• 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
  • Content Catalog - Windows/macOS (Commercial) - Out now

    If you have both versions (PC/Mac), is it possible to export/import your own notes and tags between them? I use a PC at home, and a Mac when I'm away. Just wondering if there is any sense to buy both versions.

    By

    Kersey Kersey August 18 in Daz PA Commercial Products
  • G8F Geografts Material

    That is expected.  If you use the custom geograft UVs and textures you are going to lose the character's original textures.  You can either have the geograft use the character's original UV's and textures or you can mix the character's original textures with the custom UVs and textures of the Geograft (most likely using a mask in Blender).  It's not terribly difficult but also not easy to explain here.  Basically to combine them with a mask you need to import the custom UVs into blender using Diffeomorphic's import UV function and then mix the textures in the shader editor.

    Another way to avoid the issue is to use the standard DAZ gens geograft.  Many of those texture sets come with gen textures that seamlessly combine with the character's main textures. 

    By

    Krys Kryngle Krys Kryngle August 18 in Blender Discussion
  • Content Catalog - Windows/macOS (Commercial) - Out now

    HeavyRay said:

    For  Doctor JB - barbult's mention of her packaging products using your CPA product reminded me that when that product was introduced, you were doing some experimentation of combining CPA with Riversoft's Content Wizard into a complete metadata/packaging workflow.  Did that ever mature, and if so, could you share?  Thank you!   - Ray

    Unfortunately, it proved to be a bit complicated and longwinded. So I abandoned that idea. 

    By

    DoctorJellybean DoctorJellybean August 18 in Daz PA Commercial Products
  • Content Catalog - Windows/macOS (Commercial) - Out now

    Sounds interesting - an immediate buy when it comes out!   Thanks to barbult for the EXCELLENT (as usual) comments and pics.

    - Although my profile says I've been a member since 2003, in some areas I feel like such a newbie!  How does one create a link to a user profile such that it is displayed as just the user name (in blue), vice appearing as a "https://www.daz3d.com/forums/profile/,,,"; string?  
    - For  Doctor JB - barbult's mention of her packaging products using your CPA product reminded me that when that product was introduced, you were doing some experimentation of combining CPA with Riversoft's Content Wizard into a complete metadata/packaging workflow.  Did that ever mature, and if so, could you share?  Thank you!   - Ray

    By

    HeavyRay HeavyRay August 18 in Daz PA Commercial Products
  • G8F Geografts Material

    I'm using diffeomorphic easy import to import a character with 2 geografts
    1. Headlights
    2. Golden Palace
    The materials seem to import correctly, until I zoom in and the bump and normal maps are not applied correctly. The bump and normal for the golden palace geograft appears to apply correctly, but it looks like it takes over of the G8F figure's materials and does not apply the bump and normal materials of the figure.
    I'm not sure how to fix so, send help pls. Thanks

    By

    JD JD August 17 in Blender Discussion
  • Use G9 skin on G8

    tzxc1600 said:

    Eyelids are clipping into each other as the figure is 8.1. As the Uv pose with 8 works fine.

    I remember I ever emphasized in the linked discussion thread : use G8.1F with High Resolution as the floating geometry so as to assure the quality of wrapping as well as the texture conversion ~~

    In your screenshot, obviously you just imported a G8.1F with Base resolution...

    Edit: Since you're not wrapping G9 for making G8F a morph other than converting texture maps from G9 > G8, so you don't have to use Base resolution... Instead, import G8.1F Dev Load (default SubD : 2) and G9 Dev Load (default SubD : 1).  You can check my screenshot above, the wrapped figure has high quality mesh as well as textures with the settings.

    If importing the mesh with correct SubD, you won't see the errors with exclamation in the graph ~~

    By

    crosswind crosswind August 17 in Product Suggestions
  • Daz Studio 6 Beta - version 6.25.2026.19821! (Updated July 23, 2026)

    Richard Haseltine said:

    wsterdan said:

    Leana said:

    wsterdan said:

    felis said:

    Keiththegamergeek said:

    Additional: I found what I was looking for under Smart Content but I cannot get it to load.

    Product https://www.daz3d.com/fantasy-hovel

    It uses .Daz formats which are not supported in DS 6.

    So you can open it in DS4 and resave it. 

    This always confuses me; they have the import code for these formats running in DS4; why not update just the import code to run in DS6 and save everyone the extra hassle? We don't need to save in that format, it would just be a one-way importer updating existing code...

    The .Daz format was already problematic in DS4 due to various changes made to it along the years, so the import code for it was likely complex and it already failed for some of these files. Moreover that code might have relied on features of Qt4 which have changed a lot and would make conversion a hassle. So not spending resources to support a format which has been deprecated for at least a decade probably seemed like a good choice.

    What they could have done would be displaying a message telling you to convert them when you try to load them.

    That would be more helpful, for sure. I understand needing to focus on newer assets and newer users, but it still bites a bit that because I spent forty or fifty thousand dollars on DAZ assest that are now too difficult for them to support simply  because they're ten or so years old; it does lessen my desire to spend much now, on the off-chance I'm still around in ten or fifteen years and I won't be able to just open them without jumping through hoops using legacy software.

    You may be able to import the Poser format version, if there is one, and use its DS presets, as long as they are not in .ds format. But a lot of content was updated, especially Plat Club stuff.

    Thanks, I am keeping three versions of DAZ Studio running at the moment on two computers; a 2012 iMac is running a 32-bit version to keep lip sync active and a version of DS4 to import older assets with a version of 6 to keep current (as well as a Beta, so four versions in total). Still, I'd love to need just one.

    By

    wsterdan wsterdan August 16 in Daz Studio Discussion
  • Daz Studio 6 Beta - version 6.25.2026.19821! (Updated July 23, 2026)

    wsterdan said:

    Leana said:

    wsterdan said:

    felis said:

    Keiththegamergeek said:

    Additional: I found what I was looking for under Smart Content but I cannot get it to load.

    Product https://www.daz3d.com/fantasy-hovel

    It uses .Daz formats which are not supported in DS 6.

    So you can open it in DS4 and resave it. 

    This always confuses me; they have the import code for these formats running in DS4; why not update just the import code to run in DS6 and save everyone the extra hassle? We don't need to save in that format, it would just be a one-way importer updating existing code...

    The .Daz format was already problematic in DS4 due to various changes made to it along the years, so the import code for it was likely complex and it already failed for some of these files. Moreover that code might have relied on features of Qt4 which have changed a lot and would make conversion a hassle. So not spending resources to support a format which has been deprecated for at least a decade probably seemed like a good choice.

    What they could have done would be displaying a message telling you to convert them when you try to load them.

    That would be more helpful, for sure. I understand needing to focus on newer assets and newer users, but it still bites a bit that because I spent forty or fifty thousand dollars on DAZ assest that are now too difficult for them to support simply  because they're ten or so years old; it does lessen my desire to spend much now, on the off-chance I'm still around in ten or fifteen years and I won't be able to just open them without jumping through hoops using legacy software.

    You may be able to import the Poser format version, if there is one, and use its DS presets, as long as they are not in .ds format. But a lot of content was updated, especially Plat Club stuff.

    By

    Richard Haseltine Richard Haseltine August 16 in Daz Studio Discussion
  • Daz Studio 6 Beta - version 6.25.2026.19821! (Updated July 23, 2026)

    Leana said:

    wsterdan said:

    felis said:

    Keiththegamergeek said:

    Additional: I found what I was looking for under Smart Content but I cannot get it to load.

    Product https://www.daz3d.com/fantasy-hovel

    It uses .Daz formats which are not supported in DS 6.

    So you can open it in DS4 and resave it. 

    This always confuses me; they have the import code for these formats running in DS4; why not update just the import code to run in DS6 and save everyone the extra hassle? We don't need to save in that format, it would just be a one-way importer updating existing code...

    The .Daz format was already problematic in DS4 due to various changes made to it along the years, so the import code for it was likely complex and it already failed for some of these files. Moreover that code might have relied on features of Qt4 which have changed a lot and would make conversion a hassle. So not spending resources to support a format which has been deprecated for at least a decade probably seemed like a good choice.

    What they could have done would be displaying a message telling you to convert them when you try to load them.

    That would be more helpful, for sure. I understand needing to focus on newer assets and newer users, but it still bites a bit that because I spent forty or fifty thousand dollars on DAZ assest that are now too difficult for them to support simply  because they're ten or so years old; it does lessen my desire to spend much now, on the off-chance I'm still around in ten or fifteen years and I won't be able to just open them without jumping through hoops using legacy software.

    By

    wsterdan wsterdan August 16 in Daz Studio Discussion
  • How to associate Materials with product for Smart content

    Good that you figured it out. Metadata editing can be frustrating at times. Be sure to set the Type and Category for the wearable item and the materials, too, if you haven't already.

    By

    barbult barbult August 16 in The Commons
  • Daz Studio 6 Beta - version 6.25.2026.19821! (Updated July 23, 2026)

    wsterdan said:

    felis said:

    Keiththegamergeek said:

    Additional: I found what I was looking for under Smart Content but I cannot get it to load.

    Product https://www.daz3d.com/fantasy-hovel

    It uses .Daz formats which are not supported in DS 6.

    So you can open it in DS4 and resave it. 

    This always confuses me; they have the import code for these formats running in DS4; why not update just the import code to run in DS6 and save everyone the extra hassle? We don't need to save in that format, it would just be a one-way importer updating existing code...

    The .Daz format was already problematic in DS4 due to various changes made to it along the years, so the import code for it was likely complex and it already failed for some of these files. Moreover that code might have relied on features of Qt4 which have changed a lot and would make conversion a hassle. So not spending resources to support a format which has been deprecated for at least a decade probably seemed like a good choice.

    What they could have done would be displaying a message telling you to convert them when you try to load them.

    By

    Leana Leana August 16 in Daz Studio Discussion
  • Daz Studio 6 Beta - version 6.25.2026.19821! (Updated July 23, 2026)

    jmucchiello said:

    The code stacks for ds4 and ds6 are incompatible. You can't just "import the code" between. They started a DS5 project over five years ago and ended up with DS6 because the underlying library, QT, had a major version upgrade twice since DS4 (which is 15 years old).

    I never said "import the code". I said they had the "import code" and suggested that they could update that. Not the ability to export nor save in the old formats, just import.

    The algorithms for importing the earlier file formats should still be valid. I didn't suggest just cutting and pasting code from DS4 to DS6, but that updating just the import code for the formats should be possible.

    By your statement, you seem to suggest that they shouldn't have been able to update their importers for any of these formats, yet they did:

    By

    wsterdan wsterdan August 16 in Daz Studio Discussion
  • How to associate Materials with product for Smart content

    Somethign that should be simple and take 2-3 clicks and maybe a sip of coffee has taken me well over an hour of wading thorough tutorials and googling outdate posts where no information adds up anymore and nothing works.

     

    I have a product from different site that comes with materials.

    What I want to achive is so that when an wearable item is selecte with "Filter by Context" checked in Smart data the Materials for this item show up.

     

     

    I have created a compatibility root for the item. I have edited metadata on material files and set compatibilities to that root and it does not work in smart content anyway.

    If i uncheck context filtering then materials do show up, albaint mixed with some other random materials/products as well.

     

    I need a simle set of instructions that a 2 year old could follow. It seriosuly cannot be that complicated??

     

    *EDIT* Finally figured it out. The Root wasnt actualy specific to the item the item was still deeper in that root and thats what had to be linked for materials not the root....

     

    By

    Tomhip Tomhip August 16 in The Commons
  • Daz Studio 6 Beta - version 6.25.2026.19821! (Updated July 23, 2026)

    The code stacks for ds4 and ds6 are incompatible. You can't just "import the code" between. They started a DS5 project over five years ago and ended up with DS6 because the underlying library, QT, had a major version upgrade twice since DS4 (which is 15 years old).

    By

    jmucchiello jmucchiello August 16 in Daz Studio Discussion
  • EZFinder - Advanced Content Manager for Daz Studio [Commercial]

    mindsong said:

    EZ3DTV said:

    mindsong said:

    EZ3DTV said:

    mindsong said:

    great news, all - thanks for the responses and your consideration of my/our inputs.

    ...

    ...

    enlightened Get all new feature requests in before this update is placed. It may be a while before the next update comes around.

    I really love your enthusiasm here! (and on your videos)... But... could you wait to submit your latest update until after the next release (1.0.5) is actually available for us to review and play with for a short while (for the sake of current feedback)?

    If not, off-the-cuff, I'd really appreciate a 'scan all libraries' button/option, that doesn't pop up the dialog to ask us to be sure DS is running for each scan, so I can simply fire off a full scan (append or not) for all of my libraries (22 of 'em so far) after a DIM installation and update session? I'd probably do a scan like this before going to bed so-as-to not worry about how long it would take, so having an explicit pop-up dialog occur for each scan would prevent that full scan from completing overnight, etc.

    and ... as much as I appreciate the funnies in the logs ... can you add a settings options to disable them? please? Or at least have those not be written to the actual logfiles? I've been fighting some PA product file character reading errors in the program (i'll pm you examples) and such errors and details are truly painful to find - both, when watching the progress, and sorting through the zillions of 'witty notes' after-the-fact. Even if I have to manually edit a file somewhere to disable them, I'd personally be really happy if the logs contained only relevant information - at least when I'm trying to sort out what's going on, etc. I tread on eggshells here, as I appreciate the creative and fun intentions, but the request stands - thanks for considering it.

    thanks in advance,

    --ms

     

    Turning off the jokes in the log is very doable. 

    I can possibly add a fix to not require Daz to be open during scan and the constant messages.

    But I will point out an "observation" in how you create libraries.

    EZFinder was created so multiple libraries would be totally obsolete.

    There is no reason to install items in so many libraries when EZFinder allows you to curate items in any way 

    regardless of the Daz Studio library architecture. This alone frees up tons of time curating zip files so that all that is left is dragging content where you want it in EZFinder. Dropdowns in DIM, selecting libraries and tons of incongruencies among products.

    With EZFinder, the only constraint is disk size. I have my entire 6TB Daz library on one super-fast M.2 drive.

    I click scan in EZFinder and it scans in one go at it. (The new fast append scan in v1.0.5 scans for new products in my entire library in under 1 minute.)

    Multiple libraries are no longer needed because of the layer of curation that can be achieved "on top of your Daz library".

    That means your Daz library can be a cohesive single unit no longer missing textures and files and updates that don't know where they need to be installed. Constantly searching for misplaced items is gone completely. A Swiss cheese library where content is disconnected from its main products. EZFinder solves all of that.

    None of that is necessary unless you have a space constraint and even that can be remedied by just getting a big drive.

    My advice is, get a “big” drive and uninstall all your content and reinstall it all in one place and let the cards land where they were intended to go. Then let EZFinder Virtual Folders organize your content. This bypasses a huge headache and EZFinder is intuitive and very user friendly.  One library to rule them all. I have tried splitting my library up and I ended up with scripts not working right and data in the wrong place. EZFinder was born so multiple libraries would be “totally obsolete”. And it has proven itself to facilitate this 100%. The new update makes pagination instant and folder structures solid and bug free. Any future issues will only be even more refinements of the same idea. The innovation of EZFinder is a real solution to multiple libraries. I would not dream of splitting my library up at this point. But if instead of 13,000 products (1.7 million files) if I had say, 20,000 or even 50,000 products… I would probably still keep it in one place if I could. I just buy products, open DIM and let them install where they want to go. Then I use EZFinder to do “all” of my organization. It could not be any “easier”. You have your library split up into 22 folders. Just think about this, EZFinder gives you thousands of folders and you do not need to split up your library at all.

    You can save your entire EZFinder setup and load it is seconds... Multiple libraries is the problem, not the solution. wink

    Thanks for the detailed reply - and yes, your well-described sentiment that my having both 'distinct content libraries', and using EZFinder to create virtual distinct libraries is redundant and arguably missing the entire point of your tool... is fully appreciated, and completely rational. I even bought your tool knowing that its entire purpose is to obviate multiple runtime libraries - which it seems to do wonderfully. For future EZFinder users, your (above) description should be useful, as it very clearly articulates its intended purpose and value.

    That said... :)

    Using EZFinder, exactly as it's intended, can (and does) compliment the use of multiple isolated libraries as well - both in terms of functional isolation (per-figure or per-renderer libraries), or project isolation (using tools like the content gatherer) to collect and archive all of the elements used in a specific project (buildings, characters, clothes, animations, etc.) for future restoration and re-creation, etc. To wit, this also requires the restoration of the matching versions of DS and the Nvidia Drivers used at the time... Tracking this all hasn't been trivial, and adding your EZFinder tool to my world looks to be a god-send to my workflow.

    To your suggestion that having a single content library is optimal for most users, my scenario bends the boundaries of any of these tools. to wit, it takes the DIM tool 20 minutes to load my content package collection. I start it, then throw it in the background while I get work done... So, while having a single monster library can work for me, my 15 yr DAZ workflow has self-adjusted around the many idiosyncracies and inconsistencies that DAZ Studio's evolution has 'presented' to us all as we move forward, and much of my system can co-exist with tools like yours without much tweaking. Maybe someday I'll merge everything and give up this fight, but for now, the benefits are worth the complexity.

    I really appreciate your energy and your pride in your work, as I've been in the industry for years and there aren't many folks that treat their code like the art that it can be. Bravo for that, and props to you. Of course, I don't expect that you'll re-write any major code for my distinct and unusual workflow, I can imagine that a few of my requests aren't going to be unique to me, and should end up being tweaks of your system rather than re-writes, etc. Any way it goes, all of your efforts are appreciated, and I'm sure I can make things work for my needs, as your overall thinking on this tool is crisp and clear to me.

    ---

    Per your willingness (above) to consider the library scanner tweaks I requested, please let me re-articulate my request a bit more clearly:

    Because I still expect to use multiple libraries, and because I understand that DS should be running (I assume for the smart content/postgres instance - that I don't have installed or will ever use... lol)... My use-case is roughly:

    • Purchase *varied* assets from the DAZ store...
    • Install them to their respective libraries using the DIM tool
    • manually re-scan (append) each of the affected libraries using EZFinder

    In that scenario, I select each library (assuming I remember which ones I've added new content to :), then I scan/append to it. Having to wait for the EZFinder scan process to notify me that DAZ should be running, and having to hit OK each time is where some time could be saved. If I could select multiple (or all) libraries and batch scan (all append, or all overwrite) them without any user-interaction right before I end my day, my life would be better :), especially the next morning, knowing I have a shiny updated state of my content! yay! - I hope what I've written makes sense, and it doesn't seem like a major change in the way the program currently operates.

    FWIW, you might be pleased to know... in spite of your clear and logical recommendations that we use a local (SSD) root drive folder for our EZFinder database folder/file structure, I'm running both my content *and* the EZFinder data-store on mapped network drives, and while a bit slower than local, it works fine, and my entire system is consolidated and backed up beautifully. I'm curious if your recent performance improvements (v 1.0.6?) will tighten this up even further! To this end, it would be nice to be able to specify that the EZFinder data-root be located anywhere, but I also apprecate that some less tech-savvy folks may think EZFinder is a crappy program if they operate it in a non-recommended configuration and suffer the unsurprising performance hits. I know better, and love that it works well for me after a few JSON file edits :)

    more to come, I'm sure yes

    cheers and thanks,

    --ms

     

    The new fast append feature does not require each library to be selected. In fact, separate libraries cannot be selected, it just runs through all libraries and adds all "newly installed” (DIM only) items added to any library all at once. This may be what you need. But Daz still must be running while it fast appends, or the info panels and filters will not show rich kinds of metadata.

    All of your requests are noted and will appear at some point in an update. I asked for your requests, and you kindly articulated them. This is helpful because I am sure you are not the only Daz Studio Content User who has encountered these issues. 

    One other thing is, the new v1.0.5 does now include new forms of metadata that currently are not available and to add that new metadata, it may require a full rescan of your content. Your Virtual Folders are fine as is, but the Compartments would benefit from a full rescan. But until you do rescan them, they will continue to work perfectly fine.

    Also considering we are talking about “many” hours of scanning. How EZFinder works is, it scans a library then it builds a directory (Slim File). If something should interrupt the scan, the directory does not get built. So scanning smaller libraries can be a sure way to get them built. I have 1.7 million Daz files on my M.2 drive that get scanned and it takes about 20 minutes to scan (roughly 13,000 products) So having my library all in one scan does not really present an issue but I have been told that scanning hard drives can take all night for such a library. EZFinder is faithful and as long as the computer has no issues it should make it through even the largest scan.

    One note also, the new v1.0.5 also has hard disk drive optimizations. Meaning, the current v1.0.3 when loading files into the EZFinder workspace does access the HDD (hard disk drive) and this slows the loading of content into the workspace window. In v1.0.5 these files instead live in the memory so they will load MUCH faster for HDD users. Pagination should be instant as well. 

    A rescan of your compartments in v1.0.5 will also now pick up any .mov .mp4 and .pdf files in your Daz Studio libraries that can be loaded and opened from the EZFinder workspace window and viewed. Now you can easily access your Daz Studio content tutorials from within EZFinder and you can also drag/drop and organize them into Virtual Folders.  

    By

    EZ3DTV EZ3DTV August 16 in Daz PA Commercial Products
  • Daz Studio 6 Beta - version 6.25.2026.19821! (Updated July 23, 2026)

    felis said:

    Keiththegamergeek said:

    Additional: I found what I was looking for under Smart Content but I cannot get it to load.

    Product https://www.daz3d.com/fantasy-hovel

    It uses .Daz formats which are not supported in DS 6.

    So you can open it in DS4 and resave it. 

    This always confuses me; they have the import code for these formats running in DS4; why not update just the import code to run in DS6 and save everyone the extra hassle? We don't need to save in that format, it would just be a one-way importer updating existing code...

    By

    wsterdan wsterdan August 16 in Daz Studio Discussion
  • [SOLVED] Thumbnail Mystery

    crosswind said:

    Okay, first, Daz Connect installs support files (metadata json + product thumbnail images) into Cloud folder while DIM installs them into runtime\support\ folder. If a product was ever installed or updated via Daz Connect, Smart Content will firstly load the thumbnail images from Cloud folder.

    If product have no cloud metadata, Smart Content loads thumbnail images from runtime\support\.

    The hair product you named just has a wrong metadata file name specify in DSX file. 

    If you go to runtime\support folder, locate 117149, you'll find DAZ_3D_117149_dForce_FE_Straight_Bangs_Long_Strand-Based_Hair_for_Genesis_9_8_and_81.dsx

    Open it with Notepad++, line 4133, you'll find the file name  DAZ_3D_117149_dForce_FE_Straight_Bangs_Long_Strand-Based_Hair_for_Genesis_9,_8_and_8_1.dsx which is different from the above correct one. (see screenshot down below) DIM / DS uses this code line to import metadata.

    Change 8_1 to 81,  save the DSX file, re-import metadata.  Or, replace the DSX file in the product IM package > runtime\support with this corrected DSX file, reinstall in DIM, thumbnail image will be seen.

    Then fill a ticket if you'd like to ~

    Unfortunately, that by itself did not work.  What the issue turned out to be was that the name of the .dsx file in the Support path in the metadata ended in 8_1.  Since I couldn't find any way to edit that, I just edited the .dsx and renamed all the Support files to end in 8_1.  That finally worked.  Thank you for your help in getting me pointed in the right direction. 

    By

    jecswp jecswp August 15 in Technical Help (nuts n bolts)
  • Daz Studio 6 Beta - version 6.25.2026.19821! (Updated July 23, 2026)

    Some of my DAZ purchased DAZ content is not showing up in my directories in DAZ 6.  I have checked my directory paths, updated and reimported my metadata, but with no luck. An example is attached.

    By

    Keiththegamergeek Keiththegamergeek August 15 in Daz Studio Discussion
  • Tips on making scene file smaller?

    Hey,

    So this has been bothering me for a long time, sometimes my scene files are about 5-20 MB's depending on amount of charachters i've got and also the enviorment. However I noticed when I started to import to blender that the scene file gets big but if I use save as figure/prop asset it makes the scene file go from 50 MB to around less than a MB (exagrating). Then I got thinking because I noticed some smart content assets I have downloaded sometimes aren't optimised it feels like? Like I had a exterior which was alone 5 MB, it's got a lot of props so I couldn't really save as a figure/prop.
    Like I noticed also that there were some eyebrows which brought the save file up to 8 MB, which was just baffling, I luckily managed to fix it by saving as figure/prop.
    My question is this, is there a way to save as figure/prop asset while having multipule assets selected? So the scene file gets smaller? Or do I have to manually do it?
    Is there any tips for optimizing my workflow, because saving takes a lot of time from me not to mention adding iray and posing etc. But I want to remove one issue at least from the equation which is the save time which usually for me with the renders I do is 15-30 seconds.

    Do I make some parts of the scene a scene subset then import them back in 2 renders after I need it (if I'm making sense here) or is there a simpler way?

    If there is also an asset that I can purcahse that can handle this, it would be amazing. But I have a feeling there isn't any.
    Also question does Persona file save the sub division? Like if I made 20 scene's, 2 charachters are both in base but then in render queuer In extra render properites I load a persona, will that make it so the persona overrides the base and sets the charachters to high? Or am I is this just complicating things? I know persona removes well like a glass or a bottle from the model etc since it's not contained in the persona, but if it works like this maybe this will benefit me a lot more working.
    I might be asking much here but I really want to be more efficent and quicker, without viewport slowing down.
    For your information
    Specs:
    Daz 4.24.
    3090 TI
    48 GB

    By

    Viper141 Viper141 August 15 in Daz Studio Discussion
  • EZFinder - Advanced Content Manager for Daz Studio [Commercial]

    Mosk the Scribe said:

    Hi Rex. Thanks for all the work you've put into EZFinder. Excited about being able to organize and access my content in an efficient manner.

    Have started organizing thing in v1.03 and eager for 1.05 to arrive.

    Is there a way (in current version or soon to be released one) to mass delete or automatically delete duplicate files within a folder? (if not, that would be a great feature for the future)

    I understand you can easily end up with two (or more) files named 'pose 1' or 'standing' in the same folder, where these are actually different files from different products. But if a file has the same name and same metadata, it would seem to be a genuine duplicate that could safely be removed. Doing this manually gets tedious (though alphabetical sort feature may make things easier by placing direct dups right next to each other)..

    Appreciate your availability on the forums and the little touches you've put into the program to make it user-friendly.

    As Mosk indicated above, I'm also hoping the update you've submitted gets approved soon. FWIW, while I *know* it's not your fault, waiting this long (DAZ QA *soon*, etc.) for the fix to a basic program feature (HDRI scans) isn't really optimal. Perhaps you can post your own updates and betas somewhere else, in a way that they're only useful to legitimates owner who have the base system purchased and installed - e.g. maybe figure out a way to post the updates as patches/modules to your program base, rather than figuring out a way to post a complete package and manage the risks of piracy, etc.

    Per Mosk's comment on duplicates, please be careful on this and maybe offer an optional 'hide duplicates' button or similar, as in my use-case, I am *certain* to have perceived duplicates in my libraries when a PA product offers versions of their product for multiple figures (e.g. Zeddicus often has poses for G8 and G9, or some PAs offer hair for G3 and G8, etc.). Because I separate my figures into distinct libraries (G8 vs G9, ...), I explicitly install such dual-products in *each* figure library.

    Using this figure isolation, I often only enable the relevant figure libraries in my various DAZ Studio startup profiles (I use many).  So, in my case, the mentioned assumption that clearing out duplicates won't hurt is not a safe assumption for some of us, given your tool creates appropriately references specific item in their distinct paths. 'Cleaning' out these may lead to the only available reference point to an unmounted library in DAZ Studio instance I'm working in/on. I hope this makes sense. Maybe there's a quick/clever solution (right-click menu->hide-item ?) but I'm guessing that making it automatic and non-disable-able will cause frustration if such duplicate 'hiding' can't be controlled manually as well.

    Thanks for your efforts! Looking forward to the update.

    --ms

    By

    mindsong mindsong August 14 in Daz PA Commercial Products
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.