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VDB Volume Invisible
Hello!
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!
An Import workflow for KITBASH3D kitsevacyn 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?
An Import workflow for KITBASH3D kits
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.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.
DAZ, MD, and Traditional Pattern Making - Graduationbarbult 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.
DAZ, MD, and Traditional Pattern Making - GraduationThe 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.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.
DAZ, MD, and Traditional Pattern Making - GraduationAnother 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.
An Import workflow for KITBASH3D kits
Yes or using their 21 day free trial.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?
An Import workflow for KITBASH3D kitsxyer0 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?
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.
Clothing outside the DAZ/Poser Universe- Import it into Daz Studio adjusted as needed to fit the figure you want to wear it
- Load the figure
- Edit>Figure>Transfer Utility, settings Source to the figure and target to (one of) the imported OBJs
- 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..
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
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.
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.
An Import workflow for KITBASH3D kits
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!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.
An Import workflow for KITBASH3D kitsI 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.
Baking Textures from G8F to G9Here 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.








