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Daz 3D Forums > Search
  • Daz Studio Pro BETA - version 4.21.0.5! (*UPDATED*)

    barbult said:

    The problem I had was not with OBJ Export, OBJ Import, or Morph Loader. It was with Update Base Geometry, which does not seem to remember its last settings. Even when I change it to Daz Studio, the next time it is Custom with that huge percentage.

    I can't actually get "update base geometry" to work at all.  It claims that the vertext and facet counts are not the same even though I created the .obj by exporting Victoria 8.1 as wavefront then importing the resultant file then exporting again from the new figure/object and finally using that .obj in update base gemetry!  Update Base Geometry isn't saving the scale settings, but that might be because it is failing.

     

    By

    jbowler jbowler October 2022 in Daz Studio Discussion
  • Daz Studio Pro BETA - version 4.21.0.5! (*UPDATED*)

    Richard Haseltine said:

    barbult said:

    Richard Haseltine said:

    barbult said:

    jbowler said:

    NorthOf45 said:

    It is also the conversion from 1 Poser unit (8 ft.) to DS units (cm) as a percentage. (8 ft * 12 in/ft * 2.54 cm/in) = 243.84

    That explains it; it's dimensionally correct.

    Arre OBJ files always in units of 1 == 8ft, or is it something that is specified in the file?

    When I exported the OBJ, I selected Daz Studio 1 unit = 1 CM. When I import the OBJ with that same scale, it works fine. It is only the Update Base Geometry from file that opens with that huge percentage.

    OBJ Export, OBJ Import, and Morph Loader remember the last settings used in their own dialogue, they don't talk to each other (and OBJ itself doesn't have a marker, which is why we need to set the values ourselves).

    The problem I had was not with OBJ Export, OBJ Import, or Morph Loader. It was with Update Base Geometry, which does not seem to remember its last settings. Even when I change it to Daz Studio, the next time it is Custom with that huge percentage.

    We are told this is a known issue, and is being investigated.

    Thanks.

    By

    barbult barbult October 2022 in Daz Studio Discussion
  • Daz Studio Pro BETA - version 4.21.0.5! (*UPDATED*)

    barbult said:

    Richard Haseltine said:

    barbult said:

    jbowler said:

    NorthOf45 said:

    It is also the conversion from 1 Poser unit (8 ft.) to DS units (cm) as a percentage. (8 ft * 12 in/ft * 2.54 cm/in) = 243.84

    That explains it; it's dimensionally correct.

    Arre OBJ files always in units of 1 == 8ft, or is it something that is specified in the file?

    When I exported the OBJ, I selected Daz Studio 1 unit = 1 CM. When I import the OBJ with that same scale, it works fine. It is only the Update Base Geometry from file that opens with that huge percentage.

    OBJ Export, OBJ Import, and Morph Loader remember the last settings used in their own dialogue, they don't talk to each other (and OBJ itself doesn't have a marker, which is why we need to set the values ourselves).

    The problem I had was not with OBJ Export, OBJ Import, or Morph Loader. It was with Update Base Geometry, which does not seem to remember its last settings. Even when I change it to Daz Studio, the next time it is Custom with that huge percentage.

    We are told this is a known issue, and is being investigated.

    By

    Richard Haseltine Richard Haseltine October 2022 in Daz Studio Discussion
  • Daz Studio Pro BETA - version 4.21.0.5! (*UPDATED*)

    Richard Haseltine said:

    barbult said:

    jbowler said:

    NorthOf45 said:

    It is also the conversion from 1 Poser unit (8 ft.) to DS units (cm) as a percentage. (8 ft * 12 in/ft * 2.54 cm/in) = 243.84

    That explains it; it's dimensionally correct.

    Arre OBJ files always in units of 1 == 8ft, or is it something that is specified in the file?

    When I exported the OBJ, I selected Daz Studio 1 unit = 1 CM. When I import the OBJ with that same scale, it works fine. It is only the Update Base Geometry from file that opens with that huge percentage.

    OBJ Export, OBJ Import, and Morph Loader remember the last settings used in their own dialogue, they don't talk to each other (and OBJ itself doesn't have a marker, which is why we need to set the values ourselves).

    The problem I had was not with OBJ Export, OBJ Import, or Morph Loader. It was with Update Base Geometry, which does not seem to remember its last settings. Even when I change it to Daz Studio, the next time it is Custom with that huge percentage.

    By

    barbult barbult October 2022 in Daz Studio Discussion
  • Daz Studio Pro BETA - version 4.21.0.5! (*UPDATED*)

    barbult said:

    jbowler said:

    NorthOf45 said:

    It is also the conversion from 1 Poser unit (8 ft.) to DS units (cm) as a percentage. (8 ft * 12 in/ft * 2.54 cm/in) = 243.84

    That explains it; it's dimensionally correct.

    Arre OBJ files always in units of 1 == 8ft, or is it something that is specified in the file?

    When I exported the OBJ, I selected Daz Studio 1 unit = 1 CM. When I import the OBJ with that same scale, it works fine. It is only the Update Base Geometry from file that opens with that huge percentage.

    OBJ Export, OBJ Import, and Morph Loader remember the last settings used in their own dialogue, they don't talk to each other (and OBJ itself doesn't have a marker, which is why we need to set the values ourselves).

    By

    Richard Haseltine Richard Haseltine October 2022 in Daz Studio Discussion
  • UltraScenery Experiments and Experiences

    Doc Acme said:


    Could someone point me to basic care & feeding tutorial on using layered shaders?  I picked up the Peck of Dirt https://www.daz3d.com/a-peck-of-dirt--iray-ground-and-dirt-shaders-for-daz-studi0 the other day. Looks fine for the single layered, but there's but not much info for using the multi layered. Most likely a Daz UI thing of having the correct something selected first as it keeps getting reset to single.

    Sorry for the slow response. I got unsubscribed from the thread again.
    I don't think there is any documentation. It is a custom shader. Typical Daz metadata doesn't separate the single layer from the multilayer in Smart Content. The Content Library file structure is easier to use for this product, because it has separate folders for single and multi.

    By

    barbult barbult October 2022 in Art Studio
  • Sclera (morph)

    hansolocambo said:

    In Blender you used Proportional Edit to create your custom skin morph. But you did not hide (I guess) the eyes at all time and some of the skin shape modifications you did also influenced parts of the eyes' wireframe.

    Eyes are composed of multiple layers of geometry and what you see here is the eyemoisture pulled inside the sclera (or the sclera pulled out). It's a geometry issue.

    You need to edit your mesh again in Blender and be sure that both sclera and eyemoisture meshes do not intersect each other.

    My advice would be to import the base genesis again in Blender. Create a shape key. Then import your custom morph, define it as a second shape key on the base genesis, but limiting your modifications to the skin (and gums/teeth eventually if it's ok down there). You can then create a third shape key to position the eyes properly in their socket, but selecting the whole eye with all its different parts, not moving its geometry with Proportional Editing.

    Thank you very much !!!!

    By

    veneriako veneriako October 2022 in Technical Help (nuts n bolts)
  • Texture traces when I change material in Blender

    I don't know what you're doing with your materials, but here is an example that you can study it works fine. Import it with single principled to get the principled version in blender. It's a "glossy" G8F.

    By

    Padone Padone October 2022 in Blender Discussion
  • Sclera (morph)

    In Blender you used Proportional Edit to create your custom skin morph. But you did not hide (I guess) the eyes at all time and some of the skin shape modifications you did also influenced parts of the eyes' wireframe.

    Eyes are composed of multiple layers of geometry and what you see here is the eyemoisture pulled inside the sclera (or the sclera pulled out). It's a geometry issue.

    You need to edit your mesh again in Blender and be sure that both sclera and eyemoisture meshes do not intersect each other.

    My advice would be to import the base genesis again in Blender. Create a shape key. Then import your custom morph, define it as a second shape key on the base genesis, but limiting your modifications to the skin (and gums/teeth eventually if it's ok down there). You can then create a third shape key to position the eyes properly in their socket, but selecting the whole eye with all its different parts, not moving its geometry with Proportional Editing.

    By

    hansolocambo hansolocambo October 2022 in Technical Help (nuts n bolts)
  • Problem with smart content & male figures

    Yea I would suggest trying Richard's suggestion first as it may be a quick fix. The way I outlined will reset all the metadata including any special categories you may have set up unless you saved out the user settings prior to resetting it.

    By

    Elliandra Elliandra October 2022 in New Users
  • RSSY Hair Converter V4 -> G8F - compatibility broken for G8F

    alan bard newcomer said:

    you may have to reload the screen.. it looks like maybe you should start with an empty scene and just run the converter to convert hair you select from you library (that's just from the product page) is there a pdf with directions for using the converter? 
    convert hair in empty scene then load character and apply hair?

    the hair is fine, i think. it works.

    the problem is that G8F itself is now broken, i.e. virtually nothing registers as being in its compatibility base.

    uninstalling it and reinstalling G8 didn't fix it, neither did reinstalling DS itself.

    nor did re-importing all the content library metadata fix it. (for some reason, Toon Princess and Corduroy Outfit *do* appear in the library, but nothing else)

    if i open and re-save every item, one by one, they will show up as being compatible - but seeing as there's about 3,200 of them in total, that just ain't gonna happen - and i can't really do that with the store-bought items anyway, and there's over 1,200 of those alone.***

     

    ----> it just occured to me that there's as many as 3,000 of those too, at least.

    there's 1,200 store-bought products in my library but every material would have to be re-saved separately, every pose... and many items have 5 or 6 different materials each.

     

    -----> database reset. G8F lives again. but i still have to re-save every custom wearable and pose i ever made for G8F.

    By

    clivewil2 clivewil2 October 2022 in Daz Studio Discussion
  • Problem with smart content & male figures

    Have you tried resetting your Metadata?
    - Right Click on the Content Library Tab and select "Content DB Maintenance / Reset Database"
    - Right Click on the Content Library Tab again and select "Content DB Maintenance / Re-Import Metadata"
    This process can take a while depending on how much you have installed that has Smart Content attached to it!

    If this doesn't work you may have something installed with incorrect information in the metadata. Sometimes vendors from other stores do their own metadata but don't do it the way Daz has it set up so it can cause issues on occassion.
    Just holler if you need more help figuring this out!!
    Elli

    By

    Elliandra Elliandra October 2022 in New Users
  • Import with Diffeomorphic produces blue lines/seams on the skin

    Hello, when I import custom 8.1 characters with Diffeomorphic and select the <<BSDF (Cycles Only)>> Material Method (see attached screenshot with my settings), I get blue lines, which I assume are seams where the different materials are supposed to connect (I attached a few renders with diffrent characters). It's also worth noting that I tried it with the Genesis 8.1 Basic Female and everything works fine with no visible blue lines. I'm hoping someone can help me or point me in the right direction for resolving this issue.

    By

    Dendy Dendy October 2022 in Blender Discussion
  • [Released] Environment Set Splitter * Commercial *

    When I try to load the split prop from the new library, the log says this:

    2022-10-07 02:57:56.886 [INFO] :: Prepare asset load (merge): /Props/BSM Preload 5 Props/M5 Apple Tree 2 .duf
    2022-10-07 02:57:56.886 [INFO] :: Locking viewport redraw...
    2022-10-07 02:57:56.886 [INFO] :: Viewport redraw locked.
    2022-10-07 02:57:56.968 [INFO] :: Native format content directories: 13
    2022-10-07 02:57:56.968 [INFO] :: Poser format content directories: 2
    2022-10-07 02:57:56.968 [INFO] :: Other import format content directories: 0
    2022-10-07 02:57:56.968 [INFO] :: Begin asset load (merge): /Props/BSM Preload 5 Props/M5 Apple Tree 2 .duf
    2022-10-07 02:57:56.974 [INFO] :: Determining missing assets...
    2022-10-07 02:57:56.988 [ERROR] :: Open File Failed - Could not read file: /data/barbult/BSM Preload 5 Props/M5 Apple Tree 2 /M5 Apple Tree 2 .dsf
    2022-10-07 02:57:56.989 [ERROR] :: Open File Failed - Could not read file: /data/barbult/BSM Preload 5 Props/M5 Apple Tree 2 /M5 Apple Tree 2 .dsf
    2022-10-07 02:57:56.990 [ERROR] :: Open File Failed - Could not read file: /data/barbult/BSM Preload 5 Props/M5 Apple Tree 2 /UV Sets/Peanterra/Base/default.dsf
    2022-10-07 02:57:56.992 [ERROR] :: Open File Failed - Could not read file: /data/barbult/BSM Preload 5 Props/M5 Apple Tree 2 /UV Sets/Peanterra/Base/default.dsf
    2022-10-07 02:57:56.993 [ERROR] :: Open File Failed - Could not read file: /data/barbult/BSM Preload 5 Props/M5 Apple Tree 2 /UV Sets/Peanterra/Base/default.dsf
    2022-10-07 02:57:56.994 [ERROR] :: Open File Failed - Could not read file: /data/barbult/BSM Preload 5 Props/M5 Apple Tree 2 /UV Sets/Peanterra/Base/default.dsf
    2022-10-07 02:57:56.994 [WARNING] :: Could not resolve: /data/barbult/BSM Preload 5 Props/M5 Apple Tree 2 /M5 Apple Tree 2 .dsf
    2022-10-07 02:57:56.994 [WARNING] :: Could not resolve: /data/barbult/BSM Preload 5 Props/M5 Apple Tree 2 /UV Sets/Peanterra/Base/default.dsf
    2022-10-07 02:58:00.190 [INFO] :: Setting textures...
    2022-10-07 02:58:00.192 [ERROR] :: Open File Failed - Could not read file: /data/barbult/BSM Preload 5 Props/M5 Apple Tree 2 /M5 Apple Tree 2 .dsf
    2022-10-07 02:58:00.193 [INFO] :: Creating node geometry...
    2022-10-07 02:58:00.194 [ERROR] :: Open File Failed - Could not read file: /data/barbult/BSM Preload 5 Props/M5 Apple Tree 2 /M5 Apple Tree 2 .dsf
    2022-10-07 02:58:00.194 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(2311): Geometry definition not found: /data/barbult/BSM%20Preload%205%20Props/M5%20Apple%20Tree%202%20/M5%20Apple%20Tree%202%20.dsf#M5%20Apple%20Tree%202%20-1.
    2022-10-07 02:58:00.194 [INFO] :: Creating materials...
    2022-10-07 02:58:00.194 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(5853): Shape for material instance not found.
    2022-10-07 02:58:00.194 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(1645): Material not created: matAppleBranchSmall-1!
    2022-10-07 02:58:00.195 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(5853): Shape for material instance not found.
    2022-10-07 02:58:00.195 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(1645): Material not created: matTwigsAppleLow-1!
    2022-10-07 02:58:00.195 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(5853): Shape for material instance not found.
    2022-10-07 02:58:00.195 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(1645): Material not created: matAppleBranchBig-1!
    2022-10-07 02:58:00.195 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(5853): Shape for material instance not found.
    2022-10-07 02:58:00.195 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(1645): Material not created: matAppleTrunk-1!
    2022-10-07 02:58:00.195 [INFO] :: Resolving legacy figures...
    2022-10-07 02:58:00.195 [INFO] :: Sorting property groups...
    2022-10-07 02:58:00.195 [INFO] :: Setting up follow targets...
    2022-10-07 02:58:00.195 [INFO] :: Finished asset load (merge): 0m 3.226s - /Props/BSM Preload 5 Props/M5 Apple Tree 2 .duf
    2022-10-07 02:58:00.254 [INFO] :: Unlocking viewport redraw...
    2022-10-07 02:58:00.254 [INFO] :: Viewport redraw unlocked.
    2022-10-07 02:58:00.254 [WARNING] :: Could not resolve: /data/barbult/BSM Preload 5 Props/M5 Apple Tree 2 /M5 Apple Tree 2 .dsf
     

    By

    barbult barbult October 2022 in Daz PA Commercial Products
  • Daz Studio Pro BETA - version 4.21.0.5! (*UPDATED*)

    NorthOf45 said:

    jbowler said:

    NorthOf45 said:

    It is also the conversion from 1 Poser unit (8 ft.) to DS units (cm) as a percentage. (8 ft * 12 in/ft * 2.54 cm/in) = 243.84

    That explains it; it's dimensionally correct.

    Arre OBJ files always in units of 1 == 8ft, or is it something that is specified in the file?

    I've seen it before when exporting Wavefront .obj format from Studio (partial geometry, for example), then re-importing them to make Studio native props or figures. Poser and Bryce show the same unit size on the import/export options dialog. Where and when it started I don't know, but there it is.

    Poser had/has the unit size based on the height of a figure => 1 unit is the height of adult figure, measured with whatever length of someones feet => There was no unified scale, which can still be seen on some products.

    By

    PerttiA PerttiA October 2022 in Daz Studio Discussion
  • Daz Studio Pro BETA - version 4.21.0.5! (*UPDATED*)

    jbowler said:

    NorthOf45 said:

    It is also the conversion from 1 Poser unit (8 ft.) to DS units (cm) as a percentage. (8 ft * 12 in/ft * 2.54 cm/in) = 243.84

    That explains it; it's dimensionally correct.

    Arre OBJ files always in units of 1 == 8ft, or is it something that is specified in the file?

    I've seen it before when exporting Wavefront .obj format from Studio (partial geometry, for example), then re-importing them to make Studio native props or figures. Poser and Bryce show the same unit size on the import/export options dialog. Where and when it started I don't know, but there it is.

    By

    NorthOf45 NorthOf45 October 2022 in Daz Studio Discussion
  • Daz Studio Pro BETA - version 4.21.0.5! (*UPDATED*)

    jbowler said:

    NorthOf45 said:

    It is also the conversion from 1 Poser unit (8 ft.) to DS units (cm) as a percentage. (8 ft * 12 in/ft * 2.54 cm/in) = 243.84

    That explains it; it's dimensionally correct.

    Arre OBJ files always in units of 1 == 8ft, or is it something that is specified in the file?

    When I exported the OBJ, I selected Daz Studio 1 unit = 1 CM. When I import the OBJ with that same scale, it works fine. It is only the Update Base Geometry from file that opens with that huge percentage.

    By

    barbult barbult October 2022 in Daz Studio Discussion
  • What determines the file name of the data file?

    Your advice has made it clear.
    When you import an OBJ file, the ObJ file name seems to be the Dsf file name in the data folder as it is.

    [Test conditions]
    Import Obj File name: aaa
    Prop Name (SceneTAB): bbb
    Save Props name: ccc
    Save Item Name: ddd

    [Test results]
    data folder name: My Library/data/ddd
    dsf file name in data folder: My Library/data/ddd/aaa.dsf
    Prop name: My Library/Props/ccc.dsf
    Prop Name (SceneTAB): bbb

    Now that I understand the file name structure, I was able to solve it by doing the following:
    Example: If you want to change the file name of My Library/data/aaa.dsf to ABC.dsf

    1.Open My Library/data/aaa.dsf file, search for aaa.dsf and modify it to ABC.dsf
    2. Rename My Library/data/aaa.dsf file to ABC.dsf
    3. Open My Library/Props/ccc.dsf file, search for aaa.dsf and modify it to ABC.dsf


    thank you.

    By

    flare_dbd185b4ba flare_dbd185b4ba October 2022 in Daz Studio Discussion
  • Creating surfaces on a new item

     

    So we have our tool setting menu. I know that you have loaded your obj so you don't really need to know this but for anyone else, you can either use the bridge if using a program like zbrush or hexagon or you can go to file /import.

    I want to show you that there is a difference though between the two methods. The zbrush bridge for example doesn't include face groups in the transfer but if you export and then load it as an object it will include the face groups.

    You might be wondering why we would need the face groups when doing surfaces and  I will explain it in the post where I talk about the next steps.

    As you can see both look the same in the viewport. 

    Here's the one from the bridge transfer and you'll see there are just default surfaces.

    Same sword using a different import method and there are face groups. This will become important further on.

    By

    Pendraia Pendraia October 2022 in Technical Help (nuts n bolts)
  • [Released] Environment Set Splitter * Commercial *

    barbult said:

    That's strange. It works for you and Doctor Jellybean, but not me. Did you see my screenshots? Do you see anything I am doing wrong, or different than you, in the way I configured the splitter? I installed both Blossoming Spring Modules and Environment Set Splitter with DIM.

    I'm attaching my ESS screenshot. This is my log after I've loaded all 5 Apple trees in Preload 5:


    2022-10-06 23:42:46.890 [INFO] :: Script executed successfully: E:/DS/Library/Scripts/Code 66/Environment Set Splitter/ES Splitter.dse
    2022-10-06 23:42:55.037 [INFO] :: Prepare asset load (open): /Props/BSM Preload 5 Props/M5 Apple Tree 1.duf
    2022-10-06 23:42:55.037 [INFO] :: Locking viewport redraw...
    2022-10-06 23:42:55.037 [INFO] :: Viewport redraw locked.
    2022-10-06 23:42:55.141 [INFO] :: Native format content directories: 6
    2022-10-06 23:42:55.141 [INFO] :: Poser format content directories: 1
    2022-10-06 23:42:55.141 [INFO] :: Other import format content directories: 0
    2022-10-06 23:42:55.144 [INFO] :: Begin asset load (open): /Props/BSM Preload 5 Props/M5 Apple Tree 1.duf
    2022-10-06 23:42:55.165 [INFO] :: *** Scene Cleared ***
    2022-10-06 23:42:55.166 [INFO] :: Determining missing assets...
    2022-10-06 23:42:55.330 [INFO] :: Setting textures...
    2022-10-06 23:42:55.332 [INFO] :: Scanning for addons...
    2022-10-06 23:42:55.334 [INFO] :: Creating node geometry...
    2022-10-06 23:42:55.341 [INFO] :: Creating UV sets...
    2022-10-06 23:42:55.341 [INFO] :: Creating materials...
    2022-10-06 23:42:55.360 [INFO] :: Resolving legacy figures...
    2022-10-06 23:42:55.363 [INFO] :: Sorting property groups...
    2022-10-06 23:42:55.363 [INFO] :: Setting up follow targets...
    2022-10-06 23:42:55.363 [INFO] :: Finished asset load (open): 0m 0.221s - /Props/BSM Preload 5 Props/M5 Apple Tree 1.duf
    2022-10-06 23:42:55.408 [INFO] :: Unlocking viewport redraw...
    2022-10-06 23:42:55.408 [INFO] :: Viewport redraw unlocked.
    2022-10-06 23:42:55.527 [INFO] :: Loaded image: ET-AppleTrunk-C.jpg
    2022-10-06 23:42:55.547 [INFO] :: Loaded image: ET-AppleBranch-C.jpg
    2022-10-06 23:42:55.593 [INFO] :: Loaded image: ET-AppleLeaves-C.jpg
    2022-10-06 23:42:55.617 [INFO] :: Loaded image: ET-AppleLeaves-A.jpg
    2022-10-06 23:42:56.432 [INFO] :: Prepare asset load (merge): /Props/BSM Preload 5 Props/M5 Apple Tree 2 .duf
    2022-10-06 23:42:56.432 [INFO] :: Locking viewport redraw...
    2022-10-06 23:42:56.432 [INFO] :: Viewport redraw locked.
    2022-10-06 23:42:56.504 [INFO] :: Native format content directories: 6
    2022-10-06 23:42:56.504 [INFO] :: Poser format content directories: 1
    2022-10-06 23:42:56.504 [INFO] :: Other import format content directories: 0
    2022-10-06 23:42:56.507 [INFO] :: Begin asset load (merge): /Props/BSM Preload 5 Props/M5 Apple Tree 2 .duf
    2022-10-06 23:42:56.513 [INFO] :: Determining missing assets...
    2022-10-06 23:42:56.608 [INFO] :: Setting textures...
    2022-10-06 23:42:56.609 [INFO] :: Scanning for addons...
    2022-10-06 23:42:56.611 [INFO] :: Creating node geometry...
    2022-10-06 23:42:56.617 [INFO] :: Creating UV sets...
    2022-10-06 23:42:56.617 [INFO] :: Creating materials...
    2022-10-06 23:42:56.636 [INFO] :: Resolving legacy figures...
    2022-10-06 23:42:56.639 [INFO] :: Sorting property groups...
    2022-10-06 23:42:56.639 [INFO] :: Setting up follow targets...
    2022-10-06 23:42:56.639 [INFO] :: Finished asset load (merge): 0m 0.134s - /Props/BSM Preload 5 Props/M5 Apple Tree 2 .duf
    2022-10-06 23:42:56.685 [INFO] :: Unlocking viewport redraw...
    2022-10-06 23:42:56.685 [INFO] :: Viewport redraw unlocked.
    2022-10-06 23:42:57.607 [INFO] :: Prepare asset load (merge): /Props/BSM Preload 5 Props/M5 Apple Tree Old.duf
    2022-10-06 23:42:57.607 [INFO] :: Locking viewport redraw...
    2022-10-06 23:42:57.621 [INFO] :: Viewport redraw locked.
    2022-10-06 23:42:57.705 [INFO] :: Native format content directories: 6
    2022-10-06 23:42:57.705 [INFO] :: Poser format content directories: 1
    2022-10-06 23:42:57.705 [INFO] :: Other import format content directories: 0
    2022-10-06 23:42:57.705 [INFO] :: Begin asset load (merge): /Props/BSM Preload 5 Props/M5 Apple Tree Old.duf
    2022-10-06 23:42:57.711 [INFO] :: Determining missing assets...
    2022-10-06 23:42:57.950 [INFO] :: Setting textures...
    2022-10-06 23:42:57.951 [INFO] :: Scanning for addons...
    2022-10-06 23:42:57.955 [INFO] :: Creating node geometry...
    2022-10-06 23:42:57.967 [INFO] :: Creating UV sets...
    2022-10-06 23:42:57.967 [INFO] :: Creating materials...
    2022-10-06 23:42:57.985 [INFO] :: Resolving legacy figures...
    2022-10-06 23:42:57.985 [INFO] :: Sorting property groups...
    2022-10-06 23:42:57.985 [INFO] :: Setting up follow targets...
    2022-10-06 23:42:57.986 [INFO] :: Finished asset load (merge): 0m 0.280s - /Props/BSM Preload 5 Props/M5 Apple Tree Old.duf
    2022-10-06 23:42:58.029 [INFO] :: Unlocking viewport redraw...
    2022-10-06 23:42:58.033 [INFO] :: Viewport redraw unlocked.
    2022-10-06 23:42:59.927 [INFO] :: Prepare asset load (merge): /Props/BSM Preload 5 Props/M5 Apple Tree.duf
    2022-10-06 23:42:59.927 [INFO] :: Locking viewport redraw...
    2022-10-06 23:42:59.927 [INFO] :: Viewport redraw locked.
    2022-10-06 23:43:00.020 [INFO] :: Native format content directories: 6
    2022-10-06 23:43:00.020 [INFO] :: Poser format content directories: 1
    2022-10-06 23:43:00.020 [INFO] :: Other import format content directories: 0
    2022-10-06 23:43:00.020 [INFO] :: Begin asset load (merge): /Props/BSM Preload 5 Props/M5 Apple Tree.duf
    2022-10-06 23:43:00.028 [INFO] :: Determining missing assets...
    2022-10-06 23:43:00.122 [INFO] :: Setting textures...
    2022-10-06 23:43:00.123 [INFO] :: Scanning for addons...
    2022-10-06 23:43:00.125 [INFO] :: Creating node geometry...
    2022-10-06 23:43:00.131 [INFO] :: Creating UV sets...
    2022-10-06 23:43:00.131 [INFO] :: Creating materials...
    2022-10-06 23:43:00.151 [INFO] :: Resolving legacy figures...
    2022-10-06 23:43:00.151 [INFO] :: Sorting property groups...
    2022-10-06 23:43:00.151 [INFO] :: Setting up follow targets...
    2022-10-06 23:43:00.154 [INFO] :: Finished asset load (merge): 0m 0.133s - /Props/BSM Preload 5 Props/M5 Apple Tree.duf
    2022-10-06 23:43:00.196 [INFO] :: Unlocking viewport redraw...
    2022-10-06 23:43:00.196 [INFO] :: Viewport redraw unlocked.


     

    By

    DoctorJellybean DoctorJellybean October 2022 in Daz PA Commercial Products
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