-
How to add / Save as my color palette ???
I don't know if there is a way to import a color palette. Hopefully one of the more experienced Brycers will be able to answer this question,
Help with dforce morph not savingim trying to save a morph for Genesis 8 Kensington hair but when i try to import the morph i get this error? -daz 3d Warning: Geometry did not match, failed to create morph.does anyone know how i may fix kinds regards
Need help with dForce necklacekit6961 said:
Just a quick update, I don't get too much time in the day to work on this, but right now, I am struggling to weld the beads together. I have welded them in Blender and using the L command selects the complete chain, but when I import them into Daz, I can't select more than one bead with Ctrl++. So still at it. Thanks all of you for your comments and help. I will keep you posted.
You made the necklace or just got it from other sources ? Since you use Blender, better show the mesh of the necklace you have... to avoid wasting your time. Wrong ways of welding geometry may bring you unexpected result. Also be noted that denser mesh may bring the object an explosion in DS simulation...
Besides, if Ctrl + L worked in Blender, Ctrl + + or Ctrl + * should also work in DS ~~
Import morph?The figure must be complete before converting the rig, you can't add morphs after. For this reason it is advised to always keep a "daz rig" version of the figure, should any modification be necessary, you do the modifications on the daz rig then convert to MHX or rigify again, as a last step. Other than that MHX tends to change over time, so saving a daz rig version allows to update the MHX rig, eventually.
Finalize is another thing, it removes the extra metadata so most edit tools won't work anymore, only the animation tools will work. Typically this is done when the figure is complete and ready for animation, we don't need to edit it anymore. That is, with a finalized figure you can't add new morphs, neither on the daz rig.
Need help with dForce necklaceJust a quick update, I don't get too much time in the day to work on this, but right now, I am struggling to weld the beads together. I have welded them in Blender and using the L command selects the complete chain, but when I import them into Daz, I can't select more than one bead with Ctrl++. So still at it. Thanks all of you for your comments and help. I will keep you posted.
Official : Vue to become open-sourceDoesn't need to be .DUF since the remapping of material channels is a feature of Substance Painter.
Not having it installed at the moment (as well as being a Substance Painter noob), there's nothing much I could advise other than to try exporting a basic prop from Daz Studio using .OBJ format, and make sure you set the export options to "Collect" all the texture maps. Then, once you have the prop imported into Substance Painter with the materials mapped to the correct channels, try exporting in a mode that uses Standard PBR mapping.
The whole point of the suggestion is that Substance Painter allows you to create your own mappings for every material channel (and type) and save it as a custom export preset. You might need to look into the Import and Export mapping options of Substance Painter to get an idea of what I'm getting at. But basically, you can map any of Substance Painter's texture channel to any channel you like on export. You can even set the bit depth and format of each texture channel's output individually if you like.
Once you have it all set up, you would then need to save the settings as an Export Preset, and use that preset whenever you want to use the textures in Vue.
Official : Vue to become open-source3DIO said:
Don't quote me on this, but I have a feeling Substance Painter might come in handy there, since you can map material types to output types, and Substance Painter supports them all as far as I can tell. It makes me wonder if importing a Daz object in Daz-Mapped mode and exporting in Standard-PBR mode, would fix that.
Sadly I'm still learnng my way around it and don't have it installed at the moment due to messing around with Linux.
Nice images by the way!
I tried to import a Daz prop into Daz but there is no option to import any model with the .DUF extension.
Import morph?I have a question about importing morphs. My situation is that I imported a character and then converted the daz rig to the MHX rig. Will I still be able to add morphs to my character now that it is converted to the MHX rig, or do I have to add all the morphs I want before converting to the MHX rig?
I read something on the blog about finalizing and that makes it where importing morphs isn't doable? Or did I read that wrong and I can always import morphs as I need them for my character?How to add / Save as my color palette ???
Kikoo <3
I want to import or permanently save my color palette so I can load it across different projects without having to rebuild it from scratch every time.
I didn't found a built-in way to do this after checking the manual and menu..
If someone knows a ''Glitch'' or a quick trick for this, I'd really appreciate it
Viel Danke,
Küssen
Morphing geograft a in Blendercrosswind said:
If you want to sculpt both G9 + the geograft all together, follow this workflow:
Export G9 with the geograft all together. Then you shoudn't separate the geo-graft before exporting to OBJ in Blender, still export the whole G9 with the geograft.
Now in DS: 1) Select G9, import OBJ with MLP; 2) Select the geograft, import OBJ with MLP again. DO NOT change the morph name.
Use the same settings in the attached screenshot of MLP. Dial the morph on G9. The morph on the geograft will be triggered by Auto Follow.If you only want to sculpt the geo-graft in Blender, follow below workflow:
Just export the geograft to OBJ in DS but press Alt Shift + G (Geometry Editor) before exporting. This action can simply make the geo-graft unfitted. Alt Shift + U after export. (Or, you can manually unfit the geograft beforehand, then fit it back.)
Finally, import OBJ with the geograft selected in DS. Dial the morph on the geograft.Be noted:
1) In DS, always export to OBJ / import OBJ with Scale 100%. In Blender, always import OBJ / export to OBJ with Scale 1%.
2) If you use Blender 3.x, DO NOT use export to Legacy Wavefront OBJ, use Wavefront OBJ.ill give it a shot, thank you
Morphing geograft a in BlenderIf you want to sculpt both G9 + the geograft all together, follow this workflow:
Export G9 with the geograft all together. Then you shoudn't separate the geo-graft before exporting to OBJ in Blender, still export the whole G9 with the geograft.
Now in DS: 1) Select G9, import OBJ with MLP; 2) Select the geograft, import OBJ with MLP again. DO NOT change the morph name.
Use the same settings in the attached screenshot of MLP. Dial the morph on G9. The morph on the geograft will be triggered by Auto Follow.If you only want to sculpt the geo-graft in Blender, follow below workflow:
Just export the geograft to OBJ in DS but press Alt Shift + G (Geometry Editor) before exporting. This action can simply make the geo-graft unfitted. Alt Shift + U after export. (Or, you can manually unfit the geograft beforehand, then fit it back.)
Finally, import OBJ with the geograft selected in DS. Dial the morph on the geograft.Be noted:
1) In DS, always export to OBJ / import OBJ with Scale 100%. In Blender, always import OBJ / export to OBJ with Scale 1%.
2) If you use Blender 3.x, DO NOT use export to Legacy Wavefront OBJ, use Wavefront OBJ.Melantha Witch and Beauty installing outside of default categoryAlric said:
felis said:
It is a Categorisation issue.
On the faulty items you can right-click and chose Categorize and change the path to the correct one (starting with 'Default').
It is Daz's responsibility to correct it.
You could make a ticket.
I submitted a bug report, I was just worried it would cause problems if I installed anything else. It doesn't look like it will.
This makes me wonder if I can create different branches for different stores. For example "default" for DAZ and then a "renderosity" branch, etc.
I don't think that would be a good idea to create Stores as Categories. Categories are at item (file) level, while Stores are already at Product level which is just good enough based on the relational cms database ~ Besides, non-default categories will make Smart Content Category List auto collapse each time it refreshes. Smart Content has no functions of Expand / Collapse, so it'll be a bit cumbersome to click to Expand each time ~~
Personally I would suggest you always use Default > xxxx Categories. When you create custom categories, create them under Default ... If you DO have more complicated "categories" or sth. like that, you can add them to Tags as Keywords, becuase keywords can be easily and rapidly filtered out.
If your want to filter products in Smart Content by Stores... unfortunately DS doesn't have built-in filter for Stores, but there're still some tricks. For instance,
Since you use Content Wizard to install 3rd-party products, I believe you've created some stores in there. You can enter the abbreviation or full name of a Store into Vendor Name field (aka Artists...), like the example in (screenshot 1). Smart Content can filter by using keyword and DS creates keyword for Artists when importing metadata.
Then you can filter by using Stores in Smart Content (screenshot 2)
Edit: For the existing products, though it'll take you some time but you still can add this metadata to Artists field by: either batch modify DSX file to insert the store data into <Artists> section (screenshot 3), then re-import metadata; or append the data by using Daz Script...
Subsurf vs Subdivision modifier?I noticed that when using Diffeomorphic to import something from Daz that has SubDivision, Diffeomorphic will add a "Subsurf" modifier. If I add a "Subdivision" modifier, it will be called "Subdivision" modifier. Is there a difference between "Subsurf" and "Subdivision" modifiers or does diffeomorphic just rename the "Subdivision" modifier as "Subsurf"?
Carrara Community Art Gallery - Show us your Renders!!!WendyLuvsCatz said:
Atomise Modifier
export obj
import, bullet physics and soft cloth
because I could not afford the D|S Voxelizer bundle yet
I wish I could get more little atoms though, but at least she's textured and animated as she atomises
Carrara Community Art Gallery - Show us your Renders!!!Video click me
Atomise Modifier
export obj
import, bullet physics and soft cloth
because I could not afford the D|S Voxelizer bundle yet
I wish I could get more little atoms though, but at least she's textured and animated as she atomises
BJ Shelf (Commercial)barbult said:
crosswind said:
Pls also consider adding the support to Smart Content ~~ Thank you !
Besides, may I ask where the data of the items on the Shelf saved... in APP folder or in Registry ?
Yes, it would be great if it worked from Smart Content.
I don't know (or remember if I ever knew) where the Shelf data is stored, but I always right click in the shelf area and select to save a backup in a folder of my choosing. Then I can import it into a different DS version or restore the shelf if I mess it up.
Got it ! Thank you barbult !
BJ Shelf (Commercial)crosswind said:
Pls also consider adding the support to Smart Content ~~ Thank you !
Besides, may I ask where the data of the items on the Shelf saved... in APP folder or in Registry ?
Yes, it would be great if it worked from Smart Content.
I don't know (or remember if I ever knew) where the Shelf data is stored, but I always right click in the shelf area and select to save a backup in a folder of my choosing. Then I can import it into a different DS version or restore the shelf if I mess it up.
Daz Studio 6 Beta - version 6.25.2026.19821! (Updated July 23, 2026)DoctorJellybean said:
jbowler said:
ATM my best recovery is to delete the entrie CMS database and rebuild it from scratch using DIM. For me this is a multi-week experience.
You do know that you can rebuild the CMS database in DS itself, using the Reset and then Re-Import. You can also after deleting the original database, just do a Re-Import.
I've tried that. A lot of Smart Content, perhaps most of it, did not come back. I gave up; DIM just works but the problem is that DIM does not know the CMS directory structure, even an uninstall/install sequence destroys the original CMS location of a product.
Face Transfer for Anime/Toon FacesI did some paintshop images turning a woman into a cat person and thought be cool to turn her into a daz character using face transfer or facegen sadly couldn't because it couldn't detect some of her features like her nose because it was cat like so yea like you with trying to import anima/toon characters
Help, issues with eyes after import, visible ring around iris and clippingGenesis 8.1 female, imported through differmorphic, the area between the iris and sclera has a ring of contrast im not sure how to fix. It also looks like there is clipping of something and im not shure what that is either.












