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Daz 3D Forums > Search
  • An Import workflow for KITBASH3D kits

    evacyn said:

    xyer0 said:

    @MelissaGT @evacyn Poser 11 is currently discounted to $52. Oops. I have Poser Pro 11, which is currently $149 (the same as Poser 12, which has no "Pro" version). I'm not sure if plain Poser has FBX import.

    A recent Daz official post said they were updating their import options in the new Studio, though they didn't specifically mention FBX. I got Poser 11 early on for its cartoon draw option, but AI apps have made that unnecessary. I formerly used Carrara for FBX import, but KB3D switched to the newer FBX, and that killed my Carrara usage.

    I have Poser 11 (not the Pro version) and I can open FBX files. I actually went through the 3 KB sets I had yesterday and was able to convert them quickly.

    Not sure I can justify $52 just to ease the conversion of those kits. I've reached out numerous times to KB3D in hopes they would start supporting Daz natively. I would buy pretty much all their kits if that were the case. 

    How does the Poser trick work for KB3D kits that have lots of emissives? Like the recent CyberPunk one. Are you still spending hours upon hours just setting up all the textures and emissive surfaces? 

    By

    MelissaGT MelissaGT November 2022 in The Commons
  • An Import workflow for KITBASH3D kits
    xyer0 said:

    @MelissaGT @evacyn Poser 11 is currently discounted to $52. Oops. I have Poser Pro 11, which is currently $149 (the same as Poser 12, which has no "Pro" version). I'm not sure if plain Poser has FBX import.

    A recent Daz official post said they were updating their import options in the new Studio, though they didn't specifically mention FBX. I got Poser 11 early on for its cartoon draw option, but AI apps have made that unnecessary. I formerly used Carrara for FBX import, but KB3D switched to the newer FBX, and that killed my Carrara usage.

    I have Poser 11 (not the Pro version) and I can open FBX files. I actually went through the 3 KB sets I had yesterday and was able to convert them quickly.

    By

    evacyn evacyn November 2022 in The Commons
  • DAZ, MD, and Traditional Pattern Making - Graduation

    barbult said:

    I am interested in you you import Daz clothing into MD and drape it in MD, if you do that.

    I have never simulated daz clothing per se, but I have simulated many other objs.

    I attached an example of simulated obj garments. The bag in the image was not an obj, that was a MD garment.

    Key findings

    • any obj needs to be fully welded otherwise any unwelded pieces fly away or fall apart
    • weft and warp will still work according to the UV layout of the obj, so you can still tweak the fit of the obj slightly
    • it is best to position and resize against the avatar before bringing it into MD, and also subdivide it to the required mesh density
    • for me, simulating an obj with the GPU acceleration simulation setting for too long will crash the program
    • you can adjust the fabric properties of obj garments just as you would an MD garment file
    • sometimes the UV will 'break' when you open an older MD file containing obj garments. I.e., MD will give you an error warning you that it forgot the UV. You can still proceed to export this to Daz and then reset the correct UV by clicking the 'load UV set' and choosing the obj file with the unadulterated UV.

    By

    UncannyValet UncannyValet November 2022 in Art Studio
  • DAZ, MD, and Traditional Pattern Making - Graduation
    The free Sagan plugin on the daz forums let's you export alembic to marvelous designer (instead of using mdd). You cant import alembic animation back to Daz. So if end goal was to produce an animation in daz, you'd have to export out of Marvelous Designer as mdd file and use that animation script (i remember seeing somewhere) for loading mdd frames as keyed morphs in daz studio. For simple pose transition animations with end goal being a static render, I suppose any method works fine.

    By

    lilweep lilweep November 2022 in Art Studio
  • An Import workflow for KITBASH3D kits

    @MelissaGT @evacyn Poser 11 is currently discounted to $52. Oops. I have Poser Pro 11, which is currently $149 (the same as Poser 12, which has no "Pro" version). I'm not sure if plain Poser has FBX import.

    A recent Daz official post said they were updating their import options in the new Studio, though they didn't specifically mention FBX. I got Poser 11 early on for its cartoon draw option, but AI apps have made that unnecessary. I formerly used Carrara for FBX import, but KB3D switched to the newer FBX, and that killed my Carrara usage.

    By

    xyer0 xyer0 November 2022 in The Commons
  • DAZ, MD, and Traditional Pattern Making - Graduation

    Another great video! I've never used the wind node in MD, so this was interesting. I've also never used FBX to import animation. I've always used MDD. Is there a significant difference between FBX and MDD import?

    I found the text that flew in and grew in size to be distracting and difficult to read before it disappeared. I think it would be easier to read if it just appeared at full size and didn't fly in and grow.

    I'm interested in learning more about how you use materials in MD and get them out to Daz Studio. Or do you texture everything in Daz with shaders, or do you create textures with a 2D editor? I'm interested in learning how to effectively export things like button holes and top stitching and use them in Daz Studio. I am interested in you you import Daz clothing into MD and drape it in MD, if you do that.

    By

    barbult barbult November 2022 in Art Studio
  • An Import workflow for KITBASH3D kits
    MelissaGT said:

    xyer0 said:

    I simply FBX import into Poser 11; import Poser file into DS; Uber Iray convert; carefully scale to Genesis, and save. Then Geo Edit out each individual building/prop, world center it, and save. I replace glass surfaces when rendering until I find what I like, then I note what worked. I've not needed to use Multi-Map Loader.

    This involves having to buy Poser, correct? 

    Yes or using their 21 day free trial.

    By

    evacyn evacyn November 2022 in The Commons
  • An Import workflow for KITBASH3D kits

    xyer0 said:

    I simply FBX import into Poser 11; import Poser file into DS; Uber Iray convert; carefully scale to Genesis, and save. Then Geo Edit out each individual building/prop, world center it, and save. I replace glass surfaces when rendering until I find what I like, then I note what worked. I've not needed to use Multi-Map Loader.

    This involves having to buy Poser, correct? 

    By

    MelissaGT MelissaGT November 2022 in The Commons
  • Daz Studio Pro BETA - version 4.22.0.15! (*UPDATED*)

    VividImaginator said:

    I found critical render problems with this last beta (Daz Studio Pro BETA - version 4.21.1.13.)

    I loaded a Genesis 3 female scene subset that I use to test new Beta releases; the subset has nothing special; it is just a custom G3 female with a skin builder skin wearing a modified mischief outfit.

    The G3 subset renders like it is supposed to render, but the moment I add an OOT hairstyle the rendering goes crazy.

    There is a known issue with some OOT hairs, which is being investigated.

    Here is the log:

    "2022-11-05 14:15:34.457 [INFO] :: Finished asset load (merge): 0m 0.38s - /People/Genesis 8 Female/Hair/OOT Linda Ponytail Hair/MATS/Iray/Linda Ponytail Hair Base Color 09.duf
    2022-11-05 14:15:34.663 [INFO] :: Unlocking viewport redraw...
    2022-11-05 14:15:34.663 [INFO] :: Viewport redraw unlocked.
    2022-11-05 14:15:36.884 [INFO] :: Rendering image

    ...

    2022-11-05 14:15:37.209 Iray [INFO] - IMAGE:IO ::   1.0   IMAGE  io   info : Loading image "Documents\DAZ 3D\Studio\My Library\SkinbuilderCreations\SaraBase01--Genesis3FemaleFull--Arms_1004.jpg", no selector, pixel type "Rgb", 4096x4096x1 pixels, 1 miplevel.
    ...

    2022-11-05 14:15:37.542 Iray [INFO] - IMAGE:IO ::   1.0   IMAGE  io   info : Loading image "Documents\Custom Daz\Runtime\Textures\outoftouch\!hair\OOTHairblending2\Linda\09OOTLindaHair.jpg", no selector, pixel type "Rgb", 4000x4000x1 pixels, 1 miplevel.

    ...
    2022-11-05 14:15:37.959 Iray (Scene Update) : Updating LPE labels
    2022-11-05 14:15:37.959 Iray (Scene Update) : Updating geometry
    2022-11-05 14:15:37.959 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating geometry.
    2022-11-05 14:15:37.959 Iray (Scene Update) : Retrieving geometry
    2022-11-05 14:15:37.959 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Importing scene graph.
    2022-11-05 14:15:38.039 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Auto instancing compression ratio 1.00 (Full instancing compression ratio 1.00)
    2022-11-05 14:15:38.041 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Importing geometry for motion time 0
    2022-11-05 14:15:38.114 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Geometry import (1 triangle object with 2 M triangles, 0 fiber objects with 0 fibers (0 segments), 1 triangle instance yielding 2 M triangles, 0 fiber instances yielding 0 segments) took 0.073 s
    2022-11-05 14:15:38.114 Iray (Scene Update) : Updating motion transform data
    2022-11-05 14:15:38.114 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating motion transforms.
    2022-11-05 14:15:38.116 Iray (Scene Update) : Updating section objects
    2022-11-05 14:15:38.116 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating section objects.
    2022-11-05 14:15:38.116 Iray (Scene Update) : Updating materials
    2022-11-05 14:15:38.116 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating materials.
    2022-11-05 14:15:38.287 Iray [INFO] - MATCNV:RENDER ::   1.0   MATCNV rend info : Material instance 'DS_Linda Ponytail Hair Genesis 8 Female__Front2_23e6_1694' uses MDL JIT compilation.
    2022-11-05 14:15:38.290 Iray [INFO] - MATCNV:RENDER ::   1.0   MATCNV rend info : found 143 textures, 1 lambdas (1 unique)
    2022-11-05 14:15:38.293 Iray (Scene Update) : Updating volumes
    2022-11-05 14:15:38.293 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating compiled code.
    2022-11-05 14:15:38.293 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating volumes.
    2022-11-05 14:15:38.293 Iray (Scene Update) : Updating environment
    2022-11-05 14:15:38.293 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating environment.
    2022-11-05 14:15:38.303 Iray (Scene Update) : Updating lens data
    2022-11-05 14:15:38.303 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating lens.
    2022-11-05 14:15:38.303 Iray (Scene Update) : Updating lights
    2022-11-05 14:15:38.303 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating lights.
    2022-11-05 14:15:38.303 Iray (Scene Update) : Updating instance topology
    2022-11-05 14:15:38.303 Iray (Scene Update) : Updating flags
    2022-11-05 14:15:38.303 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating object flags.
    2022-11-05 14:15:38.305 Iray (Scene Update) : Updating backplate
    2022-11-05 14:15:38.305 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating backplate.
    2022-11-05 14:15:38.307 Iray (Scene Update) : Updating portals
    2022-11-05 14:15:38.307 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating caustic portals.
    2022-11-05 14:15:38.307 Iray (Scene Update) : Updating decals
    2022-11-05 14:15:38.307 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating decals.
    2022-11-05 14:15:38.311 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Using iray core convergence estimate.
    2022-11-05 14:15:38.313 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Allocating 1-layer frame buffer
    2022-11-05 14:15:38.318 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Using batch scheduling, caustic sampler disabled
    2022-11-05 14:15:38.318 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Initializing local rendering.
    2022-11-05 14:15:38.319 [WARNING] :: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(377): Iray [ERROR] - IRAY:RENDER ::   1.0   IRAY   rend error: No device specified or usable
    2022-11-05 14:15:38.321 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Rendering with 0 device(s):
    2022-11-05 14:15:38.322 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Rendering...
    2022-11-05 14:15:38.322 [WARNING] :: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(377): Iray [ERROR] - IRAY:RENDER ::   1.0   IRAY   rend error: No worker to render with: aborting render
    2022-11-05 14:15:38.322 [ERROR] Iray :: Internal rendering error."

    After that, it doesn't recognize my RTX 3090 GPU any more; it says no cuda device found or usable... I mean, the RTX 3090 is still listed in Daz but it says 0 cuda devices found or usable when trying to render.

    I'm using NVIDIA 517.40 studio drivers.

    Did you try a clean install of the drivers? Sometimes bits get left over which can cause issues.

    Rolling back to the previous beta.
     

    By

    Richard Haseltine Richard Haseltine November 2022 in Daz Studio Discussion
  • Clothing outside the DAZ/Poser Universe
    1. Import it into Daz Studio adjusted as needed to fit the figure you want to wear it
    2. Load the figure
    3. Edit>Figure>Transfer Utility, settings Source to the figure and target to (one of) the imported OBJs
    4. Use the Node Weightmap Brush tool to adjust weighting, create morphs to handle awkward bends and use ERC to link them to the bends.

    Obviously that last step is a doozy, there are plenty of general guides but doing it for real is likely to be a challenge. I'd be inclined to try it with the one in the middle first, or even the vest and pants on the far left..

    By

    Richard Haseltine Richard Haseltine November 2022 in Daz Studio Discussion
  • DIM (1.4.0.86) now has a backup feature for app and plug ins !

    Richard Haseltine said:

    memcneil70 said:

    I just checked it on my Mac version of DIM 1.4.0.94 and it is not there yet. Bummer. 

    It is available on both platforms, so if you are up-to-date you should be able to turn it on by editing the relevant file (a plist for mac?)

    Richard, anyone who has seen my posts on my travails on the MacBookPro M1, knows that letting me edit a file is asking for serious trouble. I will just have to wait for the official release.

    Before I let the Apple tech guys reinstall Monterey OS on it, I thought I had copied all the necessary files I needed to make sure I could reload my preferences and stuff into Daz Studio when I loaded it back in. Nope, not there. Not sure how I messed that up, but I did. 

    So I am again setting up my sub-categories, cleaning up Lost and Found and am finally able to continue reinstalling my content.

    I do want to commend the programmers at Daz, I am finally able to get rid of the messed up metadata on the Mac that put products outside of the 'Default' categories. That drove me nuts. So thank you Daz.

    Mary

    By

    memcneil70 memcneil70 November 2022 in The Commons
  • With Diffeo, what is the standard way of importing animation from Daz?

    The standard way is import action. If you find any bug please report the exact steps and possibly a test scene as simple as possible, so Thomas may try to fix it.

    By

    Padone Padone November 2022 in Blender Discussion
  • Stable Diffusion plugin would be great...

    I've not decided if I like it or not yet.

    I would be impressed if I could import a human female mesh and tell the AI "Make a photo real texture set for this Female" and have it do exactly that.

    Currently, to me anyway, it just seems like a glorified scraper script of which many have existed before without the AI in the name.

    ---

    I see it like the current "Drones".

    We've had these since I was a little kid, and I'm in my 50's now.

    Back then we called them remote controlled airplanes, helicopters, cars, etc,etc.."RC" for short.

    I remember my friends and I would put model rocket engines in the backs of the cars for drag racing them.

    Used the head light switch on the controller to fire the rocket when you wanted a little extra (well alot) boost to put you out front.

    There was no burn control, so you got the whole fuel load.Some guys were experimenting with cutting the engines down, removing fuel from the tube, things like that when I moved on to other things.

    Many expensive for the era RC cars were melted down on the track after spectacular crashes (the street out in front of the house :) )

    The hobby saw a slow down at or near the end of the 1980's.Once the name "drone" caught on, it saw a huge uptick though.

     

    AI might be the "Do it for me" button for the art world in future, but I've not seen it do anything really impressive yet that I would call Artificial Intelligence.. Of course I don't follow the industry nor do I experiment with the software. I just see the results posted in the galleries here, at Rendo and also deviantart.

    Maybe there is one of these AI's that can texture a mesh for me at my command and deliver what I asked for, I've just not seen it yet.

    By

    IceCrMn IceCrMn November 2022 in Daz Studio Discussion
  • An Import workflow for KITBASH3D kits
    xyer0 said:

    I simply FBX import into Poser 11; import Poser file into DS; Uber Iray convert; carefully scale to Genesis, and save. Then Geo Edit out each individual building/prop, world center it, and save. I replace glass surfaces when rendering until I find what I like, then I note what worked. I've not needed to use Multi-Map Loader.

    Wow this sounds much easier than what I've been doing. I have 3 KitBash sets gathering dust because the conversion was so time consuming. Thanks for this!

    By

    evacyn evacyn November 2022 in The Commons
  • An Import workflow for KITBASH3D kits

    I simply FBX import into Poser 11; import Poser file into DS; Uber Iray convert; carefully scale to Genesis, and save. Then Geo Edit out each individual building/prop, world center it, and save. I replace glass surfaces when rendering until I find what I like, then I note what worked. I've not needed to use Multi-Map Loader.

    By

    xyer0 xyer0 November 2022 in The Commons
  • Baking Textures from G8F to G9

    Here are the steps to get it working:

    1. load dev mode g8+g9

    2. apply your skin to g8

    3. set g9’s surfaces to single UDIM

    4. dial clone morph on g9

    Image removed

    5. dial thighs inward on g8 6 -6

    6. export each to obj on base res

    7. import them into blender

    8. select g9, go into shader editor, make a new material (i called it "full body")

    9. create image texture node, click new, set to 8192 x 8192, don’t connect it to anything

    10. set every slot to that material

    11. select the image texture node so it's highlighted

    12. select g8 then g9 using ctrl 

    13. on the properties editor, click the render tab, set render engine to cycles and device to gpu, and find “bake” section underneath. (If you can’t find it, make sure you’re not on Optix mode under edit->preferences->system.) Use these options:

    14. click bake. will take a few sec depending on your gpu. to go texture paint section to see your new textures and save them out with image->save as

    Image removed

    you can either separate the textures, or always keep the UV set on "single UDIM". 

    repeat this for normals, roughness, bump, etc. by changing the image texture nodes in your g8 materials.

     

    By

    davidtriune davidtriune November 2022 in Blender Discussion
  • Samantha Confident

    Hylas said:

    Good start! I like her pose, looks natural!

    Facial expression is also pretty good, except I don't love what's happening with her tongue but that's subjective.

    A few pointers if you want them:

    You have some poke through with her bikini top. Dial out her nipples or apply smoothing modifier to the bikini.

    I'd apply a more hi-res shader to the slab of rock she's leaning on, and enable depth of field to blur out the columns in the background.

    You can also think about what the story behind your picture might be; right now it's all a bit random. It's hard for me to tell if it's supposed to be day or night, why she's wearing a bikini when the sky looks overcast, or why there is a magenta light.

    Cheers!

    Hello Hylas,

    I appreciate very much your advices.

    In fact this picture was done in a kind of first-time creative frenzy laugh.

    I agree that the concrete cube behind her needs higher res maps and that the bikini requires some work. I will make some updates as soon as possible. I also don't like that much the hair, I wish I had something more... "hairy".

    I am learning how to transfer wardrobe items, create new with Blender, export and re-import models and morphs... It's a bunch of things. I am also slowly learning how DAZ Studio works and the principles of Iray and the Material/Shaders that are a bit different from Blender. I am am also a NVidia Omniverse user and soon I will probably see if I can mix together Blender, DAZ Studio and Omniverse to create more realistic/believable scenes,

    Also I really like posing, I like to make characters show off their soul and I really appreciate you got it in this little/first experiment and I find very interesting that you propose to give this picture a background story. We will see, I think she coudl be... at a party (light coming from some stage rig)... cheeky

     

    By

    Ender Ender November 2022 in Art Studio
  • Can't remove asset reference for most products

    tianxiangxiong said:

    The way to prevent this is apparently to never log in.

    I never log in to DAZ Studio; I use DIM and log in to that.  Before I learned this the content system would somehow get messed up from time to time (I was given some confusing advice but I think it amounted to using either DIM or Connect, not both).  I also encountered major problems on start up because DAZ Studio would attempt to download meta data and, at the time, I had a flakey internet connection.  Studio would attempt to download the metadata for hours, failing frequently with unknown consequences.  (I'm in the rural US; I have StarLink now.)

    By

    jbowler jbowler November 2022 in Daz Studio Discussion
  • How to Import Marvelous Designer Clothing to DAZ

    thedoctor said:

    lilweep said:

    felis said:

    thedoctor said:

    dijitul said:

    Some key notes here: Exporting clothing from MD to DAZ, ensure two things.  First, export as thin mesh, not thick.  Also, export as quads as these smooth and collide better in DAZ.  The transfer utility is helpful for initial setup, but you'll need to edit weight maps to get things moving just right.  Last, design the clothing on the default pose.  Export the figure from DAZ as an OBJ and import as an OBJ avatar.  There's a good tutorial in one of the recent threads, so scroll or search through this forum.

    Curious about your recommendation to export as THIN mesh and not THICK. I've been exporting THICK meshes with no issues for a couple years. Am I missing something? 

    If you're not applying dForce to it and simulating, you're fine. dForce can't handle doubble-sided meshes. 

    well, Marvelous Designer exports thick mesh unwelded... so i think that could also cause problems if youre doing content-creation and rigging/weightmapping and making morphs?

    oh, and also if simulating in dforce it would just fall apart so not just the double-sided mesh issue mentioned.

    I really appreciate the info. I'm not simulating with dforce or doing anything other than rendering so having a double-sided mesh isn't a problem (and can be a benefit in some situations). I'm glad to learn more and I am interested in doing some dforce simualtion so it has helped immensely to have these explanations. THANKS 

    If you are just using MD as your fabric simulation (instead of dForce), then thick mesh is generally the correct option over thin mesh.

    Thick mesh will look better than a paper-thin Thin mesh in render obviously

    By

    lilweep lilweep November 2022 in Daz Studio Discussion
  • With Diffeo, what is the standard way of importing animation from Daz?

    I'm a little unclear as to how we can use Diffeo to import Daz animation into Blender, I've tried 'Import Action' but this often seems to give quite funky results where the figure is tangled.

    The official bridge (for all its limitations) seems to import animation no problem with the simple check of a box, so I'm wondering if I've missed something?

    By

    jamesramirez6734 jamesramirez6734 November 2022 in Blender Discussion
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