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  • Texture Booster (Commercial)

    Freyja said:

    does this supersede https://www.daz3d.com/xtreme-reshade-for-iray-uber ?

    The answer is BOTH yes and no. Let's proceed to a comparison of the main differences :

    1. Main things that can be done with xtreme reshade and not with booster :

    - Rotate shaders with the angle you want

    - Benefit a dedicated shader mixer shader (whereas the texture booster keeps the initial well known shaders: Iray Uber, PBRSkin)

    - Direct and easy saturation adjustment with a saturation dial

    - Convert almost anything to the xtreme reshade shader (but not easy for PBRSkin, especially for beginners)

    - "Mappable" Saturation, lightness, red, green and blue modifications (modifications can be weighted, you can decide where you will modify the different color properties, and you cannot do this in the booster)

     

    2. Main things that can be done with booster and not xtreme reshade :

    - Preserve the original Iray Uber or PBRSkin shaders and easily work with those two shaders (whereas xtreme reshade requires a shader conversion to xtreme reshade shader, and was not really compatible with PRBSkin)

    - Convert almost anything to Iray Uber or PBRSkin

    - Have a direct access to the gamma texture modifier

    - Have a direct access to the lightness, but this time via Iray texture modifiers, which produces visually slightly better results than the lightness dial of the xtreme reshade.

    - Work easily both on Base Color and Translucency Color (whereas xtreme reshader was limited to Base Color)

    - Control the Red, Green, Blue Channels as really unlimited floats (whereas the xtreme reshade still has the 255 integer levels limits and you could only push the lightness to compensate this)

    - Additional scripts (smart gloss, transfer, options)

    - Enhance the visual richness of the details of texture maps via color contrast using a simultaneous gamma and lightness boost.

    There might be other differences, but these are the main ones that come to my mind right now... So... This is why my answer is yes and no..

    By

    V3Digitimes V3Digitimes March 2024 in Daz PA Commercial Products
  • How to change properties on custom morphs.

    Bejaymac said:

    A slider's color is stored in the morph DSF file, with a custom morph you set the colors before you save the morph asset, if it already exist as a DSF file then you need to use "save modified assets" to make changes to the DSF file.

    Thanks so much for that explanation, Bejaymac.

    So I tried out the "save modified assets" option. It turns out to be a global command that executes changes on a batch of morphs at once, and does not allow you to remove any morphs from that batch. The command put many morphs in the batch that I did not want changed, including the g3f base figure morph itself. I have no idea why these other morphs were in the batch, and no idea what changes would be made to them. Not a good idea to let the command do a bunch of mysterious changes to morphs I never intended to change. So, without the ability to remove those morphs from the batch, I'm not gonna risk executing the command just to update the morphs I really do want to change.

    This just prompts me to complain about the failure of the Daz Studio user interface. The interface allowed me to waste my time changing morph properties when those changes would vanish on session shut-down. I can't imagine why a user would want to change morph properties like path and slider color, and have those changes vanish on shut-down. How could that possibly be a value? Even if it is a value, why is it the default behavior instead of an option one could ask for in special circumstances?

    Anyway, now I know how to safely change the properties for only the morphs I want chaged: Re-make each morph and set the properties I will ultimately want before saving the morph as an asset. Then replace the old morphs with the new ones in all the characters that use it. That is, if I can find all those characters. Then delete the old morphs. That's pretty convoluted, but I guess I gotta bite the bullet and do it.

    By

    lukon100 lukon100 March 2024 in Technical Help (nuts n bolts)
  • Daz Studio BETA - version 4.23.0.4! (*UPDATED*)

    barbult said:

    4.22.1.99 bug?

    A Morph created with Morph Loader Pro from an OBJ file and saved with File/Save As/Support Asset/Modifier Asset(s) didn't load when the asset was reloaded. When I examined the morph dsf file that was saved, the "parent" statement in the modifier_library section is missing the whole path in the data folder. I get only the # followed by the parent asset name.

    Details: I created a morph in Blender to replace the generated morph for the Mira 9 shape on SU Fall Fashion Dress G9. I saved the modifier (morph). I deleted the dress and reloaded it on Mira 9. Instead of my custom morph, a generated morph was recreated. I closed DS and loaded Mira 9 and the dress. Still my custom morph was not loaded.. I examined the morph dsf file and noticed the change to the way the parent was specified, so I edited the morph dsf file to add the correct parent path (/data/Sue%20Yee/SU%20Fall%20Fashion%20Dress%20G9/SU%20Fall%20Fashion%20Dress%20G9/SU%20Fall%20Fashion%20Dress%20G9_15266.dsf) to the parent asset name (#SU%20Fall%20Fashion%20Dress%20G9) and resaved the morph dsf file. After that, my custom morph loads correctly with the dress.

    So is this a DS 4.22.1.99 Public Build bug or user error with the new save method for morphs?

    Edit: I made a similar morph for the coat in the same product, following what I believe to be the same procedure, and it worked OK. So ???? I'm not sure what user error would cause the whole data path to be missing. Does anyone know what might have happened?

    After a couple of tries, I coundn't reproduce the issue with the new "Save Modifier Assets...", and I have no idea how it happend on your side either. Let's keep eyes on it... blush

    By

    crosswind crosswind March 2024 in Daz Studio Discussion
  • How to change properties on custom morphs.

    A slider's color is stored in the morph DSF file, with a custom morph you set the colors before you save the morph asset, if it already exist as a DSF file then you need to use "save modified assets" to make changes to the DSF file.

    By

    Bejaymac Bejaymac March 2024 in Technical Help (nuts n bolts)
  • How to change properties on custom morphs.

    crosswind said:

    Did you save morph asset after making the change?

    I may have.

    But also...

    As I do more research into my problem, I suspect the problem is caused by duplicate morph files. I have inadvertedly created a few duplicate morph files - the same morph file in two paths. My guess is this confuses Daz when it re-starts. And in that cunfusion, it tries to revert to previous property settings for all morphs in the user's custom morph folders - even reverting the properties of morphs that don't have duplicates.

    By

    lukon100 lukon100 March 2024 in Technical Help (nuts n bolts)
  • Unspired Product Names

    Every once in a while a non-editorial licence product will be released that's obviously based on something from pop culture.  The vendors can't call it "Captain Kirk" or "The Millenium Falcon", so they've gotta be creative.

    Sometimes the names are really prosaic, like an Avatar Na'vi morph that was called "Popular Alien". 

    Sometimes they're more evocative, like a Luke Skywalker character called "Desert Farmboy"

    Then you get really clever stuff like "Vault Rustler", "Digger James", and "Miss Dee Anna J"

    And then truly legendary like Matty Manx's "Llamaghini Gallopngo" and "Furrawri X95"

    Today we've got Alien Merchants, Warriors, Spoonheads and Space Elves.

     

    So just for fun, what's YOUR favorite unspired product name?

     

    By

    foxstar foxstar March 2024 in The Commons
  • How to change properties on custom morphs.

    Did you save morph asset after making the change?

    By

    crosswind crosswind March 2024 in Technical Help (nuts n bolts)
  • Daz Studio BETA - version 4.23.0.4! (*UPDATED*)

    4.22.1.99 bug?

    A Morph created with Morph Loader Pro from an OBJ file and saved with File/Save As/Support Asset/Modifier Asset(s) didn't load when the asset was reloaded. When I examined the morph dsf file that was saved, the "parent" statement in the modifier_library section is missing the whole path in the data folder. I get only the # followed by the parent asset name.

    Details: I created a morph in Blender to replace the generated morph for the Mira 9 shape on SU Fall Fashion Dress G9. I saved the modifier (morph). I deleted the dress and reloaded it on Mira 9. Instead of my custom morph, a generated morph was recreated. I closed DS and loaded Mira 9 and the dress. Still my custom morph was not loaded.. I examined the morph dsf file and noticed the change to the way the parent was specified, so I edited the morph dsf file to add the correct parent path (/data/Sue%20Yee/SU%20Fall%20Fashion%20Dress%20G9/SU%20Fall%20Fashion%20Dress%20G9/SU%20Fall%20Fashion%20Dress%20G9_15266.dsf) to the parent asset name (#SU%20Fall%20Fashion%20Dress%20G9) and resaved the morph dsf file. After that, my custom morph loads correctly with the dress.

    So is this a DS 4.22.1.99 Public Build bug or user error with the new save method for morphs?

    Edit: I made a similar morph for the coat in the same product, following what I believe to be the same procedure, and it worked OK. So ???? I'm not sure what user error would cause the whole data path to be missing. Does anyone know what might have happened?

    By

    barbult barbult March 2024 in Daz Studio Discussion
  • [Solved, Kinda] Eyelashes and Tears Won't Follow Morph on G8.1F

    If you ever installed multiple copies of Starter Essentials, e.g. with both DIM and Daz Connect, you have to remove those two sub-folders from each location of G8.1 Morph folders...

    As for the morph issue itself, you have to fix the eyelashes with some modeling / sculpting software e.g. Blender, even with Mesh Grabber, then update the auto-followed hidden Property on Genesis 8.1 Female Eyelashes. However, such an issue rarely happens on a Base figure... check the hidden property on Eyelashes first...

    By

    crosswind crosswind March 2024 in The Commons
  • [Solved, Kinda] Eyelashes and Tears Won't Follow Morph on G8.1F

    Matt_Castle said:

    My first thoughts:

    1) You need to refit wearables to get them to recognise a new morph.

    2) Expressions aren't done as morphs; they might have tweaks on the morph level, but they're primarily poses in order to create better support across different face morphs. Copying them as morphs will have sub par results.

    3) It'd be far easier, quicker and have better results to just reactivate the G8.0 expression controls on G8.1 using this method: https://www.daz3d.com/forums/discussion/477386/how-to-get-genesis-8-expressions-working-on-genesis-8-1/p1

    Thank you for the suggestions! Unfortunately, refitting the wearables did nothing to help the lashes issue. As for reactivating the G8 expression controls, I actually tried that first, but the majority of my G8 expressions are still unusable on G8.1. That's the reason I tried doing it as a morph. I figured it may not look as good as the original expression, but the fact that it does something is better than the results I was having before.

    By

    Lucky13guy Lucky13guy March 2024 in The Commons
  • Why do 'hair' products have breast morphs?

    Its probably from using the transfer utility, and sometimes with longer hair they are needed. However, it doesn't matter and won't be the cause of any issues. :)

    By

    Mada Mada March 2024 in The Commons
  • Clothing Distortion on thin bodies (between and under breasts)

    One thing you can try if you're familiar with the transfer utility - export a base obj out of your clothing item in default state, smoothing turn off. Look through your library of clothing and find one that has a similar design - bodysuit or t-shirt, and then use transfer utility to fit your obj to that clothing item (not the figure). Dial up the morph and since your morph is now following the clothing item it should have less of an issue. Export that and import as a morph into your clothing item with the problem. :)

    By

    Mada Mada March 2024 in The Commons
  • [Solved, Kinda] Eyelashes and Tears Won't Follow Morph on G8.1F

    My first thoughts:

    1) You need to refit wearables to get them to recognise a new morph.

    2) Expressions aren't done as morphs; they might have tweaks on the morph level, but they're primarily poses in order to create better support across different face morphs. Copying them as morphs will have sub par results.

    3) It'd be far easier, quicker and have better results to just reactivate the G8.0 expression controls on G8.1 using this method: https://www.daz3d.com/forums/discussion/477386/how-to-get-genesis-8-expressions-working-on-genesis-8-1/p1

    By

    Matt_Castle Matt_Castle March 2024 in The Commons
  • Daz Studio 4.23(.0.x) - Highlights

    4.22.1.99 (March 6, 2024)

    • Geometry Shell Node
      • Added support for using the weight map for a Push Modifier on the Target of a Geometry Shell to affect the geometry of the Geometry Shell
        • Paint the weight map for a Push Modifier on the Target of a Geometry Shell
        • Enter the name of the Push Modifier on the Target of the Geometry Shell in the Target Push Modifiers property on the Geometry Shell
        • Set the value of the property on the Target of the Geometry Shell that applies the (named) Push Modifier to zero (0)
        • Set the value of the property on the Geometry Shell that applies the (named) Push Modifier to a non-zero value
    • Asset Saving
      • D-Former(s) Preset...
        • Fixed an issue with saving when a D-Former Field for a given set, which has no meaning when a weight map is used, was not present
      • Support Assets
        • Morph Asset(s)...
          • This save filter has been deprecated/disabled in favor of a new, broader scoped, Modifier Asset(s) - see below
        • Modifier Asset(s)...
          • Accessed via File > Save As > Support Asset
          • Supports saving the following types:
            • Property / Property Alias
            • Morph (Modifier)
            • Push Modifier
            • Conditional Graft Modifier
            • Line Tessellation Modifier
            • Other Mesh Modifer types
    • Viewport Tools
      • Geometry Editor / Node Weight Brush
        • Added a Geometry Locking > Unlock Selected Polygon(s) action to the respective context menus
          • Selection Type > Polygon Selection must be active
          • An object with geometry must be selected
    • Shader Mixer
      • Expanded support for custom Filament shaders; see the Change Log for more detail
    • ...
    • Scripting API
      • Made additions in various areas; see the Change Log for more detail
    • Fixed bugs and/or made improvements in various areas; see the Change Log for details

    By

    rbtwhiz rbtwhiz March 2024 in Daz Studio Discussion
  • Texture Booster (Commercial)

    Wow, congrats on the release.

    Hope to edit my Face Transfer 2 creations with it.

     

    By

    Artini Artini March 2024 in Daz PA Commercial Products
  • Elder Soul [Commercial]

    Got it yesterday. Looks amazing.

    Will transfer it to Blender, maybe change it a bit and render it with Cycles.

    By

    Singular3D Singular3D March 2024 in The Commons
  • Omni Shader Hair Thread

    Ninefold said:

    paulawp (marahzen) said:

    This is Chevybabe's Vavoom hair with Brown Black and Dark Blonde tips. I was meaning to move on to testing something a little different by now but the more I couldn't get the look I wanted (fighting dForce - in every possible way, with various hair assets - not the shader...) the more determined I was to eventually get something out of all the effort.

    Ooh, that's good to know. I've been a slow adopter of dForce hair, but I own this one, and it looks beautiful here. That's owing partly to your lighting, which is lovely. Also, who's this character? 

    Thanks! This is mostly one of my Face Transfer 2 characters, but with a dash of dial-spinning courtesy of Code 66's new Shapes Randomizer for G9 which I picked up the same day as the Omni shaders. She is my favorite so far. The lighting is mostly from Photography Masters, which I also just picked up the other day.

    By

    paulawp (marahzen) paulawp (marahzen) March 2024 in The Commons
  • Question about moving library files around

    NorthOf45 said:

    The .dufs could be plain text or compressed, which Studio can compress/decompress with the Batch Convert tab pane (not an obvious title).

    The older legacy files are .dsa and .ds, which are actually script files (as opposed to .duf, which are purely data structures). The .dsa's can be converted into .dsb's ('a' for ASCII, 'b' for Binary) and back again, but are still editable in the Script IDE. It will even upgrade deprecated formats.

    There is a .daz format which no one can read, but Studio can load them. Again.

    Finally, the real encrypted format is the .dse, which is understandably uneditable. You need the source code to make a new version.

    Thanks for this tidbit!  I had recently found that in the window panes while I was trying to troubleshoot Face Transfer 2 vanishing (on both my systems).  I assumed it was part of one of the converters I'd picked up on the shop.  Anyway, that's nice to know since I had just gone to go take a peek at another .duf causing one of the last warnings I had yet to figure out, the "has no corresponding file," one, and it happens to be a compressed .duf :)  It's only complaining about one file but I have a few other packages I've uninstalled that complain about lots more than just one, so hopefully I'll be able to shut them up and have a peaceful logfile. :)

    By

    suffo85 suffo85 March 2024 in New Users
  • Texture Booster (Commercial)

    Available now : https://www.daz3d.com/texture-booster

    Introducing my latest creation : “Texture Booster”, including and easy and intuitive lightness/color/richness controls useable on almost everything you want (with UNlimited lightness and color control), also including Iray Uber and PBRSkin converters so that your old generations of figures, outfits and props are also compatible with the booster and gloss tool, of course a gloss control script, geograft transfer tools, etc... . The description text is pretty long because you can do a lot of things with it. Yet near the end of this description text, you will find a kind of “bulleted list” of what can be done, as well as a link to a video overview, and, if possible, a few images. As usually this thread is here for any issue, question, or feedback you could have on this project.

    Texture Booster is a suite of tools allowing you to control and enhance the look of your Genesis figures of any Generation, as well as the look of any selected surfaces of your scene. The booster scripts use clear dials allowing you not only to go fast and to understand clearly what you’re doing, but also to reach easily the result you want with virtually unlimited possibilities. The full product associates tools developed for any generation of Genesis figures and tools acting on selected surfaces. This way you will be able to adjust to your liking all your figures, outfits, props, many hair, irises, teeth, etc…

    Have you ever thought that your figure, hair, outfits or environments would look better if their colors were lighter, or darker, or even more detailed, or were using another tone, tint or hue ? Have you ever struggled to adjust the look of your figures or of your other scene surfaces, and eventually gave up because it would be too long, too complex or too fastidious to enhance everything?

    These times are over! Now with Texture Booster, you will find the fastest, easiest and most intuitive way to control and enhance the look of your figures, wearables and props, browsing the widest range of accessible skin - and other surfaces - so far, from realistic skin tones to fantasy ones, from classical surfaces tones to super colored ones. The two Texture Booster main scripts, one for Genesis figures, the other one for any selected surfaces, work both on Iray Uber and PBRskin figures, wearables and props. If the surfaces you want to optimize don’t natively use those shaders – which can occur for too old content - you will find scripts to convert, with many options, any Genesis figure of any generation, as well as the wide majority of their wearables and of the scene props, either to Iray Uber or to PBRSkin, in order to unleash for all your scenes the full power of the Texture Booster.

    Concerning the booster script in itself, the two most intuitive properties you will most often act on are the lightness and tone, as well as tint and hue thanks to the corresponding dials available both for Base Color and for Translucency Color. The lightness dial will act directly as a texture modifier, allowing you to have lighter or darker skins without any loss of detail. The tint or hue control is made by unlimited Red, Green and Blue dials allowing you to work more efficiently in term of color control. The Gamma dial is here mainly to be used in conjunction with the lightness dial in order to boost the texture maps details (so the surface details) or to make the colors stronger.

    The way the booster works is super intuitive, for instance for figures : The figure is too dark? Increase the Lightness dials. The texture details are not visible enough? Increase Gamma and Lightness dials! You feel that the skin is too reddish? Lower the Red dials! You want a blue fantasy figure ? Push the Blue dials and lower the other color dials! Using lightness and unlimited color dials will allow you to reach the skin lightness and tints or hues you want in seconds without altering skin details, and in addition, using the gamma in conjunction with the lightness will allow you to visually tan and untan the figure, or to enhance the skin and texture details and richness.

    Lightness and Red, Green and Blue dials are unlimited float properties, meaning that they have no upper limits, allowing you to have “more blue” even if the blue component was initially at its maximum : the booster will adjust the blue component limit to a value higher than its natural limit, allowing you to increase or decrease the colors and lightness of your Base Color and Translucency Color maps without any limitations.

    Gloss is also an important part of the final look of your figure. This is why you will also find a smart gloss script, adjusting both to Iray Uber and PBRSkin, allowing you to control this gloss very efficiently, in an unlimited way too, and to choose between Dual Lobe Specular and Glossy Layered properties, and between Bump and Detail Normal.

    More specific tools are also included such as the transfer tool allows you to transfer the skin of a Genesis figure to any of its geograft child figure (such as Genitalia), a splitter and a booster options, all of this being perfectly explained in a well-organized documentation.

    Well, since obviously a lot of things can be done, here is a summary of what you will find. For any Genesis figures, and other figures, props, many hair, all outfits, you can:

    • Get a fast, easy and efficient control of the hue, gloss, lightness and richness of your scene textures
    • Convert with options, if necessary, your Genesis figures (any generation) or your selected scene surfaces to Iray Uber or PBRSkin to make sure the booster will work on all the content you want.
    • Reach unprecedented tone (hue) control thanks to unlimited Red Green and Blue color controls (the colors used are unlimited float colors).
    • Change the lightness of your surfaces with a single dial while preserving all the details of the texture map.
    • Save your lightness and color as any property of any surface (shaders, material presets, figures, props, scenes…), whereas Gamma changes can only be reloaded via figures, props, scenes, and scene subsets…
    • Boost details : Use Gamma increase in conjunction with lightness increase to reveal the details of the skin or of your selected surfaces.
    • Use additional tools dedicated to additional operations (such as for instance transfer to geograft) detailed in documentation
    • Benefit a Smart Gloss interface supporting several shaders and bump, normal details, and roughness properties configurations

    Now, stop being frustrated because something is too dark is your scene and you cannot make it brighter. Stop being annoyed by skins being too red, or not enough detailed, or too tanned, or on to contrary too pale. Stop wondering why this outfit does not exist in blue, whereas it would be the perfect color for your render. Simply solve your problems by launching the Booster, and by easily dialing the textures and surfaces to the lightness, tone, hue and richness you want.  

    Here is a video to see how it works and what it is made of : https://youtu.be/hWr9Xc2kg18

    The video overview lasts more than 20 minutes, but the lasts ten minutes are just another example on the booster on another Genesis generation, outfit, hair, irises... So no need to see everything, except if you are curious.

    You can also see a few images, I don't post them all because I think I made almost 30 images, it would be too much...

     

    By

    V3Digitimes V3Digitimes March 2024 in Daz PA Commercial Products
  • DAZ To Unreal - Characters importing into Unreal 5.1 rotated 90 degrees off

    I've made some updates recently.  If you get the latest from my Github it should default to importing facing forward.  I've also fixed a bunch of bugs and made some new tutorial videos:

    Daz To Unreal - Setup, Character, and Animation Transfer in Unreal 5.3 (youtube.com)

    How to Retarget Animations to Daz Studio Characters in Unreal 5.3 (youtube.com)

    By

    David Vodhanel David Vodhanel March 2024 in Unreal Discussion
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