-
Code 66 Billboard Builder graphics plug in issue.
Go to content and the "hamburger menu" and Contenr DB Manitanence and do "Reimport Metadata"
to "Import Custom Morphs" for Muscle Volumes (Flex Control) not workingThank you very much! Yes that's the solution. In the "Muscle Volumes"\xenic101\Musculature" all shapekeys are in different folders, also the xflx (flexions) are in a seperate folder. So I copied all shapekeys into one new folder and imported all together with "import Custom Morphs". Now it works!
Volumetric Effects in Daz Studio.WendyLuvsCatz said:
Ghosty12 said:
JB007 said:
Ghosty12 said:
JB007 said:
So is the ground fog all that us non-PAs have available or .. is there a button somewhere in 4.20 that I have to press to add Volumetric loveliness ???
The basic ground fog option is a part of the environment tab..
Yeah, I saw that .. I take it that's all we get then? And any VDB in the shop is just something that gets added to the scene?
Pretty much yeah, a best guess is that the tools to do the fancy stuff will be PA only..
well the shadermixer options are available to all, as is the Nvidia MDL stuff, it is more brains only and I missed out on that plugin
the blessed ones brainswise not just PAs, could cook us up an animated VDB sequence using a job file like Casual's Texanim does with images maybe
as animated is an option in shadermixer, I just don't now how to do itI can make my own VDB files, Blender can do it as can Houdini Apprentice I believe too
The problem is that there seems to be no information on how to import VDB's into Studio.. We know it can be done due to this product https://www.daz3d.com/ka-rocket-launch-vdb but that is it..
to "Import Custom Morphs" for Muscle Volumes (Flex Control) not workingI tried to import “Muscle Volumes” respectively the “Muscle Flex Control” of this Custom Morphs
The Files are not named with JCM but with xFLX.
After importing them with “import Custom Morphs” I get a section, but no shapekeys. Is there a way to imort this xFlex file as JCM shapekeys?
Is anyone using Nvidia's Omniverse yet?Hello everyone,
I've learned from a YT user that a 'connector' was announced during CES 2022 in January.
At present time, the basic workflow is the use Omniverse 'Create' to convert fbx assets to USD. In that application, it is possible to assemble and render a complete scene using DAZ assets and Iray shaders. As Wintoons said, there is no issue with DAZ shaders, except for the cornea, as it is the only shader that need a fix by setting Opacity as 0 (You find all surfaces inside the 'Looks' node). From there, you can import into any Omniverse application. In this scenario, still renders will work perfectly with either RTX, Iray or Path Tracing. Also from my tests, animations are not there yet. The matter of fact, I am currently testing DAZ body and facial animations in Machinima, and I have found a small issue. DAZ body animations work fairly in both Create and Machinima, only if the animation file is saved correctly. What I mean by that is, in Create, there are noticeable minor deformations from the original animation file, such as arms rotations may be slightly different. To accomplish that, I have just found out that, in Create, save the (FBX) animation file as *USD using the option: 'Save Flattened As...' instead of 'Save As...'. The USD file will work in both Create and Machinima with slight deviations in the arm joints.
Below is a short video showing my very first scene in Create, a very basic one.
Regards,
Luciano
Oh, Misty, I forgot my Complaint ThreadRichard Haseltine said:
N-RArts said:
I'm so tired.
I was working in Daz Studio when the computer randomly restarted. The computer came back on, and I couldn't find the Daz Studio Iray shaders (PBR Skin, and all of that). So I've had to uninstall then re-install Studio.
I hope the SSD isn't on the way out (one year old). If it is, I'm giving up, and I'm not replacing it.
I can't deal with anymore of this cr@p!
Might have been a corrupt database if DS was closed mid-write. If you install using DIM/Daz Central/Manually and the files were missing only from the Smart Content pane, Presets tabs, and Categories or Products in the Content Library you might be able to get them back by reimporting metadata or - if everything was gone - by doing a database reset and then reimporting. I do recommend backing up the database, and doing an export of user data, as protection.
It was just things that were related to the program itself, that went missing from my Content Library (I don't use Smart Content). I don't know what else went missing, but what I couldn't find were Daz's own Iray Shaders - PBR Skin, Iray: Gold, Rubber, Plastic, Architectural, Stucco, etc. However, the program still managed to open, and my customised layout loaded, too.
All of my Daz Content is on an External HDD, so I haven't lost any content there... Although thinking about it, I better check it out again. :/
~~~~~~~~~~~~~~~~~~~~~~~~~~
Rant: I'm never sure if i say, or do the right thing. Maybe I should've just said a straight "no", instead of, "I'll consider it". I said no last time, why bring it up again?
I've done a lot of dumb things in my 34 years on Earth, but that was the worst. I've only ever got two things right, and both of them were cats.
Yay! Another crappy horror movie, and my Father has gone to sleep... I should've recharged my Switch earlier.
Here comes Storm Eunice. 80-90 mph gusts for where I live. They say it's the worst storm for 30-something years. Under normal circumstances, I'd say, "Bring it on"... But with the way things have lately... I better not.
Aww, my money tree is bare... And I really wanted the Soft Skin Transitions, too (they look fantastic!).
Plask.ai - Need help with bvh retargetingIs anyone using the free app plask.ai for full body motion capture?
I was able to load a video file into plask, etxract the animation successfully, export as bvh and import into DAZ on a Genesis 1 figure. But then the animation was an absoute mess! My guess is I didn't retarget correctly before I exported the bvh. Problem is, I'm a total newb to retargteting.
Anybody had success with this process?
Daz imported everything at 50% scaleIt appears the Blender import and export scales are still wrong. A unit in Blender is 100 cm not 50. The developers got it wrong because they failed to notice that when you create a cube in Blender the program is asking for the radius so if you input 1 you are creating a 2 meter cube.
IRAY Photorealism?Rendering in Iray spectral rendering (natural 1964)
rec709 left and aces right
Import exr files => Exposure -12.5 = > convert to 8 bit in Photoshop.Daz imported everything at 50% scaleCaptain obvious here, the import options have a blender preset.
If the scale in blender is set to 1, it should import correctly with the preset.
Using the default 'box' exported from blender, with default scale at 1, the import option for blender loads the 'box' properly, as a 1m cube.
The black cube is the import, the white/gray is a primative created in DS with a 1m size.
They're exactly the same size.
So the 5000% associated with the blender preset is correct, if using default 1 scale in blender.
If you've changed that setting, then you'll need to adjust accordingly.
Daz imported everything at 50% scaleh said:
yeah it says 100% but still comes in at 50%.
If you have 100% set in the parameter but your obj comes in at 50% then set the import scale to 200%.
Daz imported everything at 50% scaleh said:
cgidesign said:
I assume you import obj.
If it comes in at 50% size, double the value you have in the scale field.

'
yeah it says 100% but still comes in at 50%. Annoying cause I modeled it at scale and didnt realise it had imported at 50% until after I had set everything up, exported and tested on a laptop with with a figure loaded.OBJ has no scale, it uses abstract units which different aplications treat as different values. Many use the meter, but it isn't universal. Daz Studio uses the centimeter. The scale in the import options is relative to Daz Studio's own scale, units are centimeters. If it's loadign at 50% of the intended size that means the OBJ is using one unit as 2cm, which is weird.
No one asked me - Diomede screenshots on whatever - Warning AI Discussion OKWendyLuvsCatz said:
Headwax said:
WendyLuvsCatz said:
well you can load the presets that exist already too such as David5, V5 etc
I thought you meant a bespoke one with mixed
mixed uvees, now you are doing my head in!
I see you and ub 1984k elsewher
Apologies for that
yes in the Carrara plugin/bridge that saves duf files for us you can have different UV mapping on different surfaces and import your own via obj too, I do it a lot.

ha ha thanks Wendy, now I get it!
Daz imported everything at 50% scalecgidesign said:
I assume you import obj.
If it comes in at 50% size, double the value you have in the scale field.

'
yeah it says 100% but still comes in at 50%. Annoying cause I modeled it at scale and didnt realise it had imported at 50% until after I had set everything up, exported and tested on a laptop with with a figure loaded.Daz imported everything at 50% scaleAscania said:
Or you actually use an import setting that puts them at the correct size.
Yep, its just annoying that EVERY other softawre imports at the proper scale. SO MANY TINY things in this software and, of course, only way to fix is to REDO THE ENTIRE THING! Be far too easy to change the scale like in Blender!
Thanks for absolutey no help though :) Great comment!
No one asked me - Diomede screenshots on whatever - Warning AI Discussion OKHeadwax said:
WendyLuvsCatz said:
well you can load the presets that exist already too such as David5, V5 etc
I thought you meant a bespoke one with mixed
mixed uvees, now you are doing my head in!
I see you and ub 1984k elsewher
Apologies for that
yes in the Carrara plugin/bridge that saves duf files for us you can have different UV mapping on different surfaces and import your own via obj too, I do it a lot.
DS Zip FilesUsing advice that I read in a forum last year, I stopped logging into Daz Studio upon boot up so that the insidious updates from Daz Connect would not wreak havoc with my database or content library. I never liked Daz Central when it was launched and have never used it to install content.
I trust the Daz Install Manager (DIM), though, as it installs well to the locations that I have entered into the Advanced Settings in DIM. On very rare occasion does something not install correctly via DIM. A nice benefit of using DIM, though, is that it creates a list of installed files with a live hyperlink to each file's install location. I use that at times to find or verify a file’s installation and/or location.
Most of my manual installs are usually for products purchased at Renderosity although I recently discovered that I can use the Install from Zip Archive feature in Poser to install to any directory that I choose. Some care needs to be take to ensure that unnecessary folders or files have been removed from the zipped folder first otherwise they will be installed. For example, I installed a zipped folder for a Renderosity product recently where all of the desired content files were in folders that were inside of a Content folder; the Poser installation process created a new folder called Content and placed the underlying folders in it; not what I wanted.
Once I manually install a product in Daz Studio, I create a Product for it using the Content Library. That creates an item in Smart Content that has no product thumbnail and very limited metadata. I use a product image that came with the product or which I downloaded from the product’s parent site (or which I create from a quick render in Daz Studio) to manually create and place a thumbnail in the Runtime/Support folder.
Sculpting Your Own Character?PerttiA said:
If I was making a baby*, I would dial the shape and height in DS as close as possible first, export to Blender, make the changes and import back to DS with reverse deformations.
*I have tried finding DIY instructions for making a baby, but the ones I have found so far, all require two persons of opposite sex, so can't help you more, sorry...
Oh yes - that "Try This at Home" method? My results with that were somewhat better than I expect to achieve using DAZ Studio (and maybe even more fun at the time). Certainly much better looking than the commercially created DAZ babies.
Sculpting Your Own Character?If I was making a baby*, I would dial the shape and height in DS as close as possible first, export to Blender, make the changes and import back to DS with reverse deformations.
*I have tried finding DIY instructions for making a baby, but the ones I have found so far, all require two persons of opposite sex, so can't help you more, sorry...
My Monster Mixamo FBX output has problem to Carrara but works to BlenderWondering if this is a general Carrara FBX issue or if it is specific to my project.
I have a custom Cookie Monster fanart model. I uploaded as obj to Mixamo and applied the Twist Dance. I exported from Mixamo as FBX. The FBX skin (Cookie Monster mesh) and animation load fine in Blender and the animation plays. When I try to import the same FBX file to Carrara I get an error saying the FBX file is corrupted. But the file can still be loaded and used successfully in Blender. Is there a general Carrara problem with Mixamo FBX?















