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Daz 3D Forums > Search
  • Diffeomorphic DAZ Importer version 1.6.0 released

    The morph database is useful because it can "optimize" the morph chains. That is, if you have A driving B driving C usually you need to load all of them for the figure to work. With the database diffeomorphic will try to bake the morph chain in a single morph, when possible. Personally I tend to import as few morphs as possible for the figure to work, so I mostly don't need the new features.

    @surody Will look into it and let you know what I find. The last time I tried everything worked fine here.

    By

    Padone Padone October 2022 in Blender Discussion
  • "Ordinary" cars

    Agreed, I have commented about this before. It is especially hard finding ordinary household cars from the 80s-90s. 
    https://www.daz3d.com/forums/discussion/496241/consumer-grade-cars-from-the-80s-or-90s#latest
    My suggestion would be to find cars from 3D databases and import into DAZ using Blender. Not perfect but seems the only sollution.  

    By

    Endlessdescent Endlessdescent October 2022 in Product Suggestions
  • Diffeomorphic: Daz Poses and Neck Bone Follow Through *SOLVED*

    I'm not sure if this issue happens to others. I run into it frequently when I apply Daz poses using Diffeo. At any rate I'm reporting it as a way to understand what's going on and to suggest improvements.

    I use Diffeo 1.6.2 with Blender 3.1.0. When I import a GF8.1 figure from Daz and Rigify the rig, then apply a pose, the neck bones often don't follow. To correct this, I have to manually adjust the neck bone settings. The screenshots below illustrate the issue.

    (1) My figures are imported in an A-Pose. Using Diffeo, I proceed to apply a Daz pose.

    (2) The outcome of the pose import leaves the neck bones awry.

    (3) I can manually correct this by revealing the Rigify bones in pose mode, selecting the neck rotator and adjusting the pose follow-through. Setting the two values to "1.0" corrects the neck pose.

    While I'm happy to correct the pose this way, it's not all too clear to me what's going on underneath the hood. Why the neck bones? I understand the value of giving the end user the means to adjust the follow-through of a Daz pose on particular bones, but would it not make sense for the defaults to be set to 100 percent? Just a thought.

    Cheers!

    By

    csaa csaa October 2022 in Blender Discussion
  • Merging Geograph from Daz character with Diffeomorphic

    (The best answer for "Merging Geograft from Daz character with Diffeomorphic")

    There's simpler method to merge geograft with HD mesh as described on this post: http://diffeomorphic.blogspot.com/2020/09/hd-meshes-and-geografts-revisited.html Merging basic resolution mesh with geograft doesn't need this method as it's very simple with Diffeomorphic just click the merge geograft button on the Diffeomorphic panel in Blender.

    To bake HD meshes / apply the subdivision or multires modifier and keep the genital morphs: SKkeeper - The Shapekey Keeper: https://blendermarket.com/products/skkeeper

    After using Diffeomorphic to import Daz morphs and animations, the default FBX exporter in Blender3.2 above is all that needed to export correct characters with geografts and animations into UE5 and no additional plugins are needed. Attached images showing the correct steps to export animations from Blender and retarget in UE5 using the retargeter from DazToUnreal bridge.

    DazToUnreal bridge has some useful staff in its plugin folder that you can grab and fix for use, e.g. the Daz master material template, the G8 Control Rig, the post processing animation blueprint enabling the JCM morphs, etc.

    --------------------------------------------------------------------------------------------------

    To correctly export FBX from Blender to UE5 the Blender unit has to be set to centimetres, the x100 scaling method won't work correctly because Blender FBX exporter will try to also scale the root bone and bone sockets, which shouldn't be scaled for correct animations.
    If the blender unit is changed to centimetres the Diffeomorphic import unit has to be changed too.

    --------------------------------------------------------------------------------------------------

    Note: If import Daz characters from blender, don't use the Genesis8ToHumanoidPose asset from DazToUnreal bridge, this pose asset is for DazToUnreal imported characters, DazToUnreal uses different bone orientation than Diffeomorphic imported characters, but the IK retargeter works fine for all the G8 characters.

    For characters imported to UE5 from Blender with Diffeomorphic, it needs to create its own Unreal A-Pose pose asset, to use as the retarget base pose, if retargeting the Unreal mannequin animations. (Retargeting other animations need their specific rest poses, e.g. Maximo animations need the T-Pose)
    https://docs.unrealengine.com/5.0/en-US/creating-a-pose-asset-in-unreal-engine/

    The pose asset can be applied as new rest pose for the skeleton, on the retarget sources panel within the skeleton editor (Open the retarget source panel from the Windows menu as shown in the attached image)

    ------------------------------------------------------------------------------------------------------

    Unreal engine current version UE5.0.3 retargeting system still has serious bugs that it can't maintain the reference pose after changing it, but if you build your own UE5.1.0 from source, the bug is fixed in this coming Unreal version UE5.1.0, with added features of import / export pose presets for retargeting.

    Making animations with current UE5 version is more difficult than UE4, the workaround for this bug is to extract UE5 mannequin animations into Blender and retarget them there, or use the good old UE4 simple retarget manager to create retargeted animations and import them into UE5.

    -------------------------------------------------------------------------------------------------------

    Unreal 5.1.0 Preview 1 just came out after I posted this :)

    There are many exciting new features and bug fixes with this update, in fact this version should be called the true UE5 official release.

    https://portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/tabs/80-unreal-engine-5-1-in-progress

    --------------------------------------------------------------------------------------------------------

    Unreal 5.1.0 finally gets the retarget system working, adds the essential feature of importing custom base poses for source and target skeletons. UE5.0 plugins are not supported until the formal release of UE5.1, possibly after several UE5.1 preview versions are tested by users.

    By

    catmaster catmaster October 2022 in Blender Discussion
  • Diffeomorphic DAZ Importer version 1.6.0 released

    Levon777 said:

    Question: How do you get morphs to work for clothing as well as the model? Most morphs only seem to change the models body, but the cloths stay as is.

    You need to transfer the morphs to the mesh. The easy import offers to that automatically when importing but if you have to do it manually you select the cloth, then shift select the body mesh as active selection and then you transfer the morphs.

    By

    surody surody October 2022 in Blender Discussion
  • How do I save a texture created with Zbrush spotlight?

    Zbrush is a sculpting app. It's got a few tools that makes it look a bit more like any 3D modeling app, but most of those tools aren't used by many because they are limited and there's much better elsewhere. Zbrush is insane in its niche category : sculpting. But it's not an all-in-one 3D app.

     

    Main issue there, so I don't understand your first move : Zbrush doesn't have UDIM Uvs capability. It's one texture per layer. But as you know, Genesis has a dozen textures with as many UDIM (face, mouth, legs, etc). So... Given that you cannot display all textures on the Genesis body in Zbrush, I don't understand how you first ended up in there thinking that you could vertex paint a pixel texture. If in Zbrush you load the face texture on the layer where Genesis is loaded, the face will look ok, but arms, legs, teeth, etc. will also have the face texture applied.

    So (poly)painting a missing dilation/bleeding around UV islands doesn't make sense. Even less sense as when you display the face texture in Zbrush, you can't see the vertex color in the meantime.

    "Polypaint from texture" in ZBrush is only interesting if the Genesis is subdivided to 10 million polygons at least. It's not with the default 16K polygons that you can expect your vertices color to look as detailled as a 4K texture.

     

    To fix missing bleeding a solution (what I'd do) would be to import the genesis obj into Substance Painter ticking the option "UDIM". Now in Painter you have access to all Genesis UDIM UVs. You load all the diffuse textures in each corresponding UDIM. And you export textures with "common padding" set to dilation infinite. And there you go, your textures are recreated with a bleeding/padding/dilation that will fix all seams issues.

     

    handle 3D model painting in Photoshop

    Photoshop's 3D tools have always been crap. Since Adobe bought Allegorithmic, 3D in Photoshop has been removed from the code and permanently abandoned. They are now selling all the Substance applications that handle 3D pixel painting to perfection.

    By

    hansolocambo hansolocambo October 2022 in Technical Help (nuts n bolts)
  • How do I save a texture created with Zbrush spotlight?

    Thank you, Pendraia for offering suggestions, unfortunately it doesn't say how to actually fix the seams. I knew how to import textures onto the model, but I don't know how to fix their seams or modify the texture (and just using polypaint doesn't look good, since it'd be detailed in one area, then no detail, just color, in the next. I'm not good at using polypaint to make it look realistic or anything and unfortunately, the textures I want to fix have pretty extreme issues, like parts on the hands that are white (in the texture map the border doesn't bleed out enough I guess, not sure, but it's a pretty big spot that's just white) and extreme issues in the crotch/inner thigh area. Trying to fix that by hand in Photoshop just made more seam issues on the thigh, so that's the dilema I'm facing (I didn't make these texture btw, they were made by someone else, I'm just trying to fix issues with the textures, but not just this one I'm referring to, it's just an example). So polypaint isn't really going to help with that unfortunately, so I'm not sure what else to do, because my pc can't handle 3D model painting in Photoshop and I don't know if it's possible to even paint on Genesis figures in Photoshop, since it crashes before I can try. 

    By

    KixiePixie13 KixiePixie13 October 2022 in Technical Help (nuts n bolts)
  • What determines the file name of the data file?

    would make copies of them... and then rename the copies to ABC EEE.dsf remove the oriignals (not delete) and see if it still functions. 
    I take obj files with pings (created in photoshop... rename them both to obj.duf obj.duf.png as opposed to obj.obj and obj.png and they appear in the content library... they don't work as in loading.. but I show me where the obj file is if I want to import it.

     

    By

    alan bard newcomer alan bard newcomer October 2022 in Daz Studio Discussion
  • Where are categories stored?

    Iirc, it's a while since I did it. You used to be able to export the data to ensure it was saved.  I'm not on a computer at the moment so can't look it up. 

     

    Google and I found this https://www.daz3d.com/forums/discussion/72620/content-library-categories-import-export-help?utm_source=google&utm_medium=cpc&utm_campaign=PerformanceMaxNurturingInternational&utm_content=&utm_term=&utm_matchtype=&utm_creative=&gclid=Cj0KCQjw1vSZBhDuARIsAKZlijR7BnIKt6QoeC3peersS8elTLBFVm3eCv6q7T9ThrnGUE1ytwpXgLEaAqOCEALw_wcB

    Hope it's useful. 

    By

    Pendraia Pendraia October 2022 in Daz Studio Discussion
  • Where is most Daz hair made that is sold in the store?

    making a donut with sprinkles

    I don't really know why this "tutorial" became so famous as it's just plain terrible. There are WAY better tutorials to learn Blender from scratch than this useless series of a guy who's friendly that's for sure, but I mean... an "artist" who made 3D donuts for 10 years, I'd worry.

    Blender 3.3 New Hair system: Full Hairstyle Guide :

    The tutorials I followed to learn Blender (not all of them of course, only the things I need as a modeler). It's 43 videos recorded so beautifully by the Blender dev team itself. Top notch although a bit dated now :

    Much better youtube channels in my opinion than MrDonut :

    Grant Abbitt (Blender 3.3 brand new Hair System explained in a 3 days old video)

    The CG Essentials (tons and tons of really useful info in short and very informative videos about specific subjects. Impossible to not come back again and again to this channel because the guy is definitely damn good).

    Surfaced Studio  (he made a 3 hours free video tutorial a month ago for beginners. Don't know what it's worth, but the guy explains really well).

    Imphenzia (talented low-poly artist and definitely a Master at Blender).

    CG Boost (Countless beginner level tutorials, often updated for new Blender versions)

    THE LUWIZ ART (got a 2 weeks old hair card tutorial)

    Kevandram (The most insanely talented Grease Pencil artist around)

    Maker Tales

    Blenderphysics (Flip Fluids)

    Lightning Boy Studio (Amazing tips from true artists. Cartoon orientated)

    Josh Gambrell (Hard Surface)

    [...] and even the textures all in Blender and then import them into Daz.

    Well, that's the point of a 3D app. 100% of what you bought in Daz has been made in a 3D modeler. Daz is nice, but it's not a creation tool.

    (I have my eye on Marvelous Designer too)

    Well that's so powerful, with the best clothes real time physics you can imagine, precise, clever, real-time, interactive, etc. It's a million light years away from what dForce can do. Marvelous Designer is simply put : Marvelous. And, same as ZBrush : nobody ever coded anything that comes close to that. MD and ZBrush are kings in their respective field. Just an advice, if you don't plan to sculpt things, no need to think about ZBrush yet. You're gonna have already tons of things to learn with just Blender.

    Is there an advantage from getting it from Steam does Steam also install addons?

    You download the Blender setup. You're gonna have to make updates manually by downloading new verions when they're available. Steam ? It updates everything without asking you. Blender through Steam = you always have the latest version the minute it's available. Yes, there's a huge advantage.

    Addons are installed from inside Blender. Steam or not it's the same.

     

    By

    hansolocambo hansolocambo October 2022 in Technical Help (nuts n bolts)
  • Where is most Daz hair made that is sold in the store?

    WOW WOW WOW! (one WOW in capitals was not enough! wink ) thank you Hansolocambo for the really solid amount of info there.

    I understand what you mean about Photoshop now, the amount of layers that a single hair requires in PBR is staggering. 

    I am just on the verge of gaining a good working knowledge of PBR textures in Daz. I love working with them.

    You have convinced me to focus my attention on Blender and Zbrush. Though I must devote the lion share of my 3D time to Daz Studio because I bought almost 9000 models.

    I really like being on the front end of the art and making scenes, but I have a goal now to learn Blender and Zbrush as well.

    My recollection is people spending days making a donut with sprinkles. That does not really appeal to me but being able to make various hair styles at will? That has captured my interest.

    I would like to maybe spend an hour or two or three and come up with a new short hair style that I can add to my user saved files in Daz.

    Maybe it might take days to make a short hair model, but I am hoping with proficiency maybe I can get good and develop a process going and then make a lot of hair options.

    It seems like what you are saying is I can make the hair model, the morphs and even the textures all in Blender and then import them into Daz.

    (I have my eye on Marvelous Designer too)

    As for Steam, I use steam for my games Assassin’s Creed mostly... So, I have an account and use it often. I downloaded the Blender setup file from blender.org and installed it directly.

    Is there an advantage from getting it from Steam does Steam also install addons?

    Again, thanks for the awesome info! I will ask again, please peeps, make YouTube videos of your incredible work and please share links to your videos here. Even if they are slightly off topic like use in Blender, Marvelous or Zbrush.

    yessmiley

    Ooo, I just noticed the creating hair cards video! Watching and liking, subscribing now!

    By

    EZ3DTV EZ3DTV October 2022 in Technical Help (nuts n bolts)
  • Diffeomorphic produces two tongues if Lickalicious is attached

    Thank you for your help, Padone. I tried your suggestions and settings and it solved the "double tongue problem," but now I have a follow up problem with the rigging of the tongue. If I convert the character rig to MHX or Rigify, I can no longer pose the Lickalicious  tongue in Pose Mode (see screenshot), and I tried many things within Easy Iport (see screenshot with example settings) and Daz Import, but without success. I also noticed that the character has two tonge rigs attached to the Daz Rig (see screenshot with blue outline), so perhaps the conversion to MHX causes the deletion of the Lickalicious rig, which causes the posing issue. I'd love to know if you got the posing to work on your site and the settings you used.  

    By

    Dendy Dendy October 2022 in Blender Discussion
  • Diffeomorphic produces two tongues if Lickalicious is attached

    I see lickalicious is a nested geograft, that is, it includes two geografts linked to each other. In this case do not "create duplicate bones" or you will get a double set, also do not "merge uv layers" since it may not work for all cases and confuses the plugin. Blender doesn't need to merge uv layers that is for game export only, and it is better done by hand since the automatic merge may fail in some cases.

    Tested both with easy import and manual import and works fine here. Settings attached.

    By

    Padone Padone October 2022 in Blender Discussion
  • RSSY Hair Converter V4 -> G8F - compatibility broken for G8F

    hello.

    i used this hair converter:

    https://www.daz3d.com/rssy-hair-converter-from-victoria-4-to-genesis-8-female

    to convert this hair:

    https://www.daz3d.com/melia-hair

    ...which did work, as far as i can tell (it created files in the correct folder) but when i closed the script window and returned to the scene with the G8F loaded, almost all of the figure's options for pose, wardrobe etc. were missing, as if it were now a prop or similar.

    checking its scene ID, its compatibility base was set to 'None' so i restored that to '/Genesis 8/Female' but it still appears as incompatible, or a prop

    if i turn off 'filter by content' then everything shows up, as expected (EVERYTHING shows up)

    i compared its settings to G8M and everything looks correct.

    how do i restore G8F to normal?

     

    -----> uninstall-reinstall G8F starter essentials did NOT fix it. neither did deleting the hair i'd converted.

    -----> neither did import metadata via DIM.

    By

    clivewil2 clivewil2 October 2022 in Daz Studio Discussion
  • Where is most Daz hair made that is sold in the store?

    Gordig said:

    Richard Haseltine said:

    dForce hair may be made with the Strand Based hair tools, but it may also be made in an external application. 

    Is it possible for non-PAs to import hair made with curves as SBH?

    No, the mesh could be imported as curves (given an application that would write them - not all will) but not as Strand Based Hair as I recall.

    By

    Richard Haseltine Richard Haseltine October 2022 in Technical Help (nuts n bolts)
  • Where is most Daz hair made that is sold in the store?

    Richard Haseltine said:

    dForce hair may be made with the Strand Based hair tools, but it may also be made in an external application. 

    Is it possible for non-PAs to import hair made with curves as SBH?

    By

    Gordig Gordig October 2022 in Technical Help (nuts n bolts)
  • Diffeomorphic produces two tongues if Lickalicious is attached

    Thank you for the suggestion; I've attached two screenshots, my easy import settings and the result; as you can see, I've selected the setting <<Merge Geografts>> but the model still has two tongues.

    By

    Dendy Dendy October 2022 in Blender Discussion
  • Iray won't work if not switched to as the first action after running DS

    No, rendering won't start as well. It's like DS can't find the rendering device.

    I've started DS and made a different first action instead of turning on Iray to get a fresh log. Here it is:

    2022-10-04 18:07:29.558 [WARNING] :: QColor::setRgb: RGB parameters out of range
    2022-10-04 18:07:29.559 Iray [INFO] - IMAGE:IO ::   1.0   IMAGE  io   info : Loading image "D:\DAZ 3D\DAZStudio4\shaders\iray\resources\DTHDR-RuinsB-500.hdr", no selector, pixel type "Rgb_fp", 512x256x1 pixels, 1 miplevel.
    2022-10-04 18:07:29.562 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating geometry.
    2022-10-04 18:07:29.562 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating motion transforms.
    2022-10-04 18:07:29.562 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Importing scene graph.
    2022-10-04 18:07:29.562 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Importing geometry for motion time 0
    2022-10-04 18:07:29.562 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Geometry import (0 triangle objects with 0 triangles, 0 fiber objects with 0 fibers (0 segments), 0 triangle instances yielding 0 triangles, 0 fiber instances yielding 0 segments) took 0.000 s
    2022-10-04 18:07:29.562 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating section objects.
    2022-10-04 18:07:29.562 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating materials.
    2022-10-04 18:07:29.562 Iray [INFO] - MATCNV:RENDER ::   1.0   MATCNV rend info : found 0 textures, 0 lambdas (0 unique)
    2022-10-04 18:07:29.562 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating volumes.
    2022-10-04 18:07:29.562 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating environment.
    2022-10-04 18:07:29.568 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating lens.
    2022-10-04 18:07:29.568 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating lights.
    2022-10-04 18:07:29.568 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating object flags.
    2022-10-04 18:07:29.568 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating backplate.
    2022-10-04 18:07:29.569 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating caustic portals.
    2022-10-04 18:07:29.569 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating decals.
    2022-10-04 18:07:29.573 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Using iray core convergence estimate.
    2022-10-04 18:07:29.573 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Allocating 1-layer frame buffer
    2022-10-04 18:07:29.576 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Using interactive scheduling, caustic sampler disabled
    2022-10-04 18:07:29.576 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Initializing local rendering.
    2022-10-04 18:07:29.577 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Using OptiX version 7.3.0
    2022-10-04 18:07:29.579 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Initializing OptiX for CUDA device 0
    2022-10-04 18:07:29.687 [WARNING] :: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(367): Iray [ERROR] - IRAY:RENDER ::   1.0   IRAY   rend error: cuLinkCreate: PTX JIT compiler library not found
    2022-10-04 18:07:29.687 [WARNING] :: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(367): Iray [ERROR] - IRAY:RENDER ::   1.0   IRAY   rend error: Errors: error   : Unable to load library 'nvptxJitCompiler.dll'
    2022-10-04 18:07:29.687 [WARNING] :: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(367): Iray [ERROR] - IRAY:RENDER ::   1.0   IRAY   rend error: CUDA device 0 (NVIDIA GeForce RTX 3090): device kernel image is invalid (Failed to get function attributes)
    2022-10-04 18:07:29.687 [WARNING] :: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(367): Iray [WARNING] - IRAY:RENDER ::   1.0   IRAY   rend warn : CUDA device 0 (NVIDIA GeForce RTX 3090) is no longer available for rendering.
    2022-10-04 18:07:29.687 [WARNING] :: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(367): Iray [WARNING] - IRAY:RENDER ::   1.0   IRAY   rend warn : All available GPUs failed.
    2022-10-04 18:07:29.687 [WARNING] :: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(367): Iray [ERROR] - IRAY:RENDER ::   1.0   IRAY   rend error: Fallback to CPU not allowed.
    2022-10-04 18:07:29.687 [WARNING] :: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(367): Iray [ERROR] - IRAY:RENDER ::   1.0   IRAY   rend error: CUDA device 0 (NVIDIA GeForce RTX 3090): Device initialization failed, will not be used
    2022-10-04 18:07:29.687 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Rendering with 0 device(s):
    2022-10-04 18:07:29.687 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Rendering...
    2022-10-04 18:07:29.687 [WARNING] :: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(367): Iray [ERROR] - IRAY:RENDER ::   1.0   IRAY   rend error: No worker to render with: aborting render
    2022-10-04 18:07:29.688 [ERROR] Iray :: Internal rendering error.

    felis said:

    So you can render fine using the GPU, but just not using Iray preview.

    By

    feldarzt feldarzt October 2022 in Technical Help (nuts n bolts)
  • Finding rogue morphs?

    If you download the originals you cansee the format required - you just need to adjust to show the mutliple sources and note your modifications:

    /**********************************************************************
     
        This script is provided as part of the Daz Script Documentation. The
        contents of this script, and\or any portion thereof, may only be used
        in accordance with the following license:
     
        Creative Commons Attribution 3.0 Unported (CC BY 3.0)
        - http://creativecommons.org/licenses/by/3.0
     
        To contact Daz 3D or for more information about Daz Script visit the
        Daz 3D website:
     
        - http://www.daz3d.com
     
    **********************************************************************/
    // Source: http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/metadata/list_products_used/start

    By

    Richard Haseltine Richard Haseltine October 2022 in Daz Script Developer Discussion
  • Diffeomorphic produces two tongues if Lickalicious is attached

    Hello, hope somebody could help me out or point me in the right direction, I'm using Diffeomorphic and if I import a character with the Lickalicious tongue attached it produces two tongues in Blender, basically I have the Daz model tongue and the Lickalicious one, see attached screenshot. I'm now wondering if it is a limitation in Diffeo, a bug or I am doing something wrong. 

    By

    Dendy Dendy October 2022 in Blender Discussion
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