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Mastectomy?
I have an idea... This may be an awkward, and might only work in specific situations (I haven't tried it), but if you load two instances of the character and hide everything but the breast/pectoral of one, then apply the mastectomy morph to the other, you could fake having one side flat and the other not. You'd just want to be sure to parent the mostly-hidden version to the other, possibly at the chest, so that they stay together believably when posing. Just a thought!
Mastectomy?Faeryl Womyn said:
I would be interested, would be great with the morphs from the renderosity product.
The way this is set up, this is a geograft where the prosthetics keep the actual shape of the main figure morph and instead add in a flat chest underneath. So it's not a prop that you'd put over a mastectomy morph, but you could certainly use both separately depending on whether the character is or isn't wearing the prosthetics.
(It's done this way because it works way better with clothing fits. Here you can just put the clothes on and they'll fit properly over the prosthetics as part of the figure, rather than having a load of hassle like you would need to if they were a separate prop.)
That said, I guess it'd be an option to include separate prop versions for when they're not being worn, taken on/off, etc.
Diomede's Notepad, Sketchpad, and Chilling PadTrees Continued - Reserved for Mesh Conversions and File Transfer
Thigh Shape MorphsI happened to have Michael 9 Feminine loaded when I read this thread, and for what it's worth, her thighs have this shape out of the box. Not sure if that does anything for you. Anyway, Rendorgal's Genesis 9 Character Shaping Morphs, over on Renderhub, might work for you. Depth morphs for the middle-top and middle-bottom of the thigh and in-out morphs for the top, middle and bottom of the front and back of the thigh. Rendorgal's store is pretty NSFW, so Google at own risk, but these morphs are very straightforward workhorse morphs that I use often for proportion adjustments at a finer scale than the DAZ G9 body morphs proportion dials offer.
Like the other people in this thread, though, I recommend just learning to make your own morphs over buying a morph pack for five morphs that might turn out not to even do what you want.
Thigh Shape MorphsEven in mature G8F (ie lotsa morph-shape products available) there is hardly a thing for back of knee. Sotos or Hellboys KillerLegs - not really. Zevos shapeshift not really. Closest was Super-Massive at rendo, though that included other areas as well.
Don't follow G9. So can't say there.
Your best bet to get what you want is find a 3d sculpt program you like, like zbrush, Hexagon Beta, or Blender, and make yourself.
Thigh Shape MorphsG9 thight morphs in this Daz Original product - https://www.daz3d.com/genesis-9-body-shapes, can make what you want (at least 95%+)... But as always, I would suggest you sculpt the shape in Blender. Then import the shape to the figure as a delta morph.
Is Hair Tool better than Blender's new hair tools?RexRed said:
Getting hair back into Daz after it is made. Zbrush has Goz, how would I get Blender hair back into Daz after it is made? FBX?
Obj
Would I need to convert Blender hair into mesh and bake it etc?...
Yes - if it's hair cards it is already mesh.
The hair landscape is changing quite a bit now. I would want to exclusively make hair for Gen 9 but if it would work without too much fuss for Gen 8 and 8.1 that would be a plus.
Make hair on hair cap. Easy to transfer haircap between generation with zero effort.
I am looking for Blender hair (strand and card) to Daz, to Gen 9 to Daz Store tutorials but I don't think there are any out there yet.
Making hair has hundreds of tutorials across many different software.
Working out the pipeline to bring to Daz depends on how you decide to make the hair and if you are an official daz vendor.
I just bought a tutorial of Zbrush to Daz and I think it is old and again, I don't really want to shell out the money for Zbrush. 50 bucks a month is outrageous!
Any software exports obj. just use obj. You dont need complex bridges to bring things to daz.
Any thoughts or suggestions on this?
Please take up as much space as you like, stating your own point of view on this topic.
If AI hair is coming soon, why try and learn any of this?
My suggestion would be, if you are an official Daz3d vendor, figure out how to convert hair to SBH. If you are not a vendor, learn how to make hair cards.
There are many tutorials on making hair cards, since it is still a tool that professionals use for game development etc, and many people sell them 3rd party. After making good hair cards, figure out how to bring into daz.
Otherwise use Daz's SBH Editor, bearing in mind it is pretty bad. There are tutorials here:
https://www.daz3d.com/forums/discussion/335676/strand-based-hair-mini-tutorial/p5https://www.deviantart.com/uncannyvalet/journal/Creating-Strand-Based-Hair-Daz-Studio-957594505
Is Hair Tool better than Blender's new hair tools?RexRed said:
It is difficult for me to understand the difference. I have had it explained to me, but it is something not easy to grasp. Maybe once I have tried making the various kinds it will become clear.
How is it difficult to understand? one is cards and one is strands. The clue is in the name.
Arguably, hair cards eventually become strand hair if the card gets small enough. A card would be a strip of mesh with fake hair textured on it, whereas a strand hair would be either a very thin mesh or a line where the strand represents a single strand of hair.
My 2 cents: I wouldnt trust anything written on a daz3d blog to be cutting edge, even at the time when it was written, let alone potentially years after it was posted.
I would focus on up-to-date tutorials specific to the programme you are using (in this case Blender). Searching on youtube is a good place to survey the landscape of current tools and workflows since there is an active userbase providing updates on tools.
The problem with making fiber/strand/particle hair - whatever you want to call it - in external applications such as Blender, is that it doesnt necessarily transfer very well back into Daz. On the other hand, hair cards are a lot simpler to transfer between programmes because they are simple geometry.
For example, you can't make a particle system in Blender and then bring that particle system into Daz's SBH system unless you are Daz3d vendor. Daz has an SBH Editor/SBH system which is similar to particle hair, which is like an inferior version of xgen, ornitrix, or Blender's new geometry node based hair. The problem is getting externally made hair into SBH is not really possible unless you have official vendor tools, where you can get the hair converted to SBH. I do not understand the specifics of this hair conversion process because it has only ever been alluded to on the forums.
To bring externally-created hair systems (be that particle system or geometry node system in blender, ornitrix, or xgen) as a non-vendor will mean you have to convert the complex hair to mesh. Converting to mesh necessarily makes the hair system heavy, at least 2-3 times heavier in terms of geometry count, because a strand becomes actual mesh. The benefit of using fiber/particle hair over hair-cards is you are actually seeing the individual strands of hair so it is a better approximation of real hair, while hair cards are faked hair. But if that realistic hair is going to be extremely taxing because of high geometry and render times, does that make it feasible to use? Also, can you feasibly rig thousands of strands of mesh?
This is why you kind of need to use Daz's SBH system if you are going to do a complex non-hair card hair. That way you can simulate it, morph it, etc without worrying too much about geometry or rigging issues.
Thigh Shape MorphsI'm trying to get this shape:

shown in the red line. So that nice, triangular shape that tapers into the knee. The problem is all the depth adjustment morphs adjusting the depth of the back of the thigh are centered much lower. I've tried multiple morph kits, and all of them adjust depth in that same area. I've tried using hip adjustments, as well, but nothing I've found so far focuses on that area right at the joint between the glute and hamstring.
Does anyone know of a morph kit that will fix this area so I don't buy any more that aren't going to help?
Getting on the 9 train, or notnonesuch00 said:
Serene Night said:
Genesis 9 male is a disappointment for me. The figure shape is pretty undefined, and traces of female presenting breasts, as well as oddly long necks, and the absence of details in most purchased figures in the chest region makes it tough to get a comparative figure to G8M.
I do think the heads are really good, but really hard to get really cut, and detailed male figures that I prefer and the normals and HD seem very undetailed in most characters I buy for the guys. I'm used to better HD on Genesis 8.
Have you bought & tried the Victor for Victoria 9 and the Michelle for Michael 9? Maybe those help?
I bought the Victor to Victoria morph and it was....not a great. I like the idea of Victor, but to use the morph you must dial in Victoria 9 fully, then the Victor morph. I found that these two morphs don't play well with other male morphs, making Victor essentially useless if you want to mix him with other males. The Victor body was largely rather basic to begin with anyway.
Also the lack of hd comparative to genesis 8 is a real visual stumbling block to me. There is just a rather strongg lack of detail to the male genesis 9 line's bodies that seeems wasted opportunity even with characters like Mike 9, Lawrence erc.
The older generation: Victoria 2/3, Michael 2/3 and their children rendersSomeone is in a bit of a grump. If you're lucky, you might only be maimed..
TriAx GV3 with G3F hair & top. G8F shorts, bra and necklace. Wearing GV3 boots (not that they can be seen) and carrying the 'Sword of the Creator' in her left hand. HDRI from Polyhaven. Pose by me (Walking 25M), converted to GV3 from G8F by my G8FtoGV3 Transfer script.
Felt the need to play with an image after a lot of time clearing my dad's house.
Regards,
Richard
The Mac FAQI'm looking at buying a Mac Studio, which has Thunderbolt 4. My Mac Pro has Thunderbolt 2. I can get a cable to connect the two so I can run Migration Assistant.
Externally, I have 5 drives, two of which are Time Machine, two are home movies and pics, and one is a SuperDuper backup of the internal HD. (The home movies and pics are the same on each drive. I just wanted to be sure to preserve them.) The drives are LaCie drives.
There is one Thundrbolt 2 cable going from the Mac Pro to one of the external drives. All of the external drives are linked to each other with Thunderbolt 2 cables. They all show up on the desktop.
Now, should I be able to plug the Thunderbolt 4 to Thunderbolt 2 cable from the Mac Studio into one of the external drives, and have all of the external drives show up on the Mac Studio's desktop?
I did call Apple Support about this, but the tech person was hesitant to give me a "Yes" answer as the LaCie drives are from a third party vendor. Does anyone know for sure? Has anyone tried this already?
If this is not possible, who might I contact to transfer the contents of one of the home movies and pics drives from a Thunderbolt 2 drive to a Thundrbolt 4 drive?
I'm hesitant to purchase until I know more.
macos how install Face Transfer 2There isn't an installer, since it comes with a three-save trial in DS (and it usesthe same pane as Face Transfer - which you use depends on the target figure). Just enter the serial number into the space in Help>About Installed Plugins.
macos how install Face Transfer 2Mechasar's Characters Catalog: Who's next? (commercial)Mechasar said:
hookflash said:
Has anyone else noticed some strange deformation in Norbert's uppert arm / shoulder area with "Arms Up-Down" is dialed in to 100%? It's not a deal breaker or anything, and it could just be my lack of anatomy knowledge. I'm just trying to figure out whether I might have some JCM conflicts happening under the hood. Here's a couple pics:
...
Hi! Yea, when you bend up Norbert’s arm, his armpit morph kicks in. If on one hand a morph can add realistic appearance to a character, on the other it is not possible to prevent distortions when you push to the limit its limbs rotations, especially when arms or legs are completely bended and twisted at the same time. Norbert was designed as a non-athletic character, so his corrective morphs was designed for undemanding movements :) My first advice is not to bend to the limit shoulders and arms at the same time whatever the character. Anyway, you can still correct that result as you wish by following these simple steps
- Right click on Parameters pane and flag the “Preference/Show Hidden Properties”
- Then go to “Parameters/Hidden/People/Norbert/JCMs” folder
- Just play with the “JCM_Norbert_Collar_Up” and “JCM_Norbert_Shoulder_Up” morphs until you get the result you needCool, good to know I'm not having any JCM conflicts (this is an issue I've had a couple times in the past with other vendors). Great characters, by the way!
Mechasar's Characters Catalog: Who's next? (commercial)hookflash said:
Has anyone else noticed some strange deformation in Norbert's uppert arm / shoulder area with "Arms Up-Down" is dialed in to 100%? It's not a deal breaker or anything, and it could just be my lack of anatomy knowledge. I'm just trying to figure out whether I might have some JCM conflicts happening under the hood. Here's a couple pics:
Hi! Yea, when you bend up Norbert’s arm, his armpit morph kicks in. If on one hand a morph can add realistic appearance to a character, on the other it is not possible to prevent distortions when you push to the limit its limbs rotations, especially when arms or legs are completely bended and twisted at the same time. Norbert was designed as a non-athletic character, so his corrective morphs was designed for undemanding movements :) My first advice is not to bend to the limit shoulders and arms at the same time whatever the character. Anyway, you can still correct that result as you wish by following these simple steps
- Right click on Parameters pane and flag the “Preference/Show Hidden Properties”
- Then go to “Parameters/Hidden/People/Norbert/JCMs” folder
- Just play with the “JCM_Norbert_Collar_Up” and “JCM_Norbert_Shoulder_Up” morphs until you get the result you needDiffeomorphic: do i need to have HD meshes active in daz studio when importing them?I want to import both a base resolution and a high resolution character to do the whole baking of detail process in blender (i want to add vascularity HD veins without needing to add like a subdivision modifier at like 6 that would kill my computer)
My question is if i need to have the resolution level active at "high resolution" file in the morph section in the parameter tab when exporting for the process to work or if i can have the resolution level at "base" and the HD exporting process would work the same, I have been searching for a while for the answer and i cant seem to find any reference if you need to have something active in the daz side for the process to work
Daz Studio 5 development updateSaxa -- SD said:
WendyLuvsCatz said:
Carrara also has a lot in common with Hexagon
Nice to hear Hex & Carrara have alot in common.
Hex is just an awesome program for quick morph-making.
So have hopes for Carrara for some things.Hopefully DS5 will include an option to select what to send to Hex (or Zbrush).
Right now if send base g8f, it auto-sends all children.
Would be so nice for DS5 to have option to toggle this and not that.
Right now, Little bit more work for spontaneous morphs.See you wrote in another thread (2021) that Carrara needs blended weights?
Saw in Carrara 8.5 pro features that General Weights are seamless fit?
Just trying to figure out what can do and not.
Tried an ultra simple 3ds import from Carrara (not .obj) and looked good.btw. the displacement painting, 3d paiting and bullet physics looked intriguing too.
Carrara actually uses quaternions just not ones compatible with the DAZ studio flavour
there are typos in the hidden naming of bones in Genesis 3 and 8/8.5 that crash Carrara that were fixed in Genesis 9 (or rather not misnamed in the matching hidden node) https://www.renderosity.com/forums/comments/4312857/permalink
Mistylara fixed them in DSON editor but (notepad should work too) on the base character files but sadly she pulled her genesis 3 characters from the Renderosity marketplace
and has been MIA for a couple years (am very concerned)
she has a freebie for Genesis 8.1 up still
https://www.renderosity.com/freestuff/items/88523/carrara-presets-for-genesis-81?AID=4737
Daz Studio 5 development updateWendyLuvsCatz said:
Carrara also has a lot in common with Hexagon
Nice to hear Hex & Carrara have alot in common.
Hex is just an awesome program for quick morph-making.
So have hopes for Carrara for some things.Hopefully DS5 will include an option to select what to send to Hex (or Zbrush).
Right now if send base g8f, it auto-sends all children.
Would be so nice for DS5 to have option to toggle this and not that.
Right now, Little bit more work for spontaneous morphs.See you wrote in another thread (2021) that Carrara needs blended weights?
Saw in Carrara 8.5 pro features that General Weights are seamless fit?
Just trying to figure out what can do and not.
Tried an ultra simple 3ds import from Carrara (not .obj) and looked good.btw. the displacement painting, 3d paiting and bullet physics looked intriguing too.
It's tough to justify making purchasesDisparateDreamer said:
Ron Knights said:
I hadn't bought much at DAZ for a few years. I got mildly excited by the arrival of Genesis 9. I rejoined the PC Club. I cancelled the subscription soon after.
One thing about DAZ's products turns me off. Too many products use "vanity names" for their content. If I buy a "pirate" shirt, I want to find it listed as a "pirate" shirt. I don't want to guess what PA made the product, and look under a PA's folder. And now it appears there is a shortage of male clothing.
Re: vanity and 'generic' names like "Pirate" shirt- the trouble is when files are all named the same for different products- for example if two PAs make a pirate shirt and both are are in the same runtime and Category and location, and if they just name it Pirate shirt, it'll conflict with the other. If two characters for the same figure have the same name, it might overwrite, or call on the wrong fix morphs/jcms and cause other issues. I've had to go back and rename a character because it was the exact same name, spelling, and morphs as another PA's and they'd have conflicted with each other, so things are required to have the vendor's initials in front and separate the folder locations to limit that kind of issue. I thought it was kind of hilarious at the time because I'd looked very carefully for a name that wasn't already used in Daz and another primary market, and yet STILL managed to submit at the same time as another PA who had a character of the same exact name. Glad I caught it in time though, because when that happens people always get upset and blame the PA "why is this morph messing up???? This PA does garbage work!" or Daz "why didn't Daz catch this?" and then we all hustle to fix stuff but the thread is still there complaining about a bad character morph when its really a conflict of two instead. So there's reason for the "vanity" and it's to help keep every data name unique and working without problems. :) That said, isn't smart content supposed to help you find things by category? I don't use it myself ... I'm too set in my ways and install everything manually. ;)
and there's a lot of clothes for G9 if you like lingerie times 1000 :PI joke but I do get the general frustration with not being able to buy a lot. All I can say is, there's a lot of sales at daz and a lot of very very high discounts. The odds are in your favor
Here's what I've been doing. Maybe it could help you. I hate thse vanity folders, too. But sometimes it is useful to know the PA that created a thing (like if you need to find the texture folder something has). So I remove all the nested folders down to just one and name it the name of the item with the PA's name AFTER it. So that pirate outfit is called "Pirate Whatever Jasmineskunk" or "Pirate Whatever JS" (pretending I'm the PA here) That lets me sort it and have the PA's moniker without that ID getting in the way of my search.















