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Request for help in finding a character
She looks fairly unexceptional, you ought to be able to find someone reasonably close and tweak the features to your liking.
Alternatively, get the AI to generate a big picture of your lady unsmiling, without make up, and with her hair tied back or missing altogether. Then feed her into Face Transfer to generate a shape. The G8 version seems to be on sale fairly often. Facegen is a similar product (not a Daz product, so not linking, but Google for it). They have a free trial version that puts a logo on the face texture - but that won't bother you if you're using your own.
Write Anywhere Plus Advanced LIE and Aging Tools (Commercial)Sorry I was at the school meeting... So :
- yes Iray Decal Nodes are Iray Only.
- yes if you want to use another render engine, you can use the generated map .. You generate everything on the decal node, then transfer the map to a geometry shell for instance. BUT as said : a "clean coverage" come from the projection method of decal nodes, using it on a geometry shell, you come back to the UV stretching and seams. Or you can use a projection method in the shader mixer (I remember I saw them once).
--> Map with written text : you can save and apply or save only the map to use it anywhere.
--> Any map - written or not - with "aging LIE effects" added : you can bake it and use it as the new opacity map to use it anywhere.Said differently : all the generated maps can be saved and then loaded at any time, where you want.
I updated the first post to clarify that Decal Nodes are Iray only. I thought this was common knowledge, but maybe I should also ask Daz to add it in the product description?New Year, New Sales Thread: Report Issues Here 2 "Reporting Only"Cybersox said:
miladyderyni_173d399f47 said:
Leana said:
Halcon Bluesky said:
I have tried to use today coupon with the Thandey HD for Genesis 9 Character Bundle, it does not work.
Which coupon? I've not seen any daily coupon supposed to work on new items. The "30 Gives you 30" banner coupons work only on the featured artists stores.
I wanted to buy the bundle instead of the single item featured as the Golden Ticket Item, otherwise, I will not buy anything today.
Buy the golden ticket item first, then buy the bundle. You'll get a discount for owning one of the items of the bundle, as well as the discount for owning a golden ticket item.
@Halcon Bluesky might be referring to the Premier Free Character Bundle code. If so, the Thandey bundle isn't in https://www.daz3d.com/premier-characters. It might be added later today after Daz staff arrive, as with last week's Uksn bundle.
I can't speak for them, but the fact that the bundle isn't showing for the PFCB is what I logged in to ask about. I've already owned everything they've listed this month and this SEEMS to be promoted as though it's an official DAZ set, despite the lack of the usual Premiere only bonus morph, and I'd really hate to lose this month's coupon if this is the last P-bundle for the month.
I hope it isn't the last September P-bundle! There's 2+ weeks to go. I *think* Daz is treating a few regular DO+PA bundles like its DO character bundles for the PA sale, which is fine. But I was hoping this week would have a new bundle with an unusual character I liked, not more cheesecake girls.
(I, at least, have some older PFCBs to chose from, and I like most of the Uksn contents even though I've no real use for the character.)
New Year, New Sales Thread: Report Issues Here 2 "Reporting Only"miladyderyni_173d399f47 said:
Leana said:
Halcon Bluesky said:
I have tried to use today coupon with the Thandey HD for Genesis 9 Character Bundle, it does not work.
Which coupon? I've not seen any daily coupon supposed to work on new items. The "30 Gives you 30" banner coupons work only on the featured artists stores.
I wanted to buy the bundle instead of the single item featured as the Golden Ticket Item, otherwise, I will not buy anything today.
Buy the golden ticket item first, then buy the bundle. You'll get a discount for owning one of the items of the bundle, as well as the discount for owning a golden ticket item.
@Halcon Bluesky might be referring to the Premier Free Character Bundle code. If so, the Thandey bundle isn't in https://www.daz3d.com/premier-characters. It might be added later today after Daz staff arrive, as with last week's Uksn bundle.
I can't speak for them, but the fact that the bundle isn't showing for the PFCB is what I logged in to ask about. I've already owned everything they've listed this month and this SEEMS to be promoted as though it's an official DAZ set, despite the lack of the usual Premiere only bonus morph, and I'd really hate to lose this month's coupon if this is the last P-bundle for the month.
SBH On High Resolution GenesisPadone said:
@crosswind, I understand @Dark45 is referring to the case where some geometry is very stretched to achieve a particular morph, aka the mesh density is not uniform. In this case of course the strands density follows being more sparse in the stretched area, thus the need to export as subdivided which will provide some better density due to the subd smoothing.
Yep, actually that was what I understood. But to me, making it with more sub-divided mesh is not a really good / efficient way... though user-oriented SBH Editor has no generation mode of Root Radius ~~
If one optimizes the surfaces setup, creates partial hair / fur, tweaks the settings in SBH Editor, combs the hair / fur, when there's a partial sparse issue, these can be easily fixed.
Like what I showed above, I created a larger ear morph for the right ear of the fox, tweak the setting in SBH Editor a bit, there's no sparse / angular issue at all.
does not work Face TransferIt gives an error when uploading a photo. I tried different photos, but the result is the same. What needs to be done?
Gen9 Character directly from the store eyes don't fit socket, is that ok?People can't see it if you link to a your product library. Link to character https://www.daz3d.com/hlmah-nobara-for-genesis-9
You should probably attach an image of what you are seeing. My guess is that you are having an unwanted morph active.
Generation 3 Aiko and Hiro Appreciation ThreadJan_Scrapper said:
Ethin, I am in awe of your work with A3. My dream would be to transfer her textures to Iray. I am so confused with what you are doing...which is absolutely brilliant.
Also, if you are transferring A3 Poser textures to Daz Studio Iray, please, please tell me how you are doing that!!! I will pay for lessons if that is possible!!
Thank you!

I have to admit I’m in awe of my own work as well, it seems like not too long ago that I wasn’t that good.To answer your most pertinent question, I’m afraid I don’t use Iray much, what you see here and in 98% of my work is good old 3Delight. In the few Iray renders I’ve done if something didn’t all ready have Iray settings I just copied them from something with a similar surface.
@richardandtracy made a Gen3 Iray preset. ( https://www.daz3d.com/forums/discussion/108001/the-older-generation-victoria-2-3-michael-2-3-and-their-children-renders/p16 not too far down the page)
I read that you try to stay away from creating textures...I think I read that, anyway.
I may have made some comment to give you that impression, but that would be far from the truth, if I have D|S open then photoshop is also open. Not that most of the stuff I make is professional grade or anything, half the time it's sloppy on the fly just good enough for the project at hand.
Now I haven’t made a whole human skin texture from “scratch” that I can share or sell yet, not for a lack of wanting to or resources or skill, it’s still just a bit too intimidating as of yet.
This kitbash of outfits is amazing! I recognize Blossoms Day by FK Design and Sugar by Lady LittleFox. I know the sleeves, however just cannot place them. The same with the bodysuit and the little skirt. Would you please reveal all of the outfits that you included here?
The small skirt is also FK’s
The tiara is from Batlab’s free ballerina set
The earrings, choker, over skirt, anklets, and shoes are from Sugar
The sleeves are from CDI/Littlefox’s A3 Ballet
The swimsuit was made by kobamax, I think it was a freebie from one of the old Japanese poser sites
I know you don't want to give away secrets. I watched your video. It's rather overwhelming and deals with morphs, not textures...right??
I know you spend a lot of time on your art and do not want to divulge all of your secrets. I so much understand!!!
Secrets? lol I would gladly help out all I could, but between low social skills and high anxiety I normally just cop out for short simple replies, I spent several hours just trying to figure out a (hopefully) thorough and well worded response for you.
*sigh* Yeah, my vids are not the most educational things, I don’t have a microphone so I can’t talk about what I’m doing, not that I know the correct terminology, and most of the texture and shader work was done before hand since the focus of the vid is more on the character shape. The only things I edit out of my vids are shots of NSFW texture sheets and library thumbnails.
If you want to know anything else ask away, I’ll try my best to give you a hopefully coherent and timely answer.
SBH On High Resolution Genesis@crosswind, I understand @Dark45 is referring to the case where some geometry is very stretched to achieve a particular morph, aka the mesh density is not uniform. In this case of course the strands density follows being more sparse in the stretched area, thus the need to export as subdivided which will provide some better density due to the subd smoothing.
How do you 'add' to a simulation?There is no direct way to "add" to a dForce simulation. This is the workaround:
- Convert the first dForce result to a morph.
- Clear the dForce simulation and dial in the morph.
- Simulate the second scenario on the morphed item.
There are tools to create a morph from a dForce simulation, or you can do a multi-step manual operation by exporting as OBJ and importing with Morph Loader Pro. Two convenient tools that I have used successfully are dForce2Morph and dForce Archmage.
Generation 3 Aiko and Hiro Appreciation ThreadEthin said:
Since I compared the last one to the Wicked Witch of the West (I've named her Eleanora) someone on another forum wanted to see Dorothy or Glinda done in a similar style.
So here's the swimsuit edition of Glinda the Good Witch of the North.
...I'm starting to think the residents of Oz don't know how to swim.

Ethin, I am in awe of your work with A3. My dream would be to transfer her textures to Iray. I am so confused with what you are doing...which is absolutely brilliant. I read that you try to stay away from creating textures...I think I read that, anyway.
I know you don't want to give away secrets. I watched your video. It's rather overwhelming and deals with morphs, not textures...right??
This kitbash of outfits is amazing! I recognize Blossoms Day by FK Design and Sugar by Lady LittleFox. I know the sleeves, however just cannot place them. The same with the bodysuit and the little skirt. Would you please reveal all of the outfits that you included here?
Also, if you are transferring A3 Poser textures to Daz Studio Iray, please, please tell me how you are doing that!!! I will pay for lessons if that is possible!!
I know you spend a lot of time on your art and do not want to divulge all of your secrets. I so much understand!!!
Alienator Pro II problemshergal3d said:
Hi Totte, how's everything going? Are you making progress on the new toolkit?
Basic stuff works, but then we have things like Base/High resolution, SubD etc that needs to transfer correcty which is far worse than I first anticipated, and I've been busy elsewhere too, but slowly getting there....
SBH On High Resolution GenesisRichard Haseltine said:
For your own use you could export the higher-resolution, base shape mesh (don't gho overboard though), use an external modeller or the Geometry Editor to trim it down to remove areas that won't have hair (or won't need the higher resolution if that leaves too much), and rig it as a figure using the Transfer Utility. It will follow the shape you add to the figure, give you a base for the fur, and won't be as demanding as a fully high-resolution figure.
EDIT (SOMEHOW MY ORIGINAL DOUBLE POSTED)
Alright so hopefully this will highlight the issue a bit more.
Here is a screenshot of the ear without fur on it. It is subdivided by 2 at this current stage.
Now once you generate the hair curves you will already notice an issue with where they are located via this next image.
As you can see the curves are "floating". The reason for this is when you sub divide the model everything is "pulled in" tighter in a manner of speaking due to the higher density mesh. It's hard to see in this image but the hair curves are also not "smoothly across the mesh" like they would be if they were generated on the higher density mesh.
In this last image you will see more clearly what I am talking about once the PR hairs are turned on or Rendered.
As you can see, because of how the sculpting needed to happen to keep the ear as "the ear" so to speak with genesis here, the fur could not generate correctly as the base resolution is a bit stretched and messy in that area.
Richards solution will fix this at the cost of a little computational power but that is fine in my case.
Thank you all again!SBH On High Resolution GenesisRichard Haseltine said:
For your own use you could export the higher-resolution, base shape mesh (don't gho overboard though), use an external modeller or the Geometry Editor to trim it down to remove areas that won't have hair (or won't need the higher resolution if that leaves too much), and rig it as a figure using the Transfer Utility. It will follow the shape you add to the figure, give you a base for the fur, and won't be as demanding as a fully high-resolution figure.
Thank you to everyone for your responses. This here will be the solution, Richard, thank you again for all that you do. The problem is hard to describe but I think Richard understood where I was getting at. Even if you paint a full density map across all of the character after it's been sculpted quite drastically, you will get bald spots even if you put the density to 2000 (far far too much at that point anyway if you do animation like me). Even in the painting segment of the SBH editor, you will see spots that you cannot paint. A solution that helps if you don't want to go as far as I plan to with Richards suggestion is to make your density map in substance or whatever you use for painting and then import it with SBH. As far as the angularity, there is no amount of interpolation or hair segments that will fix what I am talking about. When I get back to the pc, I'll post a picture of one of the areas for clarity for others who run into the issue in the future.
SBH On High Resolution GenesisDark45 said:
Hey guys,
Normally this isn't an issue but I am working with an anthro that is stretched a bit so to speak from normal genesis proportions (muzzle, ears, etc.). Aside from grafting a face replacement with a higher density, is there any creative way to generate Strand Based Hair on the higher resolution (subd) genesis? I've tried a few things but none have worked so far.
SBH generates based on the base resolution and therefore the fur has bald spots in it where the mesh is stretched a bit more or where the different surfaces connect (face, ears, torso, etc.). That and the fur is very... angular... since it is generated from the low resolution surface.
Thank you for any advice in advance.export your figure at subd and make that the haircap
make haircap: import, transfer utility (reverse source shape ticked)
create sbh on haircap instead of figure
Cowboy bow-legged pose/morph?I could never get [Cowboy bow-legged pose/morph] it to look natural, especially in anything other than standing still. Is there a moprh/posture or pose product where I can dial them in?
all characters, old and new have lost pose controls and ability to isolate selectionsProblem: When selecting figure arms or legs the entire leg (including foot) is selected. Controls to bend are nowhere to be found under any headings (posing, shaping, parameters, etc). The same is true for the arms and the head. For example, there are no neck controls. All of this used to be there until today. The problem occurs for old files as well as newly created files. This is all Genesis 9. It all seems to have started after downloading and installing the latest face transfer software, body age morphs, and a few other things. Base models are affected as well as old modified models. Any ideas?
SBH On High Resolution GenesisFor your own use you could export the higher-resolution, base shape mesh (don't gho overboard though), use an external modeller or the Geometry Editor to trim it down to remove areas that won't have hair (or won't need the higher resolution if that leaves too much), and rig it as a figure using the Transfer Utility. It will follow the shape you add to the figure, give you a base for the fur, and won't be as demanding as a fully high-resolution figure.
Daz Studio 2026 Beta - version 6.25.2026.4408! (Updated February 18, 2026)neilroy1965 said:
Richard Haseltine said:
barbult said:
You'll have to give more specific data and screenshots of the problem, if you want someone to try to reproduce and diagnose the problem. What generation of characters are you having this problem with? You say it is not morph related, so can you demonstrate the problem with the Base character of the affected generation, with no morphs applied? Specify the shin rotation(s) that causes the problem.
Also, do the content directories match (the folders and the order in which they are listed, since DS will stop when it finds the first copy of any given file - meaning that if the order of directories is different in the two versions one may be loading an old/damaged version of the files while the other gets a good version). What about the DSON Cache (Edit>Preferences, you may want to try clearing it to see if that beings the two versions into agreement).
I loaded up DAZ Alpha again today, and the problem has vanished. I tested it on the base G8F, and again on the character I had issues with last night and... nothing, all works fine. I tried out some premade poses I had been testing, poses I made and saved myself, and they all worked... no issues. This has happened in the past. I recall the same issue with the right leg on a totally different character. I noted that when I have been using DAZ Alpha for a while, it can slow down signiifcantly. Eventually, the Iray preview on the main viewport will be really low rez where you can see the blocks. I think the issue with the leg is somehow related as all these issues start to pop up after using Daz for a while. Issues I never had with 4.xx.
As a programmer myself, this is the sort of behaviour that leads me to think of a memory leak of some sort.
In any event, no matter what the ultimate cause of the problem is, IT IS A PROBLEM and NOT my fault what so ever. If others switch from older versions to this version... they WILL have the same issues which NEED to be dealt with, rather than blaming the end user.
I doubt I will waste my time reporting bugs in the future as thus far, it is an excersize in frustration. Enjoy your forums and lets hope these problems are dealt with.
Goodbye!
Your original description didn't really give mush information to go on, asking for more information/troubleshooting is not discmissing the issue or blamiong you but trying to narrow it down. Sometimes it will turn out not to be a bug, sometimes (as with the issue selecting in the Timeline) it will, and the extra steps/wquestions will help to identify it.
Daz Studio 2026 Beta - version 6.25.2026.4408! (Updated February 18, 2026)Richard Haseltine said:
barbult said:
You'll have to give more specific data and screenshots of the problem, if you want someone to try to reproduce and diagnose the problem. What generation of characters are you having this problem with? You say it is not morph related, so can you demonstrate the problem with the Base character of the affected generation, with no morphs applied? Specify the shin rotation(s) that causes the problem.
Also, do the content directories match (the folders and the order in which they are listed, since DS will stop when it finds the first copy of any given file - meaning that if the order of directories is different in the two versions one may be loading an old/damaged version of the files while the other gets a good version). What about the DSON Cache (Edit>Preferences, you may want to try clearing it to see if that beings the two versions into agreement).
I loaded up DAZ Alpha again today, and the problem has vanished. I tested it on the base G8F, and again on the character I had issues with last night and... nothing, all works fine. I tried out some premade poses I had been testing, poses I made and saved myself, and they all worked... no issues. This has happened in the past. I recall the same issue with the right leg on a totally different character. I noted that when I have been using DAZ Alpha for a while, it can slow down signiifcantly. Eventually, the Iray preview on the main viewport will be really low rez where you can see the blocks. I think the issue with the leg is somehow related as all these issues start to pop up after using Daz for a while. Issues I never had with 4.xx.
As a programmer myself, this is the sort of behaviour that leads me to think of a memory leak of some sort.
In any event, no matter what the ultimate cause of the problem is, IT IS A PROBLEM and NOT my fault what so ever. If others switch from older versions to this version... they WILL have the same issues which NEED to be dealt with, rather than blaming the end user.
I doubt I will waste my time reporting bugs in the future as thus far, it is an excersize in frustration. Enjoy your forums and lets hope these problems are dealt with.
Goodbye!










