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Daz Bridges Update!!!
As for diffeomorphic, you're probably exporting a dbz with the figure wearing the heels, this way the rest pose is changed that's why it doesn't work. To fix this you have to export the figure with the standard rest pose, that's edit > figure > zero > pose, then you apply the animation or the heel pose the same as daz does. You also have other options with the "copy pose" tool but to zero the pose is easier.
https://diffeomorphic.blogspot.com/p/corrections-section-version-16.html
As for animation you can use the "import action" tool that will create a new NLA action.
Daz Bridges Update!!!Well, this will be the last new feature for Official Daz to Blender Bridge:
Now it can import Animations from .duf file!!
Imported animation will be a clip on a new NLA track, so you can move or delete it very easily, it won't mess up your timeline.
Check it:
https://github.com/butaixianran/DazToBlender
Now it is perfect for most cases. So no more new features. I'm satisfied with it now.
Mysteries of Rigging: Why does a button have hips and a neck?Thanks - I had thought it would be something like that. Horriffic, if you want an item to be somewhere else on the clothing, or course. :( Probably faster to just export it, import it again, re-texture it, and place it for render.
Thanks again :)Lots of stuff now brokenalisa53 said:
Following the download of new beta AND non-beta versions, I find lots of my content is absent and files are missing. Some items I can now only find on beta, some only on non-beta. I use Li Incandescent to light many of my renders. Now the system tells me files are missing. Initially this was just on beta, but now following latest system download, also on non-beta. Any suggestions? Solutions? Thanks.
Just tested that light set on my system with Daz 4.20 without any problems. I would try doing Content DB Mantainace - Re-Import Metadata, as it sounds like your Database file has been corrupted doing the update process.
[Released] Unofficial DTU Bridge v1.2 (2021-10-31)nokoteb99 said:
I have a question. When i export Environments as FBX and import into my Unity Project. they all import weird with buch of parts sticking out and stuff.
So i was wondering if Environments and not just Characters can be sent to Unity projects using UDTUbridge 1.2? Can they? Or is UDTUbridge only to send characters?
I dont test meshs yet, UDUT can export just mesh, 'static mesh', but i dont have experience about. Try create a empty object in DAZ (group) set this empty object like zero in X,Y,Z and put all meshs inner and test it. on UDUT windows, select the litle box to show up FBX export, select 'no hiden object' in that windows (FBX windows).
[Released] Unofficial DTU Bridge v1.2 (2021-10-31)I have a question. When i export Environments as FBX and import into my Unity Project. they all import weird with buch of parts sticking out and stuff.
So i was wondering if Environments and not just Characters can be sent to Unity projects using UDTUbridge 1.2? Can they? Or is UDTUbridge only to send characters?
Translucency Map not workingtz68 said:
Hi, I am new to daz and when I tried to import models from daz to unity, the materials are not imported correctly: translucency map is not included in the imported material, and I have to manually find this map in daz library folder. However, even after I inserted this translucency map into the IrayUberSpec material, it does not affect anything of the material, and the gloves I am trying to import still looks completely opaque, I tried to change this map to pure white or black as well as dragged the translucency weight but the material seems to be unresponsive. Is this some sort of a bug in the current version of Daz2Unity bridge? If not what should I do to fix it?
Hi
First of all, what render pepiline you are working on Unity, Built in, URP or HDPR?
Translucency Map not workingHi, I am new to daz and when I tried to import models from daz to unity, the materials are not imported correctly: translucency map is not included in the imported material, and I have to manually find this map in daz library folder. However, even after I inserted this translucency map into the IrayUberSpec material, it does not affect anything of the material, and the gloves I am trying to import still looks completely opaque, I tried to change this map to pure white or black as well as dragged the translucency weight but the material seems to be unresponsive. Is this some sort of a bug in the current version of Daz2Unity bridge? If not what should I do to fix it?
StrangeFate's stuff: Argentheart Crowns promos.Strangefate said:
QUICK DAZ STUDIO 4.20 UPDATE:
If you updated to Daz Studio 4.20, the lighting of the Inn will most likely be broken currently. We're working on a solution and will update all our affected products ASAP.
The 4.20 update will most likely not be backwards compatible, so if you plan on never ever, ever updating to Daz Studio 4.20, make sure to have/download a backup of all your ROG Products before we update them :)
thankyou
and thanks for the warning, I will grab my saved zips for a separate library to use with 4.11
as well as updates when you do them for the latest beta, it's not as if my smart content metadata works anyway
Volumetric Effects in Daz Studio.ecks201 said:
WendyLuvsCatz said:
handy tutorial
Nice find
That makes it look stupidly easy to do.it was the one I had been looking for I used for OpenVDB exports for Octane render and finally found it
my DAZ import is utterly minsicule though and not sure how to fix that!
I guess I need to scale my original object up in Blender, I just used frame 1 as it was a fractal I exported from Mandelbulber3D
on the brightside it doesn't come even close to clipping the cube
Painfully SLOW DIM uninstall. Why?Oh, right, I thought I'd update this: I completely blew away my database. (Technically, I just backed it up elsewhere and let it recreate, on my SSD instead of my platter bulk storage drive, where I had it before.)
Then I completely reinstalled all my products. (I didn't remove them; I just let DIM reinstall EVERYTHING over itself. Took days.) Now I can uninstall and update products in a reasonable amount of time without DIM timing out and disconnecting from the store.There's probably a faster way to do it. Probably just blowing away the database and reimporting metadata would have done it. But I was sick and tired of it so I went nuclear, and it's lasted for a month or so at least. :)
Show us more of your 3Delight rendersmagaremoto said:
Ivy, as for the lip sync what could be the best workflow in your opinion to get a convincing result?
when it comes to lipsynch in daz studio. You can use the 32byte version of daz studio that has the built in Lipsynch into it it does a fair job with genesis and genesis2 characters but it does not have the Dmc requires to make genesis3 or 8 work.
I've been animating with daz studio for about 13 years so over time i found the best results were to hand keyframe the lip synce movements as needed you can match the lip movements to the sound files by importing sound into daz timeline and keyframe the mouth movements to the sound file. If you go to on top of the daz app click edit & scroll down to "Audio" and click to open the audio import box. then choose a .wav sound files in import into the timeline

hand keyframing you can dial in expressions as well as needed too. I know a lot of people find hand keyframing tedious and not very good for animation. But honestly once you have done it a while you'll find you'll do more hand keyframe animation than that that from canned animated presets But again that is just my opinion. & what do I know I still do animation old school.
This is not a 3delight animation below I did the whole thing in Iray . but this was the first animation I use MS Azure Ai voices for my voices and I hand keyframed all the lip movements to give you a idea about hand keyframing
Iray Rendering - is SLI finally broken? (+some render artifacts)PerttiA said:
the parametric approximation level is set to 4. The original value of 5 would produce too much geometry in a single mesh. - It's a pre-made scene: "Enclosed Side Garden". DAZ Studio complains but continues anyway. Render behavior doesn't change...
Premade scenes can also have settings that make no sense. SubD 5 is just a waste of resources in a scene like that, and depending on what it is that has SubD 5, it may eat a substancial amount of your VRAM on both cards as Geometry is not pooled between the cards.
You are right, Subd 5 is certainly a waste of resources, however - it doesn't play a role besides the fact that it helps detecting the problem as the scene alone is enough to force memory pooling. See a log snippet below from Studio 4.16 where memory usage is printed in the log.
Json Parser (1,1): Syntax error - expected '{' or '[' - this also happens when loading my saved scenes from previous versions. All of them are correctly starting with a {, e.g. { "file_version" : "0.6.0.0", "asset_info" : { ...
The error says, there is an error in the code, which means something is not working like it should. Usually there is a comma or bracket missing on some line of the code, rendering that part of the code non-understandable for DS and the computer.
I also found this in the logs from Version 4.16. So, maybe some preloading stuff i messed up. The parser states that it happens at line 1 position 1 and the loaded scene has a "{'" at this position. Again, nothing that contributes to the problem as i found out with 4.16.
Relevant log part when rendering with V4.16:
2022-02-22 09:20:34.783 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating geometry. 2022-02-22 09:20:34.783 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating motion transforms. 2022-02-22 09:20:34.783 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Importing scene graph. 2022-02-22 09:20:34.824 WARNING: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(359): Iray [WARNING] - TRIT:GEOMETRY :: 1.0 TRIT geo warn : Object DS_shape_3fa_1654: the parametric approximation level is set to 4. The original value of 5 would produce too much geometry in a single mesh. 2022-02-22 09:20:35.622 WARNING: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(359): Iray [WARNING] - TRIT:GEOMETRY :: 1.0 TRIT geo warn : Object DS_shape_406_1754: the parametric approximation level is set to 4. The original value of 5 would produce too much geometry in a single mesh. 2022-02-22 09:20:36.538 WARNING: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(359): Iray [WARNING] - TRIT:GEOMETRY :: 1.0 TRIT geo warn : Object DS_shape_441_2211: the parametric approximation level is set to 5. The original value of 6 would produce too much geometry in a single mesh. 2022-02-22 09:20:37.044 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Auto instancing compression ratio 0.99 (Full instancing compression ratio 1.00) 2022-02-22 09:20:37.044 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Importing geometry for motion time 0 2022-02-22 09:20:39.241 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Geometry import (6 triangle objects with 13275k triangles, 0 fiber objects with 0 fibers (0 segments), 21 triangle instances yielding 29328k triangles, 0 fiber instances yielding 0 segments) took 2.197s 2022-02-22 09:20:39.241 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating materials. 2022-02-22 09:20:39.954 Iray [INFO] - MATCNV:RENDER :: 1.0 MATCNV rend info : found 1106 textures, 0 lambdas (0 unique) 2022-02-22 09:20:39.979 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating environment. 2022-02-22 09:20:39.989 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating backplate. 2022-02-22 09:20:39.989 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating lens. 2022-02-22 09:20:39.989 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating lights. 2022-02-22 09:20:39.990 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating object flags. 2022-02-22 09:20:39.990 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating caustic portals. 2022-02-22 09:20:39.990 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating decals. 2022-02-22 09:20:39.996 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Using iray core convergence estimate. 2022-02-22 09:20:39.996 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Allocating 1-layer frame buffer 2022-02-22 09:20:40.002 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Using batch scheduling, caustic sampler disabled 2022-02-22 09:20:40.002 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Initializing local rendering. 2022-02-22 09:20:40.006 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Using OptiX version 7.1.0 2022-02-22 09:20:40.009 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Initializing OptiX for CUDA device 0 2022-02-22 09:20:40.204 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Initializing OptiX for CUDA device 1 2022-02-22 09:20:40.293 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Rendering with 2 device(s): 2022-02-22 09:20:40.293 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 2080 Ti) 2022-02-22 09:20:40.293 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : CUDA device 1 (NVIDIA GeForce RTX 2080 Ti) 2022-02-22 09:20:40.293 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Rendering... 2022-02-22 09:20:40.293 Iray [INFO] - IRAY:RENDER :: 1.24 IRAY rend progr: CUDA device 0 (NVIDIA GeForce RTX 2080 Ti): Processing scene... 2022-02-22 09:20:40.293 Iray [INFO] - IRAY:RENDER :: 1.22 IRAY rend progr: CUDA device 1 (NVIDIA GeForce RTX 2080 Ti): Processing scene... 2022-02-22 09:20:40.469 Iray [VERBOSE] - IRAY:RENDER :: 1.18 IRAY rend stat : Geometry memory consumption: 399.119 MiB (device 1), 0.000 B (host) 2022-02-22 09:20:40.469 Iray [VERBOSE] - IRAY:RENDER :: 1.20 IRAY rend stat : Geometry memory consumption: 399.119 MiB (device 0), 0.000 B (host) 2022-02-22 09:20:45.859 Iray [VERBOSE] - IRAY:RENDER :: 1.20 IRAY rend stat : Texture memory consumption: 840.437 MiB for 100 bitmaps (device 0) 2022-02-22 09:20:45.859 Iray [VERBOSE] - IRAY:RENDER :: 1.18 IRAY rend stat : Texture memory consumption: 787.250 MiB for 23 bitmaps (device 1) 2022-02-22 09:20:45.859 Iray [INFO] - IRAY:RENDER :: 1.20 IRAY rend info : Importing lights for motion time 0 2022-02-22 09:20:45.859 Iray [INFO] - IRAY:RENDER :: 1.20 IRAY rend info : Initializing light hierarchy. 2022-02-22 09:20:45.860 Iray [INFO] - IRAY:RENDER :: 1.20 IRAY rend info : Light hierarchy initialization took 0.000s 2022-02-22 09:20:45.861 Iray [VERBOSE] - IRAY:RENDER :: 1.20 IRAY rend stat : Lights memory consumption: 196.000 B (device 0) 2022-02-22 09:20:45.861 Iray [VERBOSE] - IRAY:RENDER :: 1.18 IRAY rend stat : Lights memory consumption: 196.000 B (device 1) 2022-02-22 09:20:45.866 Iray [VERBOSE] - IRAY:RENDER :: 1.20 IRAY rend stat : Material measurement memory consumption: 0.000 B (GPU) 2022-02-22 09:20:45.867 Iray [VERBOSE] - IRAY:RENDER :: 1.20 IRAY rend stat : Materials memory consumption: 987.867 KiB (GPU) 2022-02-22 09:20:45.954 Iray [INFO] - IRAY:RENDER :: 1.24 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 2080 Ti): Scene processed in 5.661s 2022-02-22 09:20:45.968 Iray [INFO] - IRAY:RENDER :: 1.22 IRAY rend info : CUDA device 1 (NVIDIA GeForce RTX 2080 Ti): Scene processed in 5.674s 2022-02-22 09:20:45.968 Iray [INFO] - IRAY:RENDER :: 1.24 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 2080 Ti): Allocated 34.631 MiB for frame buffer 2022-02-22 09:20:45.974 Iray [INFO] - IRAY:RENDER :: 1.22 IRAY rend info : CUDA device 1 (NVIDIA GeForce RTX 2080 Ti): Allocated 34.631 MiB for frame buffer 2022-02-22 09:20:45.984 Iray [INFO] - IRAY:RENDER :: 1.24 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 2080 Ti): Allocated 1.750 GiB of work space (2048k active samples in 0.015s) 2022-02-22 09:20:45.984 Iray [INFO] - IRAY:RENDER :: 1.24 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 2080 Ti): Used for display, optimizing for interactive usage (performance could be sacrificed) 2022-02-22 09:20:45.985 Iray [INFO] - IRAY:RENDER :: 1.22 IRAY rend info : CUDA device 1 (NVIDIA GeForce RTX 2080 Ti): Allocated 1.750 GiB of work space (2048k active samples in 0.011s) 2022-02-22 09:20:45.985 Iray [INFO] - IRAY:RENDER :: 1.22 IRAY rend info : CUDA device 1 (NVIDIA GeForce RTX 2080 Ti): Used for display, optimizing for interactive usage (performance could be sacrificed) 2022-02-22 09:20:46.715 Iray [INFO] - IRAY:RENDER :: 1.22 IRAY rend info : Allocating 1-layer frame buffer
Which color space does DS use for non spectral exr output ?Paintbox said:
Does an HDRI (exr) even have a colour space ...?
I learned, the answer is no and yes.
No, it does not include a profile describing the color space.
Yes, openexr (maybe hdr as well) either contains information about the RGB primaries and whitepoint which indirectly tells about the color space or - if the info is missing - the spec. says to assume the primaries of REC 709 / BT.709 (which are the same in sRGB). If one is in an ACES pipeline the RGB primaries and whitepoint are different (the new spectral in DS seems to take care of writing the RGB primaries information via the new user choice). Knowing this, I now understand that simply importing an exr into the image editior of choice does not work. We need to know which primaries are in the exr and how the developers implemented exr import in their software. I have to investigate further.
The other question is the gamma curve. There it is more clear. EXR is linear. So, when final output is REC709 then gamma 2.4 is the one of choice, when sRGB then 2.2 (not exactly but near to that).
Does anybody know of a tool to read the RGB primaries and whitepoint from an exr file? I searched the net but no luck.
EDIT:
Ok, Fusion in Davinci Resolve can show the exr metadata.

Now we know that DS 4.16. with spectral off is writing sRGB / REC.709 primaries and REC.709 gamma 2.4. So, DS is writing REC.709 metadata not sRGB as I initially thought.
What I don't know yet is, what does Affinity Photo's color managment do with this information? Its default color space for 32 bit images is ProPhoto which has different RGBprimaries than sRGB or REC.709.
Already installed 【Daz to Cinema 4D】,But I can`t see it,Even the 【scritps】 can't be seenDoctorJellybean said:
hkimho1995 said:
Already installed 【Daz to Cinema 4D】,But I can`t see it,Even the 【scritps】 can't be seen.why is that?
I have reinstalled many times
Don't use Smart Content. The product page states how to use it.
Setup Instructions:
Open your character in Daz Studio.
Locate and open the Daz to Cinema 4D Bridge, which can be found at the top of Studio under Scripts>Bridges>Daz to Cinema 4D.
Click on ‘Daz to Cinema 4D’ in the above path to run the script.
In C4D, click on Extensions; find the plugin, and choose ‘Auto-Import.’You can see from the screenshot that they don't have Scripts in the file menu. Personally, I've had problems in the past with the C4D bridge not appearing in the file menu when installed through DIM. What I've done in the past is download from Github, and place the scripts in the scripts folder of my library. From there, I can create a custom action if desired, or just launch from the content library.
UltraScenery - new territory [Commercial]I should point out that there is a reason to login when using Daz Studio even if you do not use DAZ Connect (I do not use it). When you login a large number of metadata files are updated with various corrections downloaded from the DAZ servers. These will not affect you if you do not use Smart Content, but if you do it is worth picking up the corrections. I do not login all the time, but I do from time to time, particularly after rebuilding the metadata database.
Already installed 【Daz to Cinema 4D】,But I can`t see it,Even the 【scritps】 can't be seenhkimho1995 said:
Already installed 【Daz to Cinema 4D】,But I can`t see it,Even the 【scritps】 can't be seen.why is that?
I have reinstalled many times
Don't use Smart Content. The product page states how to use it.
Setup Instructions:
Open your character in Daz Studio.
Locate and open the Daz to Cinema 4D Bridge, which can be found at the top of Studio under Scripts>Bridges>Daz to Cinema 4D.
Click on ‘Daz to Cinema 4D’ in the above path to run the script.
In C4D, click on Extensions; find the plugin, and choose ‘Auto-Import.’Difference between SimTenero Randomizer and Shape Gen?I would like to use a randomizer for background characters and have found SimTenero Randomizer and Shape Gen in the store. Has someone both products and can compare those two? Is one easier/faster to use? Can you import the created character without problems in Blender?
Thanks in advance for your answers.
Short characters result in negative Y Translate when groundedI don't suggest to use the procedure shown because you'll have a height problem: activating the body morph only, your body will go up but your head no, while if you active head only morph you'll have a giraffe neck. You can use it only if your morphed figure changed only body shape (no arm/leg/torso lenghts and no height changes).
I suggest to recreate a new morph for every part: export your head only morph, open the file (obj) align the character to the ground in blender and fix head bug. Later reimport it as a new morph.
Remake the operation for the body morph fixing the head position.The correct procedure is:
- create a body morph where you change body and head height (so don't limit at the body only)
- create a second head morph where you change only the face shape (not height)Another way could be making like the Brute 8: If you have it, you can look that the body morph make the character bigger. Looking in the parameters you'll see that a scale value is linked (by ERC) to body morph, reseting the scale at 100% you'll have a G8 male with muscle morph but with size equal to a standard G8. You can make something similar linking scale parameters to your morph.
For the Y the problem is that you didn't adjust rigging to shape, look online "ADJUST RIGGING TO SHAPE". Usually I make morph with character always grounded.. you can adjust your morph file before import it.
How to apply a corrective morph without 'breaking' the figure?Hello!
I recently bought SY and Arki's tutorials on how they do the voodoo they do. Ofc, I jumped right in because I've had an idea I've wanted to create for decades. I morphed up my G8.1F using commercial morphs and 'corrected' the face where the mesh deforms too much, or areas where it does not morph at all with any package. I used Blender, and imported the result as in the tutorials.
It looks great... until I try and move the head. Then poor G8.1F looks like she had a terrible accident involving her neck. I haven't yet tried to use the expression dials or any further morph options because that was disappointing enough plus time constraints.
I checked the weight maps, and they seem fine. I have yet to check the bones, but wouldn't know how to realign those if they're the problem (will check most of these today). I also haven't tried zeroing out the body morphs and just leaving the head morphs to see if that fixes it upon morph-loader import. Nor have I yet tried using shape keys in Blender; mostly because I don't know if the base shape needs to be base G8.1F or not, and if so then I don't have a real clue where I need to correct on my figure morph vs the base morph.
The figure will be a personal project, so not commercial, but I am a perfectionist so I want commercial level quality and usability.
Any ideas or suggestions?
Cheers,
Nat










