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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.
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.
Set objects to an exact sizehansolocambo 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.
Diffeomorphic, Geoshell Materials Looking Flat/Less Detailed in BlenderHello, when I import my DAZ model into Blender, the material on the geoshell are looking very flat compared to when in the DAZ application.
Is there something to do with bump or displacement maps? I'm pretty new to DAZ so not sure how the shaders are set up in Blender. I also couldn't find any solutions on YouTube, I hope someone here can help. Thank you
Set objects to an exact sizeIt 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.
Need help fitting/transferring an obj fileI have been trying to do this for so long that it is hard to remember which thing work and which did not, but that is why I am asking for help
BTW, this is an old obj file, so maybe this is why it is not working as expected
1) Import obj file
2) Apply Iray Uber and set Base to weighted
3) Apply texture
4) Run the transfer utility tool and you see the result
I have taken these similar steps before and file initially looked fine, but then once a pose was applied, the textures broke apart
Not only that, but when I try to open the file that was successful (I have proof, because I took the screenshot) now it just shows the G8M standing in an A pose
I am tired and if you are good at making old obj file fit to G8M chars, please let me know
Set objects to an exact sizeI'd like to have a way to import an object (could be anything) and scale it to an exact size. (like say 150cm on the X axis or whatever)
It seems to me, that this should be the easiest thing in the world, however Daz has no option to do it. I've been just trying to scale to a plane that I create to the desired dimenions, but getting it exact with any irragular shape is near impossible.
It looks like there used to be some scripts to do this as well as report the size of an object, but those links are now dead.
I already have Measure Metrics and no, it isn't a good option. For figures, yes. But not for anything else, it's far to fiddly for that.Auto-dial morphs for clothes?Hello guys, Iam making an outfit for a custom character. I make the outfit based on the base genesis 8 female body, and I used transfer utility to fit it to the base g8f. Problem is the custom character is very big so when I load the outfit it look deformed. So I exported the outfit and fix it in blender, and then using morph loader to import it as a morph.
Now everything is working fine, and my question is, is these any way to make my outfit to auto-dial this newly created morph whenever I dial in the big character morph?
Daz Studio Pro BETA - version 4.21.0.5! (*UPDATED*)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.
Daz Studio Pro BETA - version 4.21.0.5! (*UPDATED*)Richard Haseltine said:
barbult said:
Richard Haseltine said:
barbult said:
jbowler said:
NorthOf45 said:
It is also the conversion from 1 Poser unit (8 ft.) to DS units (cm) as a percentage. (8 ft * 12 in/ft * 2.54 cm/in) = 243.84
That explains it; it's dimensionally correct.
Arre OBJ files always in units of 1 == 8ft, or is it something that is specified in the file?
When I exported the OBJ, I selected Daz Studio 1 unit = 1 CM. When I import the OBJ with that same scale, it works fine. It is only the Update Base Geometry from file that opens with that huge percentage.
OBJ Export, OBJ Import, and Morph Loader remember the last settings used in their own dialogue, they don't talk to each other (and OBJ itself doesn't have a marker, which is why we need to set the values ourselves).
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.
We are told this is a known issue, and is being investigated.
Thanks.
Daz Studio Pro BETA - version 4.21.0.5! (*UPDATED*)barbult said:
Richard Haseltine said:
barbult said:
jbowler said:
NorthOf45 said:
It is also the conversion from 1 Poser unit (8 ft.) to DS units (cm) as a percentage. (8 ft * 12 in/ft * 2.54 cm/in) = 243.84
That explains it; it's dimensionally correct.
Arre OBJ files always in units of 1 == 8ft, or is it something that is specified in the file?
When I exported the OBJ, I selected Daz Studio 1 unit = 1 CM. When I import the OBJ with that same scale, it works fine. It is only the Update Base Geometry from file that opens with that huge percentage.
OBJ Export, OBJ Import, and Morph Loader remember the last settings used in their own dialogue, they don't talk to each other (and OBJ itself doesn't have a marker, which is why we need to set the values ourselves).
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.
We are told this is a known issue, and is being investigated.
Daz Studio Pro BETA - version 4.21.0.5! (*UPDATED*)Richard Haseltine said:
barbult said:
jbowler said:
NorthOf45 said:
It is also the conversion from 1 Poser unit (8 ft.) to DS units (cm) as a percentage. (8 ft * 12 in/ft * 2.54 cm/in) = 243.84
That explains it; it's dimensionally correct.
Arre OBJ files always in units of 1 == 8ft, or is it something that is specified in the file?
When I exported the OBJ, I selected Daz Studio 1 unit = 1 CM. When I import the OBJ with that same scale, it works fine. It is only the Update Base Geometry from file that opens with that huge percentage.
OBJ Export, OBJ Import, and Morph Loader remember the last settings used in their own dialogue, they don't talk to each other (and OBJ itself doesn't have a marker, which is why we need to set the values ourselves).
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.
Daz Studio Pro BETA - version 4.21.0.5! (*UPDATED*)barbult said:
jbowler said:
NorthOf45 said:
It is also the conversion from 1 Poser unit (8 ft.) to DS units (cm) as a percentage. (8 ft * 12 in/ft * 2.54 cm/in) = 243.84
That explains it; it's dimensionally correct.
Arre OBJ files always in units of 1 == 8ft, or is it something that is specified in the file?
When I exported the OBJ, I selected Daz Studio 1 unit = 1 CM. When I import the OBJ with that same scale, it works fine. It is only the Update Base Geometry from file that opens with that huge percentage.
OBJ Export, OBJ Import, and Morph Loader remember the last settings used in their own dialogue, they don't talk to each other (and OBJ itself doesn't have a marker, which is why we need to set the values ourselves).
UltraScenery Experiments and ExperiencesDoc Acme said:
Could someone point me to basic care & feeding tutorial on using layered shaders? I picked up the Peck of Dirt https://www.daz3d.com/a-peck-of-dirt--iray-ground-and-dirt-shaders-for-daz-studi0 the other day. Looks fine for the single layered, but there's but not much info for using the multi layered. Most likely a Daz UI thing of having the correct something selected first as it keeps getting reset to single.Sorry for the slow response. I got unsubscribed from the thread again.
I don't think there is any documentation. It is a custom shader. Typical Daz metadata doesn't separate the single layer from the multilayer in Smart Content. The Content Library file structure is easier to use for this product, because it has separate folders for single and multi.Sclera (morph)hansolocambo said:
In Blender you used Proportional Edit to create your custom skin morph. But you did not hide (I guess) the eyes at all time and some of the skin shape modifications you did also influenced parts of the eyes' wireframe.
Eyes are composed of multiple layers of geometry and what you see here is the eyemoisture pulled inside the sclera (or the sclera pulled out). It's a geometry issue.
You need to edit your mesh again in Blender and be sure that both sclera and eyemoisture meshes do not intersect each other.
My advice would be to import the base genesis again in Blender. Create a shape key. Then import your custom morph, define it as a second shape key on the base genesis, but limiting your modifications to the skin (and gums/teeth eventually if it's ok down there). You can then create a third shape key to position the eyes properly in their socket, but selecting the whole eye with all its different parts, not moving its geometry with Proportional Editing.
Thank you very much !!!!
Texture traces when I change material in BlenderI 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.
Sclera (morph)In Blender you used Proportional Edit to create your custom skin morph. But you did not hide (I guess) the eyes at all time and some of the skin shape modifications you did also influenced parts of the eyes' wireframe.
Eyes are composed of multiple layers of geometry and what you see here is the eyemoisture pulled inside the sclera (or the sclera pulled out). It's a geometry issue.
You need to edit your mesh again in Blender and be sure that both sclera and eyemoisture meshes do not intersect each other.
My advice would be to import the base genesis again in Blender. Create a shape key. Then import your custom morph, define it as a second shape key on the base genesis, but limiting your modifications to the skin (and gums/teeth eventually if it's ok down there). You can then create a third shape key to position the eyes properly in their socket, but selecting the whole eye with all its different parts, not moving its geometry with Proportional Editing.
Problem with smart content & male figuresYea I would suggest trying Richard's suggestion first as it may be a quick fix. The way I outlined will reset all the metadata including any special categories you may have set up unless you saved out the user settings prior to resetting it.
RSSY Hair Converter V4 -> G8F - compatibility broken for G8Falan bard newcomer said:
you may have to reload the screen.. it looks like maybe you should start with an empty scene and just run the converter to convert hair you select from you library (that's just from the product page) is there a pdf with directions for using the converter?
convert hair in empty scene then load character and apply hair?the hair is fine, i think. it works.
the problem is that G8F itself is now broken, i.e. virtually nothing registers as being in its compatibility base.
uninstalling it and reinstalling G8 didn't fix it, neither did reinstalling DS itself.
nor did re-importing all the content library metadata fix it. (for some reason, Toon Princess and Corduroy Outfit *do* appear in the library, but nothing else)
if i open and re-save every item, one by one, they will show up as being compatible - but seeing as there's about 3,200 of them in total, that just ain't gonna happen - and i can't really do that with the store-bought items anyway, and there's over 1,200 of those alone.***
----> it just occured to me that there's as many as 3,000 of those too, at least.
there's 1,200 store-bought products in my library but every material would have to be re-saved separately, every pose... and many items have 5 or 6 different materials each.
-----> database reset. G8F lives again. but i still have to re-save every custom wearable and pose i ever made for G8F.
Problem with smart content & male figuresHave you tried resetting your Metadata?
- Right Click on the Content Library Tab and select "Content DB Maintenance / Reset Database"
- Right Click on the Content Library Tab again and select "Content DB Maintenance / Re-Import Metadata"
This process can take a while depending on how much you have installed that has Smart Content attached to it!If this doesn't work you may have something installed with incorrect information in the metadata. Sometimes vendors from other stores do their own metadata but don't do it the way Daz has it set up so it can cause issues on occassion.
Just holler if you need more help figuring this out!!
Elli








