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Daz 3D Forums > Search
  • Texture traces when I change material in Blender

    Sorry I can't reproduce the issue, here everything works fine without seams. Are your render settings good enough ? Try with full global illumination. Or try rendering with the cpu to see if it's the card drivers that go nuts.

    1. import the figure
    2. delete all materials
    3. create a new material and set transmission = 1

    By

    Padone Padone October 2022 in Blender Discussion
  • Exporting Strandbase obj in scene files -- SolVed :-)

    Gordig said:

    I export as OBJ without touching the tesselation (I think) so that I can import the hair splines into C4D. The female's hair in this video is built off of a modified version of dForce Fierce Tales hair.

    Nicely done :-)

    By

    Catherine3678ab Catherine3678ab October 2022 in Technical Help (nuts n bolts)
  • Having Trouble Rendering Hair Amara Braids in Cycles

    You have to load your preset in daz studio and save the scene. Then diffeomorphic will import the scene, not the character preset.

    By

    Padone Padone October 2022 in Blender Discussion
  • Exporting Strandbase obj in scene files -- SolVed :-)

    I export as OBJ without touching the tesselation (I think) so that I can import the hair splines into C4D. The female's hair in this video is built off of a modified version of dForce Fierce Tales hair.

    By

    Gordig Gordig October 2022 in Technical Help (nuts n bolts)
  • How to restore or backup Categories?

    NorthOf45 said:

    So DIM knows CMS is running, but does Studio, and does it see anything? Content Type comes from the metadata in the database (see attached)

    ETA: Sorry, I saw "DIM" and stopped there. Obviously Studio sees the database. Do you see the Content Type on the assets?

    Oh yes, now I know what you mean : yes, I see the content type.

    By

    mikethe3dguy mikethe3dguy October 2022 in Technical Help (nuts n bolts)
  • How to restore or backup Categories?

    So DIM knows CMS is running, but does Studio, and does it see anything? Content Type comes from the metadata in the database (see attached)

    ETA: Sorry, I saw "DIM" and stopped there. Obviously Studio sees the database. Do you see the Content Type on the assets?

    By

    NorthOf45 NorthOf45 October 2022 in Technical Help (nuts n bolts)
  • Control rig on UE5

    if i recall, "Zero Root Rotation on Import" at the DazToUnreal plugin settings breaks this rig.

    there another rig included named "Genesis8ControlRig" try it instead

    By

    Supermont Supermont October 2022 in Unreal Discussion
  • How to restore or backup Categories?

    NorthOf45 said:

    Okay, so in your Content Library folders, do you see the Content Type flashes in the upper right corner of the asset's icon (Prop, Material(s), Actor, etc.)? If not, maybe your CMS isn't actually running. I have had that happen a couple of times while installing new products, and was perplexed when none of the assets had any metadata. Studio did not complain of a failed connection, it just wasn't running. Turn it on in DIM or in Studio (Content Library tab, right-click or use the context (hamburger) menu -> Start CMS).

    Not sure what you mean by "Content Type flashes" but when I open DIM it knows what's been installed, and there are multiple iterations of PostgreSQL Server running in Processes. If I open the Smart Content tab and select "Stop CMS" from the menu, all the content there disappears, then reappears when I click "Start CMS".

    By

    mikethe3dguy mikethe3dguy October 2022 in Technical Help (nuts n bolts)
  • How to restore or backup Categories?

    mikethe3dguy said:

    NorthOf45 said:

    Exactly what did you do to correct the PostgreSQL CMS problem? Is it possible that you created a new, different database?

    No one in the technical forums seemed to have any idea how to help me. Postgre was not connecting and my custom Category tree was gone. But then I tried to open a Windows command prompt for some reason (don't recall)... and it didn't open! I even went into the System32 folder and double-clicked the cmd executable directly... nothing. That's when I realized something more than just a DS problem was going on. I ran Malware Bytes, which found next to nothing. Finally I reset back to a Windows restore point from 2-3 weeks ago. That corrected the command prompt problem and the postgre connection started working, but my custom Categories were still missing.

    Okay, so in your Content Library folders, do you see the Content Type flashes in the upper right corner of the asset's icon (Prop, Material(s), Actor, etc.)? If not, maybe your CMS isn't actually running. I have had that happen a couple of times while installing new products, and was perplexed when none of the assets had any metadata. Studio did not complain of a failed connection, it just wasn't running. Turn it on in DIM or in Studio (Content Library tab, right-click or use the context (hamburger) menu -> Start CMS).

    By

    NorthOf45 NorthOf45 October 2022 in Technical Help (nuts n bolts)
  • Need help fitting/transferring an obj file

    Inside Daz Studio you can try to apply a smothing modifier, and set it to collide with the green object.

    Or you can add a push modifier and weightpant where you want the mesh to be pushed out.

    Or outside Daz Studio, you can take it into a modeller, e.g. blender, and adjust the clothing, and then either import it as a morph to the existing clothing or as a new object.

    By

    felis felis October 2022 in Daz Studio Discussion
  • Texture traces when I change material in Blender

    I've tried your file but I got the same result. What do you mean by  "Import it with single principled"? 

    The thing is I delete all materials and create new simple one but those texture marks still appears even though they are deleted. I'm definitely missing something, I'm trying to explain it with screenshots. 

    Padone said:

    I don't know what you're doing with your materials, but here is an example that you can study it works fine. Import it with single principled to get the principled version in blender. It's a "glossy" G8F.

    By

    mertozel0 mertozel0 October 2022 in Blender Discussion
  • Merging Geograph from Daz character with Diffeomorphic

    Are you retargeting so you can use the character in a game environment in UE5?  Just wondering.  I am baking the animations in blender and exporting to Unreal for rendering.  Using Unreal for cinematic rendering means I don't have to worry about retargeting skeletons or anything like that.  I was just curious, trying to learn the DAZ->Blender->Unreal workflow.

    In case you haven't seen this yet, you can use Unreal Metahuman eyes in your DAZ character.  Add them in DAZ, import into Blender and Diffeomorphic will treat them just like the original DAZ eyes.  Morphs work and everything!

    https://www.daz3d.com/forums/discussion/488821/distribution-geograft-epic-s-eye-shader-compatible-geometry#latest

     

    By

    Krys Kryngle Krys Kryngle October 2022 in Blender Discussion
  • Armor deformation with transfer utility

    Hi everyone! I'm making an armor. When I import it, I use the transfer utility to apply it to the genesis. But maybe it's not the best choice, because it handles it for me as if it were a soft dress, while it is a rigid armor instead. For example, the area around the shoulder should not stretch or change in size. How can I do? thank you.

    By

    iacoposk8 iacoposk8 October 2022 in Daz Studio Discussion
  • Need help fitting/transferring an obj file

    I gather the clothing is in the T pose, so it's for G3M??

    Load G3M and import that .obj file ... it "has to be" landing exactly where it should be. If it isn't, fix that first. Export out fixed size, then import that back in.

    Then load G8M and leave it at the default A pose. Skip your step 2.

    Run transfer utility G8M is donor, clothing .obj is target. G8M is clone -- select the T to A pose G3M [or whatever I called it]. Clothing leave as is.

    After that has run, IF I'm remembering the steps correctly, that should now be on G8M default pose A, now forget the weights stuff, just apply whichever shader you wanted on the clothing [or not], but select the clothing and save it as a figure/prop file. Then delete it from the scene, select G8M and load that newly saved clothing file. It should be loading in place and hopefully fitted to G8M. If it isn't fit to, right-click on the clothing and apply the fit to option.   CLOUD FLARE, DOING NOW A SAVE FILE AND MAYBE THIS POSTS AND MAYBE IT DOESN'T. I DO WISH THEY'D FIX THIS FORUM SOFTWARE.

    'nite.

     

    By

    Catherine3678ab Catherine3678ab October 2022 in Daz Studio Discussion
  • Having Trouble Rendering Hair Amara Braids in Cycles

    I gave it another try and did get Diffeomorphic installed on the Mac. In Daz I saved the character as a Character Preset, but when I import the file into Blender it does not load the character morps, tear shape, eyelashes or hair ... it seems to just load the default Genesis 8 female character with the custom characters skin maps applied. 

    Do you have an idea of something I'm missing?

    By

    hello_4493841 hello_4493841 October 2022 in Blender Discussion
  • How to restore or backup Categories?

    mikethe3dguy said:

    NorthOf45 said:

    Do you have any Default categories? Those are created from the metadata in the product packages when you install them. Did you create your Custom Categories mixed in with the Default, or in a separate tree? Go to a content library folder with assets (not just subfolders) and edit the metadata. It should show which categories each asset belongs to, default and custom, among other things.

    The Default categories are there. Most of the folders are empty, but not all. Was never sure what use that whole section was. I'm assuming it would be useful if content creators were diligent in how they categorize their products.

    Most are empty? Not a good sign. Those categories are assigned by DAZ, who are 100% responsible for the metadata, not the product's creator(s).

    I created a sub-category just called "Content" under the Categories folder, and everything was in there. So a separate tree. I definitely did not mix it into the Default tree. Are you saying that if my custom categories still exist, then the "edit metadata" (Content DB Editor) view should show them, for products I copied there? Unless I'm misunderstanding you?

    You did not misunderstand. Whatever you had placed in the custom categories would show.

    By

    NorthOf45 NorthOf45 October 2022 in Technical Help (nuts n bolts)
  • How to restore or backup Categories?

    NorthOf45 said:

    Do you have any Default categories? Those are created from the metadata in the product packages when you install them. Did you create your Custom Categories mixed in with the Default, or in a separate tree? Go to a content library folder with assets (not just subfolders) and edit the metadata. It should show which categories each asset belongs to, default and custom, among other things.

    The Default categories are there. Most of the folders are empty, but not all. Was never sure what use that whole section was. I'm assuming it would be useful if content creators were diligent in how they categorize their products.

    I created a sub-category just called "Content" under the Categories folder, and everything was in there. So a separate tree. I definitely did not mix it into the Default tree. Are you saying that if my custom categories still exist, then the "edit metadata" (Content DB Editor) view should show them, for products I copied there? Unless I'm misunderstanding you?

     

    By

    mikethe3dguy mikethe3dguy October 2022 in Technical Help (nuts n bolts)
  • How to restore or backup Categories?

    mikethe3dguy said:

    SofaCitizen said:

    To backup the current categories hit the little hamburger icon in the top right of Smart Content, Hit Content DB Maintenance, Select Export UserData and click Accept. That should write out a file to the /Runtime/Support folder of your primary Library.

    How did you manage to fix your Database but not restore your custom categories tho? Surely if you wiped the database your Smart Content would be completely empty but if you brought it back up intact your custom changes should still be there?

    I don't use Smart Content, haven't ever used it. I'm talking about the categories in the normal Content Library.

    Do you have any Default categories? Those are created from the metadata in the product packages when you install them. Did you create your Custom Categories mixed in with the Default, or in a separate tree? Go to a content library folder with assets (not just subfolders) and edit the metadata. It should show which categories each asset belongs to, default and custom, among other things.

    By

    NorthOf45 NorthOf45 October 2022 in Technical Help (nuts n bolts)
  • Daz Studio Pro BETA - version 4.21.0.5! (*UPDATED*)

    jbowler said:

    barbult said:

    The problem I had was not with OBJ Export, OBJ Import, or Morph Loader. It was with Update Base Geometry, which does not seem to remember its last settings. Even when I change it to Daz Studio, the next time it is Custom with that huge percentage.

    I can't actually get "update base geometry" to work at all.  It claims that the vertext and facet counts are not the same even though I created the .obj by exporting Victoria 8.1 as wavefront then importing the resultant file then exporting again from the new figure/object and finally using that .obj in update base gemetry!  Update Base Geometry isn't saving the scale settings, but that might be because it is failing.

    Are you sure it was just the base? It's very easy to get add-ons, such as the lashes, or to forget to set the resolutuion to Base.

    By

    Richard Haseltine Richard Haseltine October 2022 in Daz Studio Discussion
  • Set objects to an exact size

    hansolocambo said:

    It is better to import an object at the correct scale, rather than scaling it using the Parameter Tab's Scale slider.

    A better way to approach your problem, would be to export the Genesis at Daz scale (1unit = 1cm) which will serve as a reference template. Import it in any 3D modeling app (with a world scale also set to centimeters). Then import your object and scale it to the dimension you want. 3D Modeling apps, with rulers, snap to a grid, etc. have ways to do that precisely. If it's a prop and not something fitted to the Genesis, then place this prop at the center of the scene (X,Y and Z all = 0). Reset its scale, position and rotation, and then export it as obj. Import that in Daz and there you go, it'll have the proper scale.

    Daz offers some useful tools for manipulating objects, even at their polygon level, but it is often better to get used to the idea that Daz is nice at what it does : morphing, but it's not a modeler. To do a lot of things that are not meant to be done in Daz, it's a good habit to always have Blender or any other 3D app at hand, to work on such matters that are more related to 3D modeling.

     

    That being said, have you tried this bundle that seems to fit your needs ?

    Measure Metrics for DAZ Studio

    Quote : "The Measure Metrics plug-in will allow you to measure the length, diameter or angle of figures and props in your scene"

    Let's hope it really does that as the two videos only shows measurement on the Genesis... not a random prop.

    See http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/plugins/measure_metrics/start

    By

    Richard Haseltine Richard Haseltine October 2022 in Technical Help (nuts n bolts)
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