-
Genesis 9 Skin renders white
I took the plunge on Genesis 9 as there were a couple of characters that I really liked. Well......the nightmare has begun. I loaded up a base figure and a character morph and every Iray render in the viewport is stark white. Base texture as well as 2 different character textures and have no clue as to why. All textures are visible in Texture Shaded view. I have no other problems with Gen 3, 8, or 8.1.....Does anyone kmow what is wrong here??
Thanks for any help.
Genesis 9 Mouth Figure refusing to auto-followEvieS said:
Thanks for the offer but I found how I did it. LILWEEP was absolutely correct. But on a side-note, your OPTION 2 does not work at all. Auto-follow just doesn't work for the mouth if you're adjusting something like mouth opening that moves the jaw around. Neither of my computers have any success with that. Works on eyes, brows, lashes and clothing and hair - but mouth says no-go. I think you're right about it being a rigging issue since the mouth/teeth have a rigged jaw hinge. Maybe it's locked on purpose to prevent distortion or something. I don't know - but my G9 mouth has always been next to immovable. It will change location and position to adjust for head morphs and body resizing (FBM) but if I try to use an open mouth morph from my figure with auto-follow...it don't work.
1st, nobody said lilweep was wrong. 2nd, you have not seen my workflow, how could you say opt2 does not work at all ? It did not work on you side 'cause you missed an "important step" ....
Option 1 may work if you're doing it for the mouth - but you can't combine mouth and figure into one Pose or preset. The whole idea is to have one morph on the figure that controls morphs on the mouth figure.
Why can't I ? If it cannot make it, what does ERC exist for ? Furthermore, there's a MultiDimensional Controlling method that you even can make them much complex...
Back on point - LILWEEP was right. I reproduced my magic master parameter by simple name collusion. This is what I did:
- I made a master control parameter on the mouth and added the morphs for the mouth that I wanted to turn on to that master via ERC Freeze.
- Then I went to my figure and created an IDENTICALLY NAMED master parameter on the figure and added the one from the mouth to it via ERC Freeze.
- I saved out the figure asset and installed my new morphs to my Genesis 9 base (data .duf) and restarted DS.
It was nice that you make it work in this way but it couldn't have to be that cumbersome... There's a very standard Auto Follow way of making these, even if on a "peculiar G9"... Auto Follow means you don't need to create any property on the target sub-node (mouth). If you manually create one with diff. name, that'll be 1st of all a non-Auto Follow way but a staged controlling way instead, and there's also a very SOP on such a way.
Upon loading G9 now, the singular master parameter on the figure controls the mouth morphs. I'm guessing it's a linking thing - making DS think the two morphs are the same thus it relinks them? I don't know. I was always able to set this up in DS and get it to work, but then I'd save out the figure asset and get my new master morphs and install them and the figure one would have zilch for subs and would do nothing. It's like during the figure asset save, it would lose the ERC frozen data for the mouth...so that the newly exported .duf wouldn't do a darn thing when installed. When I do this now with the identical names - the newly installed parameter seems to retain that ERC information and works. Don't ask me...but it worked. Twice now. Could this be an actual bug in DS? Losing ERC information for non-figure (G9) conforming parts? Should I report it? Clearly the program is capable of making this work - I've done it twice now - but the name thing shouldn't really be needed to fool it into working. If you ERC Freeze a morph to a new parameter and save it out - that parameter should be retaining any data you ERC'd to it, right?
Yes, especially with the latest DS version, an unique urI will be randomly created by DS to avoid any similar conflict, ERC failure or duplicate formulas issues...
Genesis 9 Mouth Figure refusing to auto-followThanks for the offer but I found how I did it. LILWEEP was absolutely correct. But on a side-note, your OPTION 2 does not work at all. Auto-follow just doesn't work for the mouth if you're adjusting something like mouth opening that moves the jaw around. Neither of my computers have any success with that. Works on eyes, brows, lashes and clothing and hair - but mouth says no-go. I think you're right about it being a rigging issue since the mouth/teeth have a rigged jaw hinge. Maybe it's locked on purpose to prevent distortion or something. I don't know - but my G9 mouth has always been next to immovable. It will change location and position to adjust for head morphs and body resizing (FBM) but if I try to use an open mouth morph from my figure with auto-follow...it don't work.
Option 1 may work if you're doing it for the mouth - but you can't combine mouth and figure into one Pose or preset. The whole idea is to have one morph on the figure that controls morphs on the mouth figure.
Back on point - LILWEEP was right. I reproduced my magic master parameter by simple name collusion. This is what I did:
- I made a master control parameter on the mouth and added the morphs for the mouth that I wanted to turn on to that master via ERC Freeze.
- Then I went to my figure and created an IDENTICALLY NAMED master parameter on the figure and added the one from the mouth to it via ERC Freeze.
- I saved out the figure asset and installed my new morphs to my Genesis 9 base (data .duf) and restarted DS.
Upon loading G9 now, the singular master parameter on the figure controls the mouth morphs. I'm guessing it's a linking thing - making DS think the two morphs are the same thus it relinks them? I don't know. I was always able to set this up in DS and get it to work, but then I'd save out the figure asset and get my new master morphs and install them and the figure one would have zilch for subs and would do nothing. It's like during the figure asset save, it would lose the ERC frozen data for the mouth...so that the newly exported .duf wouldn't do a darn thing when installed. When I do this now with the identical names - the newly installed parameter seems to retain that ERC information and works. Don't ask me...but it worked. Twice now. Could this be an actual bug in DS? Losing ERC information for non-figure (G9) conforming parts? Should I report it? Clearly the program is capable of making this work - I've done it twice now - but the name thing shouldn't really be needed to fool it into working. If you ERC Freeze a morph to a new parameter and save it out - that parameter should be retaining any data you ERC'd to it, right?
The #1 thing I need far above all is mesh smoothing and contouring tools...#1
The thing I need "far above" all else is Daz mesh smoothing and contouring tools...
Tools inside of Daz to smooth, flatten, normalize... the seams and mesh of a clothing or messy hair item or add bumps or noise to a fabric.
Hexagon is terrible. Exporting and reimporting "morphs" is terrible (even though you can get good results).
Daz should have smooting tools natively. I have thousands of clothing items that need simple smoothing after auto-fit has done its thing.
There should be an ever expanding plethora of tools to do this within Daz.
Charge me to purchase this added smooting functionality, that is only fair, that might help generate revenue for Daz Studio.
Start selling Daz Studio "plugins" on the side...

Something like a morph shell on an item. When you go in to edit the mesh it creates a morph shell. if you repose your figrue you can go in and reedit the shell.
#2
Expand VDB capability in Daz even further to accomodate variable color maps for smoke and emissions.
Genesis 9 Mouth Figure refusing to auto-followEvieS said:
Well maybe I'm stupid...because my Genesis 9 mouth only partially responds to auto-fit morphs. In this case in particular I created a very wide open mouth - cartoonishly wide - and the mouth/teeth simply do nothing despite the auto-follow being set. Now the eyes, the brows and the lashes will all move quite nicely to adjust but not the mouth. I've never figured out exactly why "open" type morphs won't transfer to the mouth/teeth. I have DS on a laptop and I have the same issue there. I messed around with the hierarchy editor today and while I didn't have a lot of luck with it - at some point I must have did something right because I managed to get the master parameter on the figure to finally control the mouth/teeth morphs. I haven't been able to replicate what I did though, so I'm not sure what happened. I'm still, tonight - trying to figure it out. If I do, I'll post the process here.
As for the renaming of morphs - I'm wondering if that would work. So no, that isn't crazy either. I'm going to keep playing with this now that I got it to work once. If anyone thinks of anything else that might be relevant to this issue, don't hesitate to speak up. Thanks to both of you for the input.
No...OP, but I'm afraid you probably still didn't do it correctly... "Open morph(s)" on G9 mostly related to "rigging", so I have to clarify that there're different ways to make such a "cartoonish wide open" property as per your request:
- opt1: make a Pose Control property (Modifier/Pose) by mixing FACS or Expression dials (non Auto Follow)
- opt2: make a morph property (Modifier/Shape) with Auto Follow
I'll show you these 2 ways by a recording a video later on.
Genesis 9 Mouth Figure refusing to auto-followWell maybe I'm stupid...because my Genesis 9 mouth only partially responds to auto-fit morphs. In this case in particular I created a very wide open mouth - cartoonishly wide - and the mouth/teeth simply do nothing despite the auto-follow being set. Now the eyes, the brows and the lashes will all move quite nicely to adjust but not the mouth. I've never figured out exactly why "open" type morphs won't transfer to the mouth/teeth. I have DS on a laptop and I have the same issue there. I messed around with the hierarchy editor today and while I didn't have a lot of luck with it - at some point I must have did something right because I managed to get the master parameter on the figure to finally control the mouth/teeth morphs. I haven't been able to replicate what I did though, so I'm not sure what happened. I'm still, tonight - trying to figure it out. If I do, I'll post the process here.
As for the renaming of morphs - I'm wondering if that would work. So no, that isn't crazy either. I'm going to keep playing with this now that I got it to work once. If anyone thinks of anything else that might be relevant to this issue, don't hesitate to speak up. Thanks to both of you for the input.
Genesis 9 Mouth Figure refusing to auto-followlilweep said:
um ... how do you expect to control mouth (let alone eyes) with property heirarchy on Gen 9?
The mouth and eyes will inherit auto-generated follow morph from the main figure they are attached to (because they are fitted figures). you have to give your new morph for the eyes and mouth the same name as the auto-generated follow morph so your morph is loaded in place of the autofollow one. It has nothing to do with property heirarchy and ERC freezing.
Or am i being stupid?
Of course I know how to set auto-follow and how it works, and I said there was no problem on my side, and I just show a way of setting all these properties via hierarchy including all functions.
You 're not stupid...
Silenty Save a Specified Morph AssetThat script is currently saving the Olympia 7 morph - you would obviously need to add the methods to identify the morph(s) you want to save and insert their details where required.
Solved: Need help with Genesis 9 eyes issues - behaving wildly and out of syncDon't think that's it. No updates. Everything is up-to-date.
And how can just a single small morph of, let's say 33% MSO Maureen cause Side-Side parameter to work differently for 2 eyes?
Do they change the rotation center of the eyes? Because seems like that's what's happening. As I move "Eye Look Side-Side", sliders for Left and Right eye are moving in tandem, but the eyes are spinning widely as I do, completely out of sync.Solved: Need help with Genesis 9 eyes issues - behaving wildly and out of syncHello!
I have a problem that is driving me mad.The eyes of my Genesis 9 figure are going all over the place during posing.
I've started with Victoria 9 and applied partial morphs from other figures, such as MSO models and few others
Now it looks great, but when I start posing the model, in many cases, out of the blue, the eyes will just stop being synchronized.
There will be one particular Side-Side parameter that gets applied to one eye and not the other.
Sometimes there will also be issues with Up-Down eye parameter.
This happens not only with expressions, but even with some poses.
Here in image 1 I have an example from Victoria 9 emotions pack, where some expressions inexplicably make her eyes go wild.
And in image 2 is an example from a completely different pack of expressions, where again some expressions cause here eyes to go up-down and left-right, out of sync,
And in image 3 we see her left eye - Side-Side completely missing
Does anyone here have any clues/ ideas on what the hell is going on and how to fix it?
I mean, I can manually go to the eye controllers each time and zero in the morph (btw alt-clicking doesn't do it, so I guess its treated as default or something?)But its extremely time consuming and bothersome.
And if I use a product (Look at me) or manually point eyes toward camera, they go wild if I change the position of the model.
Any help/tips are greatly appreaciated.Getting Holes on Character Immediate when push Prepare to DecimateI'm on Daz Studio 4.22 with Decimattor for 4.22 ( 64bit daz studio for Windows). I'm on Windows 11
I don't understand this . This happened in 4.21 sometimes but i never understood why.
And especially now i don't understand because i made a DUF file with a character and it didn't happen in that one...Then i copied that file(duplicated) and it's in that file where i'm Preparing to Decimate. So why in the Copy it's creating holes?
Here's a picture of what i get, i did modify the copy in only clothes, hair, MAT, Height morph, I deleted a Head morph and added a different head morph. But that's it. Why would it create holes?
Carrara Non Photo Realistic Works 2Diomede said:
Bunyip - thanks. Nice work on A3. I can usually spot A3, but in this case I could not. Don't mean that as good or bad, just of interest given how much time over the years I have spent looking st the various Daz and Poser figures.
Thanks !!!
Aiko morph & textures - Azrea & Sylph for A3 - https://www.daz3d.com/azrea-sylph-for-a3
Dress - Allsorts - https://www.daz3d.com/allsorts
Hair - Kishka Hair - https://www.daz3d.com/kishka-hair
Hair colours - COLORation Kishka - https://www.daz3d.com/coloration-kishka
hdr background
Oldies but goodies !
Genesis 9 Mouth Figure refusing to auto-followum ... how do you expect to control mouth (let alone eyes) with property heirarchy on Gen 9?
The mouth and eyes will inherit auto-generated follow morph from the main figure they are attached to (because they are fitted figures). you have to give your new morph for the eyes and mouth the same name as the auto-generated follow morph so your morph is loaded in place of the autofollow one. It has nothing to do with property heirarchy and ERC freezing.
Or am i being stupid?
Silenty Save a Specified Morph AssetI need a script that can silently save a specific morph (property) from Gen 9 into a specified folder. I couldn't even figure out how to change an option like the Vendor Name though script.
I already looked into the sample script Save Support Asset Morph but no luck. Running the script doesn't really do anything.
Here is a cutout portion:
var AssetManager = App.getAssetIOMgr() var MorphFilterIndex =AssetManager.findFilter("DzMorphSupportAssetFilter") var MorphFilter = AssetManager.getFilter(MorphFilterIndex) var Settings = new DzFileIOSettings() MorphFilter.getDefaultOptions(Settings) Settings.setStringValue("VendorName","TEST VENDOR") MorphFilter.doSave(Settings,"")All I get is the pop-up for the Morph Asset(s) Save Option but nothing is changed, just the default settings, the vendor name is still the same.
Problem with VO LisaI found a user on another forum that has VO Lisa and asked if they would test the issues you are having with Vo Lisa. He got the same reference to the Mousso smile, but there are also other default smile parameters loaded to add to it. Without the Mousso product, you still get a smile, but it's much more subtle. As for the eye/skin change, he darkened the skin to see if the eye change triggered any skin change and he had no issues with changing the eye color.
If it is just a preset to another PAs expression, I personally don't have an issue with it, but then again it should be listed as a requirement if used. I have a few VO products with no issues using them, and other than the one issue with the Vo Mieko morph being at 100% all the time, that was later fixed, I haven't really heard of any issues with this PAs products in the forums
AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICIQuando posi figure o oggetti, lascia visibile solo ciò che è strettamente necessario, poi riaccendi tutto quando fai il render.
Ogni volta che sposti o posi una figura DAZ deve per ogni singolo vestito:
- prendere la geometria base
- Applicare alla geometria ogni singolo morph
- Applicare lo smoothing (se lo hai attivo)
- Applicare di nuovo lo smoothing (stavolta per spingere i vertici fuori dalla figura ed evitare le intersezioni - le collision iteration)
- Ricalolare luci e ombre per la viewport (se usi Iray o Filament)
Inoltre vedo che il vestito è per G1.. probabilmente avrai problemi col camice se allarghi le gambe del personaggio (proprio al centro).
Quale Gundam?
Il freebie che ho pubblicato: https://www.renderhub.com/kainjy/gundam-arios-low-poly
E' una figura standalone.. guarda anche il video della pagina web.AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICICrios said:
Allora, il file è questo Wilmap's Digital Creations (wilmapsdigitalcreations.co.uk)
Io l'ho usato su un Genesis 2, ho paura però che (dico una cazzata) sia un problema della scena in se. Perchè mi sono accorto che se provavo a spostare i props con il Tool di spostamento, facevo "fatica", come se "pesassero". Usando i Parameters invece era tutto a posto.
COme scena base ho usato questa: Solaris Corridor | Daz 3D, in pratica l'elemento dove ci sono le piante, ma senza le piante.
Mi è capitato un paio di volte e la causa cambiava abbatstanza spesso.
Prima di tutto, verifica a quante iterazioni il vestito è settato, se è sopra 20 è normale che rallenti tutto. Portali a valori intorno al 3-5 o anche sotto se il risultato regge senza poke.
Se la causa non dovesse essere quella, elimina dalla scena, uno per volta i props (salva tutto prima) e vedi se elimininando qualcosa la situazione cambia. Spesso, se hai poca RAM e molti poligoni la scena rallenta parecchio. Capita anche un un singolo prop abbia "qualcosa che non va" di suo e togliendolo di mezzo e ricreandolo si risolve. Una volta avevo un comodino inuna stanza e DAZ Studio crashava ad ogni render, tolto e ricreato il mobile, render a tutto spiano.
Altro motivo, ci sono troppe istanze. Per assurdo, poche istanze alleggeriscono la scena ma troppe la rendono troppo pesante. Diminuisci le istanze o deistanzizzale. Avevo una foresta di cira sei chilometri quadrati, tutta istanze... Lentissima finchè le istanze non sono diventate prop indipendenti.
Ultima cosa, il personaggio ha un psante moph HD attivo. Io li eradico ogni volta che mi capita un personaggio che li utilizza, mi basta "cuocere" una texture displace per avere lo stesso risultato senza la pesantezza del morph.
Facci sapere, ragazzo!
Information of file type based on extension?They are for Omnifreaker's shader systems for use with the 3Delight render engine, so do not delete them.
DAZ - scene file - was used in every version of DS until the launch of DS4.5.
DSO - converted mesh file
DSD - converted morph delta file
DSV - converted UV coordinates file
DS/DSA - ASCII script file mostly used for presets
DSB - binary script file
DSE - encrypted binary script file
Those are the standard files used in DS up until the launch of DS4
removing a stuck morphIf the morph is still there, you didn't remove the right files or you have them installed in multiple places, in different Content Libraries or under different author name.
removing a stuck morphPerttiA said:
You need to remove the morph you created.
The morph(s) can be found in /data/DAZ 3D/Genesis 9/Base/Morphs/[Your author name]
Hi PerttiA ,I did that,removed a file that was odd,and the program reloaded all the genesis 9 starter basics again,and she is still there!!!!
Ive given up for now :) I have a character preset saved of gen 9 without the morph and I work from that .Thanks for your time :)










