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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. :)
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...











DAZ To Unreal - Characters importing into Unreal 5.1 rotated 90 degrees offI'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)
Celebrity Look-a-Likes for 3D figures Part 4^ I like the morph, I think it's a good likeness. Halle Berry (although she's been wearing her hair longer for the last few years), she's most recognizable for her iconic short hair that she's worn for the great majority of her career. Women looking to get a short haircut say "Gimme the Halle Berry". Like, it's a thing.
So I think perhaps more promos w/ the short hair would have helped with that sort of instant recognition (at least for me). It took me a moment, but still, great job IMO! :)
Remove Horns from DragonivianOn the Dragonivian model, made by @Ensary it has horns, but no way to remove them. I want to use it as a lizardman instead of a dragon. Anyone happen to have morph for that, or @Ensary do you happen to have a morph for it?
ZBrush Morph Issue with Genesis 9: Trouble with Teeth and eyes.Oh... so if this auto rigging doesn't work for you, you have to tweak Eyes and Mouth in ZB, GoZ the morph back to DS to update the hidden Auto-Follow property on Eyes and Mouth. Taking Mouth as an example, in your case:
- Select Mouth Subtool, move the mouth cavity to the right position in ZB as screenshot 1
- Select Genesis 9 Mouth in DS, GoZ from ZBrush, to update the morph : "ZBrush Morph 1", by using the Option in screenshot 2
- Do the same steps for Eyes, with Symmetry. Then ERC Freeze the head morph.[Solved, Kinda] Eyelashes and Tears Won't Follow Morph on G8.1FHey Folks,
I'm trying to convert some expressions from G8F to G8.1F. I saved the expression on G8F as a .obj file, then used the morph loader to transfer it to G8.1F. Worked great, except I can't get the eyelashes or tears to follow they eyelids when the new expression is applied. I made sure that Auto Follow was active before saving the expression as a morph asset, but no luck. Strangely enough, I don't have that problem if I convert a G8F expression that already worked on G8.1F, but that really doesn't do me any good. Any thoughts as to what I may be doing wrong?
Thanks!
Change of only one eye?Change what with only one eye...? morph ? material ? or pose ?
Just Notice DazToUnity Latest does not Support Unity 2022I am using Daz Studio Beta: 4.22.1.88 with official Daz to Unity bridge and so far it works for me in Unity 2022 LTS (19).
There is still a bug with transferring characters into Built in pipeline - prefab has no materials applied,
but character itself has them in Unity.
I have updated my Unity 2022 LTS to 20th version yesterday and will test the transfer again.
ZBrush Morph Issue with Genesis 9: Trouble with Teeth and eyes.Thank you very much for the advice, but unfortunately it didn’t work.
What should I do, how can I fix my teeth and eyes?
I can’t continue working with morphs until I solve this problem.
Here I will attach screenshots of my morph import settings.ZBrush Morph Issue with Genesis 9: Trouble with Teeth and eyes.crosswind said:
As G9's Eyes and Mouth are separate attachements, you need to re-rig the eyes and mouth with G9's Dev Tool for the imported morph.
Select the morph property, then click Adjust Eye Rigging. It'll re-rig Eyes and Mouth. Then ERC Freeze the morph property and save morph asset.
Thanks a lot! but it didn’t help, nothing changed (it’s a disaster.
Just in case, I'll attach a screenshot of my import morph dialog.
Maybe there are some other recommendations. Model gen9 dev version.question about bump map and normal mapDraping a UV mapped primitive is fine, but one cannot then UV unwrap it or UV project it the way shown above (unless texturing a prop, where UV arrangement is not totally important since it doesnt have to function as a tileable map). For the purpose of making a shader, the UV should take up the whole UV square, perfectly fitted to the whole square. Then of course one can drape or morph however you want. (Side note: one thing that is not addressed in the methodology is avoiding seams when tiling. Probably there are blender plugins for this if not already part of blender.) OP should probably just watch a tutorial on making/exporting tileable textures for other software instead of one for making procedural shaders in blender for blender.AOBB's Classic Hollywood Stars G9 mega bundle. 19 head morphs. No materials nor textures.your elizabeth taylor morph is great!
What happened daz?!Nova said : "Working with Hexagon for 15 years "
To me, your shared renders look near first rate. Look like they should be in a futuristic game, with maybe 3b not far away. :)
A rushed comment from me, is they could be more relateable with more characters and story to attract more attention. But perhaps elsewhere or coming later or not part of plan?Nova said:
However, when things get tricky, you have to improvise a lot to get results.To be honest, i find that to be true with almost all DAZ store assets too.
They get you 80% of the way there?Not a fan at all of the ubiquitous statement "oh just use Blender" unless you add caveats "it's free" and you better like or get used to logic/ui or -too bad.
Find that there is no 3d app that does - everything well - for everyone.One project for a more extensive UV unwrap used Hex, 3dCoat and Blender (back when still pushing myself to try and find a way to agree with Blender UI/logic).
Each 3d app with their own strengths.So could you buy a 3d app, even if it's for finisishing the models, like model reflections and booleans? Or does Blender work for you 100%.
If was a 3d modeller like you, i would probably buy Modo.
Having a logic/ui i like would be instantly worth the cost.
Another person might get 3ds max.
But as don't do extensive 3d modelling like you have zero idea if that address your needs.As for Daz/Tafi modernizing Hex for that, would guess for reasons, which basically goes back to return on investment, they will not compete with the currently prevalent 3d apps.
Guessing even more common focuses like new Hair shader Omni for their SBH products and animations now (Heat) will not exactly be huge money-makers. Just a guess by me in these tougher market conditions. So improving 3d modelling that even way fewer users will do, is probably more than just risky in todays current 3d market. Any decision-maker who has to keep bottom-line in focus just wouldn't do it. Unless a hugely convincing case can be made.Hex is simply awesome for quick morph-making on my newer higher end PC system, -- BUT alot of users have said Hex doesn't work for them. Why? Don't know. Are they using 64 bit beta? Though it seems you are using 32 bit successfully? So it would seem if you could address this and get more users on board with using Hexagon that would actually help? That's not for me. But if you want to increase Hex adoption that seems like a course of action.
And many just want a quick Mesh-Grabber, though it's pretty "swiss-army knife"-like in result. Tried it once reading all the "happy user" testimonials on forums. For me, way too cumbersome and missing way too many features that Hex offers. Glad it works for them. Point is though that's the kind of environment that decision-makers are facing; 90%+ users want very easy results (my very debateable guess).Transfer Utility errorThe problem was Geografts. Had to Unfit them, Transfer Utility, and then Fit them back again.
Thanks for the responses.
Genesis Beard like morphoscarcasin_c905ee79d3 said:
Hi felist, thank you for your reply. So, with ZBrush, I have created and sculpted beards in the style of ancient Greek statues, and I would like to be able to manage them in Daz3d as a morph. If I directly intervene on the Genesis 8 mesh, I cannot because I would have to work on the base mesh, with low resolution.
Since you're a ZBrush user, I think the most straightforward solution to this is going to be sculpting a beard on a subdivided G8 mesh and baking out a displacement map.
ZBrush Morph Issue with Genesis 9: Trouble with Teeth and eyes.As G9's Eyes and Mouth are separate attachements, you need to re-rig the eyes and mouth with G9's Dev Tool for the imported morph.
Select the morph property, then click Adjust Eye Rigging. It'll re-rig Eyes and Mouth. Then ERC Freeze the morph property and save morph asset.
Genesis Beard like morphAs a user, you have no way to create a morph with HD mesh...
Another simple way could be ~ You just export the partial geometry of G8M's head + neck, with High Resolution of course, then sculpt it in ZB. Import to DS as an OBJ, then rig it to G8M with Transfer Utility. In this way, you'll have HD mesh of head + beard and even able to pose it, dial other body morph on G8M, or add materials, etc. Create a Selection Set for Head + Neck beforehand, then you can easily hide them or use Auto-Hide with the rigged one to hide G8M's Head + Neck.
I roughly did one with sculpting in Blender as the attached ss.
Genesis Beard like morphHi felist, thank you for your reply. So, with ZBrush, I have created and sculpted beards in the style of ancient Greek statues, and I would like to be able to manage them in Daz3d as a morph. If I directly intervene on the Genesis 8 mesh, I cannot because I would have to work on the base mesh, with low resolution.
ZBrush Morph Issue with Genesis 9: Trouble with Teeth and eyes.Hello everyone! I really need your advice.
I exported the base Genesis 9 model to ZBrush (tried both the Dev version and the regular one),
created my own shape in ZBrush, sent it back to Daz Studio via GoZ, created a morph, and the morph works fine,
but the teeth and eyes are unnaturally protruded forward! Please take a look, I'll attach screenshots.
Meanwhile, the eyebrows and eyelashes are in their normal positions.
Please help.










