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  • Evermotion Blender scene import into DS

    RL_Media said:

    First thing I would do is export from blender as obj, import obj into DS, apply uber shader. Chances are it is going to look bad, or lag the hell out of DS viewport because of heavy poly count. That's usually the two results I get importing scenes like that into DS. DS is really not as good as other 3d programs with displaying geometry that has triangles, n-gons, or heavy polygon counts without lag.
    If the geometry looks OK and is not lagging, then you are gonna have to look into adding the material maps back to the right places, which can be tedious. If material zones and maps are named in a way you can understand, it is not difficult though.
    One of the reasons I am really trying to get DS people into blender to render instead of the other way is the geometry issue. I can make some really nice hard surface detailed things, it looks amazing in bleder. But when imported into DS there is all kinds of shading artifacts, holes get covered over, all kinds of weirdness.

    I'm kind of getting that impression. The scenes look great in Blender, and I'm guessing the work getting them looking the same in DS would be brutal. I may just go with the DS to Blender route with the figures. At least then there are less material issues to correct. 

    By

    furiousstug furiousstug May 2022 in Blender Discussion
  • Evermotion Blender scene import into DS

    First thing I would do is export from blender as obj, import obj into DS, apply uber shader. Chances are it is going to look bad, or lag the hell out of DS viewport because of heavy poly count. That's usually the two results I get importing scenes like that into DS. DS is really not as good as other 3d programs with displaying geometry that has triangles, n-gons, or heavy polygon counts without lag.
    If the geometry looks OK and is not lagging, then you are gonna have to look into adding the material maps back to the right places, which can be tedious. If material zones and maps are named in a way you can understand, it is not difficult though.
    One of the reasons I am really trying to get DS people into blender to render instead of the other way is the geometry issue. I can make some really nice hard surface detailed things, it looks amazing in bleder. But when imported into DS there is all kinds of shading artifacts, holes get covered over, all kinds of weirdness.

    By

    RL_Media RL_Media May 2022 in Blender Discussion
  • Evermotion Blender scene import into DS

    I'm looking for some tips or tutorials on importing a full Blender scene into DS, but all I can find is stuff on exporting from DS to Blender. Evermotion has some interior scenes that I would like to use, but don't want to bother if it will be too much trouble to import and update for Iray.

    Thanks

    By

    furiousstug furiousstug May 2022 in Blender Discussion
  • Free Software that Makes Life Easier

    OK annoying FBX import quirk is you get parametric shaders in layers

    otherwise it does load the maps and the lightbulbs have glow!

    but the glass has no alpha or transparency

    you have to drill through the paremetric shader to find it and drop a glass shader on each because consolidating textures it loses the names of the objects it applies to

    likewise the decals need the alpha png map or the opacity map in alpha

    applying the shader to any object replaces all the shaders!!!!! so you are stuck with the layered one

    really need to add lights to those bulbs

    Octane cheats work better but I likely can do some Carrara native cheats that are much faster

    interestingly enough Carrara is the only program that correctly imports this so far (that I have tried)

    DAZ studio and Poser make a right mess of it and iClone 3DXchange misses all the textures

    Twnmotion gets most of it with some bits misrotated not tried Blender and Unreal yet

     

    Video Carrara native render

    By

    WendyLuvsCatz WendyLuvsCatz May 2022 in Carrara Discussion
  • Adding Dual Quaternion support to UnrealEngine4 (Images inside)

    AlienRenders said:

    There was a recent update to the 5.0 branch. I've merged the changes to my own 5.0-mod branch and it now builds. So 5.0-mod is good to go. I'm now testing if the shaders will compile as that is done in the editor, not in visual studio.

    edit: Just finished trying updating an old project to UE5. Everything looks good. All shaders compiled. The 5.0-mod branch looks good.

    When I cloned main UE5 branch it required Visual Studio 2017 to compile. When I cloned yours, it's asking for 2015 :D Does it mean I have to bunch of Visual Studios when dealling with UE? :D Also, I'll keep asing. Are you available for a chat?

     

    st3ph3nstrang3 said:

    ssuukk2 said:

    AlienRenders said:

    Don't think it'll help. It's the main 5.0 branch that won't build for me. My stuff is fine. I've updated my code and pushed to my github repo. If anyone wants to try it, it's there under 5.0-mod.

    Hi is there any way to contact you for a chat? I'm struggling with a lot ot things that, it seems, were never done before. Zero answers on official UE forums. And you seem like you're some kind of mesh/bone/skinning wizard. The problems I'm facing are i.e.: I was able to import 1000 morphs on demand at runtime, and they mostly run OK, but for some morph force values they... flicker with black shadow. But there's really much more problems and you're probably the only person that knows something about this...

    Black flickering with morphs is a known issue and unrelated to DQ skinning. When you are importing your skeletal mesh, change the import normals to "Compute" (or try the other options). I don't remember specifically which option it was, but that solved it for me.

    I know it isn't. I'm just looking for anyone who knows some higher level stuff about meshes/skingin etc in Unreal, because people either have no idea about all this or they're not willing to share...

     

    By

    ssuukk2 ssuukk2 May 2022 in Unreal Discussion
  • Looking for help on finding a good tutorial to import from daz to blender and then back to daz

    Kainjy said:

    If you want to reuse the cat mesh you have 2 option: geograft or convert the face cat into a weareable mask. I suggest the second solution: take your cat head, close mesh holes, import in DAZ and parent to Head joint

    Ah, that makes more sense. I'll prob do that, thanks!

    By

    Schaaka Schaaka April 2022 in Blender Discussion
  • Daz Studio Pro BETA - version 4.20.0.17! (*UPDATED*)

    DoctorJellybean said:

    hkuyer said:

    Hi Richard,

    Force quiting Daz is something I do almost on a daily basis, usually when dForce blows up. Could that really be an issue?

    It might be a security issue, but my previous version worked fine right up to that update. I have uninstalled and re-installed the Postgres database, but that didn't fix it.

    Meantime a 4.12 version still works on the same machine, but from another folder. Unfortunately that version doesn't render in iRay... something todo with my RTX3060 card I think.

    Start 4.12, click on the hamburger (menu) icon on the Content Library pane, and click Content DB Maintenance. Check Reset Database and click Accept. Once that is done, close 4.12 and after waiting a minute or so start 4.20.0.17. If it starts ok, then repeat the steps, but check Re-Import Metadata and then Accept.

    By

    hkuyer hkuyer April 2022 in Daz Studio Discussion
  • Daz Studio Pro BETA - version 4.20.0.17! (*UPDATED*)

    hkuyer said:

    Hi Richard,

    Force quiting Daz is something I do almost on a daily basis, usually when dForce blows up. Could that really be an issue?

    It might be a security issue, but my previous version worked fine right up to that update. I have uninstalled and re-installed the Postgres database, but that didn't fix it.

    Meantime a 4.12 version still works on the same machine, but from another folder. Unfortunately that version doesn't render in iRay... something todo with my RTX3060 card I think.

    Start 4.12, click on the hamburger (menu) icon on the Content Library pane, and click Content DB Maintenance. Check Reset Database and click Accept. Once that is done, close 4.12 and after waiting a minute or so start 4.20.0.17. If it starts ok, then repeat the steps, but check Re-Import Metadata and then Accept.

    By

    DoctorJellybean DoctorJellybean April 2022 in Daz Studio Discussion
  • Adding Dual Quaternion support to UnrealEngine4 (Images inside)

    ssuukk2 said:

    AlienRenders said:

    Don't think it'll help. It's the main 5.0 branch that won't build for me. My stuff is fine. I've updated my code and pushed to my github repo. If anyone wants to try it, it's there under 5.0-mod.

    Hi is there any way to contact you for a chat? I'm struggling with a lot ot things that, it seems, were never done before. Zero answers on official UE forums. And you seem like you're some kind of mesh/bone/skinning wizard. The problems I'm facing are i.e.: I was able to import 1000 morphs on demand at runtime, and they mostly run OK, but for some morph force values they... flicker with black shadow. But there's really much more problems and you're probably the only person that knows something about this...

    Black flickering with morphs is a known issue and unrelated to DQ skinning. When you are importing your skeletal mesh, change the import normals to "Compute" (or try the other options). I don't remember specifically which option it was, but that solved it for me.

    By

    st3ph3nstrang3 st3ph3nstrang3 April 2022 in Unreal Discussion
  • Adding Dual Quaternion support to UnrealEngine4 (Images inside)

    AlienRenders said:

    Don't think it'll help. It's the main 5.0 branch that won't build for me. My stuff is fine. I've updated my code and pushed to my github repo. If anyone wants to try it, it's there under 5.0-mod.

    Hi is there any way to contact you for a chat? I'm struggling with a lot ot things that, it seems, were never done before. Zero answers on official UE forums. And you seem like you're some kind of mesh/bone/skinning wizard. The problems I'm facing are i.e.: I was able to import 1000 morphs on demand at runtime, and they mostly run OK, but for some morph force values they... flicker with black shadow. But there's really much more problems and you're probably the only person that knows something about this...

    By

    ssuukk2 ssuukk2 April 2022 in Unreal Discussion
  • Old DSON and file locating system question for DAZ Devs

    GIWP Media said:

    Excellent test idea, Richard - but by this point I'm not even sure what these files connect to. They have no names. Many are just random like "XWIODKWEI348402?JDKSOOE" -- sort of garbage. I've previously read through the DSON documentation which is why I was worried. This tidbit in particular is troubling:

    • "Because the DSON loading routine can cause files to be generated (i.e. caching for faster load of dynamic data, “function call by file” due to limitations/issues in the PoserPython API, optimization of file based assets to reduce disk space consumption, etc), the user must ensure that a writable runtime library is mapped in Poser. If the user does not have a writable runtime library mapped, when they attempt to load an asset that requires that ability (i.e. a Scene, Scene Subset, Character Preset, Wearables Preset, etc.) the user will be alerted to that fact and the asset will fail to load."

    What exactly does this mean? You have to have a Poser Runtime writeable for it to save the Cr2 file that Studio creates. Sure. We get that. I understand that. Then when I open Poser - there's my newly converted DSON file. I click it to load and it should refer back to data in the original DUF file via the Cr2 companion. It does and it works great. If I save my file in Poser (after loading and posing or whatever) my Poser creates a new Cr2 and a PMD (for morphs) and will generate an OBJ base and MTL for it. It will still use DSON to load because some elements of the file are still exclusively Studio file type (I assume). So where in this process does the material in the [AUTO_ADAPTED] file come into play? Why are they there? Poser didn't make them yet they are in my Poser runtime directory. DAZ didn't need them (that I can fathom) - so what gives? Or is DSON disrupting my Poser save option and hijacking it? I've opened a few of my Poser made Cr2's in text editor and found that the OBJ files are referring to this auto-adapted location rather than Poser's geometry file. That's a hijacking of Poser's save feature. Poser saves geometry files to the geometry index...not off in random locations. Poser is nice and tidy about things like that. So I'm pretty sure deleting of things in that auto_adapted file would crash and burn every saved DSON file I have. But I certainly have not retained all of these files over the years and I would think if I delete a file in Poser these files should be getting erased too instead of building up till the end of time. If DSON can hijack and reroute the save location for a Poser function, then shouldn't it at least continue to work alongside it to manage the files it created?

    The first part of this also insinuates "temporary" files - so are the auto_adapted files temps? If so, shouldn't they auto-delete? Or shouldn't I have an option for that? You can't bank temp files forever. That's ludicrous. And again I point out that many of my Poser Cr2's point to object files located in this insane directory. Why? Why disrupt Poser's traditional file storage to move files to another Poser runtime? DSON is running amuck with its functions and tossing files out and around like a drunk man littering as he breezes down the freeway. 

    An why are they duplicates in some cases? I literally have found duplicate Cr2 files as well as object bases in there - some with no name or garbage name rather and some matching figures and props I have used or saved. These are Cr2 files - not accessible by Poser since they aren't even in the proper file location and contain no means of loading them. What is that all about? I can fathom no reason a Cr2 should be located in the auto_adapted directory. You can't load from there in Poser. It won't appear in the library unless it's in the library figure sub-directory. When I convert a DSON file from DAZ to take to Poser I literally have a special DSON runtime established and set aside to save those files to. That's where they appear and where I load them into Poser from. Should not an option to clean or erase them have been included with the DSON application? Did the author not concern themselves with eventually clogging up the user's HD or storage? The delete file function in Studio and Poser wipe out all user-saved files - but DSON is writing its own files with its own purpose redundantly and all but pretty much hiding them within a random runtime directory of its choosing. This is just ridiculous and quite honestly I'm pretty peeved to discover 50+ GB of my drive is ate up by these "I don't know what" files that it would take me years to sort and figure out (as to what is needed and no longer needed).  If I delete a converted file or transferred file using DSON, then shouldn't it be getting rid of all the connective files? This isn't a Poser issue. This is a DSON issue. DSON comes from DAZ. Just for once it would be nice to have someone come out and just say, "Hey our programmer was incompetent and half-did their job - our bad - sincere apologies." 

    The CR2 (or other file) that Daz Studio creates is not a full, Poser-format, description - it is a stub, it's sole purpose (as explained in that article) being to launch the DSON Importer. The Importer then creates these new files so that it doesn't have to run the (relatively slow) import process every time the scene loads. The name assigned needs to provide an unambiguous identifier, not to mimic the name of the original file (which may have been used more than once for different assets).

    By

    Richard Haseltine Richard Haseltine April 2022 in Daz Studio Discussion
  • Question about daz central file management

    Does anyone know where [daz central] it gets data for assets to show? Is there a file which has list of products and their metadata images etc?

    By

    daz3451983 daz3451983 April 2022 in Daz Studio Discussion
  • Any way to list what was used to build a character?

    bpfrocket said:

    cridgit said:

    Richard kindly pointed me to a script that lists scene contents; see halfway down this thread: https://www.daz3d.com/forums/discussion/536431/3d-universe-stylized-21-character-and-hair-for-g8f-defective-morph#latest

     

    Holy Crap! that's an information dump! laugh

    It takes a while to go through, but there's a lot there. The only thing it doesn't show is, unfortunately, the info I need most. I used a skin from a skin pack I got on Renderocity and it's not showing up on the list. It must use different information than the script is looking for. Oh well, my bad for not paying attention. This is very helpfull though. Thanks!

    The script uses metadata, so if the product doesn't have any metadata the script won't be able to identify it. You could, of course, add your own - I've used another sample script to set up stores for renderosity, commercial use freebies, and non-commercial use freebeies, and then I have gien each product its own definition under those.

    By

    Richard Haseltine Richard Haseltine April 2022 in Daz Studio Discussion
  • Which most low DAZ version working flawlessly with Diffeo and recent Blender ?

    Padone said:

    It depends what you need to export. Each version of daz studio supports more features, so for example dforce hair may not be available in 4.10, as well as G81 features. Can't remember for sure what each version added up. But if you're fine with just G2 G3 for example then you may be able to go back a while.

    Personally I use 4.15 to avoid the 4.20 "bugs" with emission.

    Thanks @padone for Quick Aswer .

    I mostly import Props for NPR stuff and rarely doing with figures in Blender right now  (I prefer render in DAZ then doing overlay in Photoshop ) , but yeah it seem 4.12 - 4.15 is safe bet right ?

    By

    juvesatriani juvesatriani April 2022 in Blender Discussion
  • Medieval Market Stall01: more fitting vegetables?

    Psyckosama said:

    lilweep said:

    daveso said:

    lilweep said:

    FSMCDesigns said:

    Geez. It's threads like this that point out that users need to learn a modeing app. It's a great looking set and it's really sad that a user might not purchase it because of the "type" of food that is included, not the quality, but the "type"!?. sad

    yeah its like dude how about just download free photogrammetry vegetables from any number of online resouces and add that stuff to the scene yourself.

    The hard part is actually putting together the stalls etc, which vendor did. And they look pretty good. 

    the hard part is finding them free. howe many say free in a search until you get there

     

    lol if you cant find something free on sketchfab or artstation you need to go back to internet school

    omg this was so hard

    Don't be rude...

     

    And here's for everyone the best source of this stuff on the interwebs.

    https://quixel.com/megascans/

    It's free for users of Unreal 5, so all you have to do is download Unreal and you can either use Daz's built in exporter or simply download it for unreal and import it into Daz.

    What if you don't use Unreal 5? I have an Epic Games account. When I signed in with that, it said that I have unlimited access, but the assets are licensed for use only with Unreal. 

    By

    MelissaGT MelissaGT April 2022 in The Commons
  • Blender Addon: Daz For Blender Bridge: Everything from DTB 2022 + 14 more features

    thank you for the addon, the import works fine but whenever i tried to "go rigifiy" the rig controller failed.

    Shouldn't the bone be like "Collar.L" instead of "lCollar"? do i need to rename all bones for the rigify to work?

    so many error, i'm almost there....only this rig controller left.

    Using Blender 3.1.2 and Daz 4.2, using your DaztoBlender scrpits for Daz and your addon for blender (2.24.9)

     

    My error that still intact :

    -the script menu still won't show in my Daz top menu, so i manually run the DaztoBlender script using the "Daz to Blender.dsa" (solved maybe)

    -the "go rigify" make the error shows up....somthing about toe.L

     

    EDIT : NEVERMIND IT ACTUALLY WORK ON BLENDER 3.0 but not in 3.1.2 thanks

    By

    senichi98 senichi98 April 2022 in Blender Discussion
  • sea-scapes-bryce-rocks-and-lattices fails to install

    Or where can I find the objs to import them in.

    By

    VicS VicS April 2022 in Daz Studio Discussion
  • Medieval Market Stall01: more fitting vegetables?

    Psyckosama said:

     

    And here's for everyone the best source of this stuff on the interwebs.

    https://quixel.com/megascans/

    It's free for users of Unreal 5, so all you have to do is download Unreal and you can either use Daz's built in exporter or simply download it for unreal and import it into Daz.

     

    Thank you for the link. Much more useful (and friendly) than telling us we are idiots. ;) Having said that, I did try a search and came up with a few different sites with (some) free models. I'm not sure how to bring these into DAZ Studio but then, I have never tried so it is worth spending some time figuring that out. I guess we get so used to the convenience of the DAZ store that we don't really venture further than, perhaps, Rendo for alternatives.

    By

    marble marble April 2022 in The Commons
  • Medieval Market Stall01: more fitting vegetables?

    lilweep said:

    daveso said:

    lilweep said:

    FSMCDesigns said:

    Geez. It's threads like this that point out that users need to learn a modeing app. It's a great looking set and it's really sad that a user might not purchase it because of the "type" of food that is included, not the quality, but the "type"!?. sad

    yeah its like dude how about just download free photogrammetry vegetables from any number of online resouces and add that stuff to the scene yourself.

    The hard part is actually putting together the stalls etc, which vendor did. And they look pretty good. 

    the hard part is finding them free. howe many say free in a search until you get there

     

    lol if you cant find something free on sketchfab or artstation you need to go back to internet school

    omg this was so hard

    Don't be rude...

     

    And here's for everyone the best source of this stuff on the interwebs.

    https://quixel.com/megascans/

    It's free for users of Unreal 5, so all you have to do is download Unreal and you can either use Daz's built in exporter or simply download it for unreal and import it into Daz.

    By

    Psyckosama Psyckosama April 2022 in The Commons
  • Diffeomorphic DAZ Importer version 1.6.0 released

    Padone said:

    Here to easy import G8F + toulouse + bardot takes about 40 seconds with transferred jcms, that's not forever. But may be it depends on the mesh density too if you got some HD outfits.

    So what do you mean by "forever" ? And what did you import exactly ?

    https://www.daz3d.com/dforce-queen-of-the-nile-outfit-and-hair-for-genesis-8-females as a example. The issue seems to be the metal accessoires. I didn't spend a lot of time waiting but I'd say I stopped it between 5 and 10 minutes.

    By

    surody surody April 2022 in Blender Discussion
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