• Daz 3D
  • Shop
  • 3D Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Exporters
    • Daz to Roblox
    • Daz to Maya
    • Daz to Blender
    • Daz to Unreal
    • Daz to Unity
    • Daz to 3ds Max
    • Daz to Cinema 4D
  • 3D Models
    • Genesis 9
    • Genesis 8.1
    • Free 3D Models
    • Game Ready
  • Community
    • Gallery
    • Forums
    • Blog
    • Press
    • Help
  • Memberships
    • Daz Premier
    • Daz Plus
    • Daz Base
    • Compare
  • AI Solutions
  • Download Studio
  • Menu
  • Daz 3D
  • Shop
  • 3d Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Exporters
    • Daz to Roblox
    • Daz to Maya
    • Daz to Blender
    • Daz to Unreal
    • Daz to Unity
    • Daz to 3ds Max
    • Daz to Cinema 4D
  • 3D Models
    • Genesis 9
    • Genesis 8.1
    • Free 3D Models
  • Community
    • Our Community
    • Gallery
    • Forums
    • Blog
    • Press
    • Help
  • Memberships
    • Daz Premier
    • Daz Plus
    • Daz Base
    • Compare
  • AI Solutions

Notifications

You currently have no notifications.

Loading...
Daz 3D Forums > Search
  • Metadata problems - (Reason found)

    I did wipe the complete installation, including the database. The only things left were the backup of my user defined categories I made previously, hoping I might be able to restore them.

    After installation DAZ Studio did reload the metadata. I got two messages about duplicate product_keys, which was a bit surprising since I believe I had an empty database. Unfortunately it tells which product it tries to register, but not the product it is in conflict with. So I don't know if this is an software error, or two of the products from daz3d.com have the same guid, which I think would be a bit surprising since I neither tried to create my own product nor did I try to add something from another source than daz3d.com yet.

    I am currently in the process of re-installing all products through DAZ Studio. However I noticed that some of the products from my content library are missing in the content manager pane. So I do have to install them differently. Any advice, since I won't let DAZ Central back onto my hard disk?

    By

    mpadubrin mpadubrin August 2022 in Technical Help (nuts n bolts)
  • Sagan: A DAZ Studio to Blender Alembic Exporter

    moomraan said:

    Thanks man! I can believe it actually works, in cinema 4d, and i can get the textures and everything, can can you explain how to use the scripts?

    Sorry for replying late. Notifications are really, really, messed up.

    All the scripts are ustilized by opening a Text Editor window in Blender, opening the script, and executing it.

    I haven't checked the UV Fixer script in a long time, and it may be OBE given the way Diffeomorphic converts materials today. After the Alembic import "inherits" the materials created by Diffeomorphic, it was the case that they had to be tweaked in order to render properly. This script does that.

    The Rename Materials script changes the slot names to reflect the object and surface names in DS. KingArthur#Chainmail is much more understandable that Material-1.

    The Append To Compendium script is unfinished, or buggy, whichever you like. Ultimately it'll take all of the materials and put them into another blend file to be recalled by one of the other scripts. Blender's Asset Library has completely changed how this could work, though.

    The Reapply Materials script doesn't work either, but will basically re-apply saved materials from the first time they were imported, so you don't have to keep importing with Diffeo every time you want to import another animation with the same character with the same materials. It'll re-apply them from the aforementioned compendium. But both of these scripts need to be re-envisioned to work with the asset library.

    If hair has been converted, a python script to create the particle system is created, and also a OBJ with polylines is created. A newer version of Sagan that I haven't released creates a binary file that can be read by both Houdini for simulation, and Blender for rendering. Blender's new hair system with its new Curve type completely obviates all of this, and it will have to be written to take advantage of the new Blender features.

    Let me know if you have any questions.

    By

    TheMysteryIsThePoint TheMysteryIsThePoint August 2022 in Blender Discussion
  • Metadata problems - (Reason found)

    Did you wipe the database? That would not be touched, beyond any uninsalling you had done through all applications that had insalled, by reinstaling the applications. Of coruse if you do do that you will lost any user data (e.g. your own saved files' metadata, not the fiels themselves, and any catgorisation you had done) unless you export the userdata first.

    It's possible that there is an error in the product metadata, or was an error that isn't being cleared. I don't have the particular product you mention to check.

    By

    Richard Haseltine Richard Haseltine August 2022 in Technical Help (nuts n bolts)
  • Metadata problems - (Reason found)

    Hello,

    I am quite new to DAZ and had a previously working installation until I noticed I got dubious messages about duplicate keys when updating metadata and some of the products I bought not showing in the install pane in DAZ studio. Since I have used DAZ Studio, DAZ Installation manager and DAZ Central at the same time, I decided to come up clean and uninstalled everything I could find associated with DAZ Studio.

    Then I tried a "clean" install using DAZ Central only. The application hung up several times, UI freezing while some background processes were running. It took me the whole day yesterday to get to 58% completion when installing with DAZ Central. This morning I wiped that piece of software from my disk. Instead I downloaded the DAZ studio windows installer from my product library and within the hour DAZ Studio was up and running. Then I tried to update my metadata. Surprise ... again I got primary key violations only this time with a different product.

    2022-08-14 10:16:34.249 [WARNING] :: ..\..\..\..\..\src\sdksource\cloud\dzcloudtasknotifier.cpp(178): Query (UPDATE "product" SET name = 'dForce Night Dress Outfit for Genesis 8.1 Female', default_name = 'dForce Night Dress Outfit for Genesis 8.1 Female', store_id = 1, token = '84805', artists = 'Arki,Shox-Design,Anna Benjamin,Daz Original', description = '', guid = '6825d37c-4871-43b8-93a1-b8ad966979f8', meta_hash = '1171d39a2baeb8b81012e04ded262814', file_hash = '8e66955e8444f2b4957fb2db80a678a9', thumbnail_path = '', thumbnail_hash = '', last_update = '2022-04-12 06:04:38', date_purchased = '2022-04-12 11:29:14', date_installed = '2022-08-14 08:16:34', release_date = '1970-01-01 00:00:00', group_num = 0, hide = 'f', is_vendor = 't', has_cloud_meta_data = 't', is_installed = 'f', is_cloud_owned = 't', needs_update = 'f', normalized_name = 'dforce night dress outfit for genesis 81 female', normalized_name_first_letter = 'D' WHERE id = 1001) failed with exception: ERROR:  duplicate key value violates unique constraint "product_guid_key"
    DETAIL:  Key (guid)=(6825d37c-4871-43b8-93a1-b8ad966979f8) already exists.

    2022-08-14 10:16:34.250 [WARNING] :: ..\..\..\..\..\src\sdksource\cloud\dzcloudtasknotifier.cpp(178): ERROR:  duplicate key value violates unique constraint "product_guid_key"
    DETAIL:  Key (guid)=(6825d37c-4871-43b8-93a1-b8ad966979f8) already exists.

    Afterwards I tried to reinstall the content provided with DAZ Studio and got as far as "Secret Garden Shaded Heaven"... The log just states:

    2022-08-14 10:49:06.256 [INFO] :: Beginning Install of "Secret Garden Shaded Haven"
    2022-08-14 10:49:06.261 [INFO] :: "Secret Garden Shaded Haven": Install Failed.

    What am I missing?

    Best regards

    Michael

    By

    mpadubrin mpadubrin August 2022 in Technical Help (nuts n bolts)
  • Diffeomorphic DAZ Importer version 1.6.0 released

    @benniewoodell Yes that's an option but doesn't concern diffeomorphic. I mean the purpose of diffeomorphic is to import from daz, then you can use any extra tool you wish that you find at blender market or elsewhere. Then a similar feature is used in the daz pbrskin shader, so if you import a G81 figure you'll get it.

    By

    Padone Padone August 2022 in Blender Discussion
  • I cannot find the cell phone props that come with z-on-the-phone-pose-mega-set

    VicS said:

    Thanks SofaCitizen!

    Im missing a few is there a way to make sure things are installed in sm art content you can let me know about it, it has been confusing for me.

     

    great pose set eh?!

     

    Hmm, well, I install everything using DIM and it has always seemed to add the Smart Content automatically. The important thing is to first make sure that the files are actually installed. The important one being "/Props/Z On the Phone/Z OTP Smartphone.duf" - have a look in the folder to make sure that is installed. The others are Wearables and so I think they would most likely depend on that one but if you want to check those they are in "/People/Genesis 8/Props/Z On the Phone" - there should be 8 duf/png pairs along with a "Hands" folder in there.

    However, I do have a second machine where I have to manually trigger a Smart Content update and so perhaps you could try that?  If you go to Smart Content tab and select "Content DB Maintenance" from the icon menu in the top-right. From the window that comes up check "Process Metadat Queue" and "Re-Import Metadata" and click Accept. This will check your Runtime/Support folders and list all the products. At this point I would suggest you uncheck everything and scroll down to see if "Z On the Phone" appears in the list. If it does you can check just that one and click accept which should force a re-import of all the Smart Content for that product.

    That is a bit of a guess tho since I would have thought that the install should have done that anyway.

    By

    SofaCitizen SofaCitizen August 2022 in Daz Studio Discussion
  • Any scenario in which a Threadripper 3960x would out-render 2x RTX 3090's?

    felis said:

    Try to select the shirt in the scene tab. In the botton of the scene tab mid, there is a little thicker line. Click that and it will expand. Then scroll downm and it will give info about the object mesh.


    Primary

    Name : 
    Ahsoka_Suit
    Label : 
    Ahsoka Suit
    Class : 
    DzFigure


    Metadata

    Scene ID : 
    /data/levie/Ahsoka/Ahsoka%20Suit/Ahsoka_Suit.dsf#Ahsoka_Suit
    Content Type : 
    Follower/Wardrobe
    Compatibility Base : 
    /Genesis 8/Female
    Preferred Base : 
    /Genesis 8/Female


    Object

    Name : 
    Ahsoka_Suit
    Class : 
    DzObject


    Shape

    Name : 
    geometry
    Class : 
    DzGraftingFigureShape


    Geometry

    Name : 
    geometry
    Vertices : 
    15,383 / 240,110
    Faces : 
    14,882 / 238,112
    Lines : 
    0
    Class : 
    DzFacetMesh

    By

    JasonWNalley JasonWNalley August 2022 in Daz Studio Discussion
  • Any scenario in which a Threadripper 3960x would out-render 2x RTX 3090's?

    PerttiA said:

    What you call kaleidoscoping (on the boots) is pattern that Substance Painter uses to fill unused areas of the textures and maps

    Edit: What are your rendering settings and the dimensions you are rendering to?

    Have you checked, which objects these are?

    Iray [WARNING] - TRIT:GEOMETRY ::   1.0   TRIT   geo  warn : Object DS_shape_810_829: the parametric approximation level is set to 2. 
    The original value of 3 would produce too much geometry in a single mesh.
    Iray [WARNING] - TRIT:GEOMETRY ::   1.0   TRIT   geo  warn : Object DS_shape_850_1077: the parametric approximation level is set to 1. 
    The original value of 2 would produce too much geometry in a single mesh.
    Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Geometry import (26 triangle objects with 119 M triangles, 0 fiber objects with 0 fibers (0 segments)
    

    I understand what the Dilation is and know that that's what it is (the stripes on the boots), but that's not what I am calling kaleidoscoping.  It's more prevalent in a scene with a background/environment (I first noticed it on an urbanfuture environment), but the textures all seem to disperse themselves over the scene in a spiral pattern, repeating over and over.  It for real looks like a kaleidoscope of bad colors and bad textures that are on the wrong object.  For instance, if you look at the last one, the teeth map is on the face instead of on/in the mouth.  I find it strange that this only happens when NVLINK + SLI Are enabled (so far anyways that's the only time it has shown up).  None of the settings or textures were changed between the renders, I only had to restart DAZ when enabling SLI.  Everything else was just changing peergroup 0 to peergroup 2 and back again.
    I have no idea what those 2 warnings are, and don't really know how to track them down.
    Here's SLI only
     

    By

    JasonWNalley JasonWNalley August 2022 in Daz Studio Discussion
  • Morph Loader Pro does not work

    when exporting the G8.1F figure did you remember to set the resolution to Base? Exporting it at high res will not work when you import it back to Daz, giving you the "geometry didn't match" error.

     

    EDIT: oops, missed where you said you did that.

    By

    ebslater26 ebslater26 August 2022 in Technical Help (nuts n bolts)
  • Any scenario in which a Threadripper 3960x would out-render 2x RTX 3090's?

    What you call kaleidoscoping (on the boots) is pattern that Substance Painter uses to fill unused areas of the textures and maps

    Edit: What are your rendering settings and the dimensions you are rendering to?

    Have you checked, which objects these are?

    Iray [WARNING] - TRIT:GEOMETRY ::   1.0   TRIT   geo  warn : Object DS_shape_810_829: the parametric approximation level is set to 2. 
    The original value of 3 would produce too much geometry in a single mesh.
    Iray [WARNING] - TRIT:GEOMETRY ::   1.0   TRIT   geo  warn : Object DS_shape_850_1077: the parametric approximation level is set to 1. 
    The original value of 2 would produce too much geometry in a single mesh.
    Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Geometry import (26 triangle objects with 119 M triangles, 0 fiber objects with 0 fibers (0 segments)

    By

    PerttiA PerttiA August 2022 in Daz Studio Discussion
  • DAZ 3D Request Software for Clip Studio paint

    Dear DAZ 3D

     

    For this year and next year I like to request a DAZ 3D new Software for Clipstudio paint to import models. The reason I'm asking for this to happen is because I use clipstudio paint for 3D models from Assets, some models are lacking body shapes, and its hard to find off different 3d sites.

    This is what I want, I wanna export a Female model with clothes on, hairstyle and body shape into Clipstudio paint so I can Illustration from their. However I exported the model with clothes, hair and body shape in CSP the model was fine. But the when I moved the torso or arm to make a pose, the hair moved and her clothes.

    I wasn't happy, tried to find many ways but ended up in stressing myself. So Please DAZ 3D staff can you make this happen collaborate together with CSP (Clipstudio paint) I want this to happen now please.

    By

    goldfisher15 goldfisher15 August 2022 in Product Suggestions
  • Bug with daz to blender bridge

    axel.valerian1325 said:

    Hello,

    I didn't use daz since last time I've updated blender to V 3.0.1, last night I tryed to export a new charachter from daz to blender using the bridge but : 

    When I go to scripts > bridge > blender / I click on blender (normally a new window with settings should appear), but in my case nothing happens.

    I tryed to uninstall daz central, uninstall the bridge, uninstall Daz Studio and install em' again but nothing works..... I'm going crazy.. 

    Does someone knows what is happening with my bridge ? 

    Thank you very much. 

     

    Axel 

    I feel your pain! I've been having issues too, I tried the GitHub option (latest release) and that didn't work, and now I'm trying the standard DAZ FBX Export (without the bridge)! But the result was a mangled Gen8 figure.

    * Could someone kindly confirm what the settings should be for Gen8 Zero'd Figure both DAZ (FBX Export Settings) and Blender (FBX Import settings). Your help will greatly be appreciated! Thanks.

    And please correct me if I am wrong about the following:

    . 2023, first quarter of next year Blender could release the latest LTS version?

    . LTS versions are considered to be stable.

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

    Some info about myself:
    I have TV credits including an interview about the making of a music video that aired nationwide, and I also have songwriting credits that include overseas radio airplay. 

    By

    GjS GjS August 2022 in Blender Discussion
  • How to represent the collision of hard objects with the body

    hansolocambo said:

    There's a lot in such an image to work on.

    DAZ Solutions and limitations :

    - Find clothes that are already dForce compatible. Or, if the wireframe is properly welded and not messy, add dForce Dynamic Surface to any cloth. Problem : for dForce to compute properly, colthes are usually optimized (wireframe not too dense). So you'll eventually get wrinkles but never as many as in your screenshot. Converting the cloth to SubD won't help as dForce computes the cloth at Base resolution. Subdivision is only visible post soft-body computation.

    - You want a hand or any hard object to deform another. For that you can add a Smoothing Modifier to cloth AND to the genesis. And for both, define as collision item the hard object. The more your approach the hard object from your clothed Genesis, the more wireframe will be pushed in. Limitation : push modifier, like most things in DAZ, acts only on the Base resolution.

    Blender, 3DS Max, Maya, etc.  solution : you could do that in Blender, subdivide the cloth as much and simulate with the Cloth Modifier to get proper wrinkles. Your Genesis being subdivided, you'll be also able to deform the skin with more accuracy. You can then import back in DAZ the cloth and the Genesis. Copy paste textures from the original versions (as Material IDs will be the same). And render with Iray. Keep in mind that those two imported objects aren't the Genesis anymore (except of course if you decide to export it without subdivision to make a morph of the stomach) and it's not the original cloth anymore. Just 2 imported meshes without bones. But once Surfaces are copy pasted onto them, they'll look identical to the originals, with the extra wrinkles and little details you can add in another 3D app such as Blender.

    Marvelous Designer : (The way I'd do it as I work this way for all my scenes with any kind of soft body deformations, pillows, skin, clothes, etc.)

    - Make a custom morph for the stomach deformation.

    - Export Genesis without SubD in final position + hard object a bit away from the body as obj.

    - Then export Genesis with stomach deformed + hard object this time a bit inside the body : as mdd.  Mdd format is a point cloud that'll enable you to play the animation (without bones) in Marvelous.

    - Finally export your cloth as obj with SubD.

    - Once in marvelous, import Genesis+hard object obj as Avatar. Import mdd of Genesis with stomach deformtion+hard object inside the body. Import the cloth as garment (it's subdivided and Marvelous triangulates anyway, so it won't be used as a morph anymore).

    Now thanks to the .mdd you have an animation from final Pose to final Pose + stomach deformation of the Genesis and the movement of the hard object. You can now simulate the animation in Marvelous Designer and precisely shape the cloth as you want, push and pull it in real time to create those nice wrinkles. Once cloth garment looks good : export it as obj. Import that cloth back into DAZ. As it still have the Material ID information (UVs and surface) from the original, simply copy paste surfaces from original to imported cloth.

    You now have in DAZ : the Genesis with your stomach deformation moprh. And a mesh simulated in marvelous Designer for the cloth.

     

    In other words you can't really achieve a detailed image like this without knowing a bit more than the basics of DAZ. Like how to make your own custom morphs at least.The use of a third party app such as Blender, or in this case Marvelous Designer, would certainly raise the quality of the final effect.

    Thankyou verymuch bro, I learned a lot from your comment !

    By

    LuongCuong LuongCuong August 2022 in New Users
  • Diffeomorphic: convert to rigify error

    Sorry it's my fault for some reason my mind was reading mhx instead of rigify. No for rigify you don't need to udate the mhx runtime, though it is a good thing to keep the plugins up to date together. I tried to rigify a standard G8F and don't get any issue here.

    blender 3.2.2, diffeomorpthic 1.6.2.1112

    steps:

    1. import G8F, merge rigs, make all bones posable
    2. optimize pose for ik, convert to rigify

     

    edit. I see Thomas just uploaded 1113 with a rigify fix for G3 figures that may be your case.

    By

    Padone Padone August 2022 in Blender Discussion
  • Importing a Blender file into DAZ

    rnollman said:

    Why is Bryce able to handle this and not DAZ Studio? Is there a way to specify in Blender the location of each of the objects in relation to one another? It is one thing, painful and time consuming, to save every object separately and then import each one into a DAZ Studio scene, but if they have to be positioned once, inside DAZ, it would be a near impossible task. So, if I model a car in Blender, I need to import each object which makes up the car into DAZ and then figure out where the pieces go?

    While I've had stuff go awry a few times, usually if you model something that has a bunch of separate parts, in another program, they should carry over their coordinates in relation to "world center" or "world zero" (center of the 3D scene or "world"... 0.00 X, 0.00 Y, 0.00 Z coordinates)... So if they are modeled way off center, when they import they may be hard to find... so it's best to move everything to the world center before you export them... the whole collection that is, not center each one individually... if it's groupable, move the whole thing as one to the center of the scene before you export each separate part individually... 

    unless you don't need the parts to be separate, but you can run into issues sometimes when meshes intersect.

    A good "trick" to try when you don't intend to rig something or have parts that that don't need to move, if you have a group of say ten parts, import a couple of parts at a time that don't touch each other... so say it's a car, import the glass as one bunch, the hood and trunk next, the front doors and the engine and bumpers together the side mirrors and locks together... etc.

    As long as you don't need the parts to be rigged that's a decent time saver... you can also do something similar and save the parts that need to move or be rigged, for individual export... like for example the doors and windows of a house.

    Then there is scale difference... due to differences in how different programs express or read /interpret, scale some objects may import as galacticly massive or microscopic... so it might seem like they are lost... but as long as the collection is centered first, it should be good... it's often a good idea to import a test object to figure out scale and location.

    it's tedious, but that's one of the limitations of obj files, which seems to be the best file format to work with here.

    By

    McGyver McGyver August 2022 in The Commons
  • Make hands independent

    Richard Haseltine said:

    Right-click in the Viewport, but note that you can now skip a step and just delete selected.

    Whata re you wanting to export for? Deleting chunks of mesh will make it impossible to use the result as a morph.

    Nothing to do with morphs at all.

    Exporting obj body sections of G8 can then be imported into the ios app Procreate. As mentioned Procreate now has a feature to import obj and USDZ files. This would allow you to draw and/or paint over 3d objects as long as they are UV mapped. Then export the results from Procreate with a new hand painted texture layer. Potentialy very powerful tool for something like tattooing with the abundance of brushes available in the app or can be downloaded along with utilizing the Apple pencil.

    Someone doing 3d is laughing at the convenience of ($13.99 CAN) using this app. Just need to figure out how to export a transparent png with the contents.

    The Procreate app on my 32gb 2019 ipad will not handle the full G8 obj. Exporting in smaller body sections is the only alternative.

     

    By

    inception8 inception8 August 2022 in Technical Help (nuts n bolts)
  • Importing a Blender file into DAZ

    If you model an object as a car you would have it as one object, giving it different surfaces (for materials) and probably also different vertex groups for rigging (like opening a door).

    If you import different objects and want them positioned relatively to each other, I think I would give them all the same origin, then they should be imported with the same relativity in DS.

    And I agree, it would be nice if Daz could import an obj as different objects.

    By

    felis felis August 2022 in The Commons
  • Importing a Blender file into DAZ

    Why is Bryce able to handle this and not DAZ Studio? Is there a way to specify in Blender the location of each of the objects in relation to one another? It is one thing, painful and time consuming, to save every object separately and then import each one into a DAZ Studio scene, but if they have to be positioned once, inside DAZ, it would be a near impossible task. So, if I model a car in Blender, I need to import each object which makes up the car into DAZ and then figure out where the pieces go?

    By

    rnollman rnollman August 2022 in The Commons
  • Importing a Blender file into DAZ

    If you want the objects as individual objects in Daz Studio, you have to import them as individual objs. DS will merge them if you have more than one object in an obj file.

    By

    felis felis August 2022 in The Commons
  • Importing a Blender file into DAZ

    I am working with someone who created a scene with a set of objects in Blender. It was a 2D image that she converted to a set of 3D objects in Blender. She sent me the OBJ and MTL files (see attached image of the imported object and files in DAZ and the Bryce render where I was able to access individual objects and texture them). I was able to import the OBJ and MTL files into Bryce with the colors in place as a grouped object. I was able to ungroup it and move individual objects around and apply textures to them. However, I have no idea how to do the same thing when importing to Blender. There must be some simple way to import the Blender files into DAZ so that I can access the individual objects. I reached out to the person who did the conversion in Blender. I am not sure if she knows how to import Blender files into DAZ.

    By

    rnollman rnollman August 2022 in The Commons
Previous Next
Adding to Cart…

Daz 3D is part of Tafi

Connect

DAZ Productions, Inc.
7533 S Center View Ct #4664
West Jordan, UT 84084

HELP

Contact Us

Tutorials

Help Center

Sell Your 3D Content

Affiliate Program

Documentation Center

Open Source

Consent Preferences

JOIN DAZ

Memberships

Blog

About Us

Press

Careers

Bridges

Community

In the Studio

Gallery

Forum

DAZ STORE

Shop

Freebies

Published Artists

Licensing Agreement | Terms of Service | Privacy Policy | EULA

© 2026 Daz Productions Inc. All Rights Reserved.

Create An Account