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False Nails for Genesis 9 HALLOWEEN EDITION [Released]
felis said:
Angela3D said:
Is there any way to morph the nails so that they are longer?
There is something like this in the store https://www.daz3d.com/long-nails-salon-for-genesis-9
and other similar products.
But you can also create a morph yourself in a modeller.
Thanks Felis :)
False Nails for Genesis 9 HALLOWEEN EDITION [Released]Angela3D said:
Is there any way to morph the nails so that they are longer?
There is something like this in the store https://www.daz3d.com/long-nails-salon-for-genesis-9
and other similar products.
But you can also create a morph yourself in a modeller.
Diffeo export at base level with geograft, import as morphThanks for the answers.
I decided to work without the geograft, but ran into the next problem.
I exported the figure in A-pose at base level, imported it with easy import and imported a Daz animation by using import action.
Did some cloth simulation in Blender and exported the figure as an obj sequence.
When I import an obj as a morph on the Daz Figure at the right keyframe it looks ok.
As it's an animation I decided to convert the Daz Figure to a prop to use the obj animation importer.
Which is working, but some parts of the prop are slightly different posed compared to the figure. For example the arms are bend a little bit more on the prop, compared to the figure.
I know that's a very unusual workflow, but I know it works.
Any idea what could cause this difference?[Released] Turbo Loader for Genesis 8 and 8.1 [Commercial]Hellboy said:
Hi.
I got Turbo Loader for G8 and the Turbo Loader Utilities.
I was hoping for something that would allow me to load a "blank" G8 figure for whem I'm creating products and need to quickly load the base figure constantly. But also I need the morphs for promos or personal stuff. So I'm switching regularly.
The issue is, disabling/enabling all the morphs takes too much time. It's much quicker for me to just use the figures regularly.
Am I misusing the product?
Thanks.
As RiverSoft already pointed out thats where the configurations come in handy. Just disable everything and save a "disable everything"-configuration. You can then apply that configuration quickly. I myself use configurations for...
- base figures (including things like the character, add-ons, expressions etc.)
- heavy morph packs I do not constantly need
- clothing pressure morphs on vendor basis
It takes a little time to set those configurations up but makes everything a lot faster once they are in place.False Nails for Genesis 9 HALLOWEEN EDITION [Released]Is there any way to morph the nails so that they are longer?
problem with creating new morphWhen importing the morph make sure the figuer is still in the same state as when you sent it across, then in the more Options section check Reverse Deformations - that will leave the morph applying only your changes from Blender.
Problems applying NGG9 for Unreal EngineHello everyone,
I have two problems: first of all, I can't transfer morph targets from NGG9 or HD-Nippels (both from 3feetwolf) to the Unreal Engine.
Secondly, I have problems with the shapes. The attachments are overlaid by the G9 character. I've tried everything: Fit, Parent, Re-Parent, Merge Geometry... Nothing works properly. Either I have the G9 char overlapping or the attachment isn't there at all or, if I hide the polygons, I see a gap between the char and the attachments.
Maybe someone has a working workflow for me.thanks in advance
problem with creating new morphThank you very much for yuour answers!

I tried these settings and the size change disappeared:

However I didn't obtain what I wanted. In Blender, I modified only the head, not the body, but afer importing the morph into DS, both the head and the body are modified. The head is not how I modelled it in Blender at all.
Here are screenshot of what I created in Blender:

Here is the obj file I reimported into Blender to see how it looks:

Here is what I obtain when I set the new morph to 100% in DS:

How you can see, it's completly different. I tried different settings for the Morph Loader Pro, but I still obtained this issue. Could you help me to fix it, please?
I forgot to precise I am not using the G8 male base model: I am using the DD Keita (https://www.daz3d.com/dd-keita-for-yuzuru-8). Before to import him into Blender, I applied several existant morphs so as he would be already close to the shape I wanted before to modify it in Blender. Then, I made the modifications I needed in Blender, and I converted the character into an obj file, and I used the Morph Loader Pro without cancelling the existant morphs I used before.
Could it explain why I don't obtain what I created in Blender?
Thank you in advance for your help!
[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]Happyboy said:
Can you use this to convert the small HD morphs from Musculature HD Morphs from Xenic101 to G9? Each muscle is a seperate morph.
No, it would not be a good fit. To transfer a morph between generations, you need to make the G8 and G9 shape as close as possible, and then transfer the morph. However, with G8/G9, the size difference is so great that the entire body ends up getting changed to make the shapes similar. Thus, small morphs like you mention end up affecting the whole body. When lots of other "small" transferred morphs are combined on the G9 body, it does not work and looks wrinkly.
One Skin Texture That’ll Fit Every Generation of Genesis & Michael 4 ?riftwitch said:
Singular3D said:
There has been a product available in the past to transfer maps from V4/M4 to G1/G3 with Blacksmith3D's Texture Transformer. This worked quite well.
As far as I understood G8 is almost using the same UVs than G3.The best way today would probably be via Blender. Thus you could probably include G9 as well.
Yes, you can use G3 skins on G8. I do it all the time, I don't have a lot of G8 content. And Generation 4 skins work on Genesis 1. I don't know if this will help for the OP, but this video has some good tips on using the map transfer utility:

Thanks! This is something that can help me to get V7/M7 skins to G8, as the UV layout is a bit different. At the moment I focus on the G8 generation and as I have a lot of V4/M4 and G3 content, I try to get these textures to G8 format in order to mix them in photoshop.
For V4/M4 to G3/G8 I had success with Blacksmith in the past.
One Skin Texture That’ll Fit Every Generation of Genesis & Michael 4 ?mding said:
Still, how did you do that- with hexagon or mesh grabber? i just can't imagine how you could create such a mesh. Maybe you should do a tutorial with digital art live...
The main part was Blender, because I needed to give the geograft access to the G9 UVs. As far as I can tell, the geograft is made from the G9 geometry, but it's made from a beta version of the G9 geometry, so the base UVs it has don't match the released G9 on the arms and armpits. Blender has data transfer modifiers where it can try to copy UVs between models - and while that's usually very messy if the meshes are unalike, with two similar meshes it's pretty reliable.
Once I had the correct UVs reimported into DS and did some surface reassignment (you need to be able to group the surface assignments both ways, merging that into one mesh that had both UV sets was a fairly simple OBJ export of that and its various UVs and then reimporting it back as one mesh.
(Now, yes, I could have just used Blender to do the texture baking, but Map Transfer is massively more convenient, as I can just load the material sets in DS without needing to do any transfer or much set-up, and it saves a lot of time)
SereneNight’s Sci-Fi Fun Thread 3nonesuch00 said:
Serene Night said:
Okay, here we go, re-adjusted the rigging to fit the shape.
I'm still looking for some eyebrows that go further over, these seem to be slightly short, but this was the closest overall look I could find.

Nice to see the old Owen. I have bought the ManFriday G3/G8/G8.1 to G9 transfer product but not yet the G9 Shape Rigger product.
ManFriday' product is excellent. It did a nice job on Owen. Boyd is proving to be a bit more complicated. But we are getting there.
SereneNight’s Sci-Fi Fun Thread 3Serene Night said:
Okay, here we go, re-adjusted the rigging to fit the shape.
I'm still looking for some eyebrows that go further over, these seem to be slightly short, but this was the closest overall look I could find.

Nice to see the old Owen. I have bought the ManFriday G3/G8/G8.1 to G9 transfer product but not yet the G9 Shape Rigger product.
Takes forever to start a new sceneIt shouldn't be that way, as Drogo mentioned... Ctrl + N is mostly a process of clearing what was stacked in RAM. I strongly suggest you guys do the simple test as below:
[DS General Release]
1) Clear the log first. Load a G8.1F or G9 character will full materials (Actor / Character Preset). Check the log and search 'Finished asset load (open)' to see the loading time, then check the time on the last line, and sum them up.
2) Close the log. Ctrl + N, then check the log - from 'Stop following' to last line 'Scene Cleared' to calculate the clearing time.
3) Search 'duplicate formula' in the log. If there're multiple searching results... that's the culprit of slow loading time as well as the clearing time to some extent. You have to resolve them first of all... i.e. you have to resolve all issues coming from all Base Figures before resolving 'Scene Issues' if there's any...I pasted my log down below. It's a cleanest loading of a default G8.1F Base Figure (after years of 'fixing', no error, no warning msg...). I have appr. 27.6K G8.xF active character morph files ( *.dsf ) in data folder.
Loading Time (assets + textures): 45 seconds.
Clearing Time: 36 seconds.
( BTW, loading time of G9 is faster than G8, technically, especially with Public Build )2023-10-11 07:58:58.800 [INFO] :: Prepare asset load (open): /People/Genesis 8 Female/Genesis 8.1 Basic Female.duf
2023-10-11 07:58:58.800 [INFO] :: Locking viewport redraw...
2023-10-11 07:58:58.800 [INFO] :: Viewport redraw locked.
2023-10-11 07:58:58.883 [INFO] :: Native format content directories: 3
2023-10-11 07:58:58.883 [INFO] :: Poser format content directories: 2
2023-10-11 07:58:58.883 [INFO] :: Other import format content directories: 0
2023-10-11 07:58:58.883 [INFO] :: Begin asset load (open): /People/Genesis 8 Female/Genesis 8.1 Basic Female.duf
2023-10-11 07:58:58.945 [INFO] :: *** Scene Cleared ***
2023-10-11 07:58:58.945 [INFO] :: Determining missing assets...
2023-10-11 07:58:59.060 [INFO] :: Setting textures...
2023-10-11 07:58:59.150 [INFO] :: Scanning for addons...
2023-10-11 07:59:15.537 [INFO] :: Creating node geometry...
2023-10-11 07:59:15.543 [INFO] :: Creating UV sets...
2023-10-11 07:59:15.548 [INFO] :: Creating materials...
2023-10-11 07:59:15.659 [INFO] :: Resolving legacy figures...
2023-10-11 07:59:15.659 [INFO] :: Preparing modifiers...
2023-10-11 07:59:15.913 [INFO] :: Creating modifiers...
2023-10-11 07:59:17.556 [INFO] :: Creating property aliases...
2023-10-11 07:59:17.607 [INFO] :: Creating sum stage formulas...
2023-10-11 07:59:38.157 [INFO] :: Creating multiply stage formulas...
2023-10-11 07:59:38.218 [INFO] :: Processing scene data...
2023-10-11 07:59:38.218 [INFO] :: Finalizing modifiers...
2023-10-11 07:59:38.219 [INFO] :: Finalizing channels...
2023-10-11 07:59:38.219 [INFO] :: Finalizing materials...
2023-10-11 07:59:38.219 [INFO] :: Sorting property groups...
2023-10-11 07:59:38.225 [INFO] :: Finalizing scene data...
2023-10-11 07:59:38.288 [INFO] :: Begin Loading Character Addons...
2023-10-11 07:59:38.396 [INFO] :: Prepare asset load (merge): /data/DAZ 3D/Genesis 8/Female 8_1 Eyelashes/Tools/Script Loads/Genesis 8.1 Female Eyelashes.duf
2023-10-11 07:59:38.396 [INFO] :: Locking viewport redraw...
2023-10-11 07:59:38.396 [INFO] :: Viewport redraw locked.
2023-10-11 07:59:38.398 [INFO] :: Native format content directories: 3
2023-10-11 07:59:38.398 [INFO] :: Poser format content directories: 2
2023-10-11 07:59:38.399 [INFO] :: Other import format content directories: 0
2023-10-11 07:59:38.399 [INFO] :: Begin asset load (merge): /data/DAZ 3D/Genesis 8/Female 8_1 Eyelashes/Tools/Script Loads/Genesis 8.1 Female Eyelashes.duf
2023-10-11 07:59:38.404 [INFO] :: Determining missing assets...
2023-10-11 07:59:38.425 [INFO] :: Setting textures...
2023-10-11 07:59:38.465 [INFO] :: Scanning for addons...
2023-10-11 07:59:38.492 [INFO] :: Creating node geometry...
2023-10-11 07:59:38.493 [INFO] :: Creating UV sets...
2023-10-11 07:59:38.493 [INFO] :: Creating materials...
2023-10-11 07:59:38.497 [INFO] :: Resolving legacy figures...
2023-10-11 07:59:38.497 [INFO] :: Preparing modifiers...
2023-10-11 07:59:38.498 [INFO] :: Creating modifiers...
2023-10-11 07:59:38.510 [INFO] :: Creating sum stage formulas...
2023-10-11 07:59:38.519 [INFO] :: Creating multiply stage formulas...
2023-10-11 07:59:38.519 [INFO] :: Finalizing modifiers...
2023-10-11 07:59:38.519 [INFO] :: Sorting property groups...
2023-10-11 07:59:38.520 [INFO] :: Setting up follow targets...
2023-10-11 07:59:38.520 [INFO] :: Start following: Genesis 8.1 Female << Genesis 8.1 Female Eyelashes
2023-10-11 07:59:38.520 [INFO] :: Following started: Genesis 8.1 Female << Genesis 8.1 Female Eyelashes
2023-10-11 07:59:38.520 [INFO] :: Connect base morphs: Genesis 8.1 Female << Genesis 8.1 Female Eyelashes
2023-10-11 07:59:38.567 [INFO] :: Applying projection morphs...
2023-10-11 07:59:38.569 [INFO] :: Loaded morph deltas: 0m 0.2s - /data/Daz 3D/Genesis 8/Female 8_1 Eyelashes/Morphs/DAZ 3D/Base/bs_EyelashesCollapsed.dsf
2023-10-11 07:59:38.570 [INFO] :: Creating morph projection map: Genesis 8.1 Female << Genesis 8.1 Female Eyelashes
2023-10-11 07:59:38.591 [INFO] :: Base morphs connected: Genesis 8.1 Female << Genesis 8.1 Female Eyelashes
2023-10-11 07:59:38.591 [INFO] :: Applying projection morphs...
2023-10-11 07:59:38.591 [INFO] :: Creating morph projection map: Genesis 8.1 Female << Genesis 8.1 Female Eyelashes
2023-10-11 07:59:38.621 [INFO] :: Finished asset load (merge): 0m 0.223s - /data/DAZ 3D/Genesis 8/Female 8_1 Eyelashes/Tools/Script Loads/Genesis 8.1 Female Eyelashes.duf
2023-10-11 07:59:38.661 [INFO] :: Unlocking viewport redraw...
2023-10-11 07:59:38.661 [INFO] :: Viewport redraw unlocked.
2023-10-11 07:59:38.665 [INFO] :: Loaded morph deltas: 0m 0.2s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base/PHMMouthRealism_HD_div2.dsf
2023-10-11 07:59:38.665 [INFO] :: Processing morph projection queue: Genesis 8.1 Female << Genesis 8.1 Female Eyelashes
2023-10-11 07:59:38.666 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 8/Female 8_1/Morphs/Daz 3D/Head/PHMEyelashesLengthUpper.dsf
2023-10-11 07:59:38.668 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 8/Female 8_1/Morphs/Daz 3D/Head/PHMEyelashesLengthLower.dsf
2023-10-11 07:59:38.670 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 8/Female 8_1/Morphs/Daz 3D/Head/PHMEyelashesCurl.dsf
2023-10-11 07:59:38.671 [INFO] :: Morph projection queue processed: Genesis 8.1 Female << Genesis 8.1 Female Eyelashes
2023-10-11 07:59:38.679 [INFO] :: Loaded morph deltas: 0m 0.1s - /data/Daz 3D/Genesis 8/Female 8_1/Morphs/Daz 3D/Mouth Realism/PHMMouthRealism8_1_HD_div4.dsf
2023-10-11 07:59:38.992 [INFO] :: Prepare asset load (merge): /data/DAZ 3D/Genesis 8/Female 8_1 Tear/Tools/Script Loads/Genesis 8.1 Female Tear.duf
2023-10-11 07:59:38.992 [INFO] :: Locking viewport redraw...
2023-10-11 07:59:38.992 [INFO] :: Viewport redraw locked.
2023-10-11 07:59:38.995 [INFO] :: Native format content directories: 3
2023-10-11 07:59:38.995 [INFO] :: Poser format content directories: 2
2023-10-11 07:59:38.995 [INFO] :: Other import format content directories: 0
2023-10-11 07:59:38.995 [INFO] :: Begin asset load (merge): /data/DAZ 3D/Genesis 8/Female 8_1 Tear/Tools/Script Loads/Genesis 8.1 Female Tear.duf
2023-10-11 07:59:39.001 [INFO] :: Determining missing assets...
2023-10-11 07:59:39.020 [INFO] :: Setting textures...
2023-10-11 07:59:39.060 [INFO] :: Scanning for addons...
2023-10-11 07:59:39.077 [INFO] :: Creating node geometry...
2023-10-11 07:59:39.078 [INFO] :: Creating UV sets...
2023-10-11 07:59:39.078 [INFO] :: Creating materials...
2023-10-11 07:59:39.083 [INFO] :: Resolving legacy figures...
2023-10-11 07:59:39.083 [INFO] :: Preparing modifiers...
2023-10-11 07:59:39.101 [INFO] :: Creating modifiers...
2023-10-11 07:59:39.109 [INFO] :: Creating property aliases...
2023-10-11 07:59:39.109 [INFO] :: Creating sum stage formulas...
2023-10-11 07:59:39.118 [INFO] :: Creating multiply stage formulas...
2023-10-11 07:59:39.118 [INFO] :: Finalizing modifiers...
2023-10-11 07:59:39.118 [INFO] :: Finalizing channels...
2023-10-11 07:59:39.118 [INFO] :: Finalizing materials...
2023-10-11 07:59:39.118 [INFO] :: Sorting property groups...
2023-10-11 07:59:39.119 [INFO] :: Setting up follow targets...
2023-10-11 07:59:39.119 [INFO] :: Start following: Genesis 8.1 Female << Genesis 8.1 Female Tear
2023-10-11 07:59:39.119 [INFO] :: Following started: Genesis 8.1 Female << Genesis 8.1 Female Tear
2023-10-11 07:59:39.119 [INFO] :: Connect base morphs: Genesis 8.1 Female << Genesis 8.1 Female Tear
2023-10-11 07:59:39.148 [INFO] :: Applying projection morphs...
2023-10-11 07:59:39.150 [INFO] :: Loaded morph deltas: 0m 0.1s - /data/Daz 3D/Genesis 8/Female 8_1 Tear/Morphs/DAZ 3D/Base/bs_TearProjectionShape.dsf
2023-10-11 07:59:39.151 [INFO] :: Creating morph projection map: Genesis 8.1 Female << Genesis 8.1 Female Tear
2023-10-11 07:59:39.168 [INFO] :: Base morphs connected: Genesis 8.1 Female << Genesis 8.1 Female Tear
2023-10-11 07:59:39.168 [INFO] :: Applying projection morphs...
2023-10-11 07:59:39.168 [INFO] :: Creating morph projection map: Genesis 8.1 Female << Genesis 8.1 Female Tear
2023-10-11 07:59:39.187 [INFO] :: Finished asset load (merge): 0m 0.191s - /data/DAZ 3D/Genesis 8/Female 8_1 Tear/Tools/Script Loads/Genesis 8.1 Female Tear.duf
2023-10-11 07:59:39.252 [INFO] :: Unlocking viewport redraw...
2023-10-11 07:59:39.252 [INFO] :: Viewport redraw unlocked.
2023-10-11 07:59:39.465 [INFO] :: Prepare asset load (merge): /data/DAZ 3D/Genesis 8/Female 8_1/Tools/Script Loads/G8_1FAddOnMaps.duf
2023-10-11 07:59:39.465 [INFO] :: Locking viewport redraw...
2023-10-11 07:59:39.465 [INFO] :: Viewport redraw locked.
2023-10-11 07:59:39.465 [INFO] :: Processing morph projection queue: Genesis 8.1 Female << Genesis 8.1 Female Tear
2023-10-11 07:59:39.468 [INFO] :: Morph projection queue processed: Genesis 8.1 Female << Genesis 8.1 Female Tear
2023-10-11 07:59:39.470 [INFO] :: Native format content directories: 3
2023-10-11 07:59:39.471 [INFO] :: Poser format content directories: 2
2023-10-11 07:59:39.471 [INFO] :: Other import format content directories: 0
2023-10-11 07:59:39.471 [INFO] :: Begin asset load (merge): /data/DAZ 3D/Genesis 8/Female 8_1/Tools/Script Loads/G8_1FAddOnMaps.duf
2023-10-11 07:59:39.481 [INFO] :: Determining missing assets...
2023-10-11 07:59:39.507 [INFO] :: Setting textures...
2023-10-11 07:59:39.507 [INFO] :: Creating materials...
2023-10-11 07:59:39.512 [INFO] :: Applying animations...
2023-10-11 07:59:39.538 [INFO] :: Setting up follow targets...
2023-10-11 07:59:39.538 [INFO] :: Finished asset load (merge): 0m 0.67s - /data/DAZ 3D/Genesis 8/Female 8_1/Tools/Script Loads/G8_1FAddOnMaps.duf
2023-10-11 07:59:39.541 [INFO] :: Unlocking viewport redraw...
2023-10-11 07:59:39.541 [INFO] :: Viewport redraw unlocked.
2023-10-11 07:59:39.542 [INFO] :: Finished Loading Character Addons
2023-10-11 07:59:39.744 [INFO] :: Finished asset load (open): 0m 40.862s - /People/Genesis 8 Female/Genesis 8.1 Basic Female.duf
2023-10-11 07:59:42.415 [INFO] :: Unlocking viewport redraw...
2023-10-11 07:59:42.416 [INFO] :: Viewport redraw unlocked.
2023-10-11 07:59:43.042 [INFO] :: Loaded image: G8_1FBaseHeadMapD_1002.jpg
2023-10-11 07:59:43.292 [INFO] :: Loaded image: G8FBaseLegsMapD_1003.jpg
2023-10-11 07:59:43.409 [INFO] :: Loaded image: G8_1FBaseEyes01_1007.jpg
2023-10-11 07:59:43.570 [INFO] :: Loaded image: G8FBaseArmsMapD_1004.jpg
2023-10-11 07:59:43.701 [INFO] :: Loaded image: G8_1FBaseMouthMapD_1006.jpg
2023-10-11 07:59:43.861 [INFO] :: Loaded image: G8_1FBaseFaceMapD_1001.jpg
2023-10-11 07:59:44.070 [INFO] :: Loaded image: G8_1FBaseBodyMapD_1003.jpg
2023-10-11 07:59:44.184 [INFO] :: Loaded image: G8_1FEyelashesO.jpg
2023-10-11 07:59:44.238 [INFO] :: Loaded image: G8_1TearOpacity.jpg
2023-10-11 08:01:40.444 [INFO] :: Stop following: Genesis 8.1 Female << Genesis 8.1 Female Eyelashes
2023-10-11 08:01:40.444 [INFO] :: Following stopped: Genesis 8.1 Female << Genesis 8.1 Female Eyelashes
2023-10-11 08:01:40.456 [INFO] :: Stop following: Genesis 8.1 Female << Genesis 8.1 Female Tear
2023-10-11 08:01:40.457 [INFO] :: Following stopped: Genesis 8.1 Female << Genesis 8.1 Female Tear
2023-10-11 08:02:16.459 [INFO] :: *** Scene Cleared ***
PS: I have a pretty big scene with 6 HD characters + werables + complex environments / props, etc., its Loading Time / Clearing time : 8 m 26s / 3m 47s. In general, if it takes more than 300 seconds for me to clear a scene, I'll go for closing / killing DS session and relanch it...[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]Can you use this to convert the small HD morphs from Musculature HD Morphs from Xenic101 to G9? Each muscle is a seperate morph.
One Skin Texture That’ll Fit Every Generation of Genesis & Michael 4 ?Singular3D said:
There has been a product available in the past to transfer maps from V4/M4 to G1/G3 with Blacksmith3D's Texture Transformer. This worked quite well.
As far as I understood G8 is almost using the same UVs than G3.The best way today would probably be via Blender. Thus you could probably include G9 as well.
Yes, you can use G3 skins on G8. I do it all the time, I don't have a lot of G8 content. And Generation 4 skins work on Genesis 1. I don't know if this will help for the OP, but this video has some good tips on using the map transfer utility:
Daz Studio Iray - Rendering Hardware BenchmarkingSaxa -- SD said:
Am curious how your new system memory is contributing once scene is in memory? > System Memory: V-Color RDIMM 128GB (4x32) DDR5 @ 6000mt/s
like heavier scene load or morph handling and just general DS responsiveness?
saw the mt/s designation for speed. hadn't looked for new system parts yet, so that was interesting.
think that's twice what I have for speed, same memory size. Envious :)
I haven't had much of a chance to evlautate things yet (I decided to start over from scratch on everything software-related this time around, from OS to Daz Studio/Daz installed content libraries.) Plus, I am a firm proponent of keeping your installed DAZ content folders slim (only include content needed for a specific project - Daz Studio/DIM supports multiple runtime folders for a reason.) So have never really needed to deal with most of the user-interaction performance issues people tend to have with Daz. So I can't really speak too well to that, although I haven't yet felt the need to tweak things like the Draw settings (normally I am all over those) to improve usability. So there is that. It's definitely a huge improvement over the DDR4-3000 I was coming from, but suspect any major improvments are more to do with the new overall architecture of the chipset rather than RAM speed (fwiw the mt/s - mega transfers per second - distinction is entirely about sounding smart...)
thought i had a pretty high-end PC. Reading your specs, am not even close. haha. Anyway congrats. You should almost make a video to show how fast that all works!
It'd be even faster if I had waited an additional year to upgrade - or ten (this particular machine has been in a constant state of gradual upgrade since 2007.) That's just the way these things work.
I really should do a full write-up on this PC some time (Tower 900 builds are rare enough as it is, and I don't think I've seen a single other attempt at turning one into a performance-focused workstation - despite how capable they are of that.) Yes, it's a bulky, expense platform. But if you're living in the realm of real upgradable workstation chassis already, that's kind of all a moot point anyway, so...
jeremie.dev said:
RayDAnt said:
jeremie.dev said:
Hello, I tried benchmarking with my PC.
System Configuration
System/Motherboard: Aorus Ultra
CPU: i9 9900k
GPU: 3x MSI Suprim 4090
System Memory: 64GB
OS Drive: 2TB M.2 SSD
Asset Drive: Same as OS Drive
Power Supply: 1600W
Operating System: Windows 11 22H2
Nvidia Drivers Version: 537.42
Daz Studio Version: 4.21.0.5Benchmark Results
2023-10-05 01:31:17.057 [INFO] :: Total Rendering Time: 31.64 seconds
2023-10-05 01:31:21.710 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info: CUDA device 0 (NVIDIA GeForce RTX 4090): 566 iterations, 1.552s init, 27.862s render
2023-10-05 01:31:21.710 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info: CUDA device 1 (NVIDIA GeForce RTX 4090): 619 iterations, 1.519s init, 27.908s render
2023-10-05 01:31:21.710 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info: CUDA device 2 (NVIDIA GeForce RTX 4090): 615 iterations, 1.636s init, 27.745s renderIteration Rate:
GPU 0: 20.31 iterations per second (Fewer iterations, but the same card. Possibly due to my monitors? I use 2x4K monitors.)
GPU 1: 22.18 iterations per second
GPU 2: 22.17 iterations per second
Loading Time: 3.732 secondsI'm satisfied, but it's not powerful enough for rendering animations with VDB, haha! :'(
Fwiw if you want truly accurate performance figures for each of your GPUs individually, you'll need to run the benchmark separately with just a single card enabled for rendering at a time. Due to the way Iray implements load balancing, there is no guarantee that multiple GPUs/CPUs used in a single render job will get a consistent/proprotionally eqivalent share of the overall workload to perform. As evidenced by your results, this is least an issue when dealing with multiple identical rendering devices (eg. 3 MSI 4090 Suprims.) In which case, margin of error is likely to be the limiting factor anyway. However there's no quarantee that a sudden unrelated burst of traffic across the PCI bus couldn't throw the balances off. Making individual runs the best way to go, unless benching multiple rendering devices in tandem is the goal - in which case, some variation between card workloads due to load balancing is inevitable.
Thank you for your detailed explanation! Actually, what I was trying to understand was the performance difference between using three 4090s and just one 4090. In my mind, I thought that with three 4090s, I could achieve results three times faster than with a single 4090. However, when I did my renders, it felt like this wasn't quite the case.
Your longest GPU render time worked out to be 27.908 seconds, which puts your setup's iteration rate at 64.5, which - judging by the performance figures you typically see in this thread for single 4090s - is pretty much spot-on 3x slower than what you're seeing. It's worth mentioning that these are proportional differences we're talking about here. 30 seconds vs 90 to complete a single task might not seem all that much different, but as soon as that single 30-second job morphs into a 30 minute multi-step process - that 3x increase becomes functionally HUGE.
I noticed that you use the ASUS PRO WS-W790E-SAGE SE motherboard. I was actually interested in that one. Could you share your thoughts on it?
I've been considering the AMD version to utilize a Threadripper. To be honest, I'm a bit reluctant about using Intel Xeon, but the AMD version only offers PCIe 4.0 and DDR4, while the Intel version supports both PCIe 5.0 and DDR5.
Considering that my goal is to utilize all seven PCIe slots with 4090s for extended animations, in your opinion, which option is better for Daz?I think that, for the particular use-case we're talking about here (3D rendering), whatever gets you the most, simultaneously usable (that's a HUGE deal no one ever thinks about until later) IO is the way to go. So can definitely vouch for the Sage series in general. As to the AMD or Intel divide? I'd say go with whichever platform is the fastest/most up-to-date. Right now, that's Intel's. But by this time next year it'll probably be AMD's. Decide by determining how long you're willing to wait to start putting your system together.
By the way, do you have any recommendations for a PC case that would be suitable for this setup?7 GPUs is gonna require dual PSUs just for having adequate connections, so you're gonna need something capable of that. Haven't ever really looked into that (4 high-performance GPUs is my limit for a still vaguelly conventional form-factor PC workstation. Above that, I think you're better off just going full-on Rackmount.) But I suspect that if you search around, you'll discover that it's a pretty limited set of case options available. Potentially making your selection process easier.
Is there a morph keyframe on the timeline?James said:
Is there morph keyframe on the timeline?
I can't seem to find one.Sometimes the morph value changes, although no keyframe ahead. Confuse.
An example. Let's say you're using a Genesis 8 Male.
- Select Genesis 8 Male in the Scene pane to highlight him in the timeline
- Under Genesis 8 Male, click the triangle next to Properties to open that
- For pose-like parameters, look under Pose Controls
- For shaping dials, look under Actor
Keep opening triangles until you find the one that's leaving key frames or, once you see that there are key frames on something and you don't want them there, you don't have to find the actual morph, just select the key(s) that are not on frame zero, and click the little minus button on the bottom to delete the key(s).
The older generation: Victoria 2/3, Michael 2/3 and their children rendersYes. Slightly. You need to use a modeller to make an obj file of V3 into the shape of the G1/2/3/8/9 shape you're interested in. As it's a clothing morph, it can be a bit less accurate (which is why I was able to get the G8F clone shape for V3 solely done within DS without any modelling). Better & more accurate to model in a modeller. Anyway, the V3 mesh will be closer to a normal figure than A3 and take less work to modify to the shape of the generation you want to clone - but the meshes are functionally identical, and are really just different morphs of each other, so you can start with the generation 3 character that's closest to the figure you wish to clone. Once done, create the clone obj file, and load with Morph Loader Advanced as above. Regards, Richard.The older generation: Victoria 2/3, Michael 2/3 and their children rendersDo be aware that the greater the difference in generations, the more likely you are to need to resort to simulation & smoothing modifiers.
High Heel feet figures (eg IV and GV3) cannot wear flat feet character's shoes.
Other Generation 3 characters that this process and clones can be applied to:
- Victoria 3 (DAZ)
- Aiko 3 (DAZ)
- Glamorous Vickie 3 (Jim Burton)
- Ingenue Vickie (Jim Burton)
- GND2 (BlackHearted)
- M3 (DAZ)
- Stephanie Petite 3
It can probably be applied to the following (but I don't have them to check):
- The Freak 3
- Hiro 3
It will probably work for any other Generation 3 Unimesh figures not listed above (is The Girl a Generation3 Unimesh? - Edited to add: No, The Girl isn't, having around 55,000 facets, quite a lot fewer than V3).
Remember if you make a clone obj file of any of the characters for G8F/G3F etc, then keep the obj file as it can be used as a clone file for each & every other triax character you choose to create.
The clone figures of V3/GND2/GV3/IV etc can all be used as full body morphs directly so A3 could morph into M3 or V3 or.. The limit is your imagination, and if you wish, you could start loading up your Generation3 Triax figure with all the FBM's you want from the parametric figures and slow loading down enormously.
Regards,
Richard















