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UltraScenery - new territory [Commercial]
I should have included an image with my earlier question about using an imported mesh for the terrain base. This is a screencap of the terrain I was futzing with, created and surfaced in World Machine. Whatever the answer is about USC or USCXT building on an import like this, I thought you'd like to see the info on an optimized mesh. I don't know how WM produces them, but I'm pretty sure Blender can create similar optimization, and it's probably possible to get similar results using Decimator. If you could adopt it, this could help further reduce the memory footprint of UltraScenery.
FWIW, just thiught I'd share.
Slider Preservation?milkwasabi said:
I apologize if I'm not asking this in the right place, I'm new to this forum. Is it possible to export from Daz, import to blender, and export from blender to import back into Daz and preserve sliders and whatever else? To simplify my question (Or the opposite... Lol) I'm trying to modify a body shape in blender, but I want to modify it while it has the attachments I put on (for example, breastacular and golden palace) because to my knowledge I can't import my modified genesis 8 into Daz and apply after the fact. (If this isn't true, please let me know how! Would make this so much easier haha) Also for future reference, is it possible to use collision in these sort of assets (breastacular and golden palace) for Unreal? Sorry, I suck at summarizing myself and putting things into words but any and all help is appreciated, thank you!!
Do you really need to sculpt changes to the geografts at the same time?
If your concern was about being able to add geografts to a modified figure after having sculpted the figure in Blender, you actually can add geografts to the edited figure in Daz provided you load in the changes to your figure using Morph Loader Pro. This process just imports the edited figure into Daz Studio as a new morph (or "shapekey", to use blender parlance).
Usually the process for creating Daz morphs would be to export the objects or figures from Daz Studio at their Base Resolution without any attachments (i.e., without eyelashes, tear, the geografts you mentioned).
Then after you modiffy, i.e., sculpt changes in Blender, you would export out of Blender as an obj and load in the changes using Morph Loader Pro.
Note: You can only make changes to the mesh at base resolution (unless you have the HD toolset, which only vendors get access to.) For that reason, any high-res changes you sculpt in Blender would have to be baked down from high res mesh onto the base resolution mesh into displacement or normal maps.
Important points to remember:
- Blender won't preserve vertex order on import/export unless you tell it to (preservation of vertex order is needed for the morphs to look like theyre supposed to)
- Morph Load Pro requires vertex count to remain the same between original and morphed shapes, otherwise it wont import.
Daz to Unreal : How to get nice shading on character ?!IS IT POSSIBLE TO IMPORT EMISSIVE MATERIALS WITH DAZ TO UNREAL PLUGING?
Night city scenes are totally dark in unreal, do i need to create my own materials for transfer?
Why is this not a thing?
I want my neon lights back etc...
Exporting from DAZ to Blender FBX Model ProblemDryreL said:
I found the solution. Import your fbx model into Blender and press Alt + G, Alt + R, Alt + S while in Pose Mode. Don't forget to select all bones. If you press a it will select all of them. And that's it!
Great solution: it works for me!
The big announcement on September 21, 2022 - place your bets!Ghosty12 said:
Gordig said:
The expectation/demand that so many people seem to have that G9 is fully compatible with previous generations is just weird as hell to me. I started using DS during the G8 era, and I always assumed that G8 would eventually be superseded by something. If Daz is releasing a new generation of figures (or figure, as the case is with G9), I would much rather they prioritize whatever makes the figure better than previous generations than try to make it backwards compatible, because those goals are very much at odds with each other where 3D models are concerned.
The one thing why some folks want some form backwards compatibility, is with the content they have acquired over the years that being mainly clothing, hair and character morphs. And that last bit character morphs is a big one for many, they may have a character they love using a lot but the base character generation that the character is based on may have some limitations.
They then see that the next newer base character generation has some things they love, and as such want to port their favourite character to that new generation. This is why there are products that make it a bit easier to do this.
The thing with Genesis 9 after watching a bit of the announcement video, that may make this a bit more difficult is how they have changed where the main facial features such as eyes and mouth are in the figures tree they are no longer under the head sub tree like it has been for years.
...exactly. This was part of the reason I have stuck with G3 as a certain plugin called Generation Xwas not updated for G8. Sadly the PA passed on before G8 was released so that put an end to mixing in shapes and morphs from older figures. I do this a pretty much regularly as I design custom characters of my own (I rarely if ever use a character "out of the box" save for Aiko 3, toon characters, and the Troll) So in one character there may be small amounts of a half dozen or more figures/characters.
This was part why I was a very late adopter of G8 as I could only import morphs form G3 (via a plugin by Zev0) but none of the older ones. This almost compete lack of backwards compatibility is a huge waste as I'm not about to send the thousands I previously invested in this into the dustbin because it no longer is compatible with the current "state of the art" figure.
G9 may morph and pose better but that's a small trade-off for ditching a large part of my content library.
Pendraia said:
Actually the original genesis had the most compatibility, alternative uv's for all millennium 4 figures and autofit for millennium 3 and 4. They reduced the amount of compatibility since then imo... that said if you have skills with a modelling program clothing is easily compatible with any figure. Creating alternative uv's requires a lot more skill.
Most people don't have a lot of cash to spare so being able to use their previous investment is important to them.
...

Slider Preservation?I apologize if I'm not asking this in the right place, I'm new to this forum. Is it possible to export from Daz, import to blender, and export from blender to import back into Daz and preserve sliders and whatever else? To simplify my question (Or the opposite... Lol) I'm trying to modify a body shape in blender, but I want to modify it while it has the attachments I put on (for example, breastacular and golden palace) because to my knowledge I can't import my modified genesis 8 into Daz and apply after the fact. (If this isn't true, please let me know how! Would make this so much easier haha) Also for future reference, is it possible to use collision in these sort of assets (breastacular and golden palace) for Unreal? Sorry, I suck at summarizing myself and putting things into words but any and all help is appreciated, thank you!!The big announcement on September 21, 2022 - place your bets!WendyLuvsCatz said:
I might not be able to watch it easily now either since Malwarebytes has decided to block Google on my bedroom PC
can of course on ipad or on my main PC but this sticks a big spanner in my Youtube viewing on my 50" TV
am trying unsuccessfully to import my browser settings to Opera on it
Edge it is also blocked
well obviously can watch Youtube itself but not signed in with Google so cannot get freebie

unless I disable Malwarebytes
not doing that
I am having this issue as well. I did some research and found that it is supposedly a false positive regarding a cookie that MW Bytes thinks is a trojan.
It started small at first; triggered by some banner ads on legitmate websites.
Recently it seems to have expanded across other sites as well.
I don't have the details handy as my notes are on the computer that was having the issues.
It is annoying though. I know the warnings pop up repeatedly.
Possible solution to "bad lexical cast" exception in DS log fileTime for another one of my overly detailed wordy posts that probably affects 0.01% of people! So the odds are, you are better off skipping this one.
I think it will be most useful for someone who is not finding any good search results when searching for a warning they found in their log file. When I searched I only found 3 discussions and none of them focused on this particular warning to the point of figuring it out, with one possible exception linked below that deserves credit.
Anyway, to increase the chances of a search hit here is the full warning I was getting:
[WARNING] :: ..\..\..\..\..\src\sdksource\cloud\dzcloudtasknotifier.cpp(178): Token X cast failed in TableProduct::loadIntoMap cast failed with exception: bad lexical cast: source type value could not be interpreted as targetThe "X" took many different values in my logs but it looks like it was probably meant to be a product id.
What got rid of the warnings for me was moving zipped backups out of their original location. This is what I mean:
I had (1) copied "Content Database" to another drive (2) created a zipped backup in the old place called "Content Database.zip" (3) deleted the original "Content Database" and finally (4) created a symlink "Content Database" in the old location pointing to its new location.
I did something similar with "My Daz Connect Library" but I don't think that caused the warnings.
The missing step (2b) was that I should have moved "Content Database.zip" out of the directory that also contained "Content Database". My fix was to make a "bak" subdirectory and put "Content Database.zip" into it.
At least in the case of the Content Database folder, it looks like Daz gets confused by in-place zipped backups? But only for certain key folders, I guess. I also have zipped backups in place for that "use 8.0 expressions with 8.1 figures" fix, but that doesn't confuse Daz.
Thanks to Daz_Rawb who hinted at the solution here:
https://www.daz3d.com/forums/discussion/110601/lost-found#Comment_1538761
where he wrote, in part, "It looks like you may have some old zip files with old metadata lying around or some hand-built metadata."
yep-a-roonie-bob!
OBJ Export Import Resize ProblemThanks to both. The scale import/export settings in Studio 4.20 were messing me up. On my old machine, Studio 4.14 defaults to Studio export settings and scale (1 to 1) but my new setup defaults to custom, which naturally throws scale way off. Appreciate the help!
OBJ Export Import Resize ProblemLook at your import and export settings. The import scale should be the reverse of export relative to 100%.
E.g. 100% export, 100% import or 1% export, 10000% import.
OBJ Export Import Resize ProblemWhatever I export a mesh from Studio as an obj. file -- be it a G8F figure or an eyebrow mesh or whatever -- for some reason when I import it back into Studio, the re-imported .obj is Godzilla sized compared to the original file that was exported. This is regardless of whether the obj was even modified in another program before re-import.
This is only happening to me in Studio 4.20. It just tested it in 4.148 on my old computer and rescaling does not occur upon re-import. Has something changed in 4.20 and how can I fix it?
The big announcement on September 21, 2022 - place your bets!WendyLuvsCatz said:
I might not be able to watch it easily now either since Malwarebytes has decided to block Google on my bedroom PC
can of course on ipad or on my main PC but this sticks a big spanner in my Youtube viewing on my 50" TV
am trying unsuccessfully to import my browser settings to Opera on it
Edge it is also blocked
well obviously can watch Youtube itself but not signed in with Google so cannot get freebie

unless I disable Malwarebytes
not doing that
Mine at work just did that too... I disabled it so I could check my personal mail, and noticed gmail was down. Also got complaints from users about not getting emails from gmail users (I guess I do IT for gmail now). Looks like google got flagged by some anti-spam/anti-malware.
The big announcement on September 21, 2022 - place your bets!namffuak said:
WendyLuvsCatz said:
I might not be able to watch it easily now either since Malwarebytes has decided to block Google on my bedroom PC
can of course on ipad or on my main PC but this sticks a big spanner in my Youtube viewing on my 50" TV
am trying unsuccessfully to import my browser settings to Opera on it
Edge it is also blocked
well obviously can watch Youtube itself but not signed in with Google so cannot get freebie

unless I disable Malwarebytes
not doing that
I've got the same problem - either MalwareBytes has an issue or someone has walked all over parts of Google. I'm trying to figure out which.
Yes, all things Google blocked by MalwareBytes. Reddit says MalwareBytes has a team looking into it.
The big announcement on September 21, 2022 - place your bets!WendyLuvsCatz said:
I might not be able to watch it easily now either since Malwarebytes has decided to block Google on my bedroom PC
can of course on ipad or on my main PC but this sticks a big spanner in my Youtube viewing on my 50" TV
am trying unsuccessfully to import my browser settings to Opera on it
Edge it is also blocked
well obviously can watch Youtube itself but not signed in with Google so cannot get freebie

unless I disable Malwarebytes
not doing that
I've got the same problem - either MalwareBytes has an issue or someone has walked all over parts of Google. I'm trying to figure out which.
The big announcement on September 21, 2022 - place your bets!I might not be able to watch it easily now either since Malwarebytes has decided to block Google on my bedroom PC
can of course on ipad or on my main PC but this sticks a big spanner in my Youtube viewing on my 50" TV
am trying unsuccessfully to import my browser settings to Opera on it
Edge it is also blocked
well obviously can watch Youtube itself but not signed in with Google so cannot get freebie

unless I disable Malwarebytes
not doing that
SBH = Garibaldi2.0?WendyLuvsCatz said:
no
I recall seeing something downloadable once, how much I don't know, but of course no use to me so never did
Wendy, thanks for replying, it would be nice to have a way to import and export curves as other apps do. The source code could have helped us with that.
How can I use Victoria 8.1 for example for a base mesh to sculpt a morph in blenderWhen you import the morph back into DS with morph loader, make sure to use the "reverse deformation" option so that the morph you create is only the delta between your final shape and the V8.1 shape. Otherwise the V8.1 shape will be applied twice.
I am beginner to Daz Studio, I have tried my luck in vain...@Halcon Bluesky, I feel your pain there. Daz's implementation of FBX is pretty poor as my exploding hamster would illustrate. OBJ files will often be imported "naked" so just white shapes that you then need to apply the textures and all other surface settings to - this is very frustrating, especially when the textures are baked into the OBJ such that you cannot get to them. Blender can extract them I think but I have had mixed success with that - mainly because I havn't had time to learn Blender yet so I just poke around a bit and sometimes get lucky.
I do have some of my own car assets in non-daz format ready to attempt to import. Have to get to work now so that will be a struggle for tonight or later in the week.
Keep going & good luck!
Arch Bridge and Other Bridges. New: Cable Stayed.Thinking about it, it may be easier on DS if, once I'm done, I cut the bridge into quarters and import 25% into DS, then play with instances to create the other three quarters. That'd keep the poly count within reasonable bounds if it gets totally out of hand trying to keep the curves smooth. It would also make the tex mapping quicker. Mostly. The road deck would have to have a seamless edge at the middle which might not be that easy to get looking right. Hmm will have to think on this.
Regards,
Richard
W10 - D/S - space issues - {problem identified - hair shader eating RAM}End result.
Well, the new TEMP folder was found by the AV which offered to empty them for me ;-)
I set up 4 of the Windows temp references [from the posted image] as well as the D/S temp folder all to the same folder on the D drive.
The 'red line' activity was NOT solved by making new TEMP folder. D/S was using the new temp folder. Nobody knows what the OS was doing ... there was still a drain on the C drive and no image getting rendered. In trying to capture notes and logs, missed a few but did get these:
DAZStudio.exe caused UNKNOWN_ERROR in module "C:\Windows\System32\KERNELBASE.dll" at 0033:0000000056B04FD9, RaiseException()+105 byte(s)
2022-09-21 03:01:42.757 WARNING: QFile::flush: No file engine. Is IODevice open?
2022-09-21 03:01:43.239 WARNING: QLayout: Cannot add null widget to QGridLayout/Cut from Log file:
2022-09-21 03:20:12.738 Iray [INFO] - MATCNV:RENDER :: 1.0 MATCNV rend info : Material instance 'DS_dfocre High Voltage Hair Base__Ears_5c4_353' uses MDL JIT compilation.
2022-09-21 03:20:12.739 Iray [INFO] - MATCNV:RENDER :: 1.0 MATCNV rend info : Material instance 'DS_dfocre High Voltage Hair Base__Base_Layer_5e8_391' uses MDL JIT compilation.
2022-09-21 03:20:12.740 Iray [INFO] - MATCNV:RENDER :: 1.0 MATCNV rend info : Material instance 'DS_dfocre High Voltage Hair Base__Left_Part_60c_429' uses MDL JIT compilation.
2022-09-21 03:20:12.743 Iray [INFO] - MATCNV:RENDER :: 1.0 MATCNV rend info : Material instance 'DS_dfocre High Voltage Hair Base__Right_Part_630_467' uses MDL JIT compilation.
2022-09-21 03:20:12.743 Iray [INFO] - MATCNV:RENDER :: 1.0 MATCNV rend info : Material instance 'DS_dfocre High Voltage Hair Base__Frizz_layer_654_505' uses MDL JIT compilation.
2022-09-21 03:20:12.750 Iray [INFO] - MATCNV:RENDER :: 1.0 MATCNV rend info : found 192 textures, 25 lambdas (9 unique)
2022-09-21 03:20:12.781 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Emitter geometry import (1 light source with 2 triangles, 1 instance) took 0.000s
2022-09-21 03:20:12.783 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating environment.
2022-09-21 03:20:13.210 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating backplate.
2022-09-21 03:20:13.217 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating lens.
2022-09-21 03:20:13.217 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating lights.
2022-09-21 03:20:13.218 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating object flags.
2022-09-21 03:20:13.220 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating caustic portals.
2022-09-21 03:20:13.222 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating decals.
2022-09-21 03:20:13.245 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Using iray core convergence estimate.
2022-09-21 03:20:13.257 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Allocating 1-layer frame buffer
2022-09-21 03:20:13.260 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Using batch scheduling, caustic sampler disabled
2022-09-21 03:20:13.264 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Initializing local rendering.
2022-09-21 03:20:13.298 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : CPU: using 11 cores for rendering
2022-09-21 03:20:13.306 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Using OptiX version 7.1.0
2022-09-21 03:20:13.376 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Initializing OptiX for CUDA device 0
2022-09-21 03:20:14.529 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Rendering with 2 device(s):
2022-09-21 03:20:14.529 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : CUDA device 0 (NVIDIA GeForce GTX 1650)
2022-09-21 03:20:14.529 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : CPU
2022-09-21 03:20:14.529 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Rendering...
2022-09-21 03:20:14.532 Iray [INFO] - IRAY:RENDER :: 1.5 IRAY rend progr: CPU: Processing scene...
2022-09-21 03:20:14.538 Iray [INFO] - IRAY:RENDER :: 1.3 IRAY rend progr: CUDA device 0 (NVIDIA GeForce GTX 1650): Processing scene...
2022-09-21 03:20:14.546 Iray [INFO] - IRAY:RENDER :: 1.2 IRAY rend info : Using Embree 3.10.0
2022-09-21 03:20:14.549 Iray [INFO] - IRAY:RENDER :: 1.2 IRAY rend info : Initializing Embree
2022-09-21 03:20:15.203 WARNING: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(359): Iray [ERROR] - IRAY:RENDER :: 1.4 IRAY rend error: Unable to allocate 163.379 MiB from 2.147 GiB of available device memory
2022-09-21 03:20:15.219 WARNING: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(359): Iray [ERROR] - IRAY:RENDER :: 1.3 IRAY rend error: CUDA device 0 (NVIDIA GeForce GTX 1650): Scene setup failed [read CRASHED]//////////////////////
Then I started over "one by one" to find the problem. It is the shader on the Hair. The earrings render fine, so does the hair cap. But not the hair. And in trying to do whatever with the hair, the memory on the C drive rockets down.
Applying a regular Iray shader [had to clear it out by going to 3D then back to Iray] to the hair, then it would render fine, no red line.
Attached image is with the regular Iray shader.















