-
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.
any news on the hd plugin?? :DUnifiedBrain said:
WendyLuvsCatz said:
there has been some great deals on G1&2 stuff lately too, I have almost given up on G3&8 now even with Misty's presets because the earlier figures are just so easy to animate and import BVH to using the Carrara plugin called DAZ studio too.
When I first started Carrara, I was not really focused on anything. Everything was new. Then I noticed that Generation 1-3 stuff was disappearing fast, so I focused on that for years. Now that I understand the HD plugin, and know how to use normal maps better, G2 is like a new door opening. A while back Diomede said that G2 was his main character set. I am coming around to that point of view. :)
Intersting, and nice work on that G2M character!
If you're intersted in trying more cool stuff, Genesis 1 has impressive capabilities - always has. For the Genesis line, it's definitely the most dated, when looking at characters available for sale. Genesis 3 and newer also gained Iray materials, which makes their promo shots that much more stunning.
But Genesis 1's magic will not be dying anytime soon. From the incredible Monstrosity series by Daz 3d to the wonderful Lycan by Midnight Stories, Abominable, Gorilla, all the men, women and children made for this fascinating any-gender figure - they all share the magic of, for the most part, being able to wear any of the clothing made for the entire line, but also your Generation 1 through 4 figures.
To the point:
Materialize is an amazing piece of software that allows us to quickly and easily create Normal maps from the bump maps.
I did some experimenting with it for Rosie 5. That was a while ago, but the results were really quite awesome.I noticed something particular to keep in mind, however:
When making Normal maps from Bump maps for a figure (or anything else with multiple map seams) it can help to begin by editing the edge of each map's island to extend out a bit further as to not create a Normal Map Ridge at the seams. Took me a while to figure out how I suddenly turned Rosie into a marionette!
This is a simple task if you want to 'get it done', but the more patient you are at enlarging the edge, the better the result will be.
Can't remember if you use Photoshop, Affinity Photo or what, but both of those two have what's called a cloning brush that works beautifully for doing this. Basically what I'm talking about is where the image portions of the skin maps meet white or other blank color. This isn't something we need to do for any of the other maps, just the bump (or whichever one you use to create the Normal map.
Here's Materialize
Diffeomorphic DAZ Importer version 1.6.0 releasedbenniewoodell said:
I had the lagging happen all the time before, but now I import one version of the character with no clothes or hair, turn off the sub D in Blender, have nothing in the scene except basic cubes or whatever close that would resemble anything your character would interact with (like a table or something) and the lagging should stop for you. And then after I finish the animation, I append the armature into my scene file, go into the dope sheet, then the action editor and retarget my character to the animated rig and render. If this doesn't work, there's something else going on in your scene file that I don't know about. That lagging is super annoying. I just thought that's how things were in general because Daz can be that way too until I started taking animation courses and the rigs we're using in Maya are fast and stay that way, so then I started experimenting in Blender as I realized it didn't have to lag. Good luck!
Thank you for your response to the comment. It seems that I was able to solve the problem. After creating the animation, I did a test render in "Workbench" mode. I usually do something similar in daz as well. Because the viewport is not capable of showing a high frame rate. After the rendering is finished, the performance of the program drops a lot. I found a workaround. Save scene - Close blender - Reopen scene. All this takes 10 seconds. So it's not so bad.
I found another problem. If I'm trying to pin a character's hand to another character using the "child of" limiter. This works fine, as long as I don't go into pose mode of the character on which I have anchored the hand. After entering pose mode, blender freezes. I have tried another version of blender 3.0. The older version seems to work more stable. But I have not tested it for converting daz character to rigify
Translated with www.DeepL.com/Translator (free version)
Holiday Giveaways 2022!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.
FLUIDOS II for Daz Studio - update 2.2 [commercial]Writer25 said:
Alberto said:
Jovanni said:
Has anyone been able to import openvdb from blender to daz3d? :D
If you have vdb files of simulation of liquids, the vdbs are probably level sets, these can be transformed to meshes using remeshing in Fluidos II. But for smoke, fog, explosions, the current version (V2.1) cannot read these vdbs, but the plugin ABAS can do it (see https://youtu.be/FfGlaJyXXVo).
Hey there,
I've been trying out your plugin and I defintilty see potentional in this, since it works great when you make the fluid sims nativily in DAZStudio. However I'm running into an issue when I'm trying to import external .vdb liquid files from Blender.
When I've import them, I try to remesh them as described in the manual. I rename them as fluid00000x, set them in a bakefiles subfolder designated in the fluidos domain, and try running the remesh option in the simulator... Only this doesn't seem to work, as the simulator seems to go through them immediately, and doesn't convert the .vdb files into the required.ply.
Any idea what I'm doing wrong? The long-term plan is to use this plugin to render the externally made .vdb's in DAZstudio... so I hope that it can be resolved.
Greetz!
The vdb file must be of Level set type. Could you upload one of the vdb files so I could examine it?
FLUIDOS II for Daz Studio - update 2.2 [commercial]Alberto said:
Jovanni said:
Has anyone been able to import openvdb from blender to daz3d? :D
If you have vdb files of simulation of liquids, the vdbs are probably level sets, these can be transformed to meshes using remeshing in Fluidos II. But for smoke, fog, explosions, the current version (V2.1) cannot read these vdbs, but the plugin ABAS can do it (see https://youtu.be/FfGlaJyXXVo).
Hey there,
I've been trying out your plugin and I defintilty see potentional in this, since it works great when you make the fluid sims nativily in DAZStudio. However I'm running into an issue when I'm trying to import external .vdb liquid files from Blender.
When I've import them, I try to remesh them as described in the manual. I rename them as fluid00000x, set them in a bakefiles subfolder designated in the fluidos domain, and try running the remesh option in the simulator... Only this doesn't seem to work, as the simulator seems to go through them immediately, and doesn't convert the .vdb files into the required.ply.
Any idea what I'm doing wrong? The long-term plan is to use this plugin to render the externally made .vdb's in DAZstudio... so I hope that it can be resolved.
Greetz!
Update Meta Data Failure?It's the whole process that is being presented to new users that's essentially bound to create problems.
At DAZ site, they are given a link "Download Studio", which doesn't download DAZ Studio, but offers to install DAZ Central instead.
When the user has installed DAZ Central, downloaded and installed DAZ Studio and the assets that come with it and starts DAZ Studio the first time, the user is presented with a dialog asking for login credentials in a way that one thinks they should be given.
Having given the login credentials to DS and permission to go online, DAZ Connect within DS starts updating the metadata and 'bugging' the user that the content has not been installed (with DAZ Connect) and makes the user think it has to be installed again, which DAZ Connect does to an other location, taking twice the space on users C-drive (default location)
As any content installed with DAZ Connect takes priority over the installations made by other methods (DAZ Central/DIM/Manual installation), even when DAZ Connect installed content is corrupt, the user ends up with content that does not work and no way to figure out why...There is no warning or notice explaining that logging in to DAZ Studio, is only needed when one chooses to install content with DAZ Connect within DAZ Studio and if one does choose to do that, there is no point in using the other installation methods.
If one doesn't want to use DAZ Connect within DS to install content, one should set the Startup options in DS preferences as in the attached sample.






