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Hallelujah! Finally Got a DSON Core File to Load In Carrara
glad it works and understand the hesitancy as even with DAZ studio metadata not everything does
Testing hair with Diffeomorphic 1.6.2 and problems with hair shineYeah same question as OP. Just need a method to make the hairs a bit more shiny/glossy. Anyone got any good custom shader setups for that or any advice? I really don't wanna use particle hair even tho there is an exceptional hair converter by Cinus, cause with the standard imported hair I can just use the bones to move parts or import custom morphs for shaping/adjusting much easier than having to comb or rig particle hair.
Also side question, any particlar reason when importing a pose into blender using the daz library why does the character have to move back to world orgin with the newly imported pose? Is there a way to stop that or is that just how it has to work?
Windows and PrivacyDaywalker Designs said:
I'd love to see a way to tell Microsoft "Hey, if these settings are turned off, leave them off when you install the update; I don't want them on at all."
Yes, then how would they spy on you? After using the program and exporting the settings, import your settings after the dreaded updates. Then, tell me why they want this.
Why can't artists be bothered to use the right categories? :/^Vanity folders are now required by Daz (putting 2 of my products in a different folder from their related products). It's not always something PAs have control over.
The metadata is all done by Daz. No PA input here.
looking for a triangular portal or framehttps://www.daz3d.com/everyday-morphing-primitives for Poser, there is a triangle in one of the promo pics.
but to get exactly wht your looking for 10minutes in blender wihtout any knowledge of blender is also possible. open blender insert primative, export OBJ import into Daz Studio.
FLUIDOS II for Daz Studio - update 2.2 [commercial]Writer25 said:
Alberto said:
Writer25 said:
I see, that's already more info that I could gather from 2 hours fo searching. Thank you. :')
I'm using the "standard" in-built liquid simulator that comes free with every copy of Blender; the simulation type I've tried to run is FLIP.
To help you pin-pointing my exact setup; this is the .blend file I've tried exporting (you'll need to adjust the cache path but beyond that it should be good to go): https://mega.nz/file/oiYA3D6a#gYNO1z05f0VZm-G_yPAXoiFWJL_rxGn6FdrX4cCBxVo
I reviewed the Blender manual and some sites. The manual says this about the VDB files in the cache:
OpenVDBAdvanced and efficient storage format. All simulation objects (i.e. grids and particles) are stored in a single.vdbfile per frame.The standard fluid simulator in Blender uses these VDB files as storage files, but not for exporting the simulation. This is similar to the plugin PARSIS for Daz Studio: It saves particles data in VDB files, but not for export.
However, Blender can export its fluids simulation as OBJ Animation (you must bake the mesh first).
Alright, then we've found the crux of the issue. I'm aware of how the export proces for animated obj. files (sequences) works for Blender, and also know of a plugin which would the import of this within DAZ for animation.
However the thing that had me so stocked about your plugin, was the fact that it also support bubble/foam particle effects in itself. I understand this is done through instancing to reduce the load on the software? Which is a shame since if you export into .obj all the instances are converted back into objects, causing immense file bloat and more memory drawn from the GPU when you eventually render the .obj file.
So in conclusion; FLUIDOS II cannot take point-type vdb files at the moment, and will also likely not be able to do so in the (near) future?
I don't know about Blender, but Fluidos doesn't use instances in bubble/foam/spray particles. In fact, all those particles are contained in a single object.
And the problem with the point-type VDB files is that there are used as storage files, and there isn't a "standard" format for these files. Blender creates these only for internal storage purposes. Blender and only Blender uses them. In order to port them to another software, you need a bridge or a converter (with the risk that the format in Blender can be changed at any moment).
I think that soon or later, Blender will be capable to export the simulation as level sets or fog VDBs, either natively or by means of an add-on. But, to my knowledge, not for now.
Pages in store loading very slow?Been this way for a week or more. I have been having to look up promos to identify 'Required Products' for a texture set as I set up metadata on really old sets. Or fixed other ones that were still broken years after being released. Took about 15 seconds to load. I got to stare at a lot of white space, with a headache. Eight more to go.
FLUIDOS II for Daz Studio - update 2.2 [commercial]Alberto said:
Writer25 said:
I see, that's already more info that I could gather from 2 hours fo searching. Thank you. :')
I'm using the "standard" in-built liquid simulator that comes free with every copy of Blender; the simulation type I've tried to run is FLIP.
To help you pin-pointing my exact setup; this is the .blend file I've tried exporting (you'll need to adjust the cache path but beyond that it should be good to go): https://mega.nz/file/oiYA3D6a#gYNO1z05f0VZm-G_yPAXoiFWJL_rxGn6FdrX4cCBxVo
I reviewed the Blender manual and some sites. The manual says this about the VDB files in the cache:
OpenVDBAdvanced and efficient storage format. All simulation objects (i.e. grids and particles) are stored in a single.vdbfile per frame.The standard fluid simulator in Blender uses these VDB files as storage files, but not for exporting the simulation. This is similar to the plugin PARSIS for Daz Studio: It saves particles data in VDB files, but not for export.
However, Blender can export its fluids simulation as OBJ Animation (you must bake the mesh first).
Alright, then we've found the crux of the issue. I'm aware of how the export proces for animated obj. files (sequences) works for Blender, and also know of a plugin which would the import of this within DAZ for animation.
However the thing that had me so stocked about your plugin, was the fact that it also support bubble/foam particle effects in itself. I understand this is done through instancing to reduce the load on the software? Which is a shame since if you export into .obj all the instances are converted back into objects, causing immense file bloat and more memory drawn from the GPU when you eventually render the .obj file.
So in conclusion; FLUIDOS II cannot take point-type vdb files at the moment, and will also likely not be able to do so in the (near) future?
Holiday Giveaways 2022!barbult said:
riuken1 said:
Nice render barbult and thanks AprilYSH. I just notice wen I filter by contex it no show in my assesories, againg thanks for this nice tiara.
Thanks for the compliment, riuken1. The tiaras are properly categorized, but they do not have any character compatibility set, so they never show up when filter by context is checked. You could submit a help request to ask Daz to update the metadata, or you could just set it yourself with the Content DB Editor in the Content Library pane. As far as I can tell, it is a prop parented to the character's head. It is not rigged to any particular character shape. I think you could parent it to any character and adjust the size to fit in the Parameters pane. Maybe that is why there is no particular character compatibility set in the Metadata.
Is cool that can be use with diferents shapes, I was thinking was just for G9, Maybe I do it my self as a practice in daz.
Importing genesis 9/ Vicky 9 into UE5You can do it now... Do not need any special conversion application algorythm or nothing. It just a matter of WHAT can be done with G9 once it's in UE5
Open DAZ, create the character you want, Export as FBX, 2012 is a good option, Select the place to save it.
Open UE5, select Import, navigate to your FBX, and import...
I've been playing around with it to see how far it will go (I.E. if animations can be imported.)
Is DAZ ever gonna be better with handling dense geometry?I find DAZ Studio handles very dense geometry very wel, better than Blender
it's the textures that are an issue
I can import massive fractals Zbrush struggles with un UV mapped and unTextured but of course Zbrush imports those same fractals with vertex colours
How do I import an underlay imageI'm looking to import a 2d underlay background image into daz to use as a refrence guide for posing a figure. After spending way too much time trying to find information on how this is done with no luck, I figured it'd probably be faster to ask the forum. Can someone either show me where to find the tutorial on this or walk me through how it's done?
Thanks
FLUIDOS II for Daz Studio - update 2.2 [commercial]Alberto said:
Writer25 said:
Alberto said:
Writer25 said:
Thank you for the quick response and of course.
It doesn't seem the attach a file option is working for me, but I've uploaded it to mega.nz.
You can find it here: https://mega.nz/file/Q6RD1bRT#xxD2v7AlUDdwYLVLBwispXujAz2Du6ttchvym97f8Fk
It's a simple simulation of a standard cube being liqufied and dropped into the the domain (so basically a cookie-cutter test run to see if I could import a simple liquid simulation from Blender). Frame 15 (mega.nz link) is the one where it has just made contact with the bottom of the domain.
I checked the vdb.
The vdb_view utility (included in OpenVDB) couldn't open it. Houdini couldn't open it.
Examining more in-depth, I found that it isn't a level set, it's not even a fog-type vdb. It's a Points-type vdb (contains particles information).
Try to see if there is an option to export level set vdbs.
I see no such option in Blender and to be honest I've got no idea what the difference between these level sets and point-type vdb are. Is point-type vdb a more outdated form of storing vdb data in OpenVDB? Is there a way to convert points-type vdb into level sets? I don’t know why but the answers to these questions are very hard to find on the internet. (When googling “blender fluid level set” I get no hits that delve into the subject, which is very odd considering the extensive documentation and tutorials Blender normally has.)
To be honest I’m starting to feel defeated. I was hoping that this plugin could be used as the bridge to render vdb files from external software’s directly in DAZ… If Blender can only write points-type vdb that’s dead in the water, right? :/
Daz Studio (and Fluidos and ABAS) can read these vdb files: https://www.openvdb.org/download/ (sample models), these: https://www.thepixellab.net/vdb-clouds-pack, and these: https://jangafx.com/software/embergen/download/free-vdb-animations/ (at least in part).
The point type is a format to store particles' information unlike the level-set and fog types. The latter types store surfaces or volumes.
What addon are you using in Blender to create the fluid simulation? If possible, I could check it and tell you if there is a possibility to transform the data.
I see, that's already more info that I could gather from 2 hours fo searching. Thank you. :')
I'm using the "standard" in-built liquid simulator that comes free with every copy of Blender; the simulation type I've tried to run is FLIP.
To help you pin-pointing my exact setup; this is the .blend file I've tried exporting (you'll need to adjust the cache path but beyond that it should be good to go): https://mega.nz/file/oiYA3D6a#gYNO1z05f0VZm-G_yPAXoiFWJL_rxGn6FdrX4cCBxVo
FLUIDOS II for Daz Studio - update 2.2 [commercial]Writer25 said:
Alberto said:
Writer25 said:
Thank you for the quick response and of course.
It doesn't seem the attach a file option is working for me, but I've uploaded it to mega.nz.
You can find it here: https://mega.nz/file/Q6RD1bRT#xxD2v7AlUDdwYLVLBwispXujAz2Du6ttchvym97f8Fk
It's a simple simulation of a standard cube being liqufied and dropped into the the domain (so basically a cookie-cutter test run to see if I could import a simple liquid simulation from Blender). Frame 15 (mega.nz link) is the one where it has just made contact with the bottom of the domain.
I checked the vdb.
The vdb_view utility (included in OpenVDB) couldn't open it. Houdini couldn't open it.
Examining more in-depth, I found that it isn't a level set, it's not even a fog-type vdb. It's a Points-type vdb (contains particles information).
Try to see if there is an option to export level set vdbs.
I see no such option in Blender and to be honest I've got no idea what the difference between these level sets and point-type vdb are. Is point-type vdb a more outdated form of storing vdb data in OpenVDB? Is there a way to convert points-type vdb into level sets? I don’t know why but the answers to these questions are very hard to find on the internet. (When googling “blender fluid level set” I get no hits that delve into the subject, which is very odd considering the extensive documentation and tutorials Blender normally has.)
To be honest I’m starting to feel defeated. I was hoping that this plugin could be used as the bridge to render vdb files from external software’s directly in DAZ… If Blender can only write points-type vdb that’s dead in the water, right? :/
Daz Studio (and Fluidos and ABAS) can read these vdb files: https://www.openvdb.org/download/ (sample models), these: https://www.thepixellab.net/vdb-clouds-pack, and these: https://jangafx.com/software/embergen/download/free-vdb-animations/ (at least in part).
The point type is a format to store particles' information unlike the level-set and fog types. The latter types store surfaces or volumes.
What addon are you using in Blender to create the fluid simulation? If possible, I could check it and tell you if there is a possibility to transform the data.
FLUIDOS II for Daz Studio - update 2.2 [commercial]Alberto said:
Writer25 said:
Thank you for the quick response and of course.
It doesn't seem the attach a file option is working for me, but I've uploaded it to mega.nz.
You can find it here: https://mega.nz/file/Q6RD1bRT#xxD2v7AlUDdwYLVLBwispXujAz2Du6ttchvym97f8Fk
It's a simple simulation of a standard cube being liqufied and dropped into the the domain (so basically a cookie-cutter test run to see if I could import a simple liquid simulation from Blender). Frame 15 (mega.nz link) is the one where it has just made contact with the bottom of the domain.
I checked the vdb.
The vdb_view utility (included in OpenVDB) couldn't open it. Houdini couldn't open it.
Examining more in-depth, I found that it isn't a level set, it's not even a fog-type vdb. It's a Points-type vdb (contains particles information).
Try to see if there is an option to export level set vdbs.
I see no such option in Blender and to be honest I've got no idea what the difference between these level sets and point-type vdb are. Is point-type vdb a more outdated form of storing vdb data in OpenVDB? Is there a way to convert points-type vdb into level sets? I don’t know why but the answers to these questions are very hard to find on the internet. (When googling “blender fluid level set” I get no hits that delve into the subject, which is very odd considering the extensive documentation and tutorials Blender normally has.)
To be honest I’m starting to feel defeated. I was hoping that this plugin could be used as the bridge to render vdb files from external software’s directly in DAZ… If Blender can only write points-type vdb that’s dead in the water, right? :/
Making Clones of G9 - Tutorialriuken1 said:
Hello, and thanks for the tutorial Catherine, I have a questiong. is any way to minimize strange deformations that happen wen we autofit clothign and use pose in the character? what I mean some times using s pose, the cloting streach like is glue to a part of the bodie.
Yes, the 'new' clothing may require some adjustment morphs to deal with the Partial Joint Control Morphs in the target figure. I have a tutorial on how to make those too. Plus there are video tutorials made by others on YouTube. Or for a quick fix, one scene type thing, one can make a quick morph to address the issue.
If the figure is an extreme morph character [i.e. a Gorilla], then it may also require a Full Body Morph to be made. And yes I have a tutorial for that as well.Using auto-fit to make clothing is a starter. All the same issues as one encounters when making clothing from scratch can start at this point too. There are some products in the store to help with these issues for the previous generations, but not yet for Genesis 9. Sickleyield might be working on something, we hope.
For some clothing items, it can be better to export out an .obj file. For eg. load G9, load the one piece of clothing, dial in the clone shape of the target figure, hide all except that one clothing piece - export that out as .obj. Load target figure and import in the .obj file. Make the clothing. [n.b. .obj must be landing exactly where it should be - if it is not, make it so it does]
In making 'new' clothing, one then may have some options [depending upon whether or not various products were purchased] to use Projection Templates which may contain some morphs, etc. to help the new clothing get a good start.In making clothing from an .obj -- I recall near the beginning of these features being available, that one had to use one of the template options [at the bottom of the dialog] in order to get ANY bones into the clothing. Better late than never I guess, I've recently discovered that no we don't have to use one of those templates SO if anybody is trying to make gloves or footwear requiring toe bones -- don't use the templates and then the clothing should have 'all' the bones [except the face ones of course] of the Source figure.
n.b. Before saving ANY morphs, etc. for the 'new' clothing item, FIRST SAVE the clothing item [use different name, folders, not to overwrite the original product].
FLUIDOS II for Daz Studio - update 2.2 [commercial]Writer25 said:
Thank you for the quick response and of course.
It doesn't seem the attach a file option is working for me, but I've uploaded it to mega.nz.
You can find it here: https://mega.nz/file/Q6RD1bRT#xxD2v7AlUDdwYLVLBwispXujAz2Du6ttchvym97f8Fk
It's a simple simulation of a standard cube being liqufied and dropped into the the domain (so basically a cookie-cutter test run to see if I could import a simple liquid simulation from Blender). Frame 15 (mega.nz link) is the one where it has just made contact with the bottom of the domain.
I checked the vdb.
The vdb_view utility (included in OpenVDB) couldn't open it. Houdini couldn't open it.
Examining more in-depth, I found that it isn't a level set, it's not even a fog-type vdb. It's a Points-type vdb (contains particles information).
Try to see if there is an option to export level set vdbs.
Diomede's Notepad, Sketchpad, and Chilling PadImport Skirt OBJ to Daz Studio
- Open Daz Studio, load the G9 Development Figure, and Dial to Victoria 9 (don't change V9 proportion dial)
- Import the saved skirt OBJ exported from Marvelous Designer

- In import settings, make sure scale is Daz Studio (or consistent with whatever you used exporting from MD)

- Yay, my skirt OBJ loads to fit the G9 shape for Victoria 9 (not proportion changed)
Possible Diffeomorphic issue to submit?Now using the stable 1.6.2 version of diffeomorphic, OTT zola hair and G9 and the hair is still turning in to a million seperate meshes when i convert it. Also tried with a g9 hair (curly updo i think) and the same thing happens. I feel like ive tried every variation of settings but maybe im missing something.
Is anyone having the same issue and if not could you run me through your order of operation with hair and diffeomorphic. At the moment i am:
1. Easy import without checking "convert hair" as it never seemed to do work so ive always done it manualy.
2. Seperate the hair from the cap
3. Make sure human is the cap and hair is the hair
4. Click make hair and enter the settings ive always used, Sheet, Seperate loose parts, Resize hair to 40, Multi materials, children set to 6
used to work every time, now with G9 i get the 5863 meshes.
Any help would be much appericated.
FLUIDOS II for Daz Studio - update 2.2 [commercial]Thank you for the quick response and of course.
It doesn't seem the attach a file option is working for me, but I've uploaded it to mega.nz.
You can find it here: https://mega.nz/file/Q6RD1bRT#xxD2v7AlUDdwYLVLBwispXujAz2Du6ttchvym97f8Fk
It's a simple simulation of a standard cube being liqufied and dropped into the the domain (so basically a cookie-cutter test run to see if I could import a simple liquid simulation from Blender). Frame 15 (mega.nz link) is the one where it has just made contact with the bottom of the domain.





