-
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
Where to put maps from AMBIENTCG?alaltacc said:
Gordig said:
The slots that Richard and I are referring to are part of the Iray Uber shader, which you can find in the Default Resources. You can stick with the shader that's on there now, and it will render, but you're better served having a shader made for the rendering engine you're using.
I wil sound dumb ;-), but how do I do that? I found the shader inside the content library, but I clicked in each of the surfaces, apçplied it (double-clicked), and the "default DAZ) is still there.
Did you have the object selected too? Shader presets need both the object and one or mroe surfaces on the object selected.
Though if you import the model while Iray is the active render engine it should aply Iray Uber Base anyway.
Anyway, I started to play with the sliders inside the Surfaces tab and things are starting to look better. I still didn't find the right textue for the walls nor the windo frame (these are temporary), but the floor looks good (the lighting is also temporary, only a HDRI and one single light to help). The objects aren't mine (all freebies), I put them there to help evaluate the contrasts.
I'll finish the structure (I still have to finish the windows frame, put some big doors in another wall, a "normal" door in another, etc) and get back to Daz. And I thought the hard part would be modelling insode Blender
. I believe I've spent more time trying to texture things in Daz then creating the structure in Blender,
If you can point me to a tutorial explaining how to change the shader, It'll help. :-)UltraScenery - new territory [Commercial]UltraScene Creator crash
I have used UltraScenery successfully many times and own a number of add-ons for it.
Recently, when I run it (on a new machine), the progress bar starts but then freezes (screenshot attached). It stays frozen at that position no matter how long I allow it to run. I have run a number of different scenarios. This screenshot was taken after I ran UltraScene Creator on the default setup that it boots to, using only the default assets on the first Grasslands setting.
I have tried it with the C66 Graphics plug-in enabled and disabled. I have tried it with the Accelerator for UltraScenery Studio Content plug-in enabled and disabled. I have tried it with all add-ons installed and uninstalled. Every time I get the same result.
I hope there's a fix! I rely on UltraScenery. Thanks for any help or suggestions.
My PC stats are as follows:
Processor Intel(R) Core(TM) i9-10900KF CPU @ 3.70GHz 3.70 GHz
Installed RAM 128 GB (128 GB usable)
System type 64-bit operating system, x64-based processor
Edition Windows 10 Enterprise Version 20H2
OS build 19042.1526
NVIDIA GeForce RTX 3070 driver version 30.0.15.1179
Processor Intel(R) Core(TM) i9-10900KF CPU @ 3.70GHz, 3696 Mhz, 10 Core(s), 20 Logical Processor(s)These are the final lines of the log file (those which seems to pertain to this problem):
2022-02-20 17:01:14.154 [INFO] :: Prepare asset load (merge): /environments/landscapes/ultrascenery/ecologies/usc grassland 01/USC Grassland 01 MAT.duf
2022-02-20 17:01:14.154 [INFO] :: Locking viewport redraw...
2022-02-20 17:01:14.154 [INFO] :: Viewport redraw locked.
2022-02-20 17:01:14.172 [INFO] :: Native format content directories: 2
2022-02-20 17:01:14.172 [INFO] :: Poser format content directories: 2
2022-02-20 17:01:14.172 [INFO] :: Other import format content directories: 0
2022-02-20 17:01:14.172 [INFO] :: Begin asset load (merge): /environments/landscapes/ultrascenery/ecologies/usc grassland 01/USC Grassland 01 MAT.duf
2022-02-20 17:01:14.194 [INFO] :: Determining missing assets...
2022-02-20 17:01:14.212 [INFO] :: Setting textures...
2022-02-20 17:01:14.212 [INFO] :: Creating materials...
2022-02-20 17:01:14.236 [WARNING] :: ..\..\..\..\..\src\sdksource\general\dzscript.cpp(1189): Unhandled error while executing script.
2022-02-20 17:01:14.236 [WARNING] :: QScriptEngine::popContext() doesn't match with pushContext()
2022-02-20 17:01:14.239 [INFO] :: Script executed successfully: G:/My Daz Library/Applications/Data/DAZ 3D/My DAZ 3D Library/environments/landscapes/ultrascenery/ultrascenecreator.dseAuto Muscle Enhancer HD [Commercial]I am sure someone can give a clearer answer, but for me, saving as a scene subset, allows me to import that scene subset into another scene. I believe it isn't all that much different than saving as a scene, and saving as either will work. It just ensures that all your modified settings, morphs and ERC freezes are stored on that character, even it they haven't been saved into DAZ for use on other characters. So if you have not saved the morphs as File--Save As-Support Asset-Morph Asset, then it is still stand alone from all your other characters. You can always delete any morphs you make at:
C:\Users\Public\Documents\My DAZ 3D Library\data\DAZ 3D\Genesis 8\Male\Morphs\(Your User Name Folder)
TD
The Marvelous Designer Threadfelis said:
Try to import this, scale 10000%.
Then run transfer utility, with a G8F as donor and this as target, and then see if it behave if morphed.
see attached screenshot :-)
The Marvelous Designer ThreadTry to import this, scale 10000%.
Then run transfer utility, with a G8F as donor and this as target, and then see if it behave if morphed.
Am I missing the point on the new volumetric rendering?Petra said:
I do not even know how to use it at all.
I have a shader preset in a Folder called Volumetric * I think * but that does nothing.
If I apply it to a sphere, the whole thing disappears.
Loaded VDB's, free ones, but no clue where to put them or how to open or import them.
I wish there were tutorials to follow.:(
Just to let you know.
Apply the Simple OpenVDB MDL Volume shader to an object. Yep. It disappears.
Then under the Surfaces tab expand the objects surfaces out, and select the Volume node. You should then see a Volume File option. Just select browser and load a .vdb file. Alter the density multiplier for the desired effect. That’s pretty much all you can do at the moment.
I’ve attached an example. You need to download the Gasoline Explosion from here:
https://jangafx.com/software/embergen/download/free-vdb-animations/
Just use one of those .vdb files. I used 72 in my example.
Weird Loading Times on G8FHere's the complete log. Still taking nearly 2 minutes after thinning down the runtime/content directories to the official stuff and my nearly empty (no data folders) "my library"
2022-02-20 08:41:47.500 [INFO] :: Prepare asset load (open): /People/Genesis 8 Female/Genesis 8 Basic Female.duf
2022-02-20 08:41:47.500 [INFO] :: Locking viewport redraw...
2022-02-20 08:41:47.500 [INFO] :: Viewport redraw locked.
2022-02-20 08:41:47.694 [INFO] :: Native format content directories: 3
2022-02-20 08:41:47.695 [INFO] :: Poser format content directories: 3
2022-02-20 08:41:47.695 [INFO] :: Other import format content directories: 0
2022-02-20 08:41:47.695 [INFO] :: Begin asset load (open): /People/Genesis 8 Female/Genesis 8 Basic Female.duf
2022-02-20 08:42:15.414 [INFO] :: *** Scene Cleared ***
2022-02-20 08:42:15.414 [INFO] :: Determining missing assets...
2022-02-20 08:42:16.193 [INFO] :: Setting textures...
2022-02-20 08:42:17.053 [INFO] :: Scanning for addons...
2022-02-20 08:43:13.218 [INFO] :: Creating node geometry...
2022-02-20 08:43:13.237 [INFO] :: Creating UV sets...
2022-02-20 08:43:13.240 [INFO] :: Creating materials...
2022-02-20 08:43:14.049 [INFO] :: Resolving legacy figures...
2022-02-20 08:43:14.049 [INFO] :: Preparing modifiers...
2022-02-20 08:43:14.241 [INFO] :: Creating modifiers...
2022-02-20 08:43:16.894 [INFO] :: Creating property aliases...
2022-02-20 08:43:16.989 [INFO] :: Creating sum stage formulas...
2022-02-20 08:43:37.403 [INFO] :: Creating multiply stage formulas...
2022-02-20 08:43:37.770 [INFO] :: Processing scene data...
2022-02-20 08:43:37.770 [INFO] :: Finalizing modifiers...
2022-02-20 08:43:37.771 [INFO] :: Finalizing channels...
2022-02-20 08:43:37.771 [INFO] :: Finalizing materials...
2022-02-20 08:43:37.772 [INFO] :: Sorting property groups...
2022-02-20 08:43:37.781 [INFO] :: Finalizing scene data...
2022-02-20 08:43:37.874 [INFO] :: Begin Loading Character Addons...
2022-02-20 08:43:37.883 [INFO] :: Prepare asset load (merge): /data/DAZ 3D/Genesis 8/Female Eyelashes/Tools/Script Loads/Genesis 8 Female Eyelashes.duf
2022-02-20 08:43:37.883 [INFO] :: Locking viewport redraw...
2022-02-20 08:43:37.883 [INFO] :: Viewport redraw locked.
2022-02-20 08:43:37.886 [INFO] :: Native format content directories: 3
2022-02-20 08:43:37.886 [INFO] :: Poser format content directories: 3
2022-02-20 08:43:37.887 [INFO] :: Other import format content directories: 0
2022-02-20 08:43:37.887 [INFO] :: Begin asset load (merge): /data/DAZ 3D/Genesis 8/Female Eyelashes/Tools/Script Loads/Genesis 8 Female Eyelashes.duf
2022-02-20 08:43:37.927 [INFO] :: Determining missing assets...
2022-02-20 08:43:38.075 [INFO] :: Setting textures...
2022-02-20 08:43:38.423 [INFO] :: Scanning for addons...
2022-02-20 08:43:38.761 [INFO] :: Creating node geometry...
2022-02-20 08:43:38.766 [INFO] :: Creating UV sets...
2022-02-20 08:43:38.767 [INFO] :: Creating materials...
2022-02-20 08:43:38.841 [INFO] :: Resolving legacy figures...
2022-02-20 08:43:38.842 [INFO] :: Preparing modifiers...
2022-02-20 08:43:38.868 [INFO] :: Creating modifiers...
2022-02-20 08:43:39.049 [INFO] :: Creating sum stage formulas...
2022-02-20 08:43:39.051 [INFO] :: Creating multiply stage formulas...
2022-02-20 08:43:39.051 [INFO] :: Finalizing modifiers...
2022-02-20 08:43:39.051 [INFO] :: Sorting property groups...
2022-02-20 08:43:39.054 [INFO] :: Setting up follow targets...
2022-02-20 08:43:39.054 [INFO] :: Start following: Genesis 8 Female << Genesis 8 Female Eyelashes
2022-02-20 08:43:39.055 [INFO] :: Following started: Genesis 8 Female << Genesis 8 Female Eyelashes
2022-02-20 08:43:39.055 [INFO] :: Connect base morphs: Genesis 8 Female << Genesis 8 Female Eyelashes
2022-02-20 08:43:39.104 [INFO] :: Base morphs connected: Genesis 8 Female << Genesis 8 Female Eyelashes
2022-02-20 08:43:39.113 [INFO] :: Creating morph projection map: Genesis 8 Female << Genesis 8 Female Eyelashes
2022-02-20 08:43:39.176 [INFO] :: Finished asset load (merge): 0m 1.290s - /data/DAZ 3D/Genesis 8/Female Eyelashes/Tools/Script Loads/Genesis 8 Female Eyelashes.duf
2022-02-20 08:43:39.276 [INFO] :: Unlocking viewport redraw...
2022-02-20 08:43:39.276 [INFO] :: Viewport redraw unlocked.
2022-02-20 08:43:39.279 [INFO] :: Loaded morph deltas: 0m 0.1s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Head/PHMEyelashesLengthUpper.dsf
2022-02-20 08:43:39.284 [INFO] :: Loaded morph deltas: 0m 0.1s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Head/PHMEyelashesLengthLower.dsf
2022-02-20 08:43:39.288 [INFO] :: Loaded morph deltas: 0m 0.1s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Head/PHMEyelashesCurl.dsf
2022-02-20 08:43:39.314 [INFO] :: Loaded morph deltas: 0m 0.4s - /data/Daz 3D/Genesis 8/Female Eyelashes/Morphs/DAZ 3D/Head/PHMEyelashesLengthUpper.dsf
2022-02-20 08:43:39.322 [INFO] :: Loaded morph deltas: 0m 0.4s - /data/Daz 3D/Genesis 8/Female Eyelashes/Morphs/DAZ 3D/Head/PHMEyelashesLengthLower.dsf
2022-02-20 08:43:39.333 [INFO] :: Loaded morph deltas: 0m 0.7s - /data/Daz 3D/Genesis 8/Female Eyelashes/Morphs/DAZ 3D/Head/PHMEyelashesCurl.dsf
2022-02-20 08:43:39.341 [INFO] :: Loaded morph deltas: 0m 0.6s - /data/Daz 3D/Genesis 8/Female Eyelashes/Morphs/DAZ 3D/Base/PHMEyelashesExpand.dsf
2022-02-20 08:43:39.394 [INFO] :: Prepare asset load (merge): /People/Genesis 8 Female/Materials/Base Materials/Iray/Base MAT Eyelashes.duf
2022-02-20 08:43:39.394 [INFO] :: Locking viewport redraw...
2022-02-20 08:43:39.394 [INFO] :: Viewport redraw locked.
2022-02-20 08:43:39.402 [INFO] :: Native format content directories: 3
2022-02-20 08:43:39.402 [INFO] :: Poser format content directories: 3
2022-02-20 08:43:39.402 [INFO] :: Other import format content directories: 0
2022-02-20 08:43:39.402 [INFO] :: Begin asset load (merge): /People/Genesis 8 Female/Materials/Base Materials/Iray/Base MAT Eyelashes.duf
2022-02-20 08:43:39.472 [INFO] :: Determining missing assets...
2022-02-20 08:43:39.808 [INFO] :: Setting textures...
2022-02-20 08:43:39.810 [INFO] :: Creating materials...
2022-02-20 08:43:39.894 [INFO] :: Applying animations...
2022-02-20 08:43:40.235 [INFO] :: Setting up follow targets...
2022-02-20 08:43:40.235 [INFO] :: Finished asset load (merge): 0m 0.833s - /People/Genesis 8 Female/Materials/Base Materials/Iray/Base MAT Eyelashes.duf
2022-02-20 08:43:40.262 [INFO] :: Unlocking viewport redraw...
2022-02-20 08:43:40.263 [INFO] :: Viewport redraw unlocked.
2022-02-20 08:43:40.266 [INFO] :: Finished Loading Character Addons
2022-02-20 08:43:41.023 [INFO] :: Finished asset load (open): 1m 53.328s - /People/Genesis 8 Female/Genesis 8 Basic Female.duf
2022-02-20 08:43:59.788 [INFO] :: Unlocking viewport redraw...
2022-02-20 08:43:59.788 [INFO] :: Viewport redraw unlocked.
2022-02-20 08:44:00.217 [INFO] :: Loaded image: G8FBaseLegsMapD_1003.jpg
2022-02-20 08:44:00.281 [INFO] :: Loaded image: G8FBaseEyes01_1007.jpg
2022-02-20 08:44:00.494 [INFO] :: Loaded image: G8FBaseArmsMapD_1004.jpg
2022-02-20 08:44:00.563 [INFO] :: Loaded image: G8FBaseMouthMapD_1005.jpg
2022-02-20 08:44:00.785 [INFO] :: Loaded image: G8FBaseFaceMapD_1001.jpg
2022-02-20 08:44:01.001 [INFO] :: Loaded image: G8FBaseTorsoMapD_1002.jpg
2022-02-20 08:44:01.097 [INFO] :: Loaded image: G8FBaseEyelashes_1006.jpgDAZ To Blender doesn't work for meDAZStudio 4.15.0.30
Menue=>Scripts=>Blender=>Daz To Blender
Select Export Type
Genesis8/3 Checked
Subdivision Level0 Checked =>accept
Over to Blender 3.0
DazToBlender
Import New Genesis 3/8
Popup in Blue "Import New Genesis 3/8/
Nothing happens, no pop up, no figure, no message nada.
What ever has to do with Blender, just doesn't work for me.
Any idea, what is going wrong here?Diffeo and VDB@brainmuffin Now I see the new 4.20 supports vdb with some limited features. And no animation. As for "rocket launch" by its description it uses an emissive mesh for the fire and vdb for the smoke. The emissive mesh should import into blender, though the new iray in 4.20 treats the emissive opacity differently. This also breaks any previous daz asset using emissive meshes, so most "baked effects" in the shop will not work fine anymore with 4.20.
So long story short. For now it is better to use vdb directly in blender, rather than importing it from daz.
edit. note. And, if you want your old scenes to work fine, do not update to 4.20 since it breaks both emission and top coat, other than tone mapping.
Am I missing the point on the new volumetric rendering?I do not even know how to use it at all.
I have a shader preset in a Folder called Volumetric * I think * but that does nothing.
If I apply it to a sphere, the whole thing disappears.
Loaded VDB's, free ones, but no clue where to put them or how to open or import them.
I wish there were tutorials to follow.:(













