-
How do I save a texture created with Zbrush spotlight?
Zbrush is a sculpting app. It's got a few tools that makes it look a bit more like any 3D modeling app, but most of those tools aren't used by many because they are limited and there's much better elsewhere. Zbrush is insane in its niche category : sculpting. But it's not an all-in-one 3D app.
Main issue there, so I don't understand your first move : Zbrush doesn't have UDIM Uvs capability. It's one texture per layer. But as you know, Genesis has a dozen textures with as many UDIM (face, mouth, legs, etc). So... Given that you cannot display all textures on the Genesis body in Zbrush, I don't understand how you first ended up in there thinking that you could vertex paint a pixel texture. If in Zbrush you load the face texture on the layer where Genesis is loaded, the face will look ok, but arms, legs, teeth, etc. will also have the face texture applied.
So (poly)painting a missing dilation/bleeding around UV islands doesn't make sense. Even less sense as when you display the face texture in Zbrush, you can't see the vertex color in the meantime.
"Polypaint from texture" in ZBrush is only interesting if the Genesis is subdivided to 10 million polygons at least. It's not with the default 16K polygons that you can expect your vertices color to look as detailled as a 4K texture.
To fix missing bleeding a solution (what I'd do) would be to import the genesis obj into Substance Painter ticking the option "UDIM". Now in Painter you have access to all Genesis UDIM UVs. You load all the diffuse textures in each corresponding UDIM. And you export textures with "common padding" set to dilation infinite. And there you go, your textures are recreated with a bleeding/padding/dilation that will fix all seams issues.
handle 3D model painting in Photoshop
Photoshop's 3D tools have always been crap. Since Adobe bought Allegorithmic, 3D in Photoshop has been removed from the code and permanently abandoned. They are now selling all the Substance applications that handle 3D pixel painting to perfection.
How do I save a texture created with Zbrush spotlight?Thank you, Pendraia for offering suggestions, unfortunately it doesn't say how to actually fix the seams. I knew how to import textures onto the model, but I don't know how to fix their seams or modify the texture (and just using polypaint doesn't look good, since it'd be detailed in one area, then no detail, just color, in the next. I'm not good at using polypaint to make it look realistic or anything and unfortunately, the textures I want to fix have pretty extreme issues, like parts on the hands that are white (in the texture map the border doesn't bleed out enough I guess, not sure, but it's a pretty big spot that's just white) and extreme issues in the crotch/inner thigh area. Trying to fix that by hand in Photoshop just made more seam issues on the thigh, so that's the dilema I'm facing (I didn't make these texture btw, they were made by someone else, I'm just trying to fix issues with the textures, but not just this one I'm referring to, it's just an example). So polypaint isn't really going to help with that unfortunately, so I'm not sure what else to do, because my pc can't handle 3D model painting in Photoshop and I don't know if it's possible to even paint on Genesis figures in Photoshop, since it crashes before I can try.
What determines the file name of the data file?would make copies of them... and then rename the copies to ABC EEE.dsf remove the oriignals (not delete) and see if it still functions.
I take obj files with pings (created in photoshop... rename them both to obj.duf obj.duf.png as opposed to obj.obj and obj.png and they appear in the content library... they don't work as in loading.. but I show me where the obj file is if I want to import it.Where are categories stored?Iirc, it's a while since I did it. You used to be able to export the data to ensure it was saved. I'm not on a computer at the moment so can't look it up.
Hope it's useful.
Where is most Daz hair made that is sold in the store?making a donut with sprinkles
I don't really know why this "tutorial" became so famous as it's just plain terrible. There are WAY better tutorials to learn Blender from scratch than this useless series of a guy who's friendly that's for sure, but I mean... an "artist" who made 3D donuts for 10 years, I'd worry.
Blender 3.3 New Hair system: Full Hairstyle Guide :
The tutorials I followed to learn Blender (not all of them of course, only the things I need as a modeler). It's 43 videos recorded so beautifully by the Blender dev team itself. Top notch although a bit dated now :
Much better youtube channels in my opinion than MrDonut :
Grant Abbitt (Blender 3.3 brand new Hair System explained in a 3 days old video)
The CG Essentials (tons and tons of really useful info in short and very informative videos about specific subjects. Impossible to not come back again and again to this channel because the guy is definitely damn good).
Surfaced Studio (he made a 3 hours free video tutorial a month ago for beginners. Don't know what it's worth, but the guy explains really well).
Imphenzia (talented low-poly artist and definitely a Master at Blender).
CG Boost (Countless beginner level tutorials, often updated for new Blender versions)
THE LUWIZ ART (got a 2 weeks old hair card tutorial)
Kevandram (The most insanely talented Grease Pencil artist around)
Blenderphysics (Flip Fluids)
Lightning Boy Studio (Amazing tips from true artists. Cartoon orientated)
Josh Gambrell (Hard Surface)
[...] and even the textures all in Blender and then import them into Daz.
Well, that's the point of a 3D app. 100% of what you bought in Daz has been made in a 3D modeler. Daz is nice, but it's not a creation tool.
(I have my eye on Marvelous Designer too)
Well that's so powerful, with the best clothes real time physics you can imagine, precise, clever, real-time, interactive, etc. It's a million light years away from what dForce can do. Marvelous Designer is simply put : Marvelous. And, same as ZBrush : nobody ever coded anything that comes close to that. MD and ZBrush are kings in their respective field. Just an advice, if you don't plan to sculpt things, no need to think about ZBrush yet. You're gonna have already tons of things to learn with just Blender.
Is there an advantage from getting it from Steam does Steam also install addons?
You download the Blender setup. You're gonna have to make updates manually by downloading new verions when they're available. Steam ? It updates everything without asking you. Blender through Steam = you always have the latest version the minute it's available. Yes, there's a huge advantage.
Addons are installed from inside Blender. Steam or not it's the same.
Where is most Daz hair made that is sold in the store?WOW WOW WOW! (one WOW in capitals was not enough!
) thank you Hansolocambo for the really solid amount of info there.I understand what you mean about Photoshop now, the amount of layers that a single hair requires in PBR is staggering.
I am just on the verge of gaining a good working knowledge of PBR textures in Daz. I love working with them.
You have convinced me to focus my attention on Blender and Zbrush. Though I must devote the lion share of my 3D time to Daz Studio because I bought almost 9000 models.
I really like being on the front end of the art and making scenes, but I have a goal now to learn Blender and Zbrush as well.
My recollection is people spending days making a donut with sprinkles. That does not really appeal to me but being able to make various hair styles at will? That has captured my interest.
I would like to maybe spend an hour or two or three and come up with a new short hair style that I can add to my user saved files in Daz.
Maybe it might take days to make a short hair model, but I am hoping with proficiency maybe I can get good and develop a process going and then make a lot of hair options.
It seems like what you are saying is I can make the hair model, the morphs and even the textures all in Blender and then import them into Daz.
(I have my eye on Marvelous Designer too)
As for Steam, I use steam for my games Assassin’s Creed mostly... So, I have an account and use it often. I downloaded the Blender setup file from blender.org and installed it directly.
Is there an advantage from getting it from Steam does Steam also install addons?
Again, thanks for the awesome info! I will ask again, please peeps, make YouTube videos of your incredible work and please share links to your videos here. Even if they are slightly off topic like use in Blender, Marvelous or Zbrush.


Ooo, I just noticed the creating hair cards video! Watching and liking, subscribing now!
Diffeomorphic produces two tongues if Lickalicious is attachedThank you for your help, Padone. I tried your suggestions and settings and it solved the "double tongue problem," but now I have a follow up problem with the rigging of the tongue. If I convert the character rig to MHX or Rigify, I can no longer pose the Lickalicious tongue in Pose Mode (see screenshot), and I tried many things within Easy Iport (see screenshot with example settings) and Daz Import, but without success. I also noticed that the character has two tonge rigs attached to the Daz Rig (see screenshot with blue outline), so perhaps the conversion to MHX causes the deletion of the Lickalicious rig, which causes the posing issue. I'd love to know if you got the posing to work on your site and the settings you used.
Diffeomorphic produces two tongues if Lickalicious is attachedI see lickalicious is a nested geograft, that is, it includes two geografts linked to each other. In this case do not "create duplicate bones" or you will get a double set, also do not "merge uv layers" since it may not work for all cases and confuses the plugin. Blender doesn't need to merge uv layers that is for game export only, and it is better done by hand since the automatic merge may fail in some cases.
Tested both with easy import and manual import and works fine here. Settings attached.
RSSY Hair Converter V4 -> G8F - compatibility broken for G8Fhello.
i used this hair converter:
https://www.daz3d.com/rssy-hair-converter-from-victoria-4-to-genesis-8-female
to convert this hair:
https://www.daz3d.com/melia-hair
...which did work, as far as i can tell (it created files in the correct folder) but when i closed the script window and returned to the scene with the G8F loaded, almost all of the figure's options for pose, wardrobe etc. were missing, as if it were now a prop or similar.
checking its scene ID, its compatibility base was set to 'None' so i restored that to '/Genesis 8/Female' but it still appears as incompatible, or a prop
if i turn off 'filter by content' then everything shows up, as expected (EVERYTHING shows up)
i compared its settings to G8M and everything looks correct.
how do i restore G8F to normal?
-----> uninstall-reinstall G8F starter essentials did NOT fix it. neither did deleting the hair i'd converted.
-----> neither did import metadata via DIM.
Where is most Daz hair made that is sold in the store?Gordig said:
Richard Haseltine said:
dForce hair may be made with the Strand Based hair tools, but it may also be made in an external application.
Is it possible for non-PAs to import hair made with curves as SBH?
No, the mesh could be imported as curves (given an application that would write them - not all will) but not as Strand Based Hair as I recall.
Where is most Daz hair made that is sold in the store?Richard Haseltine said:
dForce hair may be made with the Strand Based hair tools, but it may also be made in an external application.
Is it possible for non-PAs to import hair made with curves as SBH?
Diffeomorphic produces two tongues if Lickalicious is attachedThank you for the suggestion; I've attached two screenshots, my easy import settings and the result; as you can see, I've selected the setting <<Merge Geografts>> but the model still has two tongues.
Iray won't work if not switched to as the first action after running DSNo, rendering won't start as well. It's like DS can't find the rendering device.
I've started DS and made a different first action instead of turning on Iray to get a fresh log. Here it is:
2022-10-04 18:07:29.558 [WARNING] :: QColor::setRgb: RGB parameters out of range
2022-10-04 18:07:29.559 Iray [INFO] - IMAGE:IO :: 1.0 IMAGE io info : Loading image "D:\DAZ 3D\DAZStudio4\shaders\iray\resources\DTHDR-RuinsB-500.hdr", no selector, pixel type "Rgb_fp", 512x256x1 pixels, 1 miplevel.
2022-10-04 18:07:29.562 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating geometry.
2022-10-04 18:07:29.562 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating motion transforms.
2022-10-04 18:07:29.562 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Importing scene graph.
2022-10-04 18:07:29.562 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Importing geometry for motion time 0
2022-10-04 18:07:29.562 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Geometry import (0 triangle objects with 0 triangles, 0 fiber objects with 0 fibers (0 segments), 0 triangle instances yielding 0 triangles, 0 fiber instances yielding 0 segments) took 0.000 s
2022-10-04 18:07:29.562 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating section objects.
2022-10-04 18:07:29.562 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating materials.
2022-10-04 18:07:29.562 Iray [INFO] - MATCNV:RENDER :: 1.0 MATCNV rend info : found 0 textures, 0 lambdas (0 unique)
2022-10-04 18:07:29.562 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating volumes.
2022-10-04 18:07:29.562 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating environment.
2022-10-04 18:07:29.568 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating lens.
2022-10-04 18:07:29.568 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating lights.
2022-10-04 18:07:29.568 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating object flags.
2022-10-04 18:07:29.568 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating backplate.
2022-10-04 18:07:29.569 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating caustic portals.
2022-10-04 18:07:29.569 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating decals.
2022-10-04 18:07:29.573 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Using iray core convergence estimate.
2022-10-04 18:07:29.573 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Allocating 1-layer frame buffer
2022-10-04 18:07:29.576 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Using interactive scheduling, caustic sampler disabled
2022-10-04 18:07:29.576 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Initializing local rendering.
2022-10-04 18:07:29.577 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Using OptiX version 7.3.0
2022-10-04 18:07:29.579 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Initializing OptiX for CUDA device 0
2022-10-04 18:07:29.687 [WARNING] :: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(367): Iray [ERROR] - IRAY:RENDER :: 1.0 IRAY rend error: cuLinkCreate: PTX JIT compiler library not found
2022-10-04 18:07:29.687 [WARNING] :: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(367): Iray [ERROR] - IRAY:RENDER :: 1.0 IRAY rend error: Errors: error : Unable to load library 'nvptxJitCompiler.dll'
2022-10-04 18:07:29.687 [WARNING] :: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(367): Iray [ERROR] - IRAY:RENDER :: 1.0 IRAY rend error: CUDA device 0 (NVIDIA GeForce RTX 3090): device kernel image is invalid (Failed to get function attributes)
2022-10-04 18:07:29.687 [WARNING] :: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(367): Iray [WARNING] - IRAY:RENDER :: 1.0 IRAY rend warn : CUDA device 0 (NVIDIA GeForce RTX 3090) is no longer available for rendering.
2022-10-04 18:07:29.687 [WARNING] :: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(367): Iray [WARNING] - IRAY:RENDER :: 1.0 IRAY rend warn : All available GPUs failed.
2022-10-04 18:07:29.687 [WARNING] :: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(367): Iray [ERROR] - IRAY:RENDER :: 1.0 IRAY rend error: Fallback to CPU not allowed.
2022-10-04 18:07:29.687 [WARNING] :: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(367): Iray [ERROR] - IRAY:RENDER :: 1.0 IRAY rend error: CUDA device 0 (NVIDIA GeForce RTX 3090): Device initialization failed, will not be used
2022-10-04 18:07:29.687 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Rendering with 0 device(s):
2022-10-04 18:07:29.687 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Rendering...
2022-10-04 18:07:29.687 [WARNING] :: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(367): Iray [ERROR] - IRAY:RENDER :: 1.0 IRAY rend error: No worker to render with: aborting render
2022-10-04 18:07:29.688 [ERROR] Iray :: Internal rendering error.felis said:
So you can render fine using the GPU, but just not using Iray preview.
Finding rogue morphs?If you download the originals you cansee the format required - you just need to adjust to show the mutliple sources and note your modifications:
/**********************************************************************
This script is provided as part of the Daz Script Documentation. The
contents of this script, and\or any portion thereof, may only be used
in accordance with the following license:
Creative Commons Attribution 3.0 Unported (CC BY 3.0)
- http://creativecommons.org/licenses/by/3.0
To contact Daz 3D or for more information about Daz Script visit the
Daz 3D website:
- http://www.daz3d.com
**********************************************************************/
// Source: http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/metadata/list_products_used/startDiffeomorphic produces two tongues if Lickalicious is attachedHello, hope somebody could help me out or point me in the right direction, I'm using Diffeomorphic and if I import a character with the Lickalicious tongue attached it produces two tongues in Blender, basically I have the Daz model tongue and the Lickalicious one, see attached screenshot. I'm now wondering if it is a limitation in Diffeo, a bug or I am doing something wrong.
Updating Morphs on Existing Character(Solved)
Every time I ask a question in a forum, I figure it out almost immediately.
All you have to do, is to untick the Replace on Import box on the character in your scene. The mesh of your existing character, now has the new morphs, and all components are still attached. I'm curious as to why that's ticked by default. I guess I should have done a little more research, or realized it was going to happen, but it kinda sucks that I lost a couple of hours of work when I imported an updated version of my character. Going forward though, it should make my workflow a lot more efficient.
Mac Catalina and later image import script?@Khoe and others on macOS Catalina and above. I've developed a stand-alone Python programm, called 'TextureMapShaderGenerator'. It will provide you with an alternative way to import image files ( to be used as texture maps in a shader ) into Carrara 8.5 Up to 11 files can be imported in the same time.
The programm can be downloaded at my SourceForge page: https://sourceforge.net/projects/carrara-plug-ins-adventures/
Blender Addon: Daz For Blender Bridge: Everything from DTB 2022 + 14 more featuresUpdate: 2022.10.04
Merged everything from Official DTB 2022. Now, with this one, you'll have both benefit from DTB 2022 and all those new features done by me.
I also changed addon name from DTB to DFB (Daz For Blender), so now it can be used with Official DTB 2022 together.
Again, Key new features:
- It converts Daz Shader to Blender's default Principled Shader . So, you can export Daz model from Blender with all textures correctly. Then, you can use Blender as a Daz Bridge for all 3D tools.
- Changed addon name to "Daz For Blender"(DFB), so you can use it with Official DTB 2022 together.
- Import animation
- Handle tiled material
- It fixed an important bug so you can import pose file correctly.
- Handle High Heel. I believe every Daz user need this.
- Merge eyelashes into body mesh, so you can export morphs from blender to other 3D tools.
- Convert Bump to Normal Map when importing, so you can export your character to game engine.
- Everything official DTB 2022 Blender addon has, is merged into this one.
Disassociating meshes that have been modified via Geometry EditorIf you are using the same object 2 times, it does, to my knowledge, refer to the same dataset.
The easiest solution would be to export it as an obj, and then reimport. Then it will be considered a new item. After reimport you probably have to copy surfaces from the original.
Personally though, I would load the exported object into a modeller, and delete every except the door, and then export-import into Daz Studio, so you will just have the door.
Disassociating meshes that have been modified via Geometry EditorIt's surprising as the dissociation workflow you describe is one I've done countless times without ever facing such an issue. Some workarounds that would help :
- load the bundle once. Select the door (select a polygon then Ctrl+* to select all polygons attached to your current selection), delete everything else (Ctrl+/ to invert the selection). Save the door alone : File > Save As > Scene Subset. Delete it. Load the environment again. Select the door and delete it. Open the scene Subset you just saved to merge it to your current project. And all should work fine.
Maybe rename the door before saving it. The fact that both items have the same Scene Tab name could be the reason why this is happening ? Although I doubt it.
- load the bundle once. Select the door with the Surface Selection Tool (Alt+Shift+M). Copy its surface(s). Delete everything else. Export the door as obj. Delete it. Load the bundle again. Select and delete the door. Import the obj and paste the surface that is still in Windows' Clipboard.
- If you know Blender, 3DS Max, C4D, etc. export the bundle or the door alone as obj. Load it in any third party 3D modeler. And from there export the door as obj. Similar workflow as the precedent one : import it in Daz and copy/paste Surfaces from the original.
P.S : Use this very useful script to help you place the door pivot : MoveOrigin 1.5, or place a Null (Create > New Null) at the door's rotation axis and parent the door to it.












