-
Diffeomorphic DAZ Importer version 1.6.0 released
The original idea behind diffeomorphic is to use daz studio to generate the figure then import in blender. Not to use blender as a replacement for daz studio. Then many tools were added to allow for advanced requests by "power users" but personally I'm not a fan of that I like the original idea and to keep things simple. Below it's what I found about changing daz clothes inside blender.
I'd rather make many versions of the figure with different outfits in daz studio then export to blender.
http://diffeomorphic.blogspot.com/2021/07/changing-outfits.html
Import Hair from Blender to Daz?Yes take this as fun if it helps and don't force to deadlines. You may try to import in blender and render there, I can be of more help in blender. I wish you to get back soon with your health and have a good time with your partner.
An Import workflow for KITBASH3D kitsMelissaGT said:
I still don't understand the difference between FBX and OBJ and why one would want to use one over the other in Daz or Blender.
I don't use Blender, but in my experience, FBX usually applies all maps to their appropriate places, whereas OBJ often does not. Before Daz broke their FBX importer, this was the case. And with Poser import it still is.
How to convert UV Tiles into UDIMs?Theu should not be doing this as the UVs are Daz' property. In any event, if you have an editor capable of handling UVs you just need to export a base resolution OBJ, open in your editor and switch to UV edit/layout, select all the polyugons for oen island, and use the translate tool to move them a whole number of units along the U axis. Deselect, seelct the next island, and move that. When done export the OBJ and load it as a UV set in Ds (Surface pane option menu>Edit>Load UV Set). The main gotcha is to make sure your editor preserves vertex and polygon order on import/export.
Diffeomorphic DAZ Importer version 1.6.0 releasedIs it possible to import poses into blender that are not directly controlled by bone sliders? For example, these poses are - https://www.daz3d.com/hands-dial-up-for-genesis-8-male
I tried to import these poses, but nothing happens.
An Import workflow for KITBASH3D kitsI import their kits all the time without using Poser--I just use Blender and Daz If you load the product in blender and then choose "External Data/Find Missing Files" from the File Menu, the texture files will be loaded and you can then export each bit of the scene as individual .obj files, the textures being transferred as well. Easy! Just note that if you save an .obj with a longer file name, ie more than about 8 characters, the textures will often not get transferred correctly--something to do with file name limitations, I'd imagine.
An Import workflow for KITBASH3D kitsWith Poser fbx import, all the maps go where they are needed. Uber Iray generally sets the shaders on KB3D buildings realistically; so, not much tweaking is required. The emissive channel wasn't much work with the older KB3D sets that only needed streetlights and building overheads, but the newer sets take awhile longer since there are emissives everywhere. Still, it's a bit like gardening once you've started, and once you know what looks right, the workflow is straightforward.
Thanks, @Greymom!
Seek advice on truncating a spheroid in Blender.For specific advice on modeling techniques I guess you'll be better answered at blender artists, since here on daz most of us import from daz studio. I myself am not good at modeling hard surfaces. Of course you could also go with sculpting and retopology you can do anything that way, but it's not fast.
You can also use subdivision, below I cutted a simple hole in a sphere for example.
Problem with OBJ Models Imported Into DazIf the object wasn't exported with the same axes, you need to correct for that in the import dialogue. In DS, Y is up and Z is forward, and some programs reverse those, so try Y as forward and Z as up.
Problem with OBJ Models Imported Into DazI’m trying to import OBJ files of clothing into Daz so I can use the Transfer Utility to make them auto-fit a Genesis 8 female. I’ve imported two different OBJ files from two different vendors, and in both instances, the file is not oriented properly in 3D space, and in both cases, when I attempt to move the clothing item into place onto the figure, a strange things happens: I discover that I cannot rotate the object on the Y axis. The Y axis slider instead rotates the model on the Z axis. (The slider for the Z axis does the same thing.) So I have two controls that rotate the object on the Z axis, but no control to rotate it on the Y axis, which means I can’t move the clothing object into place.
Has anyone else encountered this? Any idea how to fix it?
SereneNight’s Sci-Fi Fun Thread 3I used these. I did not write them. They were from the YouTube video notes. There are a lot of steps, so it took me a while to get it right.
Convert G8 shapes to G9
1. Load G9 base figure (Dev Load char - no eyes, eye lashes, etc.)
2. Parameters tab > General > Base resolution
3. Unselect G9, load G8 or G8.1 Female Dev character
4. Select G9, the load the G8 autofit clone > Parameters > Hidden > Clones
Dial up to 100%
5. Adjust G9 legs
a) Select r or l thigh, General tab > transforms > rotation
b) Rotate to about 6.57 (or -6.57 for r thigh)
c) Match the rotation to the other leg
6. Save the scene for future use
7. Export G9 with these settings:
File type: OBJ
Filename: Something descriptive
Ignore Invisible nodes
Scale: 100%
Write UV Coordinates
Write Normals
Write Faces
Write Polylines
Write Separate Objects
Filter Objects > Selected Roots
Write Groups
Write Surfaces
Write Material Lib
Quote Paths Containing Spaces
8. Make G9 invisible
9. Select G8, then import the OBJ just exported, leave the default settings
10. Hamburger icon above Scene tab > Assets > Transfer Utility
Source = G8
Target = G9 OBJ
Uncheck parent to source figure
Accept
11. Save the scene so that you can transfer other morphs or figures later on
——————————————————————
Transfer Morphs/Characters
12. Hide G8 (but still selected), Actor Tab > People.
Here you can select another shape or morph to transfer (Edie 8 body, Gia 8 head, etc.)
Make separate morphs for head and body/body part (i.e., not both at the same time)
Note: Some head morphs may create distortion around the eyes. You can fix these in Zbrush or Blender if needed. Most normal female heads will work fine.
13. Make dummy g9 clothing model visible before saving morphs
Export the G9 "clothing" to OBJ
a) Select the G9 morphed object
b) OBJ format, name it something similar to the morph
c) Same settings as above
Note: you can also reset the morph and dial in another one, then export that. Create as many separate morphs as you like.
14. Delete the G9 morphed figure, delete the G9 Dev Load figure
15. Load regular G9
Import the morphed figure back in
16. Edit menu > Object > Morph Loader Pro
Choose Morph Files > Morph obj just created in step 13.
Reverse Deformations = Yes
17. Parameters > Morphs > Morph Loader Pro. Dial up the morph to 100%
18. Select gear icon for the morph, change Min to 0%
18a. Optional: Change Path to something that matches the morph (Ex. Actor > Full Body, Chest, etc.)
19. With morph at 100%, select the Joint Editor Tool (Tools > Joint Editor)
20. Right click on the figure > edit > adjust rigging to shape, check "Adjust Orientation" box, then click Accept. Exit Joint Editor.
21. Right click on the Parameters tab, select Edit Mode
22. Right click on the morph slider, select ERC Freeze
23. Dial the morph back down to 0%. Then...
Save the morph
24. File > Save as > Support Asset > Morph Asset.
Drill down to the morph (Morph Loader section, unless you changed it in Step 18a)
Tick the box next to the morph, then accept.
And yet another toilet without a seat???if put in runtime libraries scene yes they load
it's often faster to import them than to search for and move them, I then save the DAZ iray uber and emissive added versions
And yet another toilet without a seat???WendyLuvsCatz said:
huh? I still import pz3 to DAZ studio without issues
When you say 'import' do you mean import or do you mean open?
Daz will open most* Poser native files from the Content Library directly by double clicking if the files are in a mapped Poser Runtime (e.g. the one in My Library).
*Notable exceptions are Material mc6 files, characters that use pmd files, or released after Poser 7, and obviously Poser specific Lights etc. But cr2/pp2/pz3 scenes are 99% good to go with some updating of the materials.
And yet another toilet without a seat???huh? I still import pz3 to DAZ studio without issues
An Import workflow for KITBASH3D kitsCarrara import pops the emissive texture into the glow channel

it puts the roughness maps into shininess too but skips the bump/normals and specular/highlight
gets the diffuse
ignores the glass and does a neutral shader, still 3 channels of maps not bad and makes adding the rest easier
I just hate the layered shaders you get with FBX
How to contact a PA?It's worth noting that the ticket system isn't some sort of cackling way to torment customers, but important triage. There are many issues that are way outside a PA's purview or even ability to do anything about, like installer errors or metadata.
If issues were emailed/messages to a PA, first, a PA isn't on call. They might be on vacation, or distracted by other stuff. Whenever they would look at a problem, they need to understand what is being communicated well enough to figure out what the problem might be. And then, after all that work, figure out if it's something they can actually help with. If not, well, they have to tell a customer to go contact Daz.
Daz customer service, on the other hand, are available and monitoring tickets. They have much greater ability to contact engineers, recognize larger scale issues/installation/etc, and handle things. And if it's ACTUALLY an issue with the product, they will contact the PA accordingly.
Sure, nothing's perfect, but if someone sent me an issue installing my product on their Mac? I'd be UTTERLY clueless as to what's going on. Did I not include a file? Is it installation issue? Is there some problem with Mac Blip edition? No clue!
That said, some PAs (like myself!) do read forums and welcome questions. But if you are having a problem installing/running something... send in a ticket. I have no idea. ;)
VDB Volume InvisibleHello!
I've spent some time on the forum to search about this problem but I didn't find a solution for it.
Some time ago, i tried the new VDB feature on Daz and it worked. The only problem back then was the VDB was not centered in the geometry so I thought I was doing something wrong but thought "I'm gonna dive deeper into that later"
This week, I tried again with tutorials this time to do things right but now, nothing happens. I have not a single error message but the volume is invisible, I did everything, renaming the surface "Volume", playing with density, etc... Still nothing.
I tried different VDB, different lights, same result. I uninstalled everything and reinstalled, still nothing when I import the VDB, the primitive looks completly empty.
Has anyone encountered this? I hope I didn't miss a thread about that.
Invalid node selection for "preset_material" type.I have an issue choosing Materials for my Genesis 9 woman Bra
2022-11-07 16:38:46.643 [INFO] :: Begin asset load (merge): /People/Genesis 9/Clothing/Daz Originals/Base Clothing/Materials/G9 Base Bikini White.duf
2022-11-07 16:38:46.662 [INFO] :: Determining missing assets...
2022-11-07 16:38:46.815 [WARNING] :: Invalid node selection for "preset_material" type.
2022-11-07 16:38:46.815 [INFO] :: Error loading asset: C:/Daz 3D/Applications/Data/DAZ 3D/My DAZ 3D Library/People/Genesis 9/Clothing/Daz Originals/Base Clothing/Materials/G9 Base Bikini White.duf
2022-11-07 16:38:46.815 [INFO] :: Operation failed
2022-11-07 16:38:46.862 [INFO] :: Unlocking viewport redraw...
2022-11-07 16:38:46.862 [INFO] :: Viewport redraw unlocked.
2022-11-07 16:38:50.879 [INFO] :: Prepare asset load (merge): /People/Genesis 9/Clothing/Daz Originals/Base Clothing/Materials/G9 Base Bra Forest Patch.duf
2022-11-07 16:38:50.892 [INFO] :: Locking viewport redraw...
2022-11-07 16:38:50.892 [INFO] :: Viewport redraw locked.
2022-11-07 16:38:50.935 [INFO] :: Native format content directories: 3
2022-11-07 16:38:50.935 [INFO] :: Poser format content directories: 3
2022-11-07 16:38:50.935 [INFO] :: Other import format content directories: 0
2022-11-07 16:38:50.935 [INFO] :: Begin asset load (merge): /People/Genesis 9/Clothing/Daz Originals/Base Clothing/Materials/G9 Base Bra Forest Patch.duf
2022-11-07 16:38:50.958 [INFO] :: Determining missing assets...
2022-11-07 16:38:51.062 [WARNING] :: Invalid node selection for "preset_material" type.
2022-11-07 16:38:51.062 [INFO] :: Error loading asset: C:/Daz 3D/Applications/Data/DAZ 3D/My DAZ 3D Library/People/Genesis 9/Clothing/Daz Originals/Base Clothing/Materials/G9 Base Bra Forest Patch.duf
2022-11-07 16:38:51.062 [INFO] :: Operation failed
2022-11-07 16:38:51.108 [INFO] :: Unlocking viewport redraw...
2022-11-07 16:38:51.108 [INFO] :: Viewport redraw unlocked.
2022-11-07 16:38:54.404 [INFO] :: Prepare asset load (merge): /People/Genesis 9/Clothing/Daz Originals/Base Clothing/Materials/G9 Base Bra White.duf
2022-11-07 16:38:54.406 [INFO] :: Locking viewport redraw...
2022-11-07 16:38:54.406 [INFO] :: Viewport redraw locked.
2022-11-07 16:38:54.442 [INFO] :: Native format content directories: 3
2022-11-07 16:38:54.442 [INFO] :: Poser format content directories: 3
2022-11-07 16:38:54.442 [INFO] :: Other import format content directories: 0
2022-11-07 16:38:54.442 [INFO] :: Begin asset load (merge): /People/Genesis 9/Clothing/Daz Originals/Base Clothing/Materials/G9 Base Bra White.duf
2022-11-07 16:38:54.493 [INFO] :: Determining missing assets...
2022-11-07 16:38:54.579 [WARNING] :: Invalid node selection for "preset_material" type.
2022-11-07 16:38:54.579 [INFO] :: Error loading asset: C:/Daz 3D/Applications/Data/DAZ 3D/My DAZ 3D Library/People/Genesis 9/Clothing/Daz Originals/Base Clothing/Materials/G9 Base Bra White.duf
2022-11-07 16:38:54.579 [INFO] :: Operation failed
2022-11-07 16:38:54.626 [INFO] :: Unlocking viewport redraw...
2022-11-07 16:38:54.626 [INFO] :: Viewport redraw unlocked.
Adjusting LengthI know there is a tutorial by Sickleyeild, but I couldn't find it.
If you search, then there are a number of tutials, that should give the feel for it, but I didn't see any I knew and would recommned. But I suggest you look at some to get a feel for it.
Steps to create a morph
1) Export the clothing out of Daz Studio in default shape and base resolution as an Obj
2) Import you clothing into a modeller and do the change
3) Export the clothing back as an Obj
4) In Daz Studio select your clothing in the scene tab and enable morph loader pro
5) In morph loader pro select the modified Obj file and create morph
With some luck it should then create your morph
For the actual change of making something shorter in the modeller, I would select the lower row of faces and enable proportional editing (that is a blender term, but the only modeller I know), adjust size of effected area and move upwards.
A potentially easier method, as creating a morph might be overwelming, is to make the lower area of the clothing invisible using a mask in cut-out oppacite. A black mask will make it invisible.
Do you have a link to the items you want to modify?
Another vendor shout out, this time to ManFridayI bought ManFriday's Mesh Puller suite for Mac and had a little bit of time to use it before the big, long, dark Mac/Studio incompatibility interlude. There was no way I was going to buy the Windows version. I'm not now nor will I ever be a Windows user. So the suite languished and unused until recently when I remembered I had it and needed it for a project.
I've gotta say, this is rapidly becoming one of my favorite tools for creating realism. Not having to export to different software, re-import back into Studio, then reinstall relevant morphs, yada, yada, is a huge time saver and headache eliminator. It's also proving to be very useful for doing a lot of things that dForce can't or won't.
So, to ManFriday, a big thumbs up and thank you for developing these tools and especially for making them available to Mac users!









