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Daz 3D Forums > Search
  • 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
  • Stable Diffusion plugin would be great...

    I too think that a Stable Diffusion plug-in for DAZ would be a fantastic idea. That way we can use DAZ's cameras and lighting to compose our Stable Diffusion images.

    I love Photoshop but truly see no advantage to the PS Stable Diffuse plugin.

    I find it much easer to render an image via Automatic 1111's local install of Stable Diffusion then export the image as a png or jpg, and open the image in PS.

    I love the Blender plugin for Stable Diffusion as I can take advantage of Blender's camera and lighting.

    BUT I have too many issues with materials when I export a DAZ model and materials and  import them into Blender.

    The Blender plugin for DAZ is a nightmare to install unlike other Blender plugins which install easily. The Blender plugin for DAZ is simply too buggy and cumbersome.

    By

    kenmo kenmo November 2022 in Daz Studio Discussion
  • Import Hair from Blender to Daz?

    @pwhitacre To avoid the "daz picky guys", you may want to change the title into "how to import obj hair in daz studio" and place the discussion in the daz forum. Again, there's nothing specific to blender in that, and honestly I'm not an expert of morph loader and the various editors in daz studio that you need for rigging and surfacing. I rather do the opposite to import daz in blender.

    By

    Padone Padone November 2022 in Blender Discussion
  • Daz Studio Pro BETA - version 4.22.0.15! (*UPDATED*)

    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.

    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.

    Rolling back to the previous beta.
     

    By

    VividImaginator VividImaginator November 2022 in Daz Studio Discussion
  • Multiple Daz glitches

    Reinstalled and the problems are still there. I have also noticed I cannot import any .obj files or any image files

     

     

    By

    synechodus_b7d65b3411 synechodus_b7d65b3411 November 2022 in Technical Help (nuts n bolts)
  • Multiple Daz glitches

    Daz has worked fine since I downloaded 4.21 but has in the last 2 days started to glitch badly. The main things I have noticed are:

    any new windows open behind the main Daz page and I have to move the main page out of the way to see them. In fact it is somehow in front of everything else on screen including the status bars

    I cannot import /open any image files in the windows within Surfaces (so I can't use any surfaces other than presets or saved shaders)

    I cannot save any scenes properly; by default they save (ignoring my renaming) elsewhere on the hard drive and if I manually try to get them to save in "scenes" they are lost

    I have tried to download a Daz again but the links to it only seem to download the install manager and not Daz itself.

    Not sure what is going on

     

     

    By

    synechodus_b7d65b3411 synechodus_b7d65b3411 November 2022 in Technical Help (nuts n bolts)
  • How to Import Marvelous Designer Clothing to DAZ

    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. 

    Sure it can.

     

    If I use MD to create an item, I import into Studio via Blender, manking any adjustments I want first.

    By

    nicstt nicstt November 2022 in Daz Studio Discussion
  • An Import workflow for KITBASH3D kits

    Hi,

    Let me present here my little worklfow to make Kitbash3d kits easly usable in DAZ.
    Please share your ideas to improve it!

    Prerequesite = Blender ,Daz studio,something to rename your textures (bulk rename utility will do it), multi-map-loader daz plugin (and read the manual)
    and any Kitbash3d kit (downbload the blender version)

    Optional = environment-set-splitter daz plugin

    Good news, at the moment their is a very good free Kitbash3d  kit (mission to minerva) on their website. GO GRAB IT NOW!


    STEP 1 rename textures so multi-map-loader can use them.
    this have to be done once per kit

    this part is stolen from this post by thd777 (thanx to him)

    - make a copy of the texture directory
    - open bulk rename utility
    - select all files in the diretory
    - replace all _ by - (image1)
    - replace the first part of the names by putting back the _
        ex: KB3D-MTM- back to KB3D_MTM_ (image2)

    Done! 
    STEP 2 export a group of object as individual OBJ, without losing their position

    - Open the kit in blender
    - Select your object group AND the objects that it contains (image3)

    - go object properties and check that the selection is on the _grp object (image4)

    - set location x & y to 0 (so the object will be centered in scene when loaded in daz)

    - Adjust rotation and scale if you need
     

    - go to Scripting/Template/Python/BatchExport
    - replace the "fbx" words from the line 29 by "obj" (image5)
        bpy.ops.export_scene.fbx(filepath=fn + ".fbx", use_selection=True)
    become    
        bpy.ops.export_scene.obj(filepath=fn + ".obj", use_selection=True)
    - run the script, the obj files are saved in the same directory as the source .blend files
    - Clean your mess, move all the new files in a proper directory (image6)
    - you can also remove the files for the _grp object (it's an empty object that represent the group... yes it's totaly abstract)
    You can repeat part 2 for each group you want to export

    STEP 2.1 in case you want to only export some loose objects (very useful with environment set splitter)

    - select your objects, then right click on the list and select Unlink (image13)

    - press SHIFT + A and select parent to empty . (image14) It will create a single group named OBJECTS with all your objects. You can now proceed like ususal using this group instead of the _grp


    STEP 3 import the group into DAZ Studio

    - create a new scene
    - select all the OBJ files from a group you want to import and drag them all at once inside your daz window (image7)

    - in the OBJ import option pop up you'll have to tune the scale to your liking ( 10000% should do it )
    - click on accept and repeat that for each other pop up (once per file imported). The scale stays at 10000 so just click!

    - in the scene panel remove the _grp object if you imported it (image8)

    - select all object and group them!
    - select the group and drop it to the floor (ctrl+d)
    - place the group at the middle of the scene if needed


    STEP 4 Load texture!

    it's time to use Multi Map Loader (thanx again to thd777)
    - Configure Multi Map Loader(have to be done only once)    
        configure a filename format like this (image9)
        complete you texture map like this (image10)
    - Now, for each object load the materials (image11)
        THIS IS GOING TO BE A LITTLE BORING! but imagine doing it without Multi Map Loader...

    - when it's done, you may want to adjust your materials (bump,normal, reflexions, replace glass material,etc.)

    - It's Done ! save your work as scene and/or props.

    STEP 5 BONUS ROUND
    if you own environment set splitter you can use it on your newly saved scene.

    Et voila! (image12) where you can see i forgot to fix the transparency of glass materials...

    Have fun.

     

     

     

     

     

    By

    kristen-orb_a7b8d591f5 kristen-orb_a7b8d591f5 November 2022 in The Commons
  • How to Import Marvelous Designer Clothing to DAZ

    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 

    By

    thedoctor thedoctor November 2022 in Daz Studio Discussion
  • Modify Daz character rig for Unreal skeleton

    catmaster said:

    It seems the HD meshes in UE5 still have the smooth problem when the fingers are moved, baked HD meshes are required to smooth base resolution Daz characters but can't smooth the skin deform. The problem is because the applied / baked subdivision doesn't smooth the skin deform.

    To smooth this like in Blender the game engine needs to have its own smoother like the CatmullClark in Blender, because smoothers are application specified and can't be imported. There's SubDiv modifier for static meshes in UE5 modeling mode, but Unreal doesn't offer any tools for smoothing skeletal meshes, because the meshes are triangulated during import to Unreal, and smoothing modifiers can't be used during runtime for game performance. Modifying the skin weight of the fingers may be required to smooth the skin deform.

    Thank you!

    (Edited by mod to fix reply)

    By

    Yifan Yifan November 2022 in Blender Discussion
  • Daz Studio 5 development update

    wolf359 produces a nice animation to explain the financial advantages of Daz over Poser.

    Sadly, for Mac Users, Audio files will not import into Daz (acknowledged over 6 months ago and reported to the Daz Devs) which rather precludes a lot of the fun he shows.

    Like wsterdan, I too would like to see a dev timeline. If they are using an Agile approach (which one would assume is the case) this should be all mapped out.

    Do Mac users get Audio this year, next year or is it just too complex in the Mac environment?

    I think we should be told.

    By

    Quinlan Quinlan November 2022 in The Commons
  • Modify Daz character rig for Unreal skeleton

    It seems the HD meshes in UE5 still have the smooth problem when the fingers are moved, baked HD meshes are required to smooth base resolution Daz characters but can't smooth the skin deform. The problem is because the applied / baked subdivision doesn't smooth the skin deform.

    To smooth this like in Blender the game engine needs to have its own smoother like the CatmullClark in Blender, because smoothers are application specified and can't be imported. There's SubDiv modifier for static meshes in UE5 modeling mode, but Unreal doesn't offer any tools for smoothing skeletal meshes, because the meshes are triangulated during import to Unreal, and smoothing modifiers can't be used during runtime for game performance. Modifying the skin weight of the fingers may be required to smooth the skin deform.

    By

    catmaster catmaster November 2022 in Blender Discussion
  • Import Hair from Blender to Daz?

    There's a hairstyle that I really want to use on my Daz model, but I can't find it anywhere other than in Blender.  Is there a way to import the hair from Blender to Daz and be able to shape it in Daz?  I'm new to all of this and want to learn as much as possible, but it's so confusing!

    By

    pwhitacre pwhitacre November 2022 in Blender Discussion
  • Genesis 9 - Loading the Dev Landmarks on the OBJ in Zbrush?

    ShelLuser said:

    So, I'm not 100% sure I understand the problem...  When I go over the G9 morphs I definitely see morphs for nipples and such. But I don't use G9, so that's probably inexperience on my end.

    Let's get into Genesis + ZBrush, yah, I heavily rely on ZBrush to edit my stuff but it's tricky, as you seem to have noticed...   For the record: I'm now addressing editing Genesis 1 - 8, not necessarily 9, but hopefully this can help you anyway.

    So the one thing to keep in mind is that Daz Studio, Genesis in particular, uses several textures for its figures, just check the surfaces pane when you have a Genesis (8?) figure loaded: at least the head, arms, legs and torso all use different textures. Of course some also share textures (ears, lips with head, fingernails with the arms, etc.). The problem here is that ZBrush can't use multiple textures on a mesh, only if the mesh is using sub-tools. So if you have Genesis 8 loaded then you can't tell ZBrush to apply a texture for the arms, and a different texture for the legs.

    But we can somewhat work around this...

    • Load a Genesis 8 figure, I'll be using Sukai 8 as my example but of course any will do.
    • Open the surfaces pane and select, say, the torso.
    • Check the "Base Color" 'menu' (the arrow icon); in specific: click browse and make sure to copy the folder where the texture(s) are located.
    • Also check what texture the torso is actually using (in my example: "Sukai8TorsoD_1002.jpg").
    • GoZ the figure over to ZBrush, make sure not to use the current resolution, but do export with deformations.
    • Within ZBrush draw the figure ("tool"), and enable Edit mode.
    • Check the subtool section and you'll notice that you got the base figure and the eyebrows.
    • Now, expand "Polygroups" in the Tool palette, use: "Auto groups with UV", it's also recommended to use "Merge similar groups" afterwards.
    • Press Shift-F and notice how the colors roughly match the surfaces in Daz Studio?
    • Press control-shift and while keeping this pressed click on the torso, notice how everything else disappears?
      • This may be a good time to hide the eyebrows subtool, that can get annoying right now.
    • Now expand the Texture section within the Tool palette, click the map and then use "Import" in the lightbox (browser).
    • Point to the right folder, select the torso texture and either click load or double click.
    • You'll notice your mesh to get darker, but it's still hard to see.
    • Press Shift-F to disable the polyframe, then click the main material selection and switch from Red Wax to PolySkin.
    • Now you should see a rough representation of your Genesis figure, ready for editing.

    Just make sure to re-enable the eyebrows subtool if you have hidden it before, and also press control-shift and then click somewhere outside the mesh to unhide the rest of the polygroups (you may want to disable the display of the texure afterwards because that's going to look horrid).

    After that you can GoZ your changes back into Daz Studio.

    Hope this can help, this is roughly how I'm using ZBrush to edit my Genesis figures.

    You only see the morphs for nipples because G9 loads with SubD by default.  Set it to base, they'll be completely gone. 

    ETA: Normally I just use GoZ to send it over and back.  I normally haven't found the lack of textures to be an issue for making morphs.

    By

    Gator Gator November 2022 in The Commons
  • Can't remove asset reference for most products

    tianxiangxiong said:

    > Deleting will stop DS from knowing the product could be installed throyugh Daz Studio (so no square) as long as you don't go online.

    Am I supposed to work offline if I want to remove asset references from products?

    If you are not intending to install through daz Studio thereis no reason to have it online, but if it does go online it will refresh the metadata and will restore the entries for any deleted products

    > Hiowever, I am not at all convinced that either of your methods are quicker than just uninstalling the files installed through Connect, so that DS will use the Install Manager/Daz Central version.

    What is "installed through Connect"? I only install via Daz Central / Daz Install Manager.

    Daz Connect is the installer built in to Daz Studio - the Daz purchases without squares, if Daz Studio has been online since their purchase, will have been isntalled though the application (possibly as well as your usual install, which means you will have two copies of the file since they use different locations).

    By

    Richard Haseltine Richard Haseltine November 2022 in Daz Studio Discussion
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