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Daz 3D Forums > Search
  • Character Splitter

    Hi 3DmentiaNull, I can confirm that the script works for both 4.21 and 4.22.

    For extreme creatures, especially "neckless", maybe we need some custom D-Formers with greater falloff, as regular D-Formers are designed for regular characters. For Abominable, which contains a full morph and a separate head morph, I've noticed that we can get good results by applying the full morph, then setting the head to -100% to offset the head morph and get back Genesis head (unmorphed). That way we have a realistic separate body morph.

    By

    Mike3D Mike3D January 2024 in Freebies
  • Gone but Not Forgotten - SloshWerks

    I have many times praised Slosh's SPEX for Genesis as the best glasses product I've had the pleasure to use, and indeed it's the eyewear I've used for most of my bespectacled characters:


    Gallery Link

    Despite its age - and indeed being Slosh's first product at Daz - it's got so many adjustment and shaping morphs that it's still fully usable on newer models with a little repositioning (and some fresh Iray shaders), and shouldn't be overlooked.

    Things like the UV Swaps he made to transfer male and female skins between the gendered bases were also fantastically useful (e.g https://www.daz3d.com/genesis-8-uv-swap-male-and-female-base) - although very often for the less obvious functionality of transferring morphs between the base using UV reference, which was something I've often used to help get familial likenesses on the Genesis 8 figures without the temperamental vertex matching.

    By

    Matt_Castle Matt_Castle January 2024 in The Commons
  • Shadow Dancer for Victoria 3 appears to have evaporated...

    a lot of older stuff was discontinued

    you can still get it for V4

    https://www.daz3d.com/shadow-dancer-for-v4

    or you can try Aiko or Hiro 3 

    https://www.daz3d.com/shadow-dancer-for-aiko-3

     https://www.daz3d.com/shadow-dancer-for-hiro-3-0 

    and run edit Figure transfer active morphs since V3,M3, A3, H3 and D3 are unimesh figures

    By

    WendyLuvsCatz WendyLuvsCatz January 2024 in The Commons
  • Learning 3Delight Again

    Think crash was probably random.   Didn’t happen this time around anyway.

    An improvement over black only, but still sort of looks like she’s wearing a shower cap.  Having a bad hair day...

    One final question.  Had tried “Super Messy Updo” but unsuccessful so went with “Sporty Pony tail.”

    Free conversion script (Iray to 3DL) might be better than nothing but ran into an error with Uber to Awe script.

    Probably put it in wrong place

    “My Library > Shader Presets > Wowie > AWE ShadingKit > Utility Presets & Scripts.”

    Greek to me from the DAZ log file.

    “2024-01-30 19:22:42.016 Loading script: D:/3D Stuff/TyknreDAZ_Library/Shader Presets/wowie/AWE ShadingKit/Utility Presets & Scripts/AWE Transfer Uber.dsa
    2024-01-30 19:22:42.018 WARNING: Script Error: Line 25
    2024-01-30 19:22:42.018 WARNING: TypeError: Result of expression ‘prop1’ [null] is not an object.
    2024-01-30 19:22:42.018 WARNING: Stack Trace:
        <anonymous>()@D:/3D Stuff/TyknreDAZ_Library/Shader Presets/wowie/AWE ShadingKit/Utility Presets & Scripts/AWE Transfer Uber.dsa:25
    2024-01-30 19:22:42.019 Error in script execution: D:/3D Stuff/TyknreDAZ_Library/Shader Presets/wowie/AWE ShadingKit/Utility Presets & Scripts/AWE Transfer Uber.dsa

     

    Anyway, guess that’s about it.  PDF walkthrough & maybe find some older hairs that don’t rely so much on transmapped hair cards.

    Thanks again for all your help.  If ever in Austin/San Antonio TX corridor, dinner & beverage of choice on me. : )

    By

    Tynkere Tynkere January 2024 in Art Studio
  • Two different hair simulations in 1 scene

    So you need two simulations on the same object? The only way to do that would be to export the first as OBJ, then import as a morph and have that applied at the beginning of the simulation - but if the hair is exploding I wouldn't expect that to help, more likely you need to adjust the Simulation Settings to allow itt o cope with the rapid movement (and then you can use the Timeline or initialisation time to allow the first simulation to drape the hair followed by the movement onto the ehad, being careful not to force the hair into existing geometry).

    By

    Richard Haseltine Richard Haseltine January 2024 in Technical Help (nuts n bolts)
  • Slider to Go From One Set of Morphs to Another?

    Richard Haseltine said:

    Do you have a master controller for each end state? It will be easier if you do, you can create one by putting the parameters pane in Edit mode via right-click, then right-click to Create New Property; name it, set its limits to 0 and 1. Set the rest of the morphs as required, set the new proeprty  to 100%, right-click>ERC Freeze. Repeat for the other shape. Now add a third new property, which will be your fader. Set the fader proeprty and the 100% shape to 100% and do ERC Freeze on the fader control. Finally, for the 0% shape, set it to 100%, then right-click>Show In Property Hierarchy. Expand its entry there to see Controllers>1st Stage and drag the fader from the Parameters pane so that a line of highlight colour appears under 1stStage, then drop it. Now set the Scalar to 100%. Dragging the fader should now fade one shape out and the other in - you can get rid of the effect by zeroing both the fader and the 0% shape sliders. You can save these as morph assets, but I would be wary of saving the 0% shape at 100% since you would then never get the base shape of the character.

    I've tried to create a master controller for each, but I don't have much experience with that, and every time I do, it messes with the overall scale of my character. But, I think with a little more experimenting, I can probably get it right, as I've been able to do it in the past. Once I get that right, I'll give this a shot.

    Thanks!

     

    By

    Lucky13guy Lucky13guy January 2024 in The Commons
  • XY Gens: How do i fix the ugly Ledge in the pelvic area?

    Iam using the XY Gens and i get an ugly ledge in the pelvic area. The picture should speak for itself.

    Can't find a morph that fixes this

    By

    whatsoever whatsoever January 2024 in New Users
  • A dress similar to this one?

    Hi there!
    If you don't mind KitBashing then this combo may work for you:
    dForce Sofia Wedding Gown for Genesis 9
         Underdress - Hide Spine 2-4 & Pectoral Bones

    dForce Highlands Gown Outfit
        Top - Hide Sleeves and Frill Surfaces

    Choker is from BW dForce Moonlit Magic Outfit

    Breast morph is from the SC Fantasy Armor Outfit
    See attached image for completed look wink
    Elli

    By

    Elliandra Elliandra January 2024 in The Commons
  • GENERAL FREEBIE REQUESTS part 3

    I really don't know about V4, but there is a G9 Ingrid Bergmann head morph by AOBB: https://www.daz3d.com/forums/discussion/667461/aobb-s-classic-hollywood-stars-g9-mega-bundle-19-head-morphs-no-materials-nor-textures/p1 Obviously only applicable if the project can cope with G9.

    Regards,

    Richard

    By

    richardandtracy richardandtracy January 2024 in Freebies
  • Amelia 9 HD

    carlosgimpera said:

    -Young adult morph 100%, Amelia 100% 85mm, lip thin -10, Vellus hair. 

     

     

    I know a bit late, but what Hair is used in this image? Is it the hair included in the Pro Bundle? Looks great.

    By

    Pinkspectre Pinkspectre January 2024 in The Commons
  • what is teh head morph and eye texture of this model?

    TestUserForever said:

    [what is teh head morph and eye texture of this model?] https://www.daz3d.com/young-expressive-for-genesis-8-females

    See https://www.daz3d.com/forums/discussion/461971/

    Neikidian said: "Hi all, She is a mix of Victoria (%40), Kanade 8 (%30) and Karyssa 8 (%30). I like to mix and create new looking..."

    By

    SapphireBlue SapphireBlue January 2024 in The Commons
  • [Released] dForce2Morph [Commercial]

    FrankTheTank said:

    @RiverSoftArt I'm having trouble getting this to work on a shorter than average figure. When I try to use the morph that I have created, the clothing basically slides down the torso rather than stays in place. When I run the simulation everything looks correct. I then create the morph for the sweater, fit the sweater to a new figure, and thats where I run into problems.

    Bottom line: How would I go about using this to create a morph for a sweater to fit a large-breasted but short character? Also, how do I delete morphs that I don't want anymore? I have a bunch of failed attempts now. 

    From the manual: It is recommended to not use custom characters, but the generic Genesis 3 Female, Genesis 8 Female, etc. You are creating a morph the will make the sweater work on a large-breasted character.  The short part really doesn't make a lot of sense to me; that changes the character and not the sweater in any way.

    The morphs will be in the data folder.  Look for the most updated file location after running the script.

    By

    RiverSoft Art RiverSoft Art January 2024 in Daz PA Commercial Products
  • [Released] dForce2Morph [Commercial]

    Blackgrimreaper753 said:

    RiverSoftArt said:

    sagoru said:

    I've tried adding an image both as an attachment and integrating the image into the text, but to no avail. I try to share the image from Google Drive: https://drive.google.com/file/d/1Yy-DZpf_0xOAXqpB7XRtGfRD_2Uhsr_-/view?usp=sharing

    Ok, this is how morphs work.  You have the dress fitted to the figure.  When the figure is posed, DS automatically makes the dress follow the figure and its pose.  Then the morph ADDs to that and moves it.  Unfit the dress to the figure and apply the morph.  dForce2Morph is more about adding wind morphs and things like that.

    I'm currently facing the same issue. Could you implement a checkbox feature that automatically adjusts the clothing before conversion and then reverts it back to its original state after the morph has been created? It's quite frustrating having to manually un-fit the clothing, generate the morph, and then re-fit the cloth again.

    Unfortunately, the conversion process is destructive and cannot be reverted in that scene.

    By

    RiverSoft Art RiverSoft Art January 2024 in Daz PA Commercial Products
  • hiding / deleting geo from clothing?
    davidedwards.me said:

    Thanks. creating a morph might be an option. Curious, if you know if there's a way to GOZ a single piece of clothing to zbrush from a character setup? .. typically when i try to modify a single piece of clothing, it sends everything in the scene to zbrush.

    Thanks again.

    Regarding z-brush: do you have a full version of the program, or the z-brush core base program? I have the latter but no Go-Z exists to support it. It works on one of the full versions.

    By

    starwarsorivus starwarsorivus January 2024 in Technical Help (nuts n bolts)
  • what is teh head morph and eye texture of this model?

    [what is teh head morph and eye texture of this model?] https://www.daz3d.com/young-expressive-for-genesis-8-females

    By

    TestUserForever TestUserForever January 2024 in The Commons
  • Eyes bump maps

    Hello all! So I'm having an issue with a Daz model that I transferred over to Blender. In one of the animations I created, I noticed that the Bump map of the Irises, Sclera, and Pupils (which all use the same texture) was causing their eyes' reflection to "flicker" whenever their head moves. I generally try to keep all the default maps upon transfer and leave them plugged in as-is, with some minor tweaks here and there. So should I just completely disconnect the Bump map from those textures, or will this cause further issues down the road? I'm sure it's a simple answer, but the 332 frames I rendered earlier took 5+ hours, and that was WITH minimizing everything humanly possible. I don't want to re-render the region of their head, only to discover that the glistening-flickering problem still persists. Again, I'm sure some people are going, "Well DUH!", but I just wanted to make sure before I do it. The scene is 1920x1080 using Eevee, if that helps, and the lights are a mix between Area and Point. It's a night scene, so I resorted to no HDRI, thus, the scene is using just the lights I added. 

    By

    jwcjaygaines jwcjaygaines January 2024 in Blender Discussion
  • Face Transfer 2

    GRFK DSGN Unlimited said:

    Well this might explain why MadSkills Studio up and disappeared. Tried to go to their site over the weekend and it's down. Figured maintenance or an upgrade might be in progress and then I saw the newsletter about Face Transfer 2. Similar product. So bye-bye MSS!

    My collocated server in Kansas bit the dust with one of the SSD biting the dust. After weeks of dealing with the tech support to get them to recover the backups off a RAID mirror setup and their incoptiance of being able to do so I have started migrating all my stuff to cloud hosting. Which is not really the same and is going to take time to get back to operatonal status. But I want to thank you very much for using my site and finding it useful. You can always join me and Mara every night on discord.

    By

    charles charles January 2024 in The Commons
  • Character Splitter

    Hi Mike3D, great to hear from you! I remember you mentioning what vertex number was used. I just quickly scanned through the manual and don't see how one could change it. I also had the thought of trying the "ITF dev kit for G9 volume 1" head split D-former given away at sharecg.com. - and was wondering what the difference is. Since it was my first use, I was struggling a bit with basic work-flow. But it was odd, loading and zeroing the base figure (G9) then loading the D-former, was easy, but to get the chosen morph active, I loaded a second figure that had the morph to be split, and did a "copy figure" with various options but nothing would copy to the first (G9) figure. So I wound up starting with the morphed figure. Not sure what I did nextsurprise, I think I did "memorise figure" then zeroed it, then added the D-former, then restored the figure, then zeroed the resolution. Then I split the figure into body and head with "normalised", saved as a morph asset (boy am I glad to have that simple, safe way to do it) and there were no errors in the log. It looked great but when testing with an Aniblock, it was obviously not rigged to shape. Aftter rigging to shape it was a very usuable custom asset! So, who knows, maybe D/S 4.21 was buggin out - I thought I could always copy one figure shape to another of the same generation. Anyway, it's been a real up to know that this can work as documented, saving a ton of time! ( It may be good to know how to do all that manually, but as someone said in a comment to a tut about that "All that just to save a head?")crying Again, many thanks! / peace

    By

    3DmentiaNull 3DmentiaNull January 2024 in Freebies
  • Star Trek Builders Unite 8: THE REBOOT
    There's a couple things that are missing there, if I submit something for sale to that other website and there are props and there are not a bunch of poses to go with it it's a fail. I know how to do it I just don't like to do it and I'm never happy with the results I get
    rschulte said:

     

    Create parents for phaser for each hand (left and right) for G3 and g8.  (I’d also parent the phasers for each hip as “holstered.”). Then hand poses for the various equipment.  At the very minimum, the parenting and hand poses are the most useful poses you need.  Then you can easily use anyone’s full pose sets. If the hand poses get changed, you can easily reapply them again.

     

    For anyone who want to try their hand at full poses,  I would definitely look at Mychokha’s free Trek pose sets for mv4 as a guide for what type poses to convert to G3 and G8.  I would absolutely ask if she’d give me permission first to do this and properly give her full credit.  

    To help with this process, TracyandRichard has on ren***city some free scripts  to transfer poses to other characters.  There are some nice pose converters on DAZ3d too.  Be aware, they will be some tweaking needed.  

     

    Hope this helps!

    By

    NVent3d NVent3d January 2024 in The Commons
  • what PC specs are commonly needed for photogrammetry in Blender?

    As stated, Meshroom gets you up and running fastest on all types of antiquated hardware.

    I looked at lidar devices, more for perimeter security in my yard (I know! What are those people doing sculking about in my yard!) but lidars are commonly found on higher end smart phones, like some Samsung Galaxy and Apple iPhones, to use in biometric identification for unlocking the phone for the owner. They are also used in the highend automated vehicle collision avoidance systems. They were going for aboyt $300 and higher on Amazon. The manufacturer was Intel for the ones I was looking at. Anyway, another dual use reason why I wanted was fast lidar scanning to make models of various things like tree species leaf and bark, insects, and so on.

    If you buy the lidar device instead of a highend Samsung Galaxy or Apple iPhone, be sure you investigate existing software and platform support for the device. OSS support will be non-existant or sparse. If you are a programmer and want to make bespoke support, that is definately a reason why an Intel lidar is going to be easier for you to write support for.

    Introducing the Intel® RealSense™ D400 Product Family – Intel® RealSense™ Depth and Tracking Cameras (intelrealsense.com)

    To get up and running most easily it probably will be easier to use a smart phone with lidar after researching what apps in their app stores that can use it for your purposes.

    The subject is something you should research yourself and determine which existing solutions best suite your desired niche. A photometric 3D model derived from regular photos & videos is what Face Transfer, FaceGen Artist Pro, and most AI photo & video Deep Fakes use, so that is definately a more flexible and fast advancing field of work. Example, I have installed Stable Diffusion on my PC with an nVidia GeForce 4070 and it generates from text descriptions a 512x512px images in less than a minute. You have the overhead of teaching yourself the AI engine language though. Let's say the documenation is very dry reading. You'd have to learn to train the Stable Diffusion engine locally on photos you took, say of the leaves, bark, flowers, and roos of different species of trees, or whatever. You could.

    By

    nonesuch00 nonesuch00 January 2024 in Blender Discussion
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