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Art Question
The first solution: doing one render with both eyebrows, then, after hidding them both, you'll only need to do a Spot Render of the area around the now hidden eyebrow, taking into account any shadow it would cast (in case you don't know: by opening the Tool Settings panel with the Spot Render tool active, you can set it to do the spot render in a new window). Then, you merge the two in Photoshop/Affinity Photo/GIMP/etc.
Biggest advantage of this technics, you don't have to modify the eyebrows, biggest drawback, it'll get old really fast to have to do the spot render.
My suggestion would be to create a conditional graft on the eyebrows: I never did it with eyebrows, but I think it should be possible because eyebrows are a figure. It should be easy to create one for the eyebrow you're planning to hide. Mada has a video on the subject, to hide sleeves on a shirt, but the principles should be the same with eyebrows.
Once done, you'll only have to activate the conditional graft you created and it will remove (temporarly) all polygons from the eyebrows, allowing you to do one render.
The biggest advantage of this solution: the eyebrows stay the same outside of having a new conditional graft and it doesn't impact the files created by the artist, it doesn't change how metadata (if any) are working and it doesn't change the folder in your Content Library.
If you're planning on hidding geometry regularly, Easy Geometry Hider by Utiltarian will take care of a lot of the boring stuff, but if you are only planning of doing it once or twice, doing it manually will work the same:
https://www.daz3d.com/easy-geometry-hider
Another possible solution, advertised by Chevybabe25 in her various brows products, could be to create a version with only one eyebrow (to be fair she's adverstising removing some part of the geometry of eyebrows, not one eyebrow completly but it should work for a whole eyebrow too). I never did it either with eyebrows and it's bit more complex than creating a conditional graft so it should be a last resort solution IMO:
- activate the Geometry Editor tool with the eyebrows selected in the Scene Panel.
- select all the polygons of the eyebrow you want to remove
- hide them with a right click in the viewport > Geometry VIsibily > Hide Selected Polygons (ideally, you should get all polygons in one selection, but by hiding the ones you selected, you'll be able to see if you missed some)
- Right click in the viewport > Geometry Editing > Delete Hidden Polygons
At that point, the last step is, with the eyebrows selected, to go to 'File > Save As > Support Asset > Figure/Prop Asset…' and to save the eyebrows as a new eyebrows in your My Library folder.
Daz Studio 2026 Beta - version 6.25.2026.4408! (Updated February 18, 2026)Do bear in mind that we do not yet know how plug-ins will be updated - some may well require a full new version, with or without an upgrade price, but others may not f the conversion process is not to painful. The same is true of scripts, though some PAs have said they do intend to offer free updates in at least some cases.
You can always do set-up in DS 4, with all your tools, then open the scene file in DS 2025 solely to render - the only potential issue is needing to bake Mesh Grabber modifiers down to morphs (if you are not a Premer member, Geometry Sculptor in DS 2025 will import Mesh Grabber modifiers from DS 4).
Sagan: A DAZ Studio to Blender Alembic ExporterWell, the issue is that when I use the model in Blender now with the Soft Breasts/Buttocks addon, the model breaks in a way it didn't with v3. When I export these models to Blender and import them they look fine, but as soon as the add-on is used like I did before, the breasts turn into a broken polygon mess. Blender and these add-ons haven't been tampered with.
How Do I Fix The Discrepancy Between G8 Skin and G8.1 Skin2026-01-28 12:30:02.001 Iray [INFO] - IMAGE:IO :: 1.0 IMAGE io info : Loading image "/Volumes/3D CONTENT 2TB 31 October 2014/My DAZ 3D Library/Runtime/Textures/Matari3D/Thomas for M81/M3DThomasEyesolor05.jpg", no selector, pixel type "Rgb", 2048x2048x1 pixels, 1 miplevel.
2026-01-28 12:30:02.042 Iray [INFO] - IMAGE:IO :: 1.0 IMAGE io info : Loading image "/Volumes/3D CONTENT 2TB 31 October 2014/My DAZ 3D Library/Runtime/Textures/Matari3D/Thomas for M81/Character/M3DThomasHead.jpg", no selector, pixel type "Rgb", 4096x4096x1 pixels, 1 miplevel.
2026-01-28 12:30:02.057 Iray [INFO] - IMAGE:IO :: 1.0 IMAGE io info : Loading image "/Volumes/3D CONTENT 2TB 31 October 2014/My DAZ 3D Library/Runtime/Textures/Matari3D/Thomas for M81/Character/M3DThomasHeadNormal.jpg", no selector, pixel type "Rgb", 4096x4096x1 pixels, 1 miplevel.
2026-01-28 12:30:02.090 Iray [INFO] - IMAGE:IO :: 1.0 IMAGE io info : Loading image "/Volumes/3D CONTENT 2TB 31 October 2014/My DAZ 3D Library/Runtime/Textures/Matari3D/Thomas for M81/Character/M3DThomasHeadBump.jpg", no selector, pixel type "Rgb", 4096x4096x1 pixels, 1 miplevel.
2026-01-28 12:30:02.162 Iray [INFO] - IMAGE:IO :: 1.0 IMAGE io info : Loading image "/Volumes/3D CONTENT 2TB 31 October 2014/My DAZ 3D Library/Runtime/Textures/Matari3D/Thomas for M81/Character/ThomasEyeLashes (2).jpg", no selector, pixel type "Rgb", 2048x2048x1 pixels, 1 miplevel.
2026-01-28 12:30:02.188 Iray [INFO] - IMAGE:IO :: 1.0 IMAGE io info : Loading image "/Volumes/3D CONTENT 2TB 31 October 2014/My DAZ 3D Library/Runtime/Textures/Matari3D/Thomas for M81/Character/ThomasEyeLashes (1).jpg", no selector, pixel type "Rgb", 2048x2048x1 pixels, 1 miplevel.
2026-01-28 12:30:02.193 Iray [INFO] - IMAGE:IO :: 1.0 IMAGE io info : Loading image "/Volumes/3D CONTENT 2TB 31 October 2014/My DAZ 3D Library/Runtime/Textures/Matari3D/Thomas for M81/Character/YhomasTear.jpg", no selector, pixel type "Rgb", 1024x1024x1 pixels, 1 miplevel.
2026-01-28 12:30:02.300 Iray [INFO] - IMAGE:IO :: 1.0 IMAGE io info : Loading image "/Applications/DAZ 3D/DAZStudio4 64-bit/shaders/iray/resources/DTHDR-RuinsB-500.hdr", no selector, pixel type "Rgb_fp", 512x256x1 pixels, 1 miplevel.
2026-01-28 12:30:02.303 Iray [INFO] - TRAV:DATABASE :: 1.0 TRAV db progr: Traversing scene.
2026-01-28 12:30:03.950 Iray [INFO] - TRAV:DATABASE :: 1.0 TRAV db info : Traversing scene took 1.647 s.
2026-01-28 12:30:04.177 Iray (Scene Traversal) : Initializing update
2026-01-28 12:30:04.177 Iray (Scene Traversal) : Retrieving journal and checking for changes
2026-01-28 12:30:04.177 Iray (Scene Update) : Updating LPE labels
2026-01-28 12:30:04.177 Iray (Scene Update) : Updating geometry contexts
2026-01-28 12:30:04.177 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating geometry contexts.
2026-01-28 12:30:04.177 Iray (Scene Update) : Updating geometry
2026-01-28 12:30:04.177 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating geometry.
2026-01-28 12:30:04.177 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Importing scene graph.
2026-01-28 12:30:04.487 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Auto instancing compression 1.0x (Full instancing compression 1.0x)
2026-01-28 12:30:04.487 Iray (Scene Update) : Retrieving geometry
2026-01-28 12:30:04.487 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Importing geometry for motion time 0
2026-01-28 12:30:05.199 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Geometry import (1 triangle object with 11 M triangles, 1 instance yielding 11 M triangles) took 711.661 ms
2026-01-28 12:30:05.199 Iray (Scene Update) : Updating motion transform data
2026-01-28 12:30:05.199 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating motion transforms.
2026-01-28 12:30:05.199 Iray (Scene Update) : Updating section objects
2026-01-28 12:30:05.199 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating section objects.
2026-01-28 12:30:05.199 Iray (Scene Update) : Updating materials
2026-01-28 12:30:05.199 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating materials.
2026-01-28 12:30:05.310 Iray [INFO] - MATCNV:RENDER :: 1.0 MATCNV rend info : found 188 textures, 0 lambdas (0 unique)
2026-01-28 12:30:05.310 Iray (Scene Update) : Updating environment
2026-01-28 12:30:05.310 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating environment.
2026-01-28 12:30:05.326 Iray (Scene Update) : Updating code
2026-01-28 12:30:05.326 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating compiled material code.
2026-01-28 12:30:05.326 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating compiled environment code.
2026-01-28 12:30:05.326 Iray (Scene Update) : Updating textures
2026-01-28 12:30:05.326 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating material textures.
2026-01-28 12:30:05.330 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating environment textures.
2026-01-28 12:30:05.330 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating BSDFs.
2026-01-28 12:30:05.330 Iray (Scene Update) : Updating volumes
2026-01-28 12:30:05.330 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating volumes.
2026-01-28 12:30:05.330 Iray (Scene Update) : Updating lens data
2026-01-28 12:30:05.330 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating lens.
2026-01-28 12:30:05.330 Iray (Scene Update) : Updating lights
2026-01-28 12:30:05.330 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating lights.
2026-01-28 12:30:05.330 Iray (Scene Update) : Updating instance topology
2026-01-28 12:30:05.330 Iray (Scene Update) : Updating flags
2026-01-28 12:30:05.330 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating object flags.
2026-01-28 12:30:05.331 Iray (Scene Update) : Updating backplate
2026-01-28 12:30:05.331 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating backplate.
2026-01-28 12:30:05.331 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating compiled backplate code.
2026-01-28 12:30:05.331 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating backplate textures.
2026-01-28 12:30:05.331 Iray (Scene Update) : Updating decals
2026-01-28 12:30:05.331 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating decals.
2026-01-28 12:30:05.335 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Using iray core convergence estimate.
2026-01-28 12:30:05.336 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Allocating 1-layer frame buffer
2026-01-28 12:30:05.340 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Using batch scheduling, caustic sampler disabled
2026-01-28 12:30:05.340 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Initializing local rendering.
2026-01-28 12:30:05.341 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : CPU: using 16 cores for rendering
2026-01-28 12:30:05.341 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Rendering with 1 device(s):
2026-01-28 12:30:05.341 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : CPU
2026-01-28 12:30:05.341 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Rendering...
2026-01-28 12:30:05.342 Iray [INFO] - IRAY:RENDER :: 1.48 IRAY rend progr: CPU: Processing scene...
2026-01-28 12:30:05.342 Iray (Scene Access) : Retrieving geometry
2026-01-28 12:30:05.342 Iray [INFO] - IRAY:RENDER :: 1.25 IRAY rend info : Initializing Embree
2026-01-28 12:30:06.693 Iray (Scene Access) : Retrieving volumes
2026-01-28 12:30:06.694 Iray (Scene Access) : Retrieving textures
2026-01-28 12:30:20.476 Iray (Scene Access) : Retrieving flags
2026-01-28 12:30:20.476 Iray (Scene Access) : Retrieving section objects
2026-01-28 12:30:20.476 Iray (Scene Access) : Retrieving lights
2026-01-28 12:30:20.476 Iray [INFO] - IRAY:RENDER :: 1.25 IRAY rend info : Importing lights for motion time 0
2026-01-28 12:30:20.476 Iray [INFO] - IRAY:RENDER :: 1.25 IRAY rend info : Initializing light hierarchy.
2026-01-28 12:30:20.477 Iray [INFO] - IRAY:RENDER :: 1.25 IRAY rend info : Light hierarchy initialization took 97.990 us
2026-01-28 12:30:20.477 Iray (Scene Access) : Retrieving materials
2026-01-28 12:30:20.481 Iray (Scene Access) : Compiling custom code
2026-01-28 12:30:20.481 Iray (Scene Access) : Retrieving environment
2026-01-28 12:30:20.485 Iray (Scene Access) : Retrieving backplate
2026-01-28 12:30:20.485 Iray (Scene Access) : Retrieving decals
2026-01-28 12:30:20.485 Iray (Scene Access) : Retrieving motion transform data
2026-01-28 12:30:20.485 Iray (Scene Access) : Retrieving lens data
2026-01-28 12:30:20.486 Iray [INFO] - IRAY:RENDER :: 1.48 IRAY rend info : CPU: Scene processed in 15.143s
2026-01-28 12:30:20.488 Iray [INFO] - IRAY:RENDER :: 1.48 IRAY rend info : CPU: Allocated 13.486 MiB for frame buffer
2026-01-28 12:30:20.684 Iray [INFO] - IRAY:RENDER :: 1.48 IRAY rend info : Allocating 1-layer frame buffer
2026-01-28 12:30:20.753 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00001 iteration after 15.411 s.
2026-01-28 12:30:20.774 Iray (Scene Traversal) : Initializing update
2026-01-28 12:30:20.774 Iray (Scene Traversal) : Retrieving journal and checking for changes
2026-01-28 12:30:20.888 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00002 iterations after 15.546 s.
2026-01-28 12:30:21.259 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00004 iterations after 15.917 s.
2026-01-28 12:30:21.974 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00008 iterations after 16.633 s.
2026-01-28 12:30:22.864 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00013 iterations after 17.522 s.
2026-01-28 12:30:23.751 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00018 iterations after 18.409 s.
2026-01-28 12:30:24.632 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00023 iterations after 19.291 s.
2026-01-28 12:30:25.534 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00028 iterations after 20.192 s.
2026-01-28 12:30:26.466 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: 6.70% of image converged
2026-01-28 12:30:26.487 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00033 iterations after 21.145 s.
2026-01-28 12:30:26.500 Iray (Scene Traversal) : Initializing update
2026-01-28 12:30:26.501 Iray (Scene Traversal) : Retrieving journal and checking for changes
2026-01-28 12:30:27.337 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00038 iterations after 21.995 s.
2026-01-28 12:30:28.404 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00044 iterations after 23.063 s.
2026-01-28 12:30:29.685 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00051 iterations after 24.343 s.
2026-01-28 12:30:31.146 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00059 iterations after 25.805 s.
2026-01-28 12:30:32.880 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: 16.15% of image converged
2026-01-28 12:30:32.894 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00068 iterations after 27.552 s.
2026-01-28 12:30:33.013 Iray (Scene Traversal) : Initializing update
2026-01-28 12:30:33.013 Iray (Scene Traversal) : Retrieving journal and checking for changes
2026-01-28 12:30:34.923 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00078 iterations after 29.581 s.
2026-01-28 12:30:37.125 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00088 iterations after 31.784 s.
2026-01-28 12:30:39.381 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: 31.03% of image converged
2026-01-28 12:30:39.397 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00099 iterations after 34.055 s.
2026-01-28 12:30:39.416 Iray (Scene Traversal) : Initializing update
2026-01-28 12:30:39.417 Iray (Scene Traversal) : Retrieving journal and checking for changes
2026-01-28 12:30:42.203 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00112 iterations after 36.861 s.
2026-01-28 12:30:44.849 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00124 iterations after 39.508 s.
2026-01-28 12:30:44.868 Iray (Scene Traversal) : Initializing update
2026-01-28 12:30:44.868 Iray (Scene Traversal) : Retrieving journal and checking for changes
2026-01-28 12:30:47.907 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: 57.07% of image converged
2026-01-28 12:30:47.907 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00138 iterations after 42.566 s.
2026-01-28 12:30:51.986 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00153 iterations after 46.645 s.
2026-01-28 12:30:52.007 Iray (Scene Traversal) : Initializing update
2026-01-28 12:30:52.007 Iray (Scene Traversal) : Retrieving journal and checking for changes
2026-01-28 12:30:54.223 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00162 iterations after 48.882 s.
2026-01-28 12:30:57.090 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: 72.22% of image converged
2026-01-28 12:30:57.116 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00173 iterations after 51.775 s.
2026-01-28 12:30:57.137 Iray (Scene Traversal) : Initializing update
2026-01-28 12:30:57.138 Iray (Scene Traversal) : Retrieving journal and checking for changes
2026-01-28 12:30:59.623 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00184 iterations after 54.282 s.
2026-01-28 12:31:01.366 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00192 iterations after 56.025 s.
2026-01-28 12:31:03.336 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00201 iterations after 57.994 s.
2026-01-28 12:31:03.358 Iray (Scene Traversal) : Initializing update
2026-01-28 12:31:03.358 Iray (Scene Traversal) : Retrieving journal and checking for changes
2026-01-28 12:31:05.408 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: 82.34% of image converged
2026-01-28 12:31:05.408 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00211 iterations after 01:00.066.
2026-01-28 12:31:07.692 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00222 iterations after 01:02.350.
2026-01-28 12:31:09.202 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00229 iterations after 01:03.860.
2026-01-28 12:31:09.222 Iray (Scene Traversal) : Initializing update
2026-01-28 12:31:09.224 Iray (Scene Traversal) : Retrieving journal and checking for changes
2026-01-28 12:31:10.793 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00236 iterations after 01:05.451.
2026-01-28 12:31:12.390 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: 88.08% of image converged
2026-01-28 12:31:12.390 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00243 iterations after 01:07.048.
2026-01-28 12:31:14.036 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00250 iterations after 01:08.694.
2026-01-28 12:31:15.219 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00255 iterations after 01:09.877.
2026-01-28 12:31:15.249 Iray (Scene Traversal) : Initializing update
2026-01-28 12:31:15.249 Iray (Scene Traversal) : Retrieving journal and checking for changes
2026-01-28 12:31:16.325 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00260 iterations after 01:10.983.
2026-01-28 12:31:17.460 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00265 iterations after 01:12.118.
2026-01-28 12:31:18.682 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00270 iterations after 01:13.340.
2026-01-28 12:31:19.795 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: 90.57% of image converged
2026-01-28 12:31:19.795 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00275 iterations after 01:14.454.
2026-01-28 12:31:21.068 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00281 iterations after 01:15.726.
2026-01-28 12:31:21.092 Iray (Scene Traversal) : Initializing update
2026-01-28 12:31:21.092 Iray (Scene Traversal) : Retrieving journal and checking for changes
2026-01-28 12:31:22.095 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00286 iterations after 01:16.753.
2026-01-28 12:31:23.149 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00291 iterations after 01:17.807.
2026-01-28 12:31:24.173 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00296 iterations after 01:18.831.
2026-01-28 12:31:25.260 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00301 iterations after 01:19.918.
2026-01-28 12:31:26.384 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: 91.88% of image converged
2026-01-28 12:31:26.391 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00306 iterations after 01:21.049.
2026-01-28 12:31:26.413 Iray (Scene Traversal) : Initializing update
2026-01-28 12:31:26.413 Iray (Scene Traversal) : Retrieving journal and checking for changes
2026-01-28 12:31:27.509 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00311 iterations after 01:22.167.
2026-01-28 12:31:28.498 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00315 iterations after 01:23.156.
2026-01-28 12:31:29.381 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00319 iterations after 01:24.039.
2026-01-28 12:31:30.266 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00323 iterations after 01:24.924.
2026-01-28 12:31:31.080 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00327 iterations after 01:25.738.
2026-01-28 12:31:32.158 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00332 iterations after 01:26.816.
2026-01-28 12:31:32.231 Iray (Scene Traversal) : Initializing update
2026-01-28 12:31:32.231 Iray (Scene Traversal) : Retrieving journal and checking for changes
2026-01-28 12:31:33.180 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: 93.30% of image converged
2026-01-28 12:31:33.180 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00337 iterations after 01:27.838.
2026-01-28 12:31:34.151 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00342 iterations after 01:28.809.
2026-01-28 12:31:34.942 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00346 iterations after 01:29.600.
2026-01-28 12:31:35.732 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00350 iterations after 01:30.390.
2026-01-28 12:31:36.741 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00355 iterations after 01:31.399.
2026-01-28 12:31:37.778 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00360 iterations after 01:32.436.
2026-01-28 12:31:37.810 Iray (Scene Traversal) : Initializing update
2026-01-28 12:31:37.810 Iray (Scene Traversal) : Retrieving journal and checking for changes
2026-01-28 12:31:38.822 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00365 iterations after 01:33.480.
2026-01-28 12:31:39.700 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: 94.44% of image converged
2026-01-28 12:31:39.700 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00369 iterations after 01:34.358.
2026-01-28 12:31:40.530 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00373 iterations after 01:35.188.
2026-01-28 12:31:41.376 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00377 iterations after 01:36.034.
2026-01-28 12:31:42.234 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00381 iterations after 01:36.892.
2026-01-28 12:31:43.070 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00385 iterations after 01:37.728.
2026-01-28 12:31:43.090 Iray (Scene Traversal) : Initializing update
2026-01-28 12:31:43.090 Iray (Scene Traversal) : Retrieving journal and checking for changes
2026-01-28 12:31:43.870 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00389 iterations after 01:38.528.
2026-01-28 12:31:44.679 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00393 iterations after 01:39.337.
2026-01-28 12:31:45.505 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00397 iterations after 01:40.163.
2026-01-28 12:31:46.330 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: 95.01% of image converged
2026-01-28 12:31:46.330 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00401 iterations after 01:40.988.
2026-01-28 12:31:46.343 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend progr: Convergence threshold reached.
2026-01-28 12:31:47.368 [INFO] :: Saved image: /Users/anon/Library/Application Support/DAZ 3D/Studio4/temp/render/r.png
2026-01-28 12:31:47.369 [INFO] :: Finished rendering.
2026-01-28 12:31:47.691 [INFO] :: Total Rendering Time: 2 minutes 1.43 seconds
2026-01-28 12:31:47.702 [INFO] :: Loaded image: r.png
2026-01-28 12:31:47.726 [INFO] :: Saved image: /Users/anon/Library/Application Support/DAZ 3D/Studio4/temp/RenderAlbumTmp/Render 4.jpgFree textures for Overalls (by yomiuri)To give you an idea, here's how it looks (I'm using an icon I created, using the figures I'm using to create icons for the various yomiuri's products I created metadata for):


For the artist's name, visible on the first screenshot, I put CamyS but if you prefer another one, it only takes a couple of seconds to change it.
Fatal Error 4.24 With Windows Update SOLVEDHmm, this made me remember that I was working on my Windows 11 computer, after that OS update and while I was doing metadata checks and looking at products, only bringing a few hairs into the view screen for a better look, when D|S crashed twice yesterday.
Prior to that update I had no issues with the latest Nvidia update to my RTX 4090 card and what it was working on.
I had assumed those crashes were to just doing too much and stressing the computer and needing to reboot more often. Now I wonder.
Problem importing expressions after merging model the genesis 9 in blenderdiffeomorphic 5.1.0.2792, blender 5.0.1
Seems to work fine here. What do you mean by "merging" ? I mean merging rigs is ok and it is done by default in "easy import", while merging the geometries of course will break the daz morphs and it's not to be done. An exception is geografts where geometries are merged with a special tool preserving the morphs.
An Attempt of a "Limited Time Freebie" Message Only Email Alert Thread Part 2New batch of twice-per-month “Limited-Time Free” from Fab (until Feb 10 at 9:59 AM ET).
- Medieval Castle. Envrionment, interiors, props. Unity and Unreal formats.
- Stylized Log Cabin. Environment, interior, forest, shrubs, and rocks. Unreal format.
- The third item isn’t useful with Daz: LXR - Light Detection. Unreal plugin only.
With Fab freebies, you can choose a Personal or Professional license. I always switch to the Professional license (since it’s free and gives you more).
Note that these are usually in Unreal or sometimes Unity, Godot, Blender, or generic 3D formats, so will require a little work to convert for use in Daz.
There isn’t a straight conversion from Unreal to Daz. First, convert from Unreal Engine to Blender format, then export/import between Blender and Daz. This article covers some ways of doing the conversion from Unreal to Blender: “Exporting from Unreal Engine to Godot, Unity or Blender”. Then from Blender to Daz, you can use one of the various tools, such as Diffeomorphic.
Please take discussion to the discussion thread. Let’s keep this thread “Announcements Only”, as it was intended.
Problem Exporting a Pose with Diffeomorphic [SOLVED]Okay, I solved it. The two additional steps I needed were first to snap to FK, and second to bake the animation. So:
1. Import via Diffeo
2. Add Simple IK
3. Pose
4. Snap to FK
5. Bake Animation
6. Save Pose Preset via DiffeoDIM Nightmare; How do you properly filter all those Ps files out?I’m currently facing a bit of a data management nightmare and could use some help. I have a library of over 3,200 items, and I’m trying to do a clean install on a dedicated 1.8 TB SSD. The problem is the metadata. Even with the "Download Filters" set to only allow Daz Studio 4 my "Ready to Download" list is absolutely cluttered with Poser Files (Ps) and StudioCF that are tagged as Daz Studio 4.5. I’m trying to avoid manually clicking through 3,000+ items just to uncheck Poser Files etc. Any tips on how to "clean" a large queue would be a lifesaver.
Rebuilding Daz ManifestThere is no way to rebuild the manifests easily, if at all. You will have to re-install everything, sorry. The support file has the metadata for the product, but nothing regarding the order itself. That is why I actually back up my manifest files.
Free textures for Overalls (by yomiuri)Elor said:I tried with the latest version and after loading all of them, I didn't get any missing file errors.
A question: I made medatata for your freebie and the overalls from Yomiuri. For your textures pack, I set CamyS as the artist name. Is it correct or do you have another preference ?
It's very easy to change before sharing them.
I don't know how the metadata works, but the textures folder is now renamed to "CamyS_GA".
If it isn't a problem, then only "CamyS" is fine as you wrote.
Thanks. Could you please post a link so anyone can download it?
Rebuilding Daz ManifestI recently migrated to Linux. Due to the migration to a new system, I am currently in the process of reconstructing my library manifests (.dsx files) so that the DAZ Install Manager (DIM) and DAZ Studio can "see" my 3k+ installed products on my external SSD. I have successfully mapped my library, but DIM requires specific metadata, specifically the Order ID and Purchase Date, to populate the "Installed" tab correctly. Does anyone have an idea how to rebuild these manifest files in the ManifestFiles directory?
Alternatively, I am looking for a way to obtain a CSV or JSON export of my complete order history. Specifically, I need a list that contains:
- SKU Number
- Order Number (The DAXX-XXXX-XXXX... format)
- Order Date (Date of Purchase)
Is there a way to request this from DAZ Help, or is there a script/tool known to the community that can export this data from the "My Orders" page? I want to avoid scraping the many pages of order history manually if possible. Is there a DAZ API for this?
To be clear: I have the actual content files, I am simply trying to rebuild the .dsx "identity cards" for the manifest so my database is restored without having to re-download all my assets.
Any advice or assistance in getting this data in a structured format would be greatly appreciated.
[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]DaveTheVoice said:
One last question: Would it be "easier" if I set ALL Currently Used parameters to zero then convert? Just asking. I have 35 morphs. I'm sure that's not alot...
If you read the post above, you know that each "small" morph will compound until you have the wrinkling:
"In order to transfer morphs from one generation to another, you need the two characters to match in shape, height, and pose as closely as possible. The script modifies G9's shape to the default G8 shape (using the included "Genesis 8 Female" or "Genesis 8 Male" clone morphs), and poses G9 to the default G8 pose. Once they match, the transfer utility transfers over the morphs and you can save them. However, what transferring means is that the changes between the current G9 shape/height/pose and the morph's shape/height/pose on G8 are what are transferred over as a morph. Because G9 has been changed, the converted morph will "remember" the change in shape, height, and pose as well as the shape changes of the original morph, which can cause problems. This is why, even if the original morph only changed fingernail length or something like that, a converted morph changes the whole body on G9. The script is smart enough to only save the head of a head morph but saves the whole body or figure for all other morphs. This is why small, benign morphs on G8 can cause problems on G9."
You need to combine your morphs into one big morph:
"That said, you can transfer over your custom character by combining all your morphs into one morph on the G8 character first. Load your G8 character in DS at the default position. Export the entire figure as an obj (making sure you have resolution level is base and subD is 0). Clear out all of its old morphs so it is a generic G8 shape and import the obj using morph loader. Save as a character and then convert that."
DaveTheVoice said:
Sorry, I got a bit impatient there. I just really want my OC that I have "raised" from V4 and G3F to G8F. She really needs to be part of the 21st Century, I hope!
I'll follow your post above! Thanks!
RiverSoft Art said:
DaveTheVoice said:
I cannot find my original post or a resolution to the same issue. I have tried "Zero" and the other choice. Every time I get the same Origami G9 (see attached pic). Maybe there is a step by step review of what I did wrong?
The Zero or Restore choice is not your issue. There is no step-by-step review of what you did wrong. You need to try again AFTER clearing out anything which might screw up your next attempt, which is what my previous post tells you how to do.
Problem importing expressions after merging model the genesis 9 in blenderIt turns out that when importing the model into Blender using the “Diffeomorphic” add-on, when I import the facial model expressions after merging the eyebrow, eyelash, eye, and mouth models from the “CJ Raine” model with the facial model, some expressions stop working or break
The model I am using is CJ Raine HD For Genesis 9
https://www.daz3d.com/cj-raine-hd-for-genesis-9?srsltid=AfmBOoqd1A4lSLlK660GOmUPszFlRYVj7RgYZTzkPHqHU1JqGxOlt8KGHowever, when I import the expressions from the "CJ Raine" facial model, but with the eyebrow, eyelash, eye, mouth, and face models unmerged, the facial expressions and others work fine when separated
I don't know if it's something related to the model or if I'm doing something wrong
Common loon (bird) model?Anyone know of a good model of a common loon (Minnesota state bird) that would import well into Daz?
lowpi bone minionsI don't own lowpi to test but I pretty sure it wouldn't be to hard to do externally with BVHacker, Blender, Unreal Engine or any other biped retargeting software
rather than import a BVH though as D|S BVH import is crap
import an FBX and save a pose from that
Anyone flip a hair product (left to right)Pendraia said:
barbult said:
This is how I do it (works for dForce hair):
- Load the hair into Daz Studio
- Select the Geometry Editor tool
- Export the hair to OBJ with Remove Unused Vertices and Write Polylines selected, as well as your normal export settings
- Open Blender (I have version 5)
- Import the exported hair OBJ into Blender.
- In Blender Object Mode, select the imported hair object.
- In Blender, Right click and select Mirror, X Global
- In Blender, Export the selected hair to OBJ
- Back in Daz Studio, with the Geometry Editor tool still selected, select Morph Loader Pro and import the Blender-exported-mirrored OBJ as a morph
- Wait and be patient. It takes my computer several minutes to import the OBJ
- Dial the created morph to 100% to verify that it works correctly.
- Set the min and max morph limits to 0% and 100% with Set Limits checked. Be sure default is 0%.
- Save the morph that is created as a Modifier Asset
Now you have a mirroring morph saved to the hair, and you can use it now and when you load the hair in the future.
I don't have Side Swept Glam Hair. Here is an example with Bixie Cut Hair (I only loaded and mirrored the Main hair, and didn't bother with the strays, but they can be mirrored with the same technique).
You can use this same technique to create morphs for dForce hair, by moving vertices around in edit or sculpt mode in Blender, instead of mirroring the whole hair.
Wow! That sounds so easy Blender normally makes my brain melt. I may have to give it another try.
Be sure you heed the Daz Studio part about selecting the Geometry Editor tool.
Anyone flip a hair product (left to right)barbult said:
This is how I do it (works for dForce hair):
- Load the hair into Daz Studio
- Select the Geometry Editor tool
- Export the hair to OBJ with Remove Unused Vertices and Write Polylines selected, as well as your normal export settings
- Open Blender (I have version 5)
- Import the exported hair OBJ into Blender.
- In Blender Object Mode, select the imported hair object.
- In Blender, Right click and select Mirror, X Global
- In Blender, Export the selected hair to OBJ
- Back in Daz Studio, with the Geometry Editor tool still selected, select Morph Loader Pro and import the Blender-exported-mirrored OBJ as a morph
- Wait and be patient. It takes my computer several minutes to import the OBJ
- Dial the created morph to 100% to verify that it works correctly.
- Set the min and max morph limits to 0% and 100% with Set Limits checked. Be sure default is 0%.
- Save the morph that is created as a Modifier Asset
Now you have a mirroring morph saved to the hair, and you can use it now and when you load the hair in the future.
I don't have Side Swept Glam Hair. Here is an example with Bixie Cut Hair (I only loaded and mirrored the Main hair, and didn't bother with the strays, but they can be mirrored with the same technique).
You can use this same technique to create morphs for dForce hair, by moving vertices around in edit or sculpt mode in Blender, instead of mirroring the whole hair.
Wow! That sounds so easy Blender normally makes my brain melt. I may have to give it another try.
Script to restore Genesis bone orientation on imported rigs (fixes pose breakage)When importing non-Genesis rigs into DAZ Studio (FBX / Blender), DAZ preserves bone names but changes local bone orientation and rotation order, which causes Genesis pose files to twist or break even when the skeleton matches. I had Claude (an AI) write a script that copies bone orientation, rotation order, and end point data from a Genesis figure to another figure based on matching bone names, restoring correct Genesis pose behaviour. This pairs especially well with the Blender → DAZ Studio plugin (https://www.daz3d.com/blender-to-daz-studio-plugin), which is important because it preserves Genesis bone naming and hierarchy when rigging third-party meshes to a Genesis skeleton in Blender and importing into DAZ Studio — but DAZ still alters bone orientation on import, which this script fixes as the final step.
This script is designed to be used to correct the posing functionality (with exsisting genesis poses) of a 3rd party model that has already been rigged to a genesis skeleton in blender and then imported using Blender to Daz Studio Plugin.











