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Outlet store
WendyLuvsCatz said:
is it just me or do all those G8F characters look the same, especially the cat like eyes, pointy faces with prominent cheekbones and zero buccal fat
And nasolabial creases/folds. I was trying to morph a 20 year-old, and my choice of contributing cnaracters and skins was severely limited.
BRZ Romantic Rain Poses question?If the clothing has these poses as morph, then it could potentially be included in the pose.
But my guess is that the clothing is shaped using dForce, and potentiallt one or more wind nodes.
153 material slots for a single figureAs Richard explains, the DAZ EULA doesn't allow to transfer assets among users, so all the developers working on the same project must purchase the same assets set to own the personal licences, then you can share the scenes.
About converting DAZ assets for Unreal or any other game engine, as others noted there's a lot of work to do to by hand to optimize the meshes and the materials, plus you have to purchase the interactive licenses apart for game development, for each single item you use unless there's bundles. The main tools DAZ Studio provides to optimize a figure are the texture atlas, included in daz studio, which will merge textures into a single one, and the decimator plugin, that you can purchase apart.
https://www.daz3d.com/decimator-for-daz-studio
As an alternative you can import in blender then use the blender tools to optimize and export. Another issue worth noting, is that jcms don't work in a game engine, as dual quaternion can't be supported for performances sake, that means you lose the figure deformations unless you animate in blender then export the fbx with baked jcms.
p.s. For the EULA, may be you can work around it if you connect to your client workstation, this way DAZ Studio and its asset library is installed in a single workstation shared among users. The owner of the licenses is the owner of the workstation, while the other users act as "consultants" payed for their work for the owner. Not sure this can work though you better ask DAZ.
Render older generationsrichardandtracy said:
However, there is no rigging, no skeleton & no weight maps to clutter up the load with additional invisible information. All of this is loaded as text (even if compressed) and then converted to binary to be used in the machine, at least 2 weight maps per bone + JCM's plus morph channels plus plus plus. It probably does take less time to load as a prop, however with the speed of current computers and SSD's, it's possible the time saved is not really noticable to those with a good new machine. Those with an older machine may notice it more.
Regards,
Richard
I have made images with figures converted to props. As I said, I never noticed them loading much faster. Perhaps it is the speed of my machine because what you're saying make sense. I've just never noticed it. I did manage to have 32 G9 figures turned to props in a single scene (doubled with instances). And since the props shared a lot of textures (statues), no problem rendering it.
What hair is this?richardandtracy said:
I think it's most likely to be the Whispering Waves one. https://www.daz3d.com/hs-whispering-waves-hair-for-genesis-9-8-and-81
May be lengthened a bit or in conjunction with something else with longer scruffy ends.
Regards,
Richard
That's what I thought too, at first, but it's not possible to get that exact look, using the existing morphs. Already at 15% the length morph starts to poke the hair into the chest for example, and there are no morphs that can fix that other than a strong wind morph, which will mess up the look completely.
Render older generationsrichardandtracy said:
However, there is no rigging, no skeleton & no weight maps to clutter up the load with additional invisible information. All of this is loaded as text (even if compressed) and then converted to binary to be used in the machine, at least 2 weight maps per bone + JCM's plus morph channels plus plus plus. It probably does take less time to load as a prop, however with the speed of current computers and SSD's, it's possible the time saved is not really noticable to those with a good new machine. Those with an older machine may notice it more.
Regards,
Richard
It will be very noticeable if you have a lot of G8 characters and expressions. I have a fast machine and I still need 20-30s to load a fresh G8F. Now put 10 or more of these in the scene, and the scene load time will be several minutes. If the G8F were props all 10 would load in seconds.
Mechasar's Characters Catalog: Who's next? (commercial)Hi everyone! Gladys the Gamer for Genesis 9 is finally in the store!


For fans of the previous hairstyle, below is a list of the
https://www.daz3d.com/matilda-hair-for-genesis-8-females
settings to help them fit the new model. The hairstyle used in the promos was created with a custom morph, but with these settings you’ll get a very similar result. As for the intersection with glasses’ arms, just play around a bit with the “head width” values. Thank you and enjoy your new character!
Do not fit the hair onto model's head. Just parent to model’s head first.
-Transform/Translation:
Y = -9.7
Z = 0.67-Adjusting:
CheekL = -4%
CheekR = -4%
Forehead Depth = -127%
HeadHeight = 10%
HeadL = 50%
HeadR = 50%
HeadSize = 5%-BLOW Dials:
Dial03 = 10%-STYLE Dials:
Dial10 = 100%-Style:
BehindearL = -3%
BehindEarR = -3%
Longer1 = 36%
Side Front Bend = 8%
Side Front Straighter = 100%
Side Slant1 = 12%
Side Slant2 = 80%
Volume Bottom = 20%
Volume Straighter = 3%
Volume Top1 = -100%
Volume Top2 = 25%
Wild Volume = 3%-Materials:
Iray Uber Shader
Base Color = 0.64 0.64 0.64 (use with its texture map)
Glossy Layered Weight = 1
Glossy Reflectivity = 1
Glossy Roughness = 0.45
Glossy Anisotropy = 1
Top Coat Weight = 0.16
Top Coat Color = 0.27 0.27 0.27
Top Coat Layering Mode = Weighted
Top Coat Anysotropy = 1Render older generationsHowever, there is no rigging, no skeleton & no weight maps to clutter up the load with additional invisible information. All of this is loaded as text (even if compressed) and then converted to binary to be used in the machine, at least 2 weight maps per bone + JCM's plus morph channels plus plus plus. It probably does take less time to load as a prop, however with the speed of current computers and SSD's, it's possible the time saved is not really noticable to those with a good new machine. Those with an older machine may notice it more.
Regards,
Richard
Kayla 9 - Discussion ThreadI thought the textures were ok, they seem versatile. The sculpt/morph is pretty bland, but she does look nice in some of the blended character renders. The lips don't work for me, they look and move like they are overfilled.
The Keysha add-on has dropped, and also I rendered her next to young Karmen.


Potrait, swapped out eyebrows and and eyelashes. The pony tail looks likea a PA Princess one, but I could be wrong. It is posed manually with bones and has no presets.

Boy version with a dial-spin guy, using Kayla's skin mats and one of the Jepe body hair geoshells.

(Big versions attached)Kayla 9 - Discussion Threadxyer0 said:
For 30-45, I just dial in 5-10% of a favorite male character's head.
Oooh, I'll have to try it. I usually just nudge the aging morph (5-10% too) and then adjust with various face morphs.
Kayla 9 - Discussion ThreadHavos said:
I like her. Very good skin quality, but that is true of most of the base characters.
I am not sure what ethnicity they were aiming at. At first I thought she looked Indian, hence my confusion over why she would be bundled with a red riding hood costume. However Kala 9 is the Indian lady, and we have already had her. I still think she looks kind of Indian, with maybe a bit of African mixed in. Would be odd to have such similar names as Kala and Kayla to both be Indian.
My first impression was North African. And I think Kayla may be a Semitic name, which could place her around there. Her eyebrows seem to be from somewhere around the Mediterranian? I also see a bit of Ariana Grande in her. Or a Southern European/Sub-Saharan African influence. I think she could be from absolutely anywhere with a little tweak here and there, to shape or skin.
I'm going to stick my neck out and say that her skin looked more European, the consensus would be average and little different to many other Daz Originals. She is beautiful in that safe Daz Original way - her facial proportions are perfect and symmetrical and she has a very attractive nose, but I can't help but feel those make her a little generic too. Particularly her nose. There are promos of her in Indian, Meso-American, North American and European scenes, and she doesn't look out of place in any of those but also just doesn't quite fit.
I'm not blown away, but she is well done and I'll pick her bundle up for the skin and the hair, and for mixing her shape. The HD morph is approaching raw.
G8.1F Expressions 8.1 have stopped working (again)greywolf said:
@WendyLuvsCatz * -- WHAT placeholder morph blockers?!? I use cygwin on my computer and am extremely *NIX proficient so I could write a script to instantly handle this problem if I can find out what is happening where. Any leads (paths to change, paths of things to remove, paths of scripts needing altering) would be a boon!
--
*this wraps around and at first glance looks like "WendyLuvsCat"...
then i saw the "z" underneath it...
https://www.daz3d.com/forums/discussion/comment/8492761/#Comment_8492761 the exact location in the whole thread on it

everyone is speculating about the reason for them, its best not to address it
as to my Username, it doesn't wrap on my browser
I was careful not to exceed the letters hence luvs instead of loves or heart

it used to be wendy♥catz until they stopped us using symbols
where are my hands?I was able to badger it into cooperation, but in short, I'm not impressed.
I had to fix the weight maps and set up morph rigidity groups in order that I could get it to work.
It's one thing when a product is dForce only because dForce is the only practical way to do something, but it shouldn't be used to plaster over not getting the bone weights right. In this case, I needed to raise Becky's arms at the start of the simulation in order to avoid clipping, but that only worked after I'd actually fixed it myself.
Render your buys! 1, 2, 3 Testing!!Unfortunately, dForce Starfall for G9 and G8F is another one I should really be putting in a ticket about.
Parts of the long draped sleeves are weighted to the pelvis and torso, making it impossible to pose the arms without using dForce... and for a character with a generous figure like Becky, you really do need to pose the arms pre-dForce to stop the sleeves clipping into the skirt. Other parts are directly weighted to the forearm bones, rather than to the forearm twist bones as they should be.
It also really needs morph rigidity maps on the draping sleeves to stop auto-follow morphs getting ripped up from copying from different parts of the mesh.
I was able to fix it to the point I can get it to work, but getting clothes to fit things is kind of my thing, and a product should not require a user of my skill level to make it viable.
G8.1F Expressions 8.1 have stopped working (again)@WendyLuvsCatz * -- WHAT placeholder morph blockers?!? I use cygwin on my computer and am extremely *NIX proficient so I could write a script to instantly handle this problem if I can find out what is happening where. Any leads (paths to change, paths of things to remove, paths of scripts needing altering) would be a boon!
--
*this wraps around and at first glance looks like "WendyLuvsCat"...
then i saw the "z" underneath it...
Ultimate PBRSkin Manager (Commercial) ** 2 additional utility scripts available here **This doesn't really have a lot to do with this particular product but I wasn't sure where else to ask. What are the odds of getting something that would allow a transfer of textures for anatomical elements? As it stands now, many characters materials do not provide a texture map for this, which means many of the skins (one of the main reasons I buy some characters) are not usable for what I need. There is a freebie floating around out there that is not bad but something better would probably be good.
all figures load demorphedI found the problem... for some reason there was a morph auto loading... It was the Vo Zuzu Male morph that was auto loading on top of all characters... I uninstalled it and now everything works fine... I just don´t know why it suddenly auto loaded...
V3Digitimes Daz Studio 2025 (6) compatibility StatusV3Digitimes said:
Fixed: Wet and Tanned Skins for Genesis 3 : the four failing scripts have been corrected. The build is now awaiting beta testing from any kind user, due to major internal changes in the geograft transfer tool.
I'm available for testing if you need help with it.
I can also check Iray Light Manager Pro.
FrankTheTank said:
For someone using DS 4.24.03 and not planning on using DS 2025 anytime soon, I should avoid the update for Ultimate Iray Skin Manager then, is that correct? I see the update is in DIM but I do not want to update if there is no benefit.
The goal of these updates is to have scripts compatible with Daz Studio 4 and Daz Studio 2025 so it should be safe to update. It's still a good idea to have a backup of the previous version in case something wrong was missed.
Can Mada Hair really look like what is shown in ColorWerks Hair Shaders?Well my newest computer has 1392 hairs installed. I did a check on DIM before I closed it and there were over 500 I didn't install (some may have been chairs though). I tried a G3F hair on G9F yesterday with autofit and every morph worked. Love the new autofit for hairs.
more....Wacky Modelling ~ In Carrara ~Stezza said:
I did this rocket a couple weeks ago and then forgot about it!
used the cube and a shere

and added a morph or twowacky time


Great ship! My kids loved Tintin; a couple of years ago I printed an 457 mm (18"), red-and-white rocket for my son's apartment and a 127 mm (5") one for his desk at work.















