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Diffeomorphic 1.6.2 and Gen 9 HD
adamb2011 said:
Hi All,
Thanks for the comments.
In the end I updated the plugin to 1.7, saved out my route paths throught the plugin ( so now I only have my E: drive which is correct) and also selected keep base meshes in the import, just to be sure.
Cheers
AHas Diffeomorphic 1.7 been released already?
How to import BVH animation properlyThe BVH format is used in the same way by all 3D softwares. There is no variant for DazStudio or Blender.
However, there may be a problem with the axes (X,Y,Z) because not all 3D softwares uses the same axis system.A BVH file is always associated with a bone structure (an animated skeleton-armature), organized hierarchically.
In your case, you must verify that this hierarchical structure has not been modified during your process.
By using, Winmerge which I gave you the link, you can check this very easily.In addition, you must check if during your process your BHV file has not been converted into another format during an import. Some 3D software, immediately after importing the BVH file, use their own native format to process animations (it must be understood that BVH is an old motion capture format, which is not well suited to recent developments in 3D. The Biovision company that created this motion capture format no longer exists)
A BVH import, followed by an export, is never neutral, due to the conversion to the native format made by the 3D software:
[import BVH] > [conversion in native format to process animations] > [export BVH]
During this double conversion BHV -> native format and native format -> BVH, the output BHV file may be different from the input BHV file.It would be nice if a big company like Pixar or Sony Pictures Imageworks, for example, would create a new motion capture format that would replace the old BVH format.
How to import BVH animation properlywitcherask_a3dd58a1c6 said:
WendyLuvsCatz said:
sell a kidney and get MotionBuilder from Autodesk?

see this thread too
wats difference between bvh from blender and motion builder.
Didnt saw anything regarding bvh in above thread
I thought it had been mentioned there that BVH import works on Genesis 1 and earlier legacy figures
adding twist bones to Genesis 3 + broke it for DAZ Studio's importer
I don't have MoBu but everyone who uses it confirms it works with D|S
I don't know anyone successfully using anything else directly
otherwise using G1 as the export/mport figure like me can work but needs a lot of tweaks such as moving the bone root, if you read through that thread
the best BVH import results are actually with M4 and V4 and earlier
Can I revert menus.dsx & layout.dsx to default/factory settings?Richard Haseltine said:
Window>Workspace>Select Layout, or if you want to reset only the menus Window>Workspace>Customise and use the Import button at the bottom of the dialogue.
Thank you Richard. That was much easier than I thought it was going to be
Can I revert menus.dsx & layout.dsx to default/factory settings?Window>Workspace>Select Layout, or if you want to reset only the menus Window>Workspace>Customise and use the Import button at the bottom of the dialogue.
How to import BVH animation properlyWilly2 said:
Your question is a bit weird. It implies that an animation could be imported into Daz incorrectly.
Daz correctly imports all BVH animations, in the same way.There is no special menu to import animations which have been successively processed by different softwares.
Besides, a BVH file is in text format, so there is no mysteryAt each stage of your process, you can export your BHV file and compare it to the original with the Winmerge software.
You will know if your BVH file has been modified and at what stage this possible modification occurred.
Problem is when i import animation it doesnt work properly in daz.
It works fine in blender when i preview it
How to import BVH animation properlyYour question is a bit weird. It implies that an animation could be imported into Daz incorrectly.
Daz correctly imports all BVH animations, in the same way.There is no special menu to import animations which have been successively processed by different softwares.
Besides, a BVH file is in text format, so there is no mysteryAt each stage of your process, you can export your BHV file and compare it to the original with the Winmerge software.
You will know if your BVH file has been modified and at what stage this possible modification occurred.
How to import BVH animation properlySo i exported my gen3 char to unreal using bridge then i retargeted unreal animation to gen3 char.
After that i Imported animation to blender and converted it in to bvh animation.
And then when i export it in to daz It doesnt work at all . Char face gets stretched. Arms and legs rotation arent proper and hip bone doesnt move at all
Is there a way to properly to import animation to Daz??
Finished and in Freebies *Please Delete Thread*felldude_a7e146142b, MachineClaw:
As vrba79 pointed out, give Sketchy a try if you're locked out of PwToons. That's the low hanging fruit. It gets you decent results, without the scary uncanny valley effects.

As for Blender, there are a handful of NPR shaders out there, and growing. That's a long journey in itself but one that a lot of people have taken.
On a related note, Phloki3D has been dabbling with the toon look in Daz-Octane. He also shares renders to the More Non-Photorealistic Render thread.
Cheers!
MachineClaw said:
felldude_a7e146142b said:
@csaa I hadn't gone into custom shaders before, I know I tried to import over Nvida's free set before but never got it working. Seeing the work that has been done I might not even try and learn.
I'm thinking of just slapping .05 metal on the character and putting it out there.
Don't give up. I for one am keenly interested in stylized/anime/pixar-ish daz studio skins or shaders. Not keen on g9, but hey if they work would be a reason to go g9. Anyway, I've tried the Nirvana material to Daz Studio and couldn't get um to work either. Blender a bit too much of a bite and I'm leaning toward Adobe Substance Painter but a whole ' other rabbit hole.
I wish there were more daz studio shaders n material for the "Toon" DS Users
Finished and in Freebies *Please Delete Thread*felldude_a7e146142b said:
@csaa I hadn't gone into custom shaders before, I know I tried to import over Nvida's free set before but never got it working. Seeing the work that has been done I might not even try and learn.
I'm thinking of just slapping .05 metal on the character and putting it out there.
Don't give up. I for one am keenly interested in stylized/anime/pixar-ish daz studio skins or shaders. Not keen on g9, but hey if they work would be a reason to go g9. Anyway, I've tried the Nirvana material to Daz Studio and couldn't get um to work either. Blender a bit too much of a bite and I'm leaning toward Adobe Substance Painter but a whole ' other rabbit hole.
I wish there were more daz studio shaders n material for the "Toon" DS Users
Finished and in Freebies *Please Delete Thread*@csaa I hadn't gone into custom shaders before, I know I tried to import over Nvida's free set before but never got it working. Seeing the work that has been done I might not even try and learn.
I'm thinking of just slapping .05 metal on the character and putting it out there.
@vrba79 Unccanney valley gone wrong would be my first post with the 8k detail maps lol
Diffeomorphic 1.6.2 and Gen 9 HDHi All,
Thanks for the comments.
In the end I updated the plugin to 1.7, saved out my route paths throught the plugin ( so now I only have my E: drive which is correct) and also selected keep base meshes in the import, just to be sure.
Cheers
ADartanbeck's Journey - CG FilmmakingSome of my favorite environments are Howie Farkus in Carrara. Tango Alpha, First Bastion and Stonemason in Daz. I have Urban City 1 2 and 3. 3 is massive. I have to tell myself to render building by building and not the whole damn thing. Well with everything I import to studio and render with alpha background. Makes it easier to get paralax when I put it in to composite. Also makes it easy to walk around in the scene if I green screen. What did you say you composite in again? HitFilm? Davinci Resolve? DzFire has a neat set that looks like a popular backstreet alley in Vancouver Canada that was used in TV shows like Highlander and movies such as (shoot just got brain fog from covid. will remember later.)Daz Studio 4.21[.0.x] Pro, General Release!Comapratively speaking here's what I get when I try it on non-beta 4.21.0.5:
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2022-11-27 19:04:54.351 [INFO] :: Rendering image
2022-11-27 19:04:54.585 Iray [INFO] - IMAGE:IO :: 1.0 IMAGE io info : Loading image "F:\DAZ 3D\02 - LADIES\Runtime\Textures\outoftouch\!hair\OOTHairblending2\SurroundingCurls\08OOTSurroundingCurlsCap.jpg", no selector, pixel type "Rgb", 256x256x1 pixels, 1 miplevel.
2022-11-27 19:04:54.586 Iray [INFO] - IMAGE:IO :: 1.0 IMAGE io info : Loading image "F:\DAZ 3D\02 - LADIES\Runtime\Textures\outoftouch\!hair\OOTHairblending2\SurroundingCurls\OOTUtilitySurroundingCurlsCap.jpg", no selector, pixel type "Rgb", 4096x4096x1 pixels, 1 miplevel.
2022-11-27 19:04:54.588 Iray [INFO] - IMAGE:IO :: 1.0 IMAGE io info : Loading image "F:\DAZ 3D\02 - LADIES\Runtime\Textures\outoftouch\!hair\OOTHairblending2\SurroundingCurls\OOTUtilitySurroundingCurlsCapSP.jpg", no selector, pixel type "Rgb", 4096x4096x1 pixels, 1 miplevel.
2022-11-27 19:04:54.590 Iray [INFO] - IMAGE:IO :: 1.0 IMAGE io info : Loading image "F:\DAZ 3D\02 - LADIES\Runtime\Textures\outoftouch\!hair\OOTHairblending2\SurroundingCurls\OOTUtilitySurroundingCurlsCapT.jpg", no selector, pixel type "Rgb", 4096x4096x1 pixels, 1 miplevel.
2022-11-27 19:04:54.591 Iray [INFO] - IMAGE:IO :: 1.0 IMAGE io info : Loading image "F:\DAZ 3D\02 - LADIES\Runtime\Textures\outoftouch\!hair\OOTHairblending2\SurroundingCurls\OOTUtilitySurroundingCurlsCapB.jpg", no selector, pixel type "Rgb", 4096x4096x1 pixels, 1 miplevel.
2022-11-27 19:04:54.591 Iray [INFO] - IMAGE:IO :: 1.0 IMAGE io info : Loading image "F:\DAZ 3D\02 - LADIES\Runtime\Textures\outoftouch\!hair\OOTHairblending2\SurroundingCurls\OOTUtilitySurroundingCurlsCapN.jpg", no selector, pixel type "Rgb", 4096x4096x1 pixels, 1 miplevel.
2022-11-27 19:04:54.594 Iray [INFO] - IMAGE:IO :: 1.0 IMAGE io info : Loading image "F:\DAZ 3D\02 - LADIES\Runtime\Textures\outoftouch\!hair\OOTHairblending2\SurroundingCurls\08OOTSurroundingCurlsHair.jpg", no selector, pixel type "Rgb", 4000x4000x1 pixels, 1 miplevel.
2022-11-27 19:04:54.594 Iray [INFO] - IMAGE:IO :: 1.0 IMAGE io info : Loading image "F:\DAZ 3D\02 - LADIES\Runtime\Textures\outoftouch\!hair\OOTHairblending2\SurroundingCurls\07OOTSurroundingCurlsHair.jpg", no selector, pixel type "Rgb", 4000x4000x1 pixels, 1 miplevel.
2022-11-27 19:04:54.595 Iray [INFO] - IMAGE:IO :: 1.0 IMAGE io info : Loading image "F:\DAZ 3D\02 - LADIES\Runtime\Textures\outoftouch\!hair\OOTHairblending2\SurroundingCurlsAlpha\03OOTSurroundingCurlsHairAlpha.jpg", no selector, pixel type "Rgb", 2000x2000x1 pixels, 1 miplevel.
2022-11-27 19:04:54.596 Iray [INFO] - IMAGE:IO :: 1.0 IMAGE io info : Loading image "F:\DAZ 3D\02 - LADIES\Runtime\Textures\outoftouch\!hair\OOTHairblending2\SurroundingCurls\SSS\SSS08OOTSurroundingCurlsHair.jpg", no selector, pixel type "Rgb", 1024x1024x1 pixels, 1 miplevel.
2022-11-27 19:04:54.597 Iray [INFO] - IMAGE:IO :: 1.0 IMAGE io info : Loading image "F:\DAZ 3D\02 - LADIES\Runtime\Textures\outoftouch\!hair\OOTHairblending2\SurroundingCurls\SSS\SSS07OOTSurroundingCurlsHair.jpg", no selector, pixel type "Rgb", 1024x1024x1 pixels, 1 miplevel.
2022-11-27 19:04:54.598 Iray [INFO] - IMAGE:IO :: 1.0 IMAGE io info : Loading image "F:\DAZ 3D\02 - LADIES\Runtime\Textures\outoftouch\!hair\OOTHairblending2\SurroundingCurls\OOTUtilitySurroundingCurlsHairSP3.jpg", no selector, pixel type "Rgb", 4096x4096x1 pixels, 1 miplevel.
2022-11-27 19:04:54.599 Iray [INFO] - IMAGE:IO :: 1.0 IMAGE io info : Loading image "F:\DAZ 3D\02 - LADIES\Runtime\Textures\outoftouch\!hair\OOTHairblending2\SurroundingCurls\08OOTSurroundingCurlsHairS.jpg", no selector, pixel type "Rgb", 4000x4000x1 pixels, 1 miplevel.
2022-11-27 19:04:54.599 Iray [INFO] - IMAGE:IO :: 1.0 IMAGE io info : Loading image "F:\DAZ 3D\02 - LADIES\Runtime\Textures\outoftouch\!hair\OOTHairblending2\SurroundingCurls\07OOTSurroundingCurlsHairS.jpg", no selector, pixel type "Rgb", 4000x4000x1 pixels, 1 miplevel.
2022-11-27 19:04:54.601 Iray [INFO] - IMAGE:IO :: 1.0 IMAGE io info : Loading image "F:\DAZ 3D\02 - LADIES\Runtime\Textures\outoftouch\!hair\OOTHairblending2\SurroundingCurls\OOTUtilitySurroundingCurlsHairB.jpg", no selector, pixel type "Rgb", 8000x8000x1 pixels, 1 miplevel.
2022-11-27 19:04:54.603 Iray [INFO] - IMAGE:IO :: 1.0 IMAGE io info : Loading image "F:\DAZ 3D\02 - LADIES\Runtime\Textures\outoftouch\!hair\OOTHairblending2\SurroundingCurls\OOTUtilitySurroundingCurlsHairSP1.jpg", no selector, pixel type "Rgb", 4096x4096x1 pixels, 1 miplevel.
2022-11-27 19:04:54.604 Iray [INFO] - IMAGE:IO :: 1.0 IMAGE io info : Loading image "F:\DAZ 3D\02 - LADIES\Runtime\Textures\outoftouch\!hair\OOTHairblending2\SurroundingCurls\OOTUtilitySurroundingCurlsHairSP4.jpg", no selector, pixel type "Rgb", 4096x4096x1 pixels, 1 miplevel.
2022-11-27 19:04:54.605 Iray [INFO] - IMAGE:IO :: 1.0 IMAGE io info : Loading image "F:\DAZ 3D\02 - LADIES\Runtime\Textures\outoftouch\!hair\OOTHairblending2\SurroundingCurls\08OOTSurroundingCurlsHairST.jpg", no selector, pixel type "Rgb", 256x256x1 pixels, 1 miplevel.
2022-11-27 19:04:54.605 Iray [INFO] - IMAGE:IO :: 1.0 IMAGE io info : Loading image "F:\DAZ 3D\02 - LADIES\Runtime\Textures\outoftouch\!hair\OOTHairblending2\SurroundingCurls\07OOTSurroundingCurlsHairST.jpg", no selector, pixel type "Rgb", 256x256x1 pixels, 1 miplevel.
2022-11-27 19:04:54.607 Iray [INFO] - IMAGE:IO :: 1.0 IMAGE io info : Loading image "F:\DAZ 3D\02 - LADIES\Runtime\Textures\outoftouch\!hair\OOTHairblending2\SurroundingCurls\OOTUtilitySurroundingCurlsHairSP2.jpg", no selector, pixel type "Rgb", 4096x4096x1 pixels, 1 miplevel.
2022-11-27 19:04:54.610 Iray [INFO] - IMAGE:IO :: 1.0 IMAGE io info : Loading image "F:\DAZ 3D\02 - LADIES\Runtime\Textures\outoftouch\!hair\OOTHairblending2\SurroundingCurls\OOTUtilitySurroundingCurlsHairSP13.jpg", no selector, pixel type "Rgb", 4096x4096x1 pixels, 1 miplevel.
2022-11-27 19:04:54.613 Iray [INFO] - IMAGE:IO :: 1.0 IMAGE io info : Loading image "F:\DAZ 3D\02 - LADIES\Runtime\Textures\outoftouch\!hair\OOTHairblending2\SurroundingCurls\OOTUtilitySurroundingCurlsHairT.png", no selector, pixel type "Rgb", 4096x4096x1 pixels, 1 miplevel.
2022-11-27 19:04:54.615 Iray [INFO] - IMAGE:IO :: 1.0 IMAGE io info : Loading image "F:\DAZ 3D\02 - LADIES\Runtime\Textures\outoftouch\!hair\OOTHairblending2\SurroundingCurls\OOTUtilitySurroundingCurlsHairSP12.jpg", no selector, pixel type "Rgb", 4096x4096x1 pixels, 1 miplevel.
2022-11-27 19:04:54.669 Iray [INFO] - IMAGE:IO :: 1.0 IMAGE io info : Loading image "L:\DAZ3D\DAZ 3D\DAZStudio4\shaders\iray\resources\DTHDR-RuinsB-500.hdr", no selector, pixel type "Rgb_fp", 512x256x1 pixels, 1 miplevel.
2022-11-27 19:04:54.947 Iray (Scene Update) : Updating LPE labels
2022-11-27 19:04:54.948 Iray (Scene Update) : Updating geometry
2022-11-27 19:04:54.948 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating geometry.
2022-11-27 19:04:54.948 Iray (Scene Update) : Retrieving geometry
2022-11-27 19:04:54.948 Iray (Scene Update) : Updating motion transform data
2022-11-27 19:04:54.948 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating motion transforms.
2022-11-27 19:04:54.948 Iray (Scene Update) : Updating section objects
2022-11-27 19:04:54.948 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Importing scene graph.
2022-11-27 19:04:55.002 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Auto instancing compression ratio 1.00 (Full instancing compression ratio 1.00)
2022-11-27 19:04:55.002 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Importing geometry for motion time 0
2022-11-27 19:04:55.075 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Geometry import (1 triangle object with 1 M triangles, 0 fiber objects with 0 fibers (0 segments), 1 triangle instance yielding 1 M triangles, 0 fiber instances yielding 0 segments) took 0.072 s
2022-11-27 19:04:55.076 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating section objects.
2022-11-27 19:04:55.076 Iray (Scene Update) : Updating materials
2022-11-27 19:04:55.076 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating materials.
2022-11-27 19:04:55.087 Iray [INFO] - MATCNV:RENDER :: 1.0 MATCNV rend info : Material instance 'DS_Surrounding Curls Hair Genesis 8 Female__Side2_2bd_663' uses MDL JIT compilation.
2022-11-27 19:04:55.087 Iray [INFO] - MATCNV:RENDER :: 1.0 MATCNV rend info : Material instance 'DS_Surrounding Curls Hair Genesis 8 Female__BackUnder_2ef_732' uses MDL JIT compilation.
2022-11-27 19:04:55.088 Iray [INFO] - MATCNV:RENDER :: 1.0 MATCNV rend info : Material instance 'DS_Surrounding Curls Hair Genesis 8 Female__Front1_353_871' uses MDL JIT compilation.
2022-11-27 19:04:55.088 Iray [INFO] - MATCNV:RENDER :: 1.0 MATCNV rend info : found 51 textures, 3 lambdas (1 unique)
2022-11-27 19:04:55.089 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Emitter geometry import (1 light source with 2 triangles, 1 instance) took 0.000 s
2022-11-27 19:04:55.089 Iray (Scene Update) : Updating volumes
2022-11-27 19:04:55.089 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating volumes.
2022-11-27 19:04:55.089 Iray (Scene Update) : Updating environment
2022-11-27 19:04:55.089 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating environment.
2022-11-27 19:04:55.097 Iray (Scene Update) : Updating lens data
2022-11-27 19:04:55.097 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating lens.
2022-11-27 19:04:55.097 Iray (Scene Update) : Updating lights
2022-11-27 19:04:55.097 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating lights.
2022-11-27 19:04:55.098 Iray (Scene Update) : Updating instance topology
2022-11-27 19:04:55.098 Iray (Scene Update) : Updating flags
2022-11-27 19:04:55.098 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating object flags.
2022-11-27 19:04:55.098 Iray (Scene Update) : Updating backplate
2022-11-27 19:04:55.098 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating backplate.
2022-11-27 19:04:55.100 Iray (Scene Update) : Updating portals
2022-11-27 19:04:55.100 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating caustic portals.
2022-11-27 19:04:55.100 Iray (Scene Update) : Updating decals
2022-11-27 19:04:55.100 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating decals.
2022-11-27 19:04:55.104 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Using iray core convergence estimate.
2022-11-27 19:04:55.105 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Allocating 1-layer frame buffer
2022-11-27 19:04:55.109 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Using batch scheduling, caustic sampler disabled
2022-11-27 19:04:55.109 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Initializing local rendering.
2022-11-27 19:04:55.113 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Initializing OptiX for CUDA device 0
2022-11-27 19:04:55.254 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Rendering with 1 device(s):
2022-11-27 19:04:55.254 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 3060)
2022-11-27 19:04:55.254 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Rendering...
2022-11-27 19:04:55.254 Iray [INFO] - IRAY:RENDER :: 1.12 IRAY rend progr: CUDA device 0 (NVIDIA GeForce RTX 3060): Processing scene...
2022-11-27 19:04:55.255 Iray (Scene Access) : Retrieving geometry
2022-11-27 19:04:55.255 Iray (Scene Access) : Retrieving device geometry
2022-11-27 19:04:55.425 Iray (Scene Access) : Retrieving volumes
2022-11-27 19:04:55.425 Iray (Scene Access) : Retrieving textures
2022-11-27 19:04:56.255 Iray (Scene Access) : Retrieving device textures
2022-11-27 19:04:56.314 Iray (Scene Access) : Retrieving flags
2022-11-27 19:04:56.314 Iray (Scene Access) : Retrieving device flags
2022-11-27 19:04:56.314 Iray (Scene Access) : Retrieving lights
2022-11-27 19:04:56.314 Iray [INFO] - IRAY:RENDER :: 1.8 IRAY rend info : Importing lights for motion time 0
2022-11-27 19:04:56.314 Iray [INFO] - IRAY:RENDER :: 1.8 IRAY rend info : Initializing light hierarchy.
2022-11-27 19:04:56.315 Iray [INFO] - IRAY:RENDER :: 1.8 IRAY rend info : Light hierarchy initialization took 0.001 s
2022-11-27 19:04:56.315 Iray (Scene Access) : Retrieving device lights
2022-11-27 19:04:56.316 Iray (Scene Access) : Retrieving section objects
2022-11-27 19:04:56.316 Iray (Scene Access) : Retrieving device section objects
2022-11-27 19:04:56.316 Iray (Scene Access) : Retrieving materials
2022-11-27 19:04:56.319 Iray (Scene Access) : Compiling custom code
2022-11-27 19:04:56.334 Iray (Scene Access) : Retrieving environment
2022-11-27 19:04:56.338 Iray (Scene Access) : Retrieving device environment
2022-11-27 19:04:56.340 Iray (Scene Access) : Retrieving backplate
2022-11-27 19:04:56.340 Iray (Scene Access) : Retrieving device backplate
2022-11-27 19:04:56.340 Iray (Scene Access) : Retrieving portals
2022-11-27 19:04:56.340 Iray (Scene Access) : Retrieving decals
2022-11-27 19:04:56.341 Iray (Scene Access) : Retrieving device decals
2022-11-27 19:04:56.341 Iray (Scene Access) : Retrieving motion transform data
2022-11-27 19:04:56.341 Iray (Scene Access) : Retrieving device motion transform data
2022-11-27 19:04:56.341 Iray (Scene Access) : Retrieving lens data
2022-11-27 19:04:56.341 Iray (Scene Access) : Retrieving device lens data
2022-11-27 19:04:56.372 Iray [INFO] - IRAY:RENDER :: 1.8 IRAY rend info : JIT-linking wavefront kernel in 0.021 s
2022-11-27 19:04:56.373 Iray [INFO] - IRAY:RENDER :: 1.12 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 3060): Scene processed in 1.119s
2022-11-27 19:04:56.375 Iray [INFO] - IRAY:RENDER :: 1.12 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 3060): Allocated 40.483 MiB for frame buffer
2022-11-27 19:04:56.375 Iray [INFO] - IRAY:RENDER :: 1.12 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 3060): Allocated 1.906 GiB of work space (2048k active samples in 0.000s)
2022-11-27 19:04:56.375 Iray [INFO] - IRAY:RENDER :: 1.12 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 3060): Optimizing for cooperative usage (performance could be sacrificed)
2022-11-27 19:04:56.549 Iray [INFO] - IRAY:RENDER :: 1.12 IRAY rend info : Allocating 1-layer frame buffer
2022-11-27 19:04:56.561 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00001 iterations after 1.306s.
2022-11-27 19:04:56.710 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00002 iterations after 1.455s.
2022-11-27 19:04:56.864 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00003 iterations after 1.610s.
2022-11-27 19:04:57.058 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00004 iterations after 1.804s.
2022-11-27 19:04:57.231 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00005 iterations after 1.977s.
2022-11-27 19:04:57.415 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00006 iterations after 2.161s.
2022-11-27 19:04:57.571 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00007 iterations after 2.317s.
2022-11-27 19:04:57.724 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00008 iterations after 2.470s.
2022-11-27 19:04:57.875 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00009 iterations after 2.620s.
2022-11-27 19:04:58.030 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00010 iterations after 2.776s.
2022-11-27 19:04:58.189 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00011 iterations after 2.935s.
2022-11-27 19:04:58.439 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00013 iterations after 3.185s.
2022-11-27 19:04:58.688 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00015 iterations after 3.434s.
2022-11-27 19:04:58.944 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00017 iterations after 3.689s.
2022-11-27 19:04:59.265 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00020 iterations after 4.011s.
2022-11-27 19:04:59.649 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00024 iterations after 4.395s.
2022-11-27 19:05:00.133 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00029 iterations after 4.879s.
2022-11-27 19:05:00.642 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: 88.57% of image converged
2022-11-27 19:05:00.642 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00035 iterations after 5.387s.
2022-11-27 19:05:01.182 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00042 iterations after 5.927s.
2022-11-27 19:05:01.427 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00044 iterations after 6.173s.
2022-11-27 19:05:01.596 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00045 iterations after 6.342s.
2022-11-27 19:05:01.765 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00046 iterations after 6.511s.
2022-11-27 19:05:01.933 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00047 iterations after 6.678s.
2022-11-27 19:05:02.089 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00048 iterations after 6.835s.
2022-11-27 19:05:02.247 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00049 iterations after 6.993s.
2022-11-27 19:05:02.403 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00050 iterations after 7.149s.
2022-11-27 19:05:02.572 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00051 iterations after 7.318s.
2022-11-27 19:05:02.736 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00052 iterations after 7.481s.
2022-11-27 19:05:02.901 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00053 iterations after 7.647s.
2022-11-27 19:05:03.063 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00054 iterations after 7.808s.
2022-11-27 19:05:03.237 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00055 iterations after 7.983s.
2022-11-27 19:05:03.403 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00056 iterations after 8.148s.
2022-11-27 19:05:03.570 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00057 iterations after 8.315s.
2022-11-27 19:05:03.734 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00058 iterations after 8.480s.
2022-11-27 19:05:03.904 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00059 iterations after 8.649s.
2022-11-27 19:05:04.079 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00060 iterations after 8.825s.
2022-11-27 19:05:04.243 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00061 iterations after 8.988s.
2022-11-27 19:05:04.410 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00062 iterations after 9.155s.
2022-11-27 19:05:04.579 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00063 iterations after 9.324s.
2022-11-27 19:05:04.744 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00064 iterations after 9.490s.
2022-11-27 19:05:04.930 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: 93.84% of image converged
2022-11-27 19:05:04.930 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00065 iterations after 9.676s.
2022-11-27 19:05:05.080 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00066 iterations after 9.826s.
2022-11-27 19:05:05.254 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00067 iterations after 10.000s.
2022-11-27 19:05:05.411 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00068 iterations after 10.156s.
2022-11-27 19:05:05.662 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00070 iterations after 10.408s.
2022-11-27 19:05:06.052 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00074 iterations after 10.798s.
2022-11-27 19:05:06.637 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00082 iterations after 11.382s.
2022-11-27 19:05:07.566 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00092 iterations after 12.311s.
2022-11-27 19:05:08.495 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: 96.07% of image converged
2022-11-27 19:05:08.495 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Received update to 00102 iterations after 13.241s.
2022-11-27 19:05:08.509 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Convergence threshold reached.
2022-11-27 19:05:09.613 [INFO] :: Saved image: F:\DAZ 3D\My Library\Applications\Data\DAZ 3D\\DAZStudio4 Temp\render\r.png
2022-11-27 19:05:09.630 [INFO] :: Finished Rendering
2022-11-27 19:05:09.668 [INFO] :: Total Rendering Time: 15.48 seconds
2022-11-27 19:05:09.684 [INFO] :: Loaded image: r.png
2022-11-27 19:05:09.707 [INFO] :: Saved image: F:\DAZ 3D\My Library\Applications\Data\DAZ 3D\\DAZStudio4 Temp\RenderAlbumTmp\Render 1.jpg
2022-11-27 19:05:20.099 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Device statistics:
2022-11-27 19:05:20.099 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 3060): 112 iterations, 1.267s init, 12.993s render
---------------End
Daz Studio 4.21[.0.x] Pro, General Release!I cleared up the whole log, saved it empty then tried this again.
Here is the content of the log after I attempt rendering:
--------------------
2022-11-27 19:01:07.087 [INFO] :: Rendering image
2022-11-27 19:01:07.342 Iray [INFO] - IMAGE:IO :: 1.0 IMAGE io info : Loading image "F:\DAZ 3D\02 - LADIES\Runtime\Textures\outoftouch\!hair\OOTHairblending2\SurroundingCurlsAlpha\03OOTSurroundingCurlsHairAlpha.jpg", no selector, pixel type "Rgb", 2000x2000x1 pixels, 1 miplevel.
2022-11-27 19:01:07.691 Iray (Scene Update) : Updating LPE labels
2022-11-27 19:01:07.692 Iray (Scene Update) : Updating geometry
2022-11-27 19:01:07.692 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating geometry.
2022-11-27 19:01:07.692 Iray (Scene Update) : Retrieving geometry
2022-11-27 19:01:07.692 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Importing scene graph.
2022-11-27 19:01:07.744 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Auto instancing compression ratio 1.00 (Full instancing compression ratio 1.00)
2022-11-27 19:01:07.744 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Importing geometry for motion time 0
2022-11-27 19:01:07.816 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Geometry import (1 triangle object with 1 M triangles, 0 fiber objects with 0 fibers (0 segments), 1 triangle instance yielding 1 M triangles, 0 fiber instances yielding 0 segments) took 0.072 s
2022-11-27 19:01:07.816 Iray (Scene Update) : Updating motion transform data
2022-11-27 19:01:07.816 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating motion transforms.
2022-11-27 19:01:07.817 Iray (Scene Update) : Updating section objects
2022-11-27 19:01:07.817 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating section objects.
2022-11-27 19:01:07.817 Iray (Scene Update) : Updating materials
2022-11-27 19:01:07.817 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating materials.
2022-11-27 19:01:07.828 Iray [INFO] - MATCNV:RENDER :: 1.0 MATCNV rend info : Material instance 'DS_Surrounding Curls Hair Genesis 8 Female__Side2_2c1_1293' uses MDL JIT compilation.
2022-11-27 19:01:07.828 Iray [INFO] - MATCNV:RENDER :: 1.0 MATCNV rend info : Material instance 'DS_Surrounding Curls Hair Genesis 8 Female__BackUnder_2f3_1362' uses MDL JIT compilation.
2022-11-27 19:01:07.829 Iray [INFO] - MATCNV:RENDER :: 1.0 MATCNV rend info : Material instance 'DS_Surrounding Curls Hair Genesis 8 Female__Front1_357_1501' uses MDL JIT compilation.
2022-11-27 19:01:07.829 Iray [INFO] - MATCNV:RENDER :: 1.0 MATCNV rend info : found 48 textures, 3 lambdas (1 unique)
2022-11-27 19:01:07.830 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Emitter geometry import (1 light source with 2 triangles, 1 instance) took 0.000 s
2022-11-27 19:01:07.830 Iray (Scene Update) : Updating volumes
2022-11-27 19:01:07.830 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating compiled code.
2022-11-27 19:01:07.830 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating volumes.
2022-11-27 19:01:07.830 Iray (Scene Update) : Updating environment
2022-11-27 19:01:07.830 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating environment.
2022-11-27 19:01:07.832 Iray (Scene Update) : Updating lens data
2022-11-27 19:01:07.832 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating lens.
2022-11-27 19:01:07.833 Iray (Scene Update) : Updating lights
2022-11-27 19:01:07.833 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating lights.
2022-11-27 19:01:07.833 Iray (Scene Update) : Updating instance topology
2022-11-27 19:01:07.833 Iray (Scene Update) : Updating flags
2022-11-27 19:01:07.833 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating object flags.
2022-11-27 19:01:07.833 Iray (Scene Update) : Updating backplate
2022-11-27 19:01:07.833 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating backplate.
2022-11-27 19:01:07.835 Iray (Scene Update) : Updating portals
2022-11-27 19:01:07.835 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating caustic portals.
2022-11-27 19:01:07.835 Iray (Scene Update) : Updating decals
2022-11-27 19:01:07.835 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating decals.
2022-11-27 19:01:07.839 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Using iray core convergence estimate.
2022-11-27 19:01:07.839 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Allocating 1-layer frame buffer
2022-11-27 19:01:07.843 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Using batch scheduling, caustic sampler disabled
2022-11-27 19:01:07.843 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Initializing local rendering.
2022-11-27 19:01:07.846 [WARNING] :: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(377): Iray [ERROR] - IRAY:RENDER :: 1.0 IRAY rend error: No device specified or usable
2022-11-27 19:01:07.846 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Rendering with 0 device(s):
2022-11-27 19:01:07.846 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Rendering...
2022-11-27 19:01:07.846 [WARNING] :: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(377): Iray [ERROR] - IRAY:RENDER :: 1.0 IRAY rend error: No worker to render with: aborting render
2022-11-27 19:01:07.847 [ERROR] Iray :: Internal rendering error.
2022-11-27 19:01:07.964 [INFO] :: Saved image: C:\Users\TAU\AppData\Roaming\DAZ 3D\Studio4 Public Build\temp\render\r.png
2022-11-27 19:01:07.981 [INFO] :: Finished Rendering
2022-11-27 19:01:08.025 [INFO] :: Total Rendering Time: 1.12 seconds----------------------END
Dforce: How to add additional frames after the final pose frame?dForce doesn't store its state on exit so you cannot esume a simulation, you have to start over (or export as OBJ and import as a morph, but it will still lose the infromation about momentum and energy from the last step of the previous simulation).
Jeepers, Creepers... I gave G8 G9's peepers.MeneerWolfman said:
Two other examples with everyone's fan favorite, Maxx.
The simplified instructions are as follows. Please note, you may have to individually scale the eyeballs manually for certain figures. This is just my first go at it, so I can't say these scales are 100% spot on, but works well enough to share.
- Load G9 and a G8M
- On G8M, turn off visibility on the left and right eye joint so they are hidden.
- Delete mouth, eyelashes, and tears
- Make sure hidden properties is checked and visible.
- Dial in the g8m clone under Hidden->Clones
- Make the g9 figure invisible and then select the g9 eyes and set resolution to base
- Select the left eye joint and scale the left eye joint to 125%, set y translate to -2.65 and X translate to .13
- repeat with right eye joint but make the X translate -.13
- At this point, I would eyeball how good the g9 eyes look on the g8 figure as they should be roughly the same height and size. These numbers are just my first couple of tests and what I found to be close.
- Export the g9 eyes with all setting at default and scale at 100%
- import the eyes with default and scale at 100%
- Asset transfer g8m to g9 eyes obj, leave all on default settings.
- Then hide the g8 body and select the new g9 eyes and go to geometry editor
- User the lasso tool and circle the left eye ball to high light all left eye geometry then assign to the lEye face group. Repeat the same for the right side assigning it the rEye face group.
- Under surfaces, remove the "_" in all the surface names and replace with " "
- Under the g9 eyeball, expand the joints and then select the left eye, now change the to the node weight map brush. Select general weight and paint the entire left eye red.
- Now select the right eyeball joint and repeat.
- With the new "g9 eyeball" prop selected, go to edit -> object -> geometry -> Convert to Subd
- You will need to do one last thing. On the original genesis 9 eye props. Select either the left or right eye surface and then in a folder in your content tree where you want this to live, do a "save shader preset" and save the eye surface (just one) as a g9 shader.
- Finally, in the same content tree folder, do a "save material preset" and then save the eyemoisture surfaces. Do not save the eye left or right one.
- At this point you can save this out as a prop.
This is probably beyond my skill level (judging the results of my first attempt) but i am keen to get it right... the promising thing is i was able to follow the tutorial to the end but i must have made some mistakes... when i loaded my saved materials onto my new prop it only effected the right eye, the left eye turned transparent, also when i tried to load another material from the gen 9 starter essentials nothing happened.
Things i wasn't sure about...
15. Under surfaces, remove the "_" in all the surface names and replace with " " (does this mean replace the _ with a space or just remove it?)
16. now change to the node weight map brush. Select general weight and paint the entire left eye red. (when i selected general weight the eye turned red anyway and when i painted it, it was with a slightly transparent yellow... i've never been in that tool before so that must be the default setting, does that sound right?)
21. At this point you can save this out as a prop. ( is that... save as > support asset > Figure/prop assets?)
Thank you for the tutorial and i hope you (or anyone who knows better than me) can guide me to a successful outcome
What does Morph Loader mean when it says, the geometry didn't match?ekajuan_9f765a669b said:
What does Morph Loader mean when it says, the geometry didn't match?
Is it the number of polygon?The reason I'm asking this, because I want to DETACH the genesis head from neck above to use it for certain process in Zbrush. Zwrap.
I'm going to use the head mesh generated by Character Creator 4 - Headshot plugin,
Wrap the Genesis head to the generated head, in zbrush,
Then reattached the genesis head back to its body.The reason of detaching the head is for simpler process in zbrush.
Cant you just import the whole Genesis figure body into Zwrap, and then exclude all but the head geometry for the Wrap.
There are many videos on youtube that detail the node set up for wrapping in either of the two Wrap softwares (R3DS Wrap and ZWrap)
When importing back to Morph Loader, you can use Head deformer Weight Map to apply the morph only to Head if needed (although probably not needed if you did Apply/Replace steps properly)
I havent used ZWrap but my R3DS Wrap usually looks something like attached, sometimes I tweak before exporting by adding some extra steps.
Anyway, if you want to detach and then reattach, that will change vert order. One way to restore vertex order is by using one of several Blender addons. There's one such addon on Gumroad that everyone uses.
But your problem at moment is not vert order issue, your problem is vert count issue. You should check the vert count didnt change when you attached and reattached. But as i mentioned eariler, that's not necessary anyway.
Help with Blender modelRichard Haseltine said:
The important question is whether or not it is UV mapped as you will be very limited in material options if not. Assuming it is, rigging a hard-body object is not too hard - ideally you want it grouped so that each part is its own group (which it may well be, but if not you can do it in DS or Blender), then you import it into Figure Setup, drag it into the Relationships panel to spawn a bone for each group, rearrange the bones to get the correct hierarchy, and spawn a figure - then you use the Joint Editor to make sure the rotation centres are at the hinge points and use the Node Weightmap Brush tool's right-click menu to fill each group with weight for its matching bone and the figure should be pretty much done.
It's UV mapped.
Help with Blender modelThe important question is whether or not it is UV mapped as you will be very limited in material options if not. Assuming it is, rigging a hard-body object is not too hard - ideally you want it grouped so that each part is its own group (which it may well be, but if not you can do it in DS or Blender), then you import it into Figure Setup, drag it into the Relationships panel to spawn a bone for each group, rearrange the bones to get the correct hierarchy, and spawn a figure - then you use the Joint Editor to make sure the rotation centres are at the hinge points and use the Node Weightmap Brush tool's right-click menu to fill each group with weight for its matching bone and the figure should be pretty much done.









