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Daz Studio 2026 Beta - version 6.25.2026.4408! (Updated February 18, 2026)
Douglas said:
DoctorJellybean said:
Douglas said:
Hi all, two little things...
1) Is there a reason why under Shaping -> Actor there are big square icons with vertical sliders and not the orizontal ones ?
2) Under default keyboard shortcuts (View Control) the upper arrow icon is associated to CTRL+ATL+R or "reset camera"
that switches viewport into Front view. On the viewport window the up arrow icon resets the viewport.
May be useful add a separate keyboard shortcut for RESET viewport and change the reset camera icon into the shortcuts list ?Thanks to all developers !
Could you please show a screenshot of the first point. Which Style are you using?
I'm using Hollywood Blvd with darkside, midnight style ( if you mean Daz UI ).
Since the character vendors (at least in this Daz store...) usually provide big size thumbnail images for character's Head and Body morph, as default, DS sets big Card in Shaping pane for all the morphs of non PHM/PBM morphs under Actor path.
You can uncheck Preferences > "Show Property Cards" in the context menu of Shaping pane ~~ to make morph properties as "horizontal morph sliders" ~~
Create model of any face?dondraw said:
Daz doesnt include it in daz.
Well, the link i posted is a service that can generate morph from photo and has a plugin for Daz Studio, so not sure if it's relevant that "Daz doesnt include it in Daz Studio".
The other process I mentioned still answers your question, albeit was mainly just for context as I was not expecting you to follow through with it. In the year 2025, it has never been easier to scan a face or body and wrap to genesis figure so it's not as though it's impossible to go through the workflow I described on a small budget.
I have problems with forearmSorry, maybe I didn't really understand, but what I got out of this is, that you want the forearm look like in your top image, when it is in that position.
Reverse Deformation seems the correct methode to me, but you will need to use your morph target as a Joint controlled Parameter (JCM).
You use your fore arme bone twist as a master and connect it witj the freeze command in the right click Parameter tab to your correcting morph.
Now save your morph as a Morph asset.
Right click> show in Property hirarchy.
In Controllers 1st Stage you will find the twist bone.
Click and drag your character morph into the 2nd stage.
Now your custom morph dials in every time your forearm twists, but ONLY with this one character.
Hope that helped.Create model of any face?There's Face Transfer 1/2, FaceGen, and Headshop.
Face Transfer 2 claims to use AI, but not quite sure how that works technically.
Daz Studio 2026 Beta - version 6.25.2026.4408! (Updated February 18, 2026)barbult said:
Richard Haseltine said:
barbult said:
This was a shock and a disappointment. I created a scene in DS 4.24 and rendered it. Then I decided to try to render it in DS 6 Alpha, because of a comment from OSO3D about the adaptive displacement. I knew that at least one of my surfaces used displacement with subD. The DS6 Alpha render came out way wrong. I simplified the scene down to just the garage building. (This is the garage I have been using in my latest Jack and Richard story.) The garage originally used 3Delight materials. I selected all surfaces and converted to Iray Uber. Then later I applied a different Iray shader to the floor. That is the shader with displacement. I also hid many bones and surfaces that were not needed for my scenes. The DS6 rendered result looks like maps are applied to the wrong surfaces (garage door oval windows on the floor???) (brick wall flat white???) (floor displacement is entirely missing???).
The two renders and the scene are attached. The complete application version numbers are in the render file names.Which waws the other shader? If proeprty names differ, for example, that may wreck the transfer (though that should affect DS 4 too, unbless it is a DS 2025-specific step).
The prop I am using is from the Garage Hideout product and it is the prop named GH Garage. The shader I am applying to the surface garage_floor is from product Plaster and Concrete - Iray Shaders and the specific shader is PC Concrete 05.
I have those. They seem to apply correctly solo in DS 2025, but I will just try starting from DS 4.
The prop GH Garage has over 20 bones, but they are not hierarchical, they are all at the same level. Does that make it affected by the bug that has recently been fixed (but not yet available to users)? I am on Windows 10, not MacOS, if that makes a difference.
No, that is when the bones are in a cahin of Parent>Child, it isn't an issue with number of bones as long as the nesting isn't too deep.
Daz Studio 2026 Beta - version 6.25.2026.4408! (Updated February 18, 2026)Richard Haseltine said:
barbult said:
This was a shock and a disappointment. I created a scene in DS 4.24 and rendered it. Then I decided to try to render it in DS 6 Alpha, because of a comment from OSO3D about the adaptive displacement. I knew that at least one of my surfaces used displacement with subD. The DS6 Alpha render came out way wrong. I simplified the scene down to just the garage building. (This is the garage I have been using in my latest Jack and Richard story.) The garage originally used 3Delight materials. I selected all surfaces and converted to Iray Uber. Then later I applied a different Iray shader to the floor. That is the shader with displacement. I also hid many bones and surfaces that were not needed for my scenes. The DS6 rendered result looks like maps are applied to the wrong surfaces (garage door oval windows on the floor???) (brick wall flat white???) (floor displacement is entirely missing???).
The two renders and the scene are attached. The complete application version numbers are in the render file names.Which waws the other shader? If proeprty names differ, for example, that may wreck the transfer (though that should affect DS 4 too, unbless it is a DS 2025-specific step).
The prop I am using is from the Garage Hideout product and it is the prop named GH Garage. The shader I am applying to the surface garage_floor is from product Plaster and Concrete - Iray Shaders and the specific shader is PC Concrete 05.
The prop GH Garage has over 20 bones, but they are not hierarchical, they are all at the same level. Does that make it affected by the bug that has recently been fixed (but not yet available to users)? I am on Windows 10, not MacOS, if that makes a difference.
Victoria 4 loading issuedeeahr2169 said:
I am really grateful to you Richard, your knowledge and expertise is a real help. I am still struggling to get this issue with V4 sorted despite feeling closer to a solution thanks to you. Each step I take seems to involve more complications, for example running DzCreateExPFiles-v4 command gets blocked by Mac because of security issues. To date nothing I try has resolved this extra issue...Which leads me to ponder the question of why this is necessary. On starting with Poser content I loaded the V4 and M4 from my content library via the Daz website, so one would have thought all the content I obtained would be good to go. Indeed the M4 base and power loader once installled allows me to load M4 into DS with no issues whatsoever. As can be seen from this thread the case with V4 is that some part of the package fails to load properly if at all. Surely this cannot be correct. If one downloads content from Daz it should load without having to resort to trying to load parts of tht content package using Terminal. I am not exactly tech savvy, so this entire saga is a real effort for me and I am once again of the verge of giving up on thisPoser based content....
With the previous generation figures adding extra morphs (beyond a few for a character) required a whole new figure file, so it was not possible to mix morph sets without using an external editing tool on the figure files. Even where characters used the supplied morph slots they could end up competing for the same slot. The ExP system is an attempt to avoid these by allowing each expansion (character or morph set) to add its own sloys, but it does require that the list Poser/DS read be updated for each addition or removal. The batch/command file was how this was done initially for Poser, Daz Studio has the Power Loader tool which can do the building on loading so that the process is more configurable. Do you in fact have the Power Loader extensions installed (the base for the figure is the important one)? If you see a little scroll icon at top-left of the Victoria 4 thumbnail in DS but don't get the dialogue try holding down the cmd key while you double-click on the file to force it to show the UI.
Daz Studio 2026 Beta - version 6.25.2026.4408! (Updated February 18, 2026)barbult said:
This was a shock and a disappointment. I created a scene in DS 4.24 and rendered it. Then I decided to try to render it in DS 6 Alpha, because of a comment from OSO3D about the adaptive displacement. I knew that at least one of my surfaces used displacement with subD. The DS6 Alpha render came out way wrong. I simplified the scene down to just the garage building. (This is the garage I have been using in my latest Jack and Richard story.) The garage originally used 3Delight materials. I selected all surfaces and converted to Iray Uber. Then later I applied a different Iray shader to the floor. That is the shader with displacement. I also hid many bones and surfaces that were not needed for my scenes. The DS6 rendered result looks like maps are applied to the wrong surfaces (garage door oval windows on the floor???) (brick wall flat white???) (floor displacement is entirely missing???).
The two renders and the scene are attached. The complete application version numbers are in the render file names.Which waws the other shader? If proeprty names differ, for example, that may wreck the transfer (though that should affect DS 4 too, unbless it is a DS 2025-specific step).
Are there any products or addons that will let me auto-fit Genesis 8 clothing to Genesis 1 (V5)?crosswind said:
Spacewarper7 said:
Pardon my ignorance, but how do you make G8 clones? That's something I would love to do myself, as I still after all this time much prefer using Genesis (1) for my renders to any of its later generations because of its greater versaility (especially in ignoring the gender, which always struck me as pointless if not ridiculous - not for social reasons but simply for the lack of convenience in using them). That and because I don't like the older props I bought for Genesis and its predecessors now being largely useless on later models.
Here's the key steps to make a G8F clone on G1.
1. Load a G1 and G8F into the Scene, Show Hidden Properties... in Parameters pane. Dial Genesis Clone on G8F.
2. Tweak G1's pose to align with G8F AMAP. Export G1 to OBJ with Base Resolution.
3. Loade G1 OBJ. Rig it onto G8F. Zero Genesis Clone on G8F. Export G1 to OBJ again.
4. Import G1 OBJ as a Genesis 8 Female Clone morph by using Morph Loader Pro.
5. Modify the morph as a Clone in Parameter Settings. Save the morph as a Modifier Asset. Done ~Here's the video of the full process: https://mega.nz/file/iWhBGABD#Syp9KF9zePDMh7D0Fq1naeJ4qUN7sGrVsE_F_lp7HPo
Edit: I also attach the Pose Preset for the alignment... so that you don't have to tweak the pose on G1 yourself ~~ Load the Pose Preset in above step 2.
Then do almost the same if you want to make G8M clone or other Genesis generation clones. The key is to choose Daz official clone, and align the pose before rigging.
Thanks so much! I'll give this a try
Recommendations for premium vendors of clothes, hair and figuresFor characters, it depends on what you like. For pretty ladies, BlueJaunte and Mousso are among the best, Kooki99 is great for everyperson-type characters, and Spows does highly-detailed characters that are often of underrepresented demographics and occasionally verge into the grotesque. VirtualWorld makes very realistic characters as well as morph packs for certain types, like older men and East Asian women. If you're more interested in men, especially heavily tatted men, you might want to take a look at Darwins Mishap(s). I also highly recommend Redz Studio (also more male-focused), whose Small World morphs make the uncanny Caryn and Tobyn useable as babies, and makes some great hairs to boot.
the torso is deformed in Genesis 9lilweep said:
crosswind said:
In Parameters pane, right-click > Edit Mode. Select the morph property, right-click > ERC Freeze....
for this step, i would also suggest to quickly look through the list of what you are saving as subcomponents of your morph, because sometimes the list of subcomponents might contain things besides the rigging changes. E.g., you might be "ERC freezing" some irrelevant setting changes, depending on what you have been doing in your Scene prior.
Yes, case by case, if there's any other irrelevant partial morphs or rigging, etc. they need to be unchecked.
the torso is deformed in Genesis 9crosswind said:
In Parameters pane, right-click > Edit Mode. Select the morph property, right-click > ERC Freeze....
for this step, i would also suggest to quickly look through the list of what you are saving as subcomponents of your morph, because sometimes the list of subcomponents might contain things besides the rigging changes. E.g., you might be "ERC freezing" some irrelevant setting changes, depending on what you have been doing in your Scene prior.
[Released] Blender to Daz Studio Plugin released!!! Official support thread [Commercial]That is why I like Unity. Most of the assets with URP and HDRP pipelines transfers nicely with all materials intact to Blender.
Below is one of the buildings from Future Slums by Kitbash3D HDRP version transferred by FBX to Blender.
Then I have used Blender to Daz Studio Plugin to transfer and rendered in iray.
I have used ground and rocks from https://www.daz3d.com/desert-depression as a background.
I have used one of HDRIs from Dimension Theory, as well.
the torso is deformed in Genesis 9Select your figure, Edit > Figure > Rigging > Adjust Rigging to Shape...
In Parameters pane, right-click > Edit Mode. Select the morph property, right-click > ERC Freeze....
File > Save As > Support Asset > Modifier Asset(s)... choose the morph and save with your vendor name.
Are there any products or addons that will let me auto-fit Genesis 8 clothing to Genesis 1 (V5)?Spacewarper7 said:
Pardon my ignorance, but how do you make G8 clones? That's something I would love to do myself, as I still after all this time much prefer using Genesis (1) for my renders to any of its later generations because of its greater versaility (especially in ignoring the gender, which always struck me as pointless if not ridiculous - not for social reasons but simply for the lack of convenience in using them). That and because I don't like the older props I bought for Genesis and its predecessors now being largely useless on later models.
Here's the key steps to make a G8F clone on G1.
1. Load a G1 and G8F into the Scene, Show Hidden Properties... in Parameters pane. Dial Genesis Clone on G8F.
2. Tweak G1's pose to align with G8F AMAP. Export G1 to OBJ with Base Resolution.
3. Loade G1 OBJ. Rig it onto G8F. Zero Genesis Clone on G8F. Export G1 to OBJ again.
4. Import G1 OBJ as a Genesis 8 Female Clone morph by using Morph Loader Pro.
5. Modify the morph as a Clone in Parameter Settings. Save the morph as a Modifier Asset. Done ~Here's the video of the full process: https://mega.nz/file/iWhBGABD#Syp9KF9zePDMh7D0Fq1naeJ4qUN7sGrVsE_F_lp7HPo
Edit: I also attach the Pose Preset for the alignment... so that you don't have to tweak the pose on G1 yourself ~~ Load the Pose Preset in above step 2.
Then do almost the same if you want to make G8M clone or other Genesis generation clones. The key is to choose Daz official clone, and align the pose before rigging.
the torso is deformed in Genesis 9If you sculpted in blender and imported as a morph, you should have adjusted rigging to shape and then ERC freezed the adjusted rigging to the morph so it dials in whenever the morph is dialled in.
In addition, moving arms up on muscular figure often (always) needs corrective blendshapes to look good (see any other muscular character and how bad they look generally in poses like this, unless the author has made correctives). Ball socket joint like this usually needs a few different correctives. Setting them up could be annoying since we dont have Radial Bias Function in Daz Studio. We only hve basic maths like Add/Subtract/Keyed etc. to use in Property Heirarchy.
If you dont want to make your own correctives, could also look at products to help like movement morphs or bend morphs, but those will likely not be made for muscular figures so wont be as good as doing custom correctives.I have problems with forearmI work in daz and zbrush
I'm trying to draw a forearm but it doesn't work. I rotated the forearm bones 90 degrees so that all the muscles were straight. after I loaded the model into zbrush and started to deform it with straight muscles and after I want to load this model into daz
But there is a problem
I can't return the forearm to its original position before loading the morph because there is no rig in the zbrush . And I can't do this with a brush because I don't know the exact strength of the rig's weights.
I pre-rotated the forearm 90 degrees on the model before loading the morph and when I load the morph it automatically deforms so I tried to load it with Reverse Deformation. Everything worked but now I need to use adjust rigging to shape to freeze the bones later. But when I use adjust rigging to shape the morph deforms. I tried memorize figure pose but it didn't work.

the torso is deformed in Genesis 9Richard Haseltine said:
How did you shape him? It looks as if there are newly sculpted morphs for which the joint centres have not been adjusted (or a bunch of morphs exported as OBJ and imported as a new morph, in which case this shows a reason you should not do that)
I didn't understand hahaha, I sculpted a model in Blender and when I tried to place it in a pose the shoulder became disfigured, the problem is in the shoulder every time it moves the torso becomes deformed
the torso is deformed in Genesis 9How did you shape him? It looks as if there are newly sculpted morphs for which the joint centres have not been adjusted (or a bunch of morphs exported as OBJ and imported as a new morph, in which case this shows a reason you should not do that)
Clutch purse with morphs.nabob21 said:I have been unable to find a clutch purse for Daz Studio that has open and close morphs. I found an old one for Poser but it would be nice to have a more modern one with some morphs instead of just a static prop like most of them are.
That’s such a good point! I’ve run into the same issue—most clutch or handbag props in Daz Studio are gorgeous, but they’re static, which really limits posing options. An open/close morph would make renders look way more natural, especially for wedding or fashion scenes where characters might be holding or reaching into the bag. Hopefully a creator picks up on this because it would definitely fill a gap!







