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Face Transfer 2
WendyLuvsCatz said:
it's a bit weird the 3 trial goes wipe out the temporary watermatked textures each time
Theya re temproary files, that is why they get removed - as they always have.
I was prepared but still oddly aggressive
I actually expected the generated morph to go from my saved scene yet that stayed when I was forced to restart my PC due to an unrelated program
considering I haven't even used FT1 since I bought it not very invested in this, just surprised as Facegen trial was not that aggressive
Face Transfer 2it's a bit weird the 3 trial goes wipe out the temporary watermatked textures each time
I was prepared but still oddly aggressive
I actually expected the generated morph to go from my saved scene yet that stayed when I was forced to restart my PC due to an unrelated program
considering I haven't even used FT1 since I bought it not very invested in this, just surprised as Facegen trial was not that aggressive
Solved: Safely running Beta build for the first timeCall me crazy, but IRL, I am a software support professional. Among the particularly harrowing things in my life are new releases and anything that has a chance of affecting the "production" instance. I'd really like to try Face Transfer 2, only available today in the beta build, but in my relatively brief Daz career, I have never used the public/beta build of Daz. I'm starting this thread to confirm the proper and safe steps - and any special considerations - involved in installing that. I briefly surveyed the items here in Daz Studio Discussion and there doesn't seem to be an open, brief, current thread about simply how to install beta and basic, important considerations that may apply to relatively recent Daz version users. Hopefully it will be a service to anyone else in the same spot.
I have located the Beta product in the store: Daz Studio Pro BETA | Daz 3D
On that page, it specifically warns users of 4.8 of a content DB issue. I'd like to confirm if there are issues confronting people running 4.21, like me, or other common recent versions like 4.15 that many are using for their main production Daz instance.
Are there any meaningful changes to the steps illustrated on that page in the (long) time since that product page was created?
Thanks! I don't want to seem paranoid, but I don't want to gratuitously break a happy and healthy Daz instance over it.
Face Transfer 2Richard Haseltine said:
If you are getting missing files there is a Genesis 9 update with the Face Transfer 2 data here https://www.daz3d.com/forums/discussion/662091/face-transfer-2#latest - it is not yet integrated into the main content files since it is still a beta.
Thankyou for that link, resolved the issues. Now I need some better quality photos so I can properly play with it.
How have folks dealt with eyelashes in the past - manually edit them out of the saved texture? Curious how well the geometry fits with attaching new ones.Material copy script for G8.1If G8.1 character's Body / Head surface uses different texture map with Base 8.1 Female UV set, simple copy/paste won't work as Fae Wings's UV set is only in line with Base Female (G8.0 - single Torso). It'll be a bit cumbersome to make it ~
- First, split Torso surface on Wings to Head / Body with Geo Editor.
- Convert texture maps of Body and Head of G8.1 to G8.0 with Map Transfer
- Convert shader if neede first , copy paste shader settings from G8.1's Body / Head to Wings' Body / Head surfaces. Then replace the maps with the converted ones.Face Transfer 2Richard Haseltine said:
If you have not previously used the Public Builds (betas) then you need to buy https://www.daz3d.com/daz-studio-beta (free).
If you are getting missing files there is a Genesis 9 update with the Face Transfer 2 data here https://www.daz3d.com/forums/discussion/662091/face-transfer-2#latest - it is not yet integrated into the main content files since it is still a beta.
Thank you for your help! The attachment containing the missing files on that FT2 thread has resolved the issues.
Face Transfer 2If you have not previously used the Public Builds (betas) then you need to buy https://www.daz3d.com/daz-studio-beta (free).
If you are getting missing files there is a Genesis 9 update with the Face Transfer 2 data here https://www.daz3d.com/forums/discussion/662091/face-transfer-2#latest - it is not yet integrated into the main content files since it is still a beta.
Face Transfer 2TesseractSpace said:
KomodoVR said:
I recently installed version 4.22.0.7 of DAZ Studio, which includes the Face Transfer 2 feature. After installation, I successfully entered the serial number and restarted DAZ Studio as instructed. However, I'm encountering an issue where the "Face Transfer 2" panel is not appearing in the program. I have verified that all other panels, including Face Transfer 1, are visible and accessible.
I am wondering if a complete system reboot is required for the changes to take effect, or if this issue might be related to the update process itself. Specifically, I'm considering the possibility that the latest update's purpose was solely for serial number entry and that the actual utility of Face Transfer 2 might be included in a subsequent update.
Can anyone provide guidance or steps to resolve this issue? I'm keen to use the Face Transfer 2 feature that I have paid for.
Thanks in advance.
From what I saw, it just uses the same Face Transfer pane. It's just now it works with Genesis 9 rather than 8, unless you force it to use 8 by loading and selecting a gen 8/8.1 figure, in whicb case it uses FT1 from what I read.
Thank you, I got it working! I was expecting a new panel, or at least something that read "Face Transfer 2," as everything otherwise suggests it's still the first "Face Transfer" product.
To anyone who can help: As this product is still in beta, I'm seeking assistance with a couple of issues. I can successfully transfer a face from a photo to Genesis 9, but during the process, I'm encountering two errors related to the "Genesis 9 Starter Essentials." One error occurs when using FT2 for a new figure, and the other error occurs when using FT2 on an existing G9 figure.
The first error reports a failure to load a Genesis figure, specifically pointing out the absence of a female Genesis file at a designated path (refer to Error #1 below). The second error indicates a problem with loading the base material preset, which, as it warns, could result in diminished quality of the image transfer (refer to Error #2 below). Notably, I have installed both "Genesis 9 Starter Essentials" and the "Genesis 9 Starter Essentials Expansion" through DIM.
Error #1: The error message states, "Failed to load a Genesis figure. Could not locate a female Genesis file: data/Daz 3D/Genesis 9 Starter Essentials/Utilities/Genesis 9 Female With Basic Wear.duf." Interestingly, my directory lacks a "Utilities" folder under "C:...\My DAZ 3D Library\data\DAZ 3D\Genesis 9 Starter Essentials."
Error #2: This error message reads: "Failed to load the base material preset. The image will still transfer, but with reduced quality."
Face Transfer 2KomodoVR said:
I recently installed version 4.22.0.7 of DAZ Studio, which includes the Face Transfer 2 feature. After installation, I successfully entered the serial number and restarted DAZ Studio as instructed. However, I'm encountering an issue where the "Face Transfer 2" panel is not appearing in the program. I have verified that all other panels, including Face Transfer 1, are visible and accessible.
I am wondering if a complete system reboot is required for the changes to take effect, or if this issue might be related to the update process itself. Specifically, I'm considering the possibility that the latest update's purpose was solely for serial number entry and that the actual utility of Face Transfer 2 might be included in a subsequent update.
Can anyone provide guidance or steps to resolve this issue? I'm keen to use the Face Transfer 2 feature that I have paid for.
Thanks in advance.
From what I saw, it just uses the same Face Transfer pane. It's just now it works with Genesis 9 rather than 8, unless you force it to use 8 by loading and selecting a gen 8/8.1 figure, in whicb case it uses FT1 from what I read.
Face Transfer 2I have to say I really love Face Transfer 2 , it is better than it's predecessor and is a great tool for making characters that look different than the usual " Hey that's Genesis 9 " . I did a super cute couple of portraits with it.
The older generation: Victoria 2/3, Michael 2/3 and their children rendersThat is a remarkably accurate morph, especially given the modelling tools of the time. Regards, Richard.Face Transfer 2I recently installed version 4.22.0.7 of DAZ Studio, which includes the Face Transfer 2 feature. After installation, I successfully entered the serial number and restarted DAZ Studio as instructed. However, I'm encountering an issue where the "Face Transfer 2" panel is not appearing in the program. I have verified that all other panels, including Face Transfer 1, are visible and accessible.
I am wondering if a complete system reboot is required for the changes to take effect, or if this issue might be related to the update process itself. Specifically, I'm considering the possibility that the latest update's purpose was solely for serial number entry and that the actual utility of Face Transfer 2 might be included in a subsequent update.
Can anyone provide guidance or steps to resolve this issue? I'm keen to use the Face Transfer 2 feature that I have paid for.
Thanks in advance.
Is there any need for classic Hollywood G9 head morphs?@Elliandra - I totally haven't thought of tha! I use Mesh Grabber on hair and poke-throughs all the time and this time I totally forgot about it. LOL. Thank you for reminding me!

@wondergirl0706 - Thank you. I believe that right now he looks even better. I've put him through another sculpting spin and fixed some issues I've noticed after a couple hours of sleep and looking at him with a fresh eye.
@nonesuch00 - I'm glad I made a sculpt of someone you like! That's great!

I buy characters mainly for their textures and usually am disappointed. The texture I am using on the Paul Newman morph is too dark but at least it isn't too red, pimply, blotchy or vampire-white. I looked hard for proper irises with a mutch darker circumference than the rest of its area and the best I could find was blue eyes for Lynx 9. That is what I used in the picture. Finding those textures is a real pain but unfortunately I have no talent for painting them myself.
This is how Paul Newman looks now. Still a WiP but looking better, I believe.
Sandpiper StudioGot this for next to nothing with the new face transfer... Olympia 9 and Whispering Waves Hair.
Face Transfer 2jbowler said:
mmdestiny said:
Surely people can't be misled about FT capabilities twice? The only way I'd consider spending money on this is if it fixed its depth issues by loading side profile shots too.
I have both FT1 and FaceGen Pro, though not the G9 version of FGP yet (I seem to have sliipped a few versions and can't get much of a discount, if any, on the latest). I'm not impressed with the FGP 3D and the author seems to be more intent on good textures which I don't need or want (I have lots of reasonable HD textures I can use). This is disappointing since recovery of the 3D from a series of images should be well within modern non-AI image processing.
For AI based processing depth recovery from a single PoV seems to be readily available; some of the models on HuggingFace seem to offer some amount of depth recovery. It's worth remembering that we are pretty good at depth recovery even though our built in 3D is pretty bad. My own stereo separation is just 70mm and that is pretty much nothing at more than a few feet. We use AI internally to build models of the scene and fill in the depth; our AI is pretty easy to fool but given a real world image it works very well most of the time (driving, or skiing, in forests can be tricky).
I don't think it is that easy. Because if it was, then a software dedicated to creating people this way would be out by now. This is something that everybody would want, from large companies to single users like us. It would speed up production in all areas.
Facegen was at one time the solution for that. The original goes back a long time, and you could even find game modders making use of it. There are mods for Skyrim and other Bethesda games that can swap Facegen heads onto characters in the games. But as technology has moved forward, the detail from Facegen is not enough to keep up with the visual fidelity of modern games. However, while Facegen has improved, it honestly has not progressed that much in a decade. Even back in 2012 people thought Facegen was pretty weak.
I had hoped that Face Transfer would do things better. But the original was frankly terrible. You could argue it was broken, after all, you need a 3rd party morph pack to make any use of it. Why was such a basic fault NEVER FIXED? I find it amusing that Daz is now using the terrible Face Transfer 1 outputs to show how much better Face Transfer 2 is. They are throwing Face Transfer 1 under the bus here, LOL. Even they seem to be admitting how awful it is.
Yet Face Transfer 2 does not get my hopes up. It is NOT an update for the original. No, it is a whole new one. But this new one will not work on any past Genesis at all. That is a huge negative. Face Transfer 2 might be better than 1, but I have no interest in downgrading my workflow from Genesis 8 to the inferior Genesis 9 platform just to use it. If worked for the superior product, the product I actually use, Genesis 8, I might be more interested.
Another serious issue is the history of Face Transfer. Since FT1 never got any real updates, why should we the customer have faith in FT2? I rather doubt that FT2 is going to launch in a perfect state. There will be some problem, likely something really dumb, that FT2 does to irritate users like FT1 did. Will they ever fix it? Going by the history, the answer looks bleak.
Daz Studio Pro BETA - version 4.22.0.15! (*UPDATED*)douglasmartinsxd said:
this update is only for face transfer 2, i want a iray update please.
That will probably, based on their comments for this round, appear when Daz is confident that it will not cause new issues, or in the next full dot version (or full version) after that - so pesumably 4.23.0.1 or later. Though this update does address a number of other areas - see https://www.daz3d.com/forums/discussion/comment/8473431/#Comment_8473431
Face Transfer 2TesseractSpace said:
Richard Haseltine said:
4.22.0.7, with Face Transfer 2, is not available as a Public Build. See https://www.daz3d.com/forums/discussion/662091/face-transfer-2
Not available? Or now available?
"Now", not "not". Now fixed.
Daz Studio Pro BETA - version 4.22.0.15! (*UPDATED*)this update is only for face transfer 2, i want a iray update please.
Face Transfer 2Richard Haseltine said:
4.22.0.7, with Face Transfer 2, is not available as a Public Build. See https://www.daz3d.com/forums/discussion/662091/face-transfer-2
Not available? Or now available?
Daz Studio Pro 4.22(.0.x) - Highlights4.22.0.7 (December 1, 2023)
- Face Transfer 2
- See Face Transfer 2
- ...
- Face Transfer
- Improved logging
- Fixed potential crashes
- Fixed categorization of assets saved for Genesis 8.1 Male
- Improved messaging when transferring a face to a selected figure that does not clearly match/bias toward the chosen Gender option
- Fixed an issue where the generated morph was not correctly re-projecting onto followers if generation occurred more than once on the same figure
- ...
- Asset Saving
- A cached image for an asset thumbnail is now cleared when saving a thumbnail image for an asset
- Fixed an issue with the saving of thumbnails not respecting the global preference, when saving user facing assets
- New Scene Dialog
- The icon for the New Scene asset is now styled discretely in default styles - the icon from the New action is now used as a fallback
- Reverted a temporary fix that forced the asset image cache to be reloaded for the first 15 (default number of recent files) assets, the first time the asset view in the Recent page of the New Scene dialog is shown/populated - see Asset Saving (above)
- Loading assets via normal operation (i.e., double-click of an asset, or clicking the "Create" button) now occurs once the dialog is closed instead of before
- This change causes the prompt for saving the current scene to be more apparent and consistent with behaviors present in earlier builds
- FBX Pipeline
- Exporter
- Fixed an issue with setting up visible polygons where a geo-graft is involved
- Fixed an issue with setting up subdivision edge weights where a geo-graft is involved
- Fixed an issue where separate geometry for each actively geo-grafted follower was being included in addition to the merged geometry
- Fixed memory leaks
- ...
- Importer
- Fixed a crash with import of skinning when more than a skinning modifier exists
- ...
- Exporter
- Timeline Pane
- Fixed animation playback when "Play All Frames" is not active requiring cursor movement to advance the playhead
- Fixed several styling issues
- In the Dopesheet, the marker for keys that are rolled up are now styled distinctly different from the marker for frames that contain keys
- The marker for keys that are rolled up is selectable
- The marker for frames that contain keys, in the timeline, is not selectable
- Now supports controls being positioned above or below (default) the timeline/dopesheet/key graph/time slider
- Added "Controls Bottom" and "Controls Top" actions - see the Pane Options Menu
- The Tension (T), Continuity (C), and Bias (B) fields are now individually labeled
- Fixed the enabled/disabled/checked state of actions when switching view modes and/or restoring settings (e.g., loading UI layout)
- Fixed the enabled/disabled state of controls when key selection changes
- Made access of the Key Graph more obvious/discoverable
- Moved the button for hiding/showing the Key Graph from the divider bar to a discrete button in the key controls
- Added a "Show Key Graph" action to allow binding a shortcut for quicker/convienent show/hide operations
- Fixed an issue in the Dopesheet that prevented collapsed keys on the root of an object, and collapsed keys at odd numbered frames for subitems, from providing cursor feedback and from being selected when clicked
- Updated the context menu for the Dopesheet to reflect item and/or key selection state
- Updated the Pane Option Menu
- Added a "Preferences" submenu
- Moved preference type actions
- ...
- Property Styling
- Increased the contrast of disabled property labels (with the property header) in the Darkside style
- Default Menus
- Updated default menus
- Recommend clicking the Window > Workspace > Update and Merge Menus action
- ...
- Scripting API
- Made additions in various areas; see the Change Log for more detail
- Fixed bugs and/or made improvements in various areas; see the Change Log for details











