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  • Look at my Hair (LAMH) Official Thread: update 1.6.0.2 released

    Sorry, this has surely already been asked but 47 pages is a lot to get through... Does it work with Iray? (If not can you add the Iray uber shader to it?)

    Also, how hard is it to use for someone who is more artsy than geeky LOL? I just started with DS in March and finding it difficult without a good manual so wondering how difficult this would be. Thanks.

    Yes it can be used with Iray.  If using the Full version you can attach a LAMH FiberHair export directly to your model in your scene.  If using the player, you will need to export an OBJ file of the preset and then import that.

    Kendall

    I just want a good understanding I'm shore you've already answered these questions. Sorry for asking again

    1.So we export fur groups as OBJ

    2. Where does it get the color from? is it UVed can you use a gradiant map?

    3. conforming to figure with obj. I'm assuming we use the transfer tool to do this like we do on clothing.

    edit weight maps. Then we save it as any normal clothing piece.

    4. density maps can we make ous own say I have a Lycan and I've painted the fur on a different layer can I convert that to a density map

    and have the color from that used as the colors for the fur.

    5. how heavy is the poly count is there a way to optimize the mesh.

    I'm having a poke around and I like what I see !

    Cheers

     

    #1.  Depends on the version of the plugin.  If using the Full Version use FiberHair instead and no "import" is necessary.  If using the FREE player then yes, you export the OBJs.

    #2.  Depends on your settings.  It can pull from the UV or can use custom colors set in the pane.  Gradients are possible via setting the tip and root colors differently.

    #3.  If you wait until before render to generate the FiberHair or OBJ, no conforming is necessary as the preset will follow the morphs and poses.  Pokethrough on posing may occur on "long hair" since the 1.x version on LAMH does not do collision.  It is possible to "rig" and "weight map" an exported OBJ but will be a LOT of work.

    #4.  Density maps can be painted in LAMH's 3D paint facility, or created in a 2D package using Red and White for existant and non-existant.  Color level of Red determines likelihood of hair generation.  Full Saturation (100%) pretty much guarantees a hair at that location and No Saturation (0%) pretty much means no hair there.  Even at 100 and 0 there are very small chances of a random hair in a position due to Floating Point variance.  As with #2, colors can be taken from the UV or set via the pane.

    #5.  LAMH FiberHair is MUCH lighter than straight OBJ.  OBJ output can be very heavy, just like zBrush Fibre.

    If you like it now, you're going to love the upcoming versions.

    Kendall

    By

    Kendall Sears Kendall Sears June 2016 in The Commons
  • HyGrey Aliens are invading [commercial]

    You misserable... You made a bald alien hot.
    They both have genital textures? cool! Fire up the Kirk morph!

    By

    Ikyoto Ikyoto June 2016 in The Commons
  • Look at my Hair (LAMH) Official Thread: update 1.6.0.2 released

    Sorry, this has surely already been asked but 47 pages is a lot to get through... Does it work with Iray? (If not can you add the Iray uber shader to it?)

    Also, how hard is it to use for someone who is more artsy than geeky LOL? I just started with DS in March and finding it difficult without a good manual so wondering how difficult this would be. Thanks.

    Yes it can be used with Iray.  If using the Full version you can attach a LAMH FiberHair export directly to your model in your scene.  If using the player, you will need to export an OBJ file of the preset and then import that.

    Kendall

    I just want a good understanding I'm shore you've already answered these questions. Sorry for asking again

    1.So we export fur groups as OBJ

    2. Where does it get the color from? is it UVed can you use a gradiant map?

    3. conforming to figure with obj. I'm assuming we use the transfer tool to do this like we do on clothing.

    edit weight maps. Then we save it as any normal clothing piece.

    4. density maps can we make ous own say I have a Lycan and I've painted the fur on a different layer can I convert that to a density map

    and have the color from that used as the colors for the fur.

    5. how heavy is the poly count is there a way to optimize the mesh.

    I'm having a poke around and I like what I see !

    Cheers

     

    By

    Midnight_stories Midnight_stories June 2016 in The Commons
  • Weight mapped aikoT3

    LOL. yes. When my puter frees up from this commission I'll try to remember to post the A3T morph I did for Genesis to see what people think.

    By

    spearcarrier spearcarrier June 2016 in The Commons
  • All geek to me....

    Oh, wait! One of the books on Amazon is for Iray!!! But it's for 4.8, not 4.9. Will that make a difference? See, if I buy that, that money could have gone to Daz... But that just focuses on IRay, I see, not everything else... Urrghhh... And can't see inside to see how they explain it and it seems to just focus on digital women, maybe not full scenes...

    I've got the book you were referring to, but I haven't started it yet because I was still working my way through the Piola Ciccone book.  I was going to gift it to you since I purchased it on Kindle, but then saw that it was only 4 bucks. LoL.   Thumbing through it though, it's basically in the style of the video tutuorials, only in print.  You load up a figure, and he explains how to achieve different looks using I-ray and the setting you need.  It seems to be basic enough that it will give you a solid starting point "from which to start experimenting on your own".  At the very least you'll have a good idea what certain sliders do.
    Seems it's better than nothing, and $4 won't break the bank.

    Thanks, I'll look into it. Colm has some great video tutorials and I got his light studio products which I think will teach me a lot while experimenting. But I want to know more than just lighting. I want to use the Lipsync feature (if that still exists) and basically EVERYTHING in the menus. What I would love is a comprehensive manual with screenshots of everything Daz is capable of, read it in bed before sleep and spark ideas of what I can do in Daz that I couldn't in Poser and I think there are many things besides Iray, but I don't know what they all are! I would actually like to create my own content and various other things that go beyond creating pinups. I was kind of joking in my OP. Been doing pinups for years in Poser and don't need Daz for that. I'm doing a graphic novel that I want to make more realistic than most comics, and still haven't decided if I want to do in Poser or Daz, with V4 or G3.... Hoping for GenX for G3 to transfer my character morphs but I've already tried to recreate them just by sight. But if I can't use Daz properly, it will be more time efficient to use Poser. At first I hated DS, the UI was driving me crazy, but now I'm liking it and Colm's cameras take care of not having a face camera although I'd still like to figure out how to get that permanently in the UI, rather than in sub menus, as well as hand cameras. Anyway, I would just like to know everything that's POSSIBLE whether I use it or not, I may need it someday and remember that Daz can do it.

    I want to know it all too. I have spent literally thousands on product here and I have been here less than a year.  This is a serious hobby for me. I have pages and pages and pages of notes, a binder notebook full of readme's and directions for products, I am MORE than willing to put the time and effort into learning. But I need something that is dummed down to a level that I can understand.  Put the technical stuff into laymans terms so I don't have to spend an hour on google looking up term I've never heard off.  And just to complicate matters for myself. I want to learn both Iray and 3delight....

    By

    IceDragonArt IceDragonArt June 2016 in The Commons
  • Clothes don't fit properly in DAZ

    You could use Morph Loader Pro to load the original shape as a morph, if you enable Reverse Deformations in the options (click the triangle next to the morph file name) that should just load the difference ebtween the desired shape and the shape you have. The problem is that you have a double approximation - first subtractring the shape to get back to the base shape, then projecting the morphs you used back into the clothing.

    By

    Richard Haseltine Richard Haseltine June 2016 in Technical Help (nuts n bolts)
  • Has anyone ever started a group movie/graphic novel project?

    I agree that using 100% purchased content may not be the best, but expecting someone to create custom models just for you seems a bit much ask. Also when putting together a graphic story having to wait while a custom model is created would slow the process way too much. Granted that one custom model that would make the story would be nice, finding someone willing to create that model might be harder than you think. You can’t get the results you’re looking for, give me an example of what you mean. I created over 500 characters and test facial expressions on a lot of them to how they would work. Here’s an example https://www.renderosity.com/mod/gallery/anne-face-test/2532464/

    Yes, *I* wasn't able to get the results *I* was looking for by simply dial spinning, and without sculpting. I wasn't trying to insult, or judge in any way, anybody else's work. If you can produce the results you're looking for without leaving DAZ and doing any sculpting . . . great! Here's an example of a custom character and expression that I was unable to create by dial spinning alone:

    What I did in this case, was dial up a pose/expression for the character (with my custom sculpted morph already applied) and export it as an .obj and for further sculpting (to become the finished morph for this expression - specific to this character). I also was unable to find hair to purchase that matched the long but balding & thin hair that the author wanted, so I created that, too.

    Also, I never said I expected anybody to do anything just for me. What I did say, was that I was interested in opening up a dialog with other artists interested in collaborating on professional/commercial projects, in particular those artists who may focus on facial expressions. You yourself mentioned time and having to wait in your response. This is exactly why I am interested in working with others - because there simply aren't enough hours in the day to do everything myself. I'm more interested in developing my NPR algorithms than I am in creating 3D content, anyway.

    - Greg

    Sorry for the misunstanding

    Just looking to start a dialog on creating graphic stories.

     

    By

    Greycat Greycat June 2016 in The Commons
  • Weight mapped aikoT3

    Thanks for all the responses guys! I especially liked the links. too bad those conversions are for poser...

    Kerya, that pdf would be very helpful if At3 were a simple morph. I have Gen3x and that's how I got Aiko4Toon onto my Genesis model. I wasn't able to with A3T. When I brought in the Aiko3Toon morph, what I did was dial up Akt4 and then morph it in blender to make an entirely new morph. HiroToon... not so simple. H4 looks a lot different from H3 to me.

    Even so, I really dislike the shrink wrap effect on the newer models. And all those things people made to avoid shrink wrap only go so far. Sure we can render things to look more realistic, but they've lost their edge. I still use the original Kururu for things rather than go to the newer versions because of it.

    I plan on using AT3 and HT3 (not 4) for a couple of animation projects in the far future. I prefer their look. So what I'm doing is exploring ways to morph them short and tall. I will need a variety of characters. I can make the morphs. I have never been able to track down instructions on getting the legacy rigging to follow and stay followed. When I have asked I have gotten no answers, alas. This is why I've been looking at triax weighting in DAZ. I do have poser. I only bought it so I could convert clothing to characters not supported by the Crossdresser platform. Ha.

    At least I have A3T onto my Genesis model I guess. H3T is a problem.

    By

    spearcarrier spearcarrier June 2016 in The Commons
  • All geek to me....

    FIRSTLY:

    Many of the "buttons" are not fully documented, sometimes only to the extent of acknowleding the button's existence with no real explanation as to how to use it. A prime example is the NVIDIA Iray documention. The TONE MAPPING section is excellent! It explains, for example, quite succinctly what the shutter speed option is:

     Shutter Speed (1/x) - Controls the duration, in fractions of a second, that the “shutter” is open; e.g., the value 100 means that the “shutter” is open for 1/100th of a second. The higher this value, the greater the exposure1).

    Go to the FILTERING section of the NVIDIA Iray documention, however, and you get what is too often typical for DAZ documenation: not much that is useful. Either the documentation is so barebones as to be useless or it's hopelessly out of date. (Or, tragically, you find yourself in some defunct "artzone" section for prior versions of DAZ where the suporting graphics are no longer even included - making it impossible to glean very much at all from the old info). Click on a link like "Bloom Filter Enable" in the FILTERING section of the NVIDIA Iray documention and you're taken to a "Page Not Found" page or a "You Don't Have Access" page. That happens way too often.

    So then one is left to google and trawl the forums for how to use so many parts of DAZ, which can take hours of wading through winding discussions where many times you find conflicting or overly complicated answers to your questions. There are whole components of DAZ I've never tried to use or experiment with - from shader mixers to animation to morph loaders. I have my hands full with those sections I do use and am still trying to get a handle on, because like nelsonsmith, I Like to know what a program offers and how it works so I can use it efficiently and get the most out of for the time I spend devoted to mastering it. I've taught myself everything from Photoshop to HTML, Javascript, CSS1-3, Applescript, Second Life, on through how to design databases in MySQL, creating complex spreadsheets in Excel, designing fonts and on and on - all because these applications are well documented.

    which leads me to my next point...

    SECONDLY: to all the people who like to point out that DAZ is free and we sholdn't expect much in the way of a manual I must simply gaffaw. DAZ is free because that's it's business model. Free software yes but the cost is still there to bear through purchases made through the DAZ Shop - an income stream on which DAZ very much depends. Before begining this post I added up the amount of cash I've paid out to DAZ since starting to use their excellent software a few years ago. It's not a small sum. Seventeem hundred pus dollars for over 40 items. I think most people would agree, for that kind of dough one might antipate better supporting documantation. My time IS worth something and it can be a heavy price to pay having to spend so many endless, and often fruitless hours, figuring out how to get things done in DAZ, things you know that CAN BE DONE in DAZ -  if you only knew how.

    Thats my two cents. Thank you.

    By

    blue_055c15ca15 blue_055c15ca15 June 2016 in The Commons
  • Has anyone ever started a group movie/graphic novel project?

    I agree that using 100% purchased content may not be the best, but expecting someone to create custom models just for you seems a bit much ask. Also when putting together a graphic story having to wait while a custom model is created would slow the process way too much. Granted that one custom model that would make the story would be nice, finding someone willing to create that model might be harder than you think. You can’t get the results you’re looking for, give me an example of what you mean. I created over 500 characters and test facial expressions on a lot of them to how they would work. Here’s an example https://www.renderosity.com/mod/gallery/anne-face-test/2532464/

    Yes, *I* wasn't able to get the results *I* was looking for by simply dial spinning, and without sculpting. I wasn't trying to insult, or judge in any way, anybody else's work. If you can produce the results you're looking for without leaving DAZ and doing any sculpting . . . great! Here's an example of a custom character and expression that I was unable to create by dial spinning alone:

    What I did in this case, was dial up a pose/expression for the character (with my custom sculpted morph already applied) and export it as an .obj and for further sculpting (to become the finished morph for this expression - specific to this character). I also was unable to find hair to purchase that matched the long but balding & thin hair that the author wanted, so I created that, too.

    Also, I never said I expected anybody to do anything just for me. What I did say, was that I was interested in opening up a dialog with other artists interested in collaborating on professional/commercial projects, in particular those artists who may focus on facial expressions. You yourself mentioned time and having to wait in your response. This is exactly why I am interested in working with others - because there simply aren't enough hours in the day to do everything myself. I'm more interested in developing my NPR algorithms than I am in creating 3D content, anyway.

    - Greg

    By

    algovincian algovincian June 2016 in The Commons
  • Clothes don't fit properly in DAZ

    Richard,

    Sorry about that. 
    Your suggestion worked , somewhat . But they do not morph exactly to the figure. Whereas they fit perfectly prior to that. Scaling and all the other options are default.

     

    By

    juzduit juzduit June 2016 in Technical Help (nuts n bolts)
  • Clothes don't fit properly in DAZ

    Please don't use black censor bars - set teh viewport to smooth sahded isntead, or use an untextured figure.

    That looks as if you are using a shaped figure - for that to work in the Transfer Utility set the Source Shape to Current and in thee xtended options check Reverse Source Shape from Target. If that still doesn't work check that the figure isn't scaled and if it is clear the scaling while creating the clothing.

    By

    Richard Haseltine Richard Haseltine June 2016 in Technical Help (nuts n bolts)
  • Clothes don't fit properly in DAZ

    Hey guys,

    So i created an OBJ Cloth file from MD , using an avatar previously posed in DAZ, and then imported back in MD for draping.

    The clothes fit perfectly once i import them back to DAZ.
    The next step is to "Transfer the morphs" of the model to the clothes. I cant seem to get this right . The clothes appear jumbled up.
    I converted the Object to Sub-D and used the Transfer Utility function, but the clothes don't seem to fit properly even though the avatar and pose is exactly the same. 

    Help please . 

    By

    juzduit juzduit June 2016 in Technical Help (nuts n bolts)
  • Daz > Zbrush Teeth problem

    Do everything prior to the masking step, skip the masking and sculpting, reset the mesh divisions, send to DS as a moprh. You will then have a morph that does only one thing - applies the distortions generated by the ZBrush smoothing. Set that morph to on after sending the mesh to ZBrush but before loading it back as a morph and use the Reverse Deformations option in DS to subtract the distortions from the new morph. You may need to enable the advanced options for GoZ in DS, in Edit>Preferences>Interface, to do that.

    By

    Richard Haseltine Richard Haseltine June 2016 in Technical Help (nuts n bolts)
  • Daz > Zbrush Teeth problem

    You might try to deselect Smt in the Geometry tool options prior to subdividing. The subdivisions will then only be applied where you are working. I have found that this often avoids issues rrelated to subdivision and reconverting back to normal resolution. Good luck.

     

    Thanks for the help, that seemed to help the teeth a bit when i brought it back into daz but it wasn't smooth enough in zbrush for me to work on properly.

     

     

    The main issue is probably that when you divide with smoothing in ZBrush even the base resolution is then changed - the teeth and fingers are particularly affected. You will also be seeing a contribution from the Mouth realism (and navel) morphs which are set on the Genesis 3 figures when they load. What I would suggest trying is stopping the above steps just before the masking, then skipping down to resetting the divisions to 0 and sending back to DS. Call that "ZBrush distortions" or something like that. Now, zero everything, then set each of your bad morphs to 1 and export as OBJ. Finally zero everything, delete the bad morphs (including the assets if you'd saved them), set ZBrush distortions to 1 and import each of the bad morphs with Morph Loader Pro enabling Reverse Deformations - that should leave only the intentional changes.

     

    Thanks again for the help but i'm having a little trouble following. ( I'm fairly new to zbrush to!)  I don't think i can mask the eyeballs and mouth off without doing the steps beforehand and im not sure which steps i should be doing in zbrush and which in daz?

     

    By

    JoeD JoeD June 2016 in Technical Help (nuts n bolts)
  • Victoria 4 for Genesis 2 Female a post from the PA

    To transfer a V4 shape to G2F, you only need GenX2. However if you want to use the V4 skin on G2F, you need Victoria 4 for Genesis2, so you probably need both.

    I hope you don't mind me asking this here (I searched and didn't find a topic on it). 

    I want to use a V4 skin on G2F. I have Victoria 4 for Genesis 2 Female and V4 Skins Batch Converter to Genesis 2 Female(s) but don't know how to use them. Is there a manual or tutorial somewhere on how they work?

     

     

    By

    DancingCat DancingCat June 2016 in The Commons
  • Weight mapped aikoT3

    Does anyone know: was there every a triax weight mapped conversion done for Aiko Toon 3 and Hiro Toon 3 and if so, where?

    To my credit I did contact the creators privately willing to pay for that but have gotten no response. I've played with doing it myself but I'm horrible at it. Just horrible.

    See, I need to be able to morph them. A lot. A lot more than legacy rigging allows.

    Now I *did* manage to get Aiko Toon 4 and a self brougth in morph of AT3 into my G1 figure. But poor Hiro Toon....

    By

    spearcarrier spearcarrier June 2016 in The Commons
  • I regret having to ask again but

    http://www.daz3d.com/forums/discussion/65345/v4-morph#latest

    If you need to find something in a thread you started, then click on the gear in the upper right corner, then on your user name...then the gear in the blue box...then Your Threads.

    By

    mjc1016 mjc1016 June 2016 in The Commons
  • SereneNight's Sci-fi Fun

    I really like the textures of the suit. Very realisitic looking. I own a number of suits for Genesis 3, and none of them are actually this nice. There is a butt smoothing morph that comes with the set, but it kind of tore up the seam on the hiney on gen  3. Fortunatedly M3D includes a spandex morph so some of hte clingyness is minimized.

    My philosophy on clothing tends to be that if I will put a female character in it, I will put a male character in it. Sort of like the short-short uniform for STNG, and the corresponding male Skant. =-)

    By

    Serene Night Serene Night June 2016 in Art Studio
  • Carrara 8.5 and Genesis - Please Help!

    Since I had lots of help with my last problem, I am going to piggyback on this related question.

    I too am having problems with not seeing morphs in Carrara 8.5 (Pro beta, Build 19 on a Win10 Asus Q553U laptop). I have the base Genesis 1 & 2 figures, V5, M5, Stephanie 5 & Scott 6; plus the characters Riley for Steph 5, & Anaya for Monique 6. The only one that I am seeing morphs for is Anaya--and I get "an error occured while executing" message when I try to apply any of those*. I don't see any of the morphs in the parameters tab when I have a Model>Actor selected, nor do I see them in the tree in the Content tab**. For the base figures I have, I will find the figure's slider under parameters. Anaya I can see and select them from the content tab but they do not change the model. I took the above advice from Fixmypcmike (in fact, I uninstalled/reinstalled all the Genesis 1 & 2  starter essentials and morphs), but no luck. I had all of those except the 2 characters and Steph 5 installed on C8.x on Old Desktop and no problems seeing or using the morphs. 

    I am considering uninstalling the Pro beta and installing 8 or 8.5 instead to see if that helps. But I thought I'd ask for advice first. I think I was not having morph problems on Old Desktop, so I am going to try to get onto it and see what version is installed on it and hopefully I can either download or copy that version onto my Asus. (Old Desktop is pretty unstable but I can usually get it to boot up and work. Not relevant to question really, but I am sad about this because it is fairly fast, especially for an old, low-end machine, at rendering the type of art I usually do.)

    *Not sure if the Anaya problem is the same one or if they don't work because I don't have Monique 6

    **I don't get any info in the Smart Content tab because I don't have Daz 4

    By

    miladyderyni_173d399f47 miladyderyni_173d399f47 June 2016 in Carrara Discussion
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