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how can I search orders or my product library by vendor
Richard Haseltine said:
NorthOf45 said:
Wonderland said:
myotherworld said:
SofaCitizen said:
Is the product installed in Daz Studio? If so you can put "key::VENDORNAME" in the Smart Content search box.
Not going to work. As I custom install and don't have vendor names in the library. But thanks for the reply''This is weird. Suddenly the forum software won't let me remove the quotes (iPad). Anyway I may be wrong but the I'm pretty sure the vendor names are in the metadata so even if you install differently, it still should be there.
The products have to be installed with one of the automated methods to get the metadata loaded into the database. Even then, often the Author field is empty ("unavailable") or is simply "DAZ 3D". Sometimes the author field has a different name (or several) than the one in the store, or some cryptic code name. Maybe it has been better lately, but I think there will still be a lot of gaps in any search for a specific vendor.
Metadata can be imported through the Content DB Maintenance dialogue even for manually installed content, assuming their relative location is unchanged.
But, can it re-import something that was never installed in the first place? Or does the utility grab everything in the support folder, regardless? Just asking to clarify for others, I always install with DIM, so the metadata is there to begin with, but I also re-import, when needed, from DIM.
how can I search orders or my product library by vendorNorthOf45 said:
Wonderland said:
myotherworld said:
SofaCitizen said:
Is the product installed in Daz Studio? If so you can put "key::VENDORNAME" in the Smart Content search box.
Not going to work. As I custom install and don't have vendor names in the library. But thanks for the reply''This is weird. Suddenly the forum software won't let me remove the quotes (iPad). Anyway I may be wrong but the I'm pretty sure the vendor names are in the metadata so even if you install differently, it still should be there.
The products have to be installed with one of the automated methods to get the metadata loaded into the database. Even then, often the Author field is empty ("unavailable") or is simply "DAZ 3D". Sometimes the author field has a different name (or several) than the one in the store, or some cryptic code name. Maybe it has been better lately, but I think there will still be a lot of gaps in any search for a specific vendor.
Metadata can be imported through the Content DB Maintenance dialogue even for manually installed content, assuming their relative location is unchanged.
Genesis 9Serene Night said:
Still waiting for masculine content to drop. We've had a ton of female stuff, but in order for me to invest in g9 I really need a ton more morphs, a way to import my existing g8 characters and better male muscle morphs.
i imported all my g8 morphs to g9 pretty easily using the G8 Clone for G9 and using transfer utility (transfer morphs only, transfer Favorites only)
unfortunately, didnt transfer rigging, so just need to remember to 'adjust rigging to shape' after dial spinning any of my G8 morphs on G9.
how can I search orders or my product library by vendorWonderland said:
myotherworld said:
SofaCitizen said:
Is the product installed in Daz Studio? If so you can put "key::VENDORNAME" in the Smart Content search box.
Not going to work. As I custom install and don't have vendor names in the library. But thanks for the reply''This is weird. Suddenly the forum software won't let me remove the quotes (iPad). Anyway I may be wrong but the I'm pretty sure the vendor names are in the metadata so even if you install differently, it still should be there.
The products have to be installed with one of the automated methods to get the metadata loaded into the database. Even then, often the Author field is empty ("unavailable") or is simply "DAZ 3D". Sometimes the author field has a different name (or several) than the one in the store, or some cryptic code name. Maybe it has been better lately, but I think there will still be a lot of gaps in any search for a specific vendor.
Apply custom morph without distorting clothesI've tried creating a simple custom morph which adds a bump to the skin in Blender.
When I import the morph file back into Daz I need to tick 'Reverse Deformations' (otherwise the figure is heavily distorted)
This works well and the morph shows on the figure, but now if I add any clothes they are majorly distorted (as in dragged widly across the scene). How can I resolve this?
My figure is not at zero position when I export to Blender to create the morph, I wonder if that is the issue.
how can I search orders or my product library by vendormyotherworld said:
SofaCitizen said:
Is the product installed in Daz Studio? If so you can put "key::VENDORNAME" in the Smart Content search box.
Not going to work. As I custom install and don't have vendor names in the library. But thanks for the reply''This is weird. Suddenly the forum software won't let me remove the quotes (iPad). Anyway I may be wrong but the I'm pretty sure the vendor names are in the metadata so even if you install differently, it still should be there.
What does this line mean?PerttiA said:
So... It's rendering for 7.6 minutes and in that time it manages to get only 2.04% converged... That is snail pace for a 2080 ti or are you rendering at 32768x32768x24bit?
"rend error: CUDA device 0 (NVIDIA GeForce RTX 2080 Ti): Kernel [6] (LightSamplingSr ) failed after 4.800s" I noticed an entry in the log about lights "Emitter geometry import (254 light sources with 85261 triangles, 29 instances) took 0.003 s"
If you really have 254 light sources in the scene, that's a huge amount and considering the first error in the log, probably related to the problem as well as the cause for slow rendering
If there are a lot of mesh lights, it is sometimes difficult to find them. This product has made finding the lights and adjusting them very easy;
https://www.daz3d.com/iray-light-manager-pro
LOL, no I am not rendering that large. "Wonderland" has en extreme amount of lights. It is a city block so it's quite large (as Stonemasons items usually are) but it is surpringsly low on VRAM. The scene only used around 7 GB (out of 11.2 GB). The scene from the log-file in the initiate post was just a room and it used around 10.7 GB.
I rendered a new scene, basically the same as with "Wonderland", but with "Streets of Steampunk", which is also a large city block but without emissives/lights. It rendered a lot faster. And didn't crash! And no "Kernel warnings".
I will definitely buy Iray Light Manager pro. (It was in my wishlist).Importing Sketchup files into Daz Studiowell.. reviving that old dusty thread.. the title was exactly what i needed. mods, feel free to kick my comment to where it belongs, like on the DS forum..
i'm no bryce user really (means i had bryce installed, got it for free or similar, almost never used it, uninstalled it due to lack of HD space lol) - i'm a DS dazzler.
anyways, i downloaded a .dae object from sketchfab, and after trying to import it directly in DS (useless, invisible huge objects) - trying to convert it in wings (useless, object crashes) - trying to convert it in spin 3D (useless, format isn't even listed)... i gave up and used an online converter, worked like a charm and in seconds i had my .obj.
btw, not interested in a sketchfab app/converter at all!imported it in DS, worked fine, the textures can be imported manually and look good (it's a tiny object with just a few textures, easy - not sure if i'll ever do this with big/complex objects with dozens of textures tho, there i might be interested in a more professional way of importing stuff with textures at the right place...).
the only thing i'm a bit upset about is the SCALE. none of the DS import presets worked, like way not, so i scaled the object in the scene manually to have an idea - and then save the preset for further dae imports of that type - i thought down to 2% looked good.
but this was just a guess, it looked kinda ok. kinda. if i'm looking for accuracy i might be wrongso my question is: does anyone know the exact scale from (sketchfab) dae to DS? or does this change when i made an obj out of it (i don't see why it should tho)
What does this line mean?So... It's rendering for 7.6 minutes and in that time it manages to get only 2.04% converged... That is snail pace for a 2080 ti or are you rendering at 32768x32768x24bit?
"rend error: CUDA device 0 (NVIDIA GeForce RTX 2080 Ti): Kernel [6] (LightSamplingSr ) failed after 4.800s" I noticed an entry in the log about lights "Emitter geometry import (254 light sources with 85261 triangles, 29 instances) took 0.003 s"
If you really have 254 light sources in the scene, that's a huge amount and considering the first error in the log, probably related to the problem as well as the cause for slow rendering
If there are a lot of mesh lights, it is sometimes difficult to find them. This product has made finding the lights and adjusting them very easy;
https://www.daz3d.com/iray-light-manager-pro
Genesis 9Still waiting for masculine content to drop. We've had a ton of female stuff, but in order for me to invest in g9 I really need a ton more morphs, a way to import my existing g8 characters and better male muscle morphs.
What does this line mean?reserv888 said:
Geometry import (2 triangle objects with 5 M triangles, 3 fiber objects with 1084 fibers (1084 segments),
4 triangle instances yielding 5 M triangles, 3 fiber instances yielding 1084 segments) took 0.079 sIn DS preferences->Startup, uncheck "Show Login Page" and "Automatically Login With Remembered Credentials" and DS will not try to connect to DAZ servers.
I would need to see how your content directories are setup to help getting rid of the nested directories, see the attached sample.
Is there any way to tell from the log which item it is that uses 5M triangles. (Otherwise I guess the way is to load the items one by one and check the log when it occurs).
I have now unchecked the "Automatic login".
For the Content Directories, see attached file.The "D:/DAZ STUDIO/DAZ CONTENT/My Library/Applications/Data/DAZ 3D/My DAZ 3D Library" is nested and appears under both "DAZ Studio Formats" as well as "Poser Formats"
They are "Nested" because they are both sub-directories to another Content Directory "D:/DAZ STUDIO/DAZ CONTENT/My Library/"
Depending on where your content actually is, remove the path to Content Directories where it's not (just in Content Directory Manager)In general the path to content directories should be kept as short as possible, because sometimes the products may have pretty long paths in themselves, and if one hits the limit to number of characters in a path, DS may not find the files it needs.
As far as your rendering problem... When you are rendering, you don't have your preview viewport(s) using Iray, do you?
Diffeomorphic DAZ Importer version 1.6.0 releasedI see the import has an update on GitHub that adds bones onto the hair meshes. How can I download this? It doesn't have the usual download option.What does this line mean?Geometry import (2 triangle objects with 5 M triangles, 3 fiber objects with 1084 fibers (1084 segments),
4 triangle instances yielding 5 M triangles, 3 fiber instances yielding 1084 segments) took 0.079 sIn DS preferences->Startup, uncheck "Show Login Page" and "Automatically Login With Remembered Credentials" and DS will not try to connect to DAZ servers.
I would need to see how your content directories are setup to help getting rid of the nested directories, see the attached sample.
Is there any way to tell from the log which item it is that uses 5M triangles. (Otherwise I guess the way is to load the items one by one and check the log when it occurs).
I have now unchecked the "Automatic login".
For the Content Directories, see attached file.What does this line mean?reserv888 said:
PerttiA said:
The nested directories are still there: "Nested directory encountered while adding..."
This lead me to think DS is trying to connect to DAZ servers, ie. you are logging in to DS; "dzcloudtasknotifier.cpp(178): Server did not accept username/password"
Another thing I noticed, you are rendering on both, the GPU and CPU, disable CPU in rendering devices.
Have you tried deleting parts of the scene (as a test) to see, if it then renders, there's at least some objects with 5M triangles, which is very high.
You've got the eyes of a hawk!
The nested directories is something DS itself does. I removed them and I am 100% sure they weren't there. The "new" nested directories doesn't contain any files (unlike the "old"nested directories), just empty folders.
The thing with DS trying to login to something; what is that? Why does DS do that, and why doesn't it succeed? Are there any settings i should adjust/delete?
I ususally don't use CPU rendering. I just added it to show it doesn't matter if I have CPU fallback or not.
Where in the log do you see I have objects with 5M triangles?
Geometry import (2 triangle objects with 5 M triangles, 3 fiber objects with 1084 fibers (1084 segments),
4 triangle instances yielding 5 M triangles, 3 fiber instances yielding 1084 segments) took 0.079 sIn DS preferences->Startup, uncheck "Show Login Page" and "Automatically Login With Remembered Credentials" and DS will not try to connect to DAZ servers.
I would need to see how your content directories are setup to help getting rid of the nested directories, see the attached sample.
Leviathan Suit causing errors on import to unrealLeviathan Suit for Genesis 8 Male(s) | Daz 3D
I have this added to a genesis 8.1 male character and upon import into unreal it errors out with: "Failed to find any bone hierarchy. Try disabling the "Import As Skeletal" option to import as a rigid mesh."
I noticed in Daz Studio the Leviathan suit ends up as a child of the main figure but then the suit has its own joint hierarchy childed under itself. Not sure if this is a problem or if there is a way to merge the two joint hierarchies together or if the issue is something else altogether. Any idears?
AI is going to be our biggest game changerFair use would be fun in the international context... fair use, but not for EU-customers of your network, for instance. Or get blocked, or 10% fine :). Stuff like that.
If you wanted to avoid such, the minimum measure simply is strict "opt-in" only, signalled via metadata. Should be in HTML, e.g. due to older formats. And re-training only after re-checking, so removed images can't be used anymore. Anything else would be nuts. I don't care how a certain court case ends here or there.
Also consider, that all sorts of formats including video will be scraped same way. The AAA(A) industry will always be ahead and make idk/ 2 billion in a day or what not, but the whole of Hollywood? Think they're having a glimpse around the corner already :p. There is no way to stay unique in any way, except if people let you. Perhaps this hits the storytellers hard, who try to stay within some cosmos. A not copyrightable thing still means, that you can't have copyright for it either. No copryight might still not prevent some platforms from providing monetization, and in return, demonitization for the original artists? It may get more complicated with series of images, like comics, though.
Edit: The artwork side really seems to remain a carousel of worms. It seems to be hard to escape from it. While law may be spoken, it's not certain that it will actually resolve enough issues for this to make sense.
Looks like everybody makes different kinds of reasonings and estimations, but still all seem to be off somewhere, and partly considerably off, concerning all the problems that follow. Maybe this is due to the fact, that the whole issue can't easily be seperated into different problems to tackle individually or sequentially. That's also where some of the failure potential with courts might lie, in case of a somewhat confined focus.
Concerning off or on, a current article from the law side, also containing a quick description of the algorithms, hints at possible consequences of a precedent. https://www.fieldfisher.com/en/insights/ai-related-lawsuits-how-the-stable-diffusion-case
It reads a little bit like "they could enforce software quality with future ai developments", or rather you could sue them for bias, which in my opinion is something different than using a training data set that threatens to poison the source of the data itself. Something that doesn't work or break at random, already is well known, e.g. modern operating systems. But violation of copyright (if) or the circular reference with training data of a system that relies on but at the same time reduces the training data by it's nature, in my opinion is a different category, because you don't have a new world with different or new jobs, or just a better but otherwise independently usable tool, and everybody moves on happily ever after. You might as well find yourself holding a can of worms in your hands, which likely won't go away just so. Do we tell the "neuron artist entity" [subtly differently pronounced ~ "moron"], that we take their stuff anyway, and the ai will be great, for the benefit of all mankind, who now all become clickwork-illustrators in a day. Undead artists, after all. In the end, using literally everything is just faster and cheaper, not necessarily better. But everyone being able to create images isn't the main problem, you can simply flood any site with quasi-copies of images and styles, once an artist publishes anything at all. Copiers won't be specialists anymore, but could literally be anyone. Resolving this by effectively removing any protection would be cheap, though you'd always have to consider what further protecting (which/what) means in terms of damage, otherwise. An interesting problem with the "everyone scenario", of course is where to get training data from after a while (can't repeat that often enough... will we just say "up to 2022... enough"? Also this means telling that the artist face-to-face now.). Resolving that needs more/different measures than enforcing either of fair-use or classic copyright for this case, the consequences are too far reaching. (In my not so humble extrapolations.)
(One more can: So deciding for fair use, will make it necessary to find a way to tell, what works actually are useful for society in particular, if you needed to filter or find a way to reward originality, being confronted with an "upscaled amount" of similar images. Will "best rated" be what we call "art" then? We might create what fair use was to prevent, in the end :p...)
AI is going to be our biggest game changerDoes anyone follow the standards bodies / orgs that standardize the metadata tags used in digital photos and other digital image formats? Any movement there towards incorporating tags to grant or deny permission for use in Machine Language learning or AI image generation?
Diffeomorphic performanceYes I find most daz hairs plain stupid brute force stone age assets as of how they are made. Now daz studio has fiber support but most PAs just ignore it and go on with transmapped resource boggers. There's also a marvelous hair tool for blender that's easy to use and may cover most common hair needs without the need to import from daz.
https://blendermarket.com/products/hair-library
https://bartoszstyperek.gumroad.com/l/hairtool
Animations - QuestionsTheMysteryIsThePoint said:
Hi again,
No, not exactly. The new plugin does not use the bridge at all. It is all new. You press a button and your character is in Blender, ready to animate with an IK rig. You do your animation, bake it, press another button, and your animation is back in DAZ Studio. It doesn't even attempt to do the more sophisticated things that either Diffeomorphic or DTB do because the assumption is that you'll import the animation back to DS and then export the complete character through some other means. I use Sagan, of course.
And maybe one of our resident experts, @Wolf359 could chime in and offer his opinion as to whether ARP and Animation Layers are worth the money :)
But if your intention is to animate a non-DAZ character, then ARP, Animation Layers, is all you need for high quality. Although, there are better riggers than ARP, like the Heat Diffusion addon.
And of course I don't know Sagan, either...
But I wouldn't be exporting a character. I'd be creating short animated clips, maybe a few animated gifs, and posting them for people to laugh at. That's about it.I've written ideas for short clips and comic strips for decades, but never had the time nor tech to create them. Some of them are so old I don't even remember what the heck I was referring to.
This is very much just a personal thing! I intend to animate mostly DAZ characters, plus the amazing creatures created by Ken Gilliland, and also Hivewire3D. Plus, since I'm still a kid at heart, dinosaurs, monsters, etc!
So I'll keep a watch on your posts, hoping to learn more. Lots for me to study meanwhile. Still trying to get my new system properly set up.
I look forward to seeing how your plans work out, because I haven't heard about that technique until now. Cheers!Animation Timeline QuestionsSaxa -- SD said:
Some poses like Zevo's breast control morphs, go expand or look under Your Character > Properties >Pose Controls > chest > etc
...
Totally understand bad associations. Key here is selected keyframes from timeline tab command only. Any chance you clicked clear from menu>figure>etc?
I think you are right in mentioning morphs from certain vendors. I have a LOT of Zev0 morphs and also I have 3rd. party Geografts which also come with many morphs. I find it difficult to find a way to save a character pose/shape/morph settings from a frame in a scene so that I can replicate it in a single scene or scene subset - I mean that certain morphs just don't save and are reset to zero. Sometimes saving animated poses has the same problem. I tried saving a Puppeteer dot but I don't know how to save that external to the scene (so that I can re-import it in another scene). I think Puppeteer only works during an open session.
As for the Clear/Zero thing - I believe that DAZ has changed the way it works in the latest Beta versions so maybe it will work ok now. I had trouble understanding the way it is explained in the Change Log though.








