more.

    By

    BeeMKay BeeMKay August 2016 in The Commons
  • Strange Problem with G3F and V7 shapes

    Despite the word "animation" appearing in the error message it's got to do with morphs. "SCLArmsLength.dsf" is the name of a morph file that appears in several places for genesis 1,2 and 3. And it is referenced by quite a few morph application files. For instance from Pix Blaze which I just boought there is a file called "Blaze 1-Full Shape.duf" and right after the header part of that file is the following:

    	"scene" : {
    		"animations" : [
    			{
    				"url" : "name://@selection#SCLArmsLength:?value/value",
    				"keys" : [ [ 0, 0 ] ]
    			},

     

    When I look at my copy of the Genesis 3 Male Morph of this file it has only morph information in it and nothing at all about animation. I'd post it but it probly isn't allowed.

    If you want to fix this you should delete all the body morphs for male & female Genesis characters and re-install them as some sort of other package has changed them for some other reason.

    Some sort of animation setup SW has changed it I think.

    Here is what the opening part of my morph file looks like & there is in the entire file nothing like your file informtion.

    "file_version" : "0.6.0.0",
    	"asset_info" : {
    		"id" : "/data/DAZ%203D/Genesis%203/Male/Morphs/DAZ%203D/Body/SCLArmsLength.dsf",
    		"type" : "modifier",
    		"contributor" : {
    			"author" : "Daz 3D",
    			"email" : "[email protected]",
    			"website" : "http://www.daz3d.com";
    		},
    		"revision" : "1.0",
    		"modified" : "2015-09-04T19:13:59Z"

     

    By

    nonesuch00 nonesuch00 August 2016 in Technical Help (nuts n bolts)
  • Strange Problem with G3F and V7 shapes

    Despite the word "animation" appearing in the error message it's got to do with morphs. "SCLArmsLength.dsf" is the name of a morph file that appears in several places for genesis 1,2 and 3. And it is referenced by quite a few morph application files. For instance from Pix Blaze which I just boought there is a file called "Blaze 1-Full Shape.duf" and right after the header part of that file is the following:

    	"scene" : {
    		"animations" : [
    			{
    				"url" : "name://@selection#SCLArmsLength:?value/value",
    				"keys" : [ [ 0, 0 ] ]
    			},

     

    By

    erostew erostew August 2016 in Technical Help (nuts n bolts)
  • Show Us Your Iray Renders. Part V

    "Daemon" G2M morph made with SimTenero Randomizer. Postwork in Photoshop Elements.

    ...didn't I see this fellow dancing with my Leela on the backstreets of London? wink

    nice work on the skin and expression

     

    By

    kyoto kid kyoto kid August 2016 in The Commons
  • TerraDome3 NOT a rumor anymore! Live in store! Whoot!!!

    Technique and something I just noticed:

    Assuming you want to use non-TD3 shaders (in 3DL or Iray), one (relatively) easy way to do it is to make multiple copies of the Azone, with different strength of the morph.

    So if you want low sand and high rock, set the rock to a higher value of (whatever morph), and lower Y. The rock will 'poke up' through the sand. The problem is that the interface between zones can be rather obvious/smooth.

    Now, one easy way to help break up this line is using some noise displacement. Which, of course, doesn't work great in Iray... but wait, what's this?? There's a 'noise' morph.

    So if you apply noise morph to one of the 'zones,' it can help break up the line.

     

    Now, granted, it's hard to beat the procedural/calculated blend of TD3, but if you must do something else...

     

     

    By

    Oso3D Oso3D August 2016 in The Commons
  • G3F & G3M DAZ original Head Morphs

    I have the G3F & G3M DAZ Originals Head Morphs and a couple of other HD characters morphs. They give good character creation possibilities but I can't find a morph that allow me to make the ears / auricles open out like open car doors or Jumbo.

    How can I do that?

    Thanks.

    By

    nonesuch00 nonesuch00 August 2016 in Technical Help (nuts n bolts)
  • Strange Problem with G3F and V7 shapes

    Every single time I load G3F from one of the Actors in Smart Content or Content Library she always has V7 dialled to 100%. I go to the Shaping tab and look in People/Real World and there it is every single time: Victoria 7 at 100%. She still looks mostly like G3F but if I dial V7 down to zero she looks a bit different. Her body is less curvy and her face is slightly different. If I load any other G3F based character the same thing happens. And of course I can't get V7 by dialling her morph to 100 on the shaping tab after I set it back to zero. If I load a body and head morph onto G3F after dialling V7 to zero it usually looks like the promo images for that character. BUT if I then load the V7 Actor into the same scene (she DOES load looking like she is supposed to) the G3F based character changes again. She gets taller and skinnier with a very small waist and her face looks a lot like a big baby with giant eyes, etc. The look varies slightly from character to character but it's not a large variation. And the strange thing is that when I check the shaping tab V7 is still set to zero! If I REM the head and body morphs after V7 has messed them up the figure doesn't go back to G3F either. It looks like it sticks somewhere between G3F and the BabyFace. The only way to get G3F back is to delete the figure from the scene, load her up again and set the stupid V7 slider to zero% yet again. Doesn't seem to matter if I use body and face shaping or load an Actor. If there is a Full-Body morph in the shaping tab for that character I can dial it to zero but the figure doesn't go back to G3F and is once again stuck in between.

    Not really sure what is going on in the logfile. There are about 1650 lines like: 

    WARNING: fileinput\dzassetdaz.cpp(5886): Could not find property for animation: name://@selection#SCLArmsLength:?value/value

     

    Then there are about 110 lines like:

    2016-06-30 17:06:59.677 Loaded Morph Deltas in 0 min 0.0 sec.
    2016-06-30 17:06:59.677 Loaded file: PBMNavel.dsf

     

    And after that the normal messages about loading various images, etc. All together there are about 1900 lines generated in the logfile in less than one minute when I load a character.

    I deleted the Genesis 3 Starter Essentials from the Products via Content Library to make sure the metadata was gone, uninstalled it in DIM, deleted the local file, downloaded fresh via DIM and installed it. Makes no difference and I still have the problem. G2F and Victoria 6 work just fine and the same with Genesis and V5. I'm at my wits end. The only other thing I can think of to try is to toss my whole installation in the trash and install everything again from scratch. I REALLY don't want to do that because I have a TON of stuff I would have to reinstall. My product library here on the website has 44 pages so I think that's over 1600 products.

    Anybody ever have anything like this happen to their installation? Any suggestions?

    By

    erostew erostew August 2016 in Technical Help (nuts n bolts)
  • Replacing or altering material of parent when fitting a prop

    Hi,

    I've been struggling with this for a while now and before I start looking for workarounds I was wondering if someone could point me in the right direction as Google has failed me, or I can't express what I need well enough at least!

    I'm trying to create a prop which appends extra geometry to a Genesis 3 model, similar to what the genital props do in that when 'fitted to' a parent model they make the area they cover on the parent material transparent. From following clothing tutorials I've managed to create my prop and using the Transfer tool I've successfully copied over the rigging information and weighting, all is good. What I can't seem to replicate is how the gen asset hides the part of the parent items material that it is covering. As my prop is concave part of it is obscured by the underlying material.

    Anyone have any idea? Would appreciate any help

    By

    jamiegould jamiegould August 2016 in New Users
  • does the process change

    We obviously can't say anything about future versions, but the process for morph creation in Hexagon has not chnaged in its essentials so far. Content does make a difference - the DS weight mapped figures can't be split into body parts for morphing, the whole figure has to be loaded even if only a small area is to be modified.

    By

    Richard Haseltine Richard Haseltine August 2016 in Daz Studio Discussion
  • Converting Textures Between Genesis 2 and Genesis 3

    I thought this would be useful for Daz Studio users who use Unwrap3D.

    Here's a new method to convert textures between Genesis 2 and Genesis 3:
    http://unwrap3d.com/u3d/tutorial_repaint_mesh.aspx

    It uses the morphs found here:

    Male:
    http://www.sharecg.com/v/83139/gallery/21/DAZ-Studio/Texture-Conversion-Helper-morphs-G3M

    Female:
    http://www.sharecg.com/v/81631/gallery/21/DAZ-Studio/Texture-Conversion-Helper-morphs

    It's similar to Blender's baking technique, but much easier to use, in my opinion.  As long as you can morph two characters into the same shape, you can transfer textures between any generation of Genesis.

    I've tested it as much as I can, but if anybody wants to provide feedback, please let me know.

    Thanks so much, so much easier than using blender, LOL.

    By

    FSMCDesigns FSMCDesigns August 2016 in The Commons
  • transgender/ hermaphrodite characters w/ Genesis 3?

    I for got a set of Commercial Morph, Mar3D's Boy-Girl Genesis 3 Female

     

    By

    Haslor Haslor August 2016 in The Commons
  • also does anybody know how to do headlights in daz

    I use drreamlights FX stage  & the light beam in GodRay Portable SpotLight to create head lamp flare. Yes they are a old products. and yes it does takes a little practice to convert them to Iray learn how to parent and work them in a scene .They are made for 3DL  But I was able to make them emissive for Iray .  You can see an example of how they work in this street race animation I created using daz studio..  frist few scenes in the beginning of the race I used 3DL for the headlamps and the race scenes in the inner city & tunnel portion  was done in Iray. 

    You can also do this same effect using Epic Props: Godrays & Volumetric Light for Iray  Just be aware of your camera angles , or it could throw off the effect your looking for 

    Good Luck

    These two have been in my wishlist forever, but I wasn't sure if 1. They would still work in newer versions of DS and 2. If I could get them to work in Iray as I still struggle with 3Delight, although, getting better.  I'll have to seriously consider them both the next time they come up for sale.

    Yes they work fine They are made for 3dl and still work great in daz 4.9   Some times the stage FX pro is a little tricky to pose properly when dealing with camera angel. The Stage fx pro is a number of panes aligned in a row to give you that head lens flare which are morph able . The godray spot light works fine and is a little easier to work with & convert to Iray. the Light beam prop is just a cone shape pane prop with transpacy maps and a spot light on the end of it.  I just change it to a uber iray shader and play with the emission settings to get the right look.. when I convert either of the light beam props to iray, you no longer need the spot lights so I usually just delete them to save from confusion.   I used these light beam props a number of times in my animations.

    By

    Ivy Ivy August 2016 in The Commons
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