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Daz 3D Forums > Search
  • G8F anatomical element seamless textures?

    I don't think I can follow your argumentation.

    Below are 3 images:

    Victoria 8, out of the box

    Image removed

    Victoria 8 with genitals and gen texture

    Image removed

    Victoria 8 with genitals and torso texture (modified UV)

    Image removed

    I would not say there is much difference.

    If you look at the more intime parts, there might be differences, as the torso texture don't relate to those, but these could not be generated by a script. Because where would you get the input to be able to create a texture?

     

    By

    felis felis August 2024 in Daz Studio Discussion
  • Carrara Non Photo Realistic Works 2

    G9F Victoria 9

    By

    Bunyip02 Bunyip02 August 2024 in Carrara Discussion
  • Limited Time Freebies Discussion Thread

    The huntress poncho answers nicely to simulation (at least when used without the hood because I have yet to try adding a dForce modifier to the hood): I tried one of the bow pose from one of the Victoria 9 bundle and with the Sheath, Bow and Arrow set to no be visible to simulation, everything worked fine.

    By

    Elor Elor August 2024 in The Commons
  • There's Always Another Sale Thread -- Discussions Only Pt 3
    daveso said:

    just went to my cart and noticed the price had jumped way up. The snow queen HD character had changed from 65% off to 30off, mid stride. what's up with that? deleted from cart. 

    That seems to be because this sale has been pretty jacked up. When the original list of items was put out it was over 21k items (if i remember correctly) and now it is 17,233 items. They removed a bunch of what I was interested in... Tabatha 9 Pro, Harlow 9 Pro, Zahara 9 Pro, the male Victoria 9 addon bundle, all removed from the list of items. Easy to pass on the sale now and wait for later.

    By

    XiousDs XiousDs August 2024 in The Commons
  • Help identifying a hairstyle?

    My suggestion for replacement that looks fairly similar in style is MHD - Curly Top Updo Hair by MargyThunderstorm. You can find that from Renderosity. At Daz, I think this might be nice one Curly Up Do Hair for G9 by OutofTouch and Daz and there used to be bit more updo hairs but I hate the fact how efficiently they are with their clean up project. -Yea, people are still using that old junk btw and thank you very much. =..= My wild guesses about the hair is that it might be by SWAM or OutofTouch hairs for Victoria 4.

    By

    Ukuotus Ukuotus August 2024 in Poser Discussion
  • Getting on the 9 train, or not

    barbult said:

    Isn't it about time for the 10 train to pull out of the station? Genesis 9 was released in mid-October 2022.

    The "two year figure cycle" isn't really a thing.

    Sure, Genesis 2 and Genesis 3 lasted about two years. But Genesis lasted more like a year and a half, Vicky 3 lasted about three years, and Victoria 4 and Genesis 8 lasted about five years (albeit both through some sub generations).

    kyoto kid said:

    I have a number of different breast morphing utilities but even with those the process can be a real struggle to get a more "petite" physique that looks reasonable.

     I really do need to get my toolkit for all that sorted.

    By

    Matt_Castle Matt_Castle August 2024 in The Commons
  • Quest of the Key - Animated Fantasy Adventure Series

    3WC said:

    Awesome. I have only watched chapter one so far, but definitely want to continue.

    Animation is very smooth and natural, just the right amount of humor. It is interesting to notice what is going on in the background during certain scenes, nice attention to detail.

    I hardly want to watch DS animations anymore because the quality is generally poor, but this is a notable exception. (I assume it is animated in DS, if I am wrong I apologize. Maybe it was exported to Blender or Carrara?)

    Thank you! I hope you like the other chapters. A lot of fun of animation can be the little details you put in the background that you don't know if anyone will notice, but it's fun to just add them. I used to animate in Daz & Poser (my Star Trek: Aurora episodes were done that way), but I finally had to bail because some of the essential plugins I used (particularly Mimic lip sync) aged out. Doing animation well on this level is a lot of work and requires a lot of patience--it can take a year to create 10 minutes of animation when you do it yourself--but I enjoy the process and the challenge, so I'm able to have fun with the journey as well as the destination. It also doesn't hurt to have some expensive hardware and an understanding wife LOL. I still use a lot of Daz assets--most of the characters began as Michael 4 and Victoria 4--but I bring them into iClone to animate there. By and large, Daz assets are better than those from iClone, so I keep coming back for sets, props, and characters. CC/iClone does a pretty good job importing the Daz characters, tho I wouldn't mind if Daz worked more directly with iClone. Any, afgain, I hope you enjoy the other chapters!

    By

    Auroratrek Auroratrek August 2024 in Art Studio
  • Getting on the 9 train, or not

    Torquinox said:

    Masterstroke said:

    I agree. I agree especially on the challenge making a G8Female look more natural, because THAT has been exactly my motivation for creating my character.
    Any figure can be sculpted into any character with some skills, but what is the best character sculpting job worth, when you pose or animate this character and it just looks bad, because of Joint settings and a mesh design that give artefacts because of overlapping polygon edges?
    That posed or animated character, that represents all the hard sculpting work now looks hardly better than a posed Victoria 4 from not so good old Poser 7 ages.
    My frustration with G9 is, that I just cannot get done with it, what I have been able to do with G3 and G8, although they are far from perfect, but at least workable. 
    G9 is perfect for vendors. 
    Cloth it, give it some material and pose it just a little bit with a smile.
    Perfect for that purpose of a nice product promo, but useless at least in my workflow.

    You already know the answer to your conundrum, it's just a huge pain to do it. You would probably have to craft your own custom JCMs (or whatever the current term is - I recall it changed). It's probably not worth your time to do all that if you're getting what you need from what you've already got.

    I indeed did create a set of custom JCMs for my character and I tried to do it on G9 but it failed.
    I don't know completly why it failed, but part of the problem has been, that huge areas of the torso had to be resculpted for only one JCM, which led me to the conclusion, that changing the weight map for bone inflence might have been the better solution, but I will not touch bone rigging and weight maps. No, never. ;-)
    After all, you want to make sure, that your character works potentially at best at any pose, not just at one or two specific poses.
    To make a long story short, I just cannot pose that thing, without it looking weird.
     

    By

    Masterstroke Masterstroke August 2024 in The Commons
  • Would this work? Converting old morphs

    Well, you can use R3DS wrap to make morphs in the way you describe sure. But there is a way easier way to transfer morphs to new generations.
    Just use a clone.

    favorite all the morphs you want to transfer. Align the genesis figures (e.g., a genesis clone shape for Victoria, or vice versa) such that the figures overlap completely

    Use Transfer Utility favorited morphs option to project the favorites morphs to Gen 9.
    You need to adjust rigging to shape for each morph though.  And then ERC link and save them. Maybe there is a way to do this as a batch processing, but not sure. 

    By

    lilweep lilweep August 2024 in Daz Studio Discussion
  • Getting on the 9 train, or not

    Masterstroke said:

    I agree. I agree especially on the challenge making a G8Female look more natural, because THAT has been exactly my motivation for creating my character.
    Any figure can be sculpted into any character with some skills, but what is the best character sculpting job worth, when you pose or animate this character and it just looks bad, because of Joint settings and a mesh design that give artefacts because of overlapping polygon edges?
    That posed or animated character, that represents all the hard sculpting work now looks hardly better than a posed Victoria 4 from not so good old Poser 7 ages.
    My frustration with G9 is, that I just cannot get done with it, what I have been able to do with G3 and G8, although they are far from perfect, but at least workable. 
    G9 is perfect for vendors. 
    Cloth it, give it some material and pose it just a little bit with a smile.
    Perfect for that purpose of a nice product promo, but useless at least in my workflow.

    You already know the answer to your conundrum, it's just a huge pain to do it. You would probably have to craft your own custom JCMs (or whatever the current term is - I recall it changed). It's probably not worth your time to do all that if you're getting what you need from what you've already got.

    By

    Torquinox Torquinox August 2024 in The Commons
  • Getting on the 9 train, or not

    plasma_ring said:

    Torquinox said:

    Realistic humans... the idea is kind of weird when one considers how much post processing goes into the average magazine photo. Actual humans tend to be kind of lumpy, fuzzy, blemished and a little gross, but we accept all that irl. Plus our brains process what we see in interesting ways. The question is, how much of that do we want to capture and what's the reward for doing that?

    One of my reasons for preferring G9 is that I find variation between bodies and faces across all possibilities for humans interesting. I think G8 has a kind of "star" quality unless an artist is deliberately working against that with custom sculpts, and for a lot of people that seems to be the appeal of the figure. I say this without judgment, but just as an observation: several of the people I've seen comment on how G9 is objectively bad for their purposes have talked about how they live in areas where everyone is Hollywood pretty because they're in American cultural centers where that's common, or they just say that they vastly prefer idealized human figures.

    For my purposes, that was actually one of the defining flaws of G8. It was very hard to move a figure like Michael 8 away from looking like John Travolta as Your Next-Door Neighbor with morphs alone. Both the F and M base looked best with some level of idealized proportions, mainly when using expressions; I found that it was a constant balancing act between trying to give a character some features I found visually interesting without completely breaking the effect of expressions. It was pretty common to get a character shape I really liked, only to find that they looked goofy with any expression more animated than a smoldering supermodel gaze with slightly parted lips. Looking back at a lot of my G8 attempts, they seem weirdly squished, and I think that was the result of trying to give them more pronounced features in a way that wouldn't pull expressions out of alignment. I ended up spending a lot of time dialing and sculpting custom expressions for characters, simply because I couldn't have much variation at all before they started looking bizarre.

    In most cases, I wasn't even trying to make a character unattractive—I was just shooting for "catches your eye at the grocery store" and not an almost comically obvious visual separation between the main character and the extras. G9 strikes me as more of a character actor from that perspective, because I found it much easier to make shapes that are well within person-on-the-street realism, but retained the...I guess I'd call it stage presence? of a lead actor.

    Actually, thinking about it, one of the reasons that's important for me is that it makes it stand out more when a character is unrealistically beautiful. It's kind of funny to have a character who is supposed to be unusually striking and you just kind of have to take that on faith because every character who comments on it looks like Margot Robbie as a baseline.

    I agree. I agree especially on the challenge making a G8Female look more natural, because THAT has been exactly my motivation for creating my character.
    Any figure can be sculpted into any character with some skills, but what is the best character sculpting job worth, when you pose or animate this character and it just looks bad, because of Joint settings and a mesh design that give artefacts because of overlapping polygon edges?
    That posed or animated character, that represents all the hard sculpting work now looks hardly better than a posed Victoria 4 from not so good old Poser 7 ages.
    My frustration with G9 is, that I just cannot get done with it, what I have been able to do with G3 and G8, although they are far from perfect, but at least workable. 
    G9 is perfect for vendors. 
    Cloth it, give it some material and pose it just a little bit with a smile.
    Perfect for that purpose of a nice product promo, but useless at least in my workflow.
     

    By

    Masterstroke Masterstroke August 2024 in The Commons
  • Tan Lines: How to get correct tan lines in G9?

    921 / 5.000

    Hello. I was using this product, Tan Lines Merchant Resource for Genesis 9, but as great as it is, it has a flaw, the tool does not darken the skin of the G9, but lightens the parts covered by fabrics. In other words, especially for characters with light skin, it is not very useful, because then the parts covered by fabrics appear too light, also this way the regular skin tone is lost.

    For example, if I use it at 25/50% on Lianna 9 HD, who has dark skin, in the end it is also fine, but if I use it on Victoria 9 HD or on Death 9 HD, it appears too light. On Victoria at 100% the tan lines almost make the nipples disappear and the complexion appears too light. How can I restore the regular complexion of the character in the tan lines, and darken the remaining skin by tanning? Do I have to wait for another developer to produce an alternative, or is there a way not too difficult to do it?

    Thanks.

    By

    Shimamura Shimamura August 2024 in The Commons
  • Thomas 9

    FSMCDesigns said:

    Pancake said:

    FSMCDesigns said:

    Pancake said:

    Remember when Daz originals were not just replicas of celebrities?

    and yet this is one of the more popular threads on DAZ https://www.daz3d.com/forums/discussion/638911/celebrity-look-a-likes-for-3d-figures-part-4/p1

    he does look quite a bit like Alan Ritchson, I like it

    Users can always mix other morphs to get more unique looks.

    How does the likeness to real, active celebrities pan out in a commercial product though? I use these models for game development and the character face morphs are unusable or I would be charging money for a game with characters played by the likeness of john cena, tim hiddleston, and this guy. One similar likeness is an easter egg joke. A whole cast of lookalikes is a bargain bin rip off product. It's not a good look for my reputation. Same goes for the costumes that"just" different enough from an existing design to allow an interactive license to be sold. I cant keep up with every piece of fictional clothing and likeness ever so some purchase confidence would be preferred.

    That's the thing, DAZ's primary clientale isn't game developers. Interactive licenses and bridges to game engines wasn't even a thing until recently and probably just an afterthought since more and more stopped actually creating what they needed in their game from scratch like they used to. Likenesses to real world people has been popular around here for quite awhile, but only recently has DAZ jumped on the fan art wagon.

    As I pointed out though, there are a million morphs that can change any figure into something else. Just think of character releases as genes for the gene pool and create who you want. I would think as a wannabe game developer you would never purchase a set chartacter and op for creating your own for your specific uses in your game anyway. I don't see a difference in users playing your game seeing an Alan Ritchson lookalike or a Victoria 9 look alike.

     

    The difference is it isn't clearly marked as a lookalike character. My game in particular, the one I'm working on now at least, uses character customization through sliders that affect the blendmorphs. So it's possible for a character to use just one of the "genes", and very obvious that you're sliding between John Cena and Tom Hiddleston.

    If they called it an Alan Richardson lookalike character, I'd know in advance and could avoid it. No hate for it being on the store - people who want that should be entitled to it.

    They can't call it Alan Richardson though because that would be a legal infringement. All they're doing is passing that hot potato on to the end user who is not necessarily aware of every actor or copyrighted costume and will inevitably end up putting some of it in their product.

    Also as an aside, calling game developers "wannabes" for using purchased art assets is rather short sighted, even big studios like Square have been known to include publicly available asset content in their games.

    By

    Pancake Pancake August 2024 in The Commons
  • Thomas 9

    FSMCDesigns said:

    Pancake said:

    FSMCDesigns said:

    Pancake said:

    Remember when Daz originals were not just replicas of celebrities?

    and yet this is one of the more popular threads on DAZ https://www.daz3d.com/forums/discussion/638911/celebrity-look-a-likes-for-3d-figures-part-4/p1

    he does look quite a bit like Alan Ritchson, I like it

    Users can always mix other morphs to get more unique looks.

    How does the likeness to real, active celebrities pan out in a commercial product though? I use these models for game development and the character face morphs are unusable or I would be charging money for a game with characters played by the likeness of john cena, tim hiddleston, and this guy. One similar likeness is an easter egg joke. A whole cast of lookalikes is a bargain bin rip off product. It's not a good look for my reputation. Same goes for the costumes that"just" different enough from an existing design to allow an interactive license to be sold. I cant keep up with every piece of fictional clothing and likeness ever so some purchase confidence would be preferred.

    That's the thing, DAZ's primary clientale isn't game developers. Interactive licenses and bridges to game engines wasn't even a thing until recently and probably just an afterthought since more and more stopped actually creating what they needed in their game from scratch like they used to. Likenesses to real world people has been popular around here for quite awhile, but only recently has DAZ jumped on the fan art wagon.

    As I pointed out though, there are a million morphs that can change any figure into something else. Just think of character releases as genes for the gene pool and create who you want. I would think as a wannabe game developer you would never purchase a set chartacter and op for creating your own for your specific uses in your game anyway. I don't see a difference in users playing your game seeing an Alan Ritchson lookalike or a Victoria 9 look alike.

    Which is a major reason why I can't wrap my head around a blanket end-user editorial license when it comes to some of the things that Daz sells. I get that it protects Daz somewhat, but if an end-user decides to put celeb likenesses into their commercial products, that's 100% on them and should be. Yet if a different end-user creates an entirely new something that includes, but is completely unrecognisable as, an editorial product, that's a problem under the license terms. Daz can't protect the first group of end-users with editorial licensing and they only disincentive the second.

    By

    Ainm Ainm August 2024 in The Commons
  • Thomas 9

    Pancake said:

    FSMCDesigns said:

    Pancake said:

    Remember when Daz originals were not just replicas of celebrities?

    and yet this is one of the more popular threads on DAZ https://www.daz3d.com/forums/discussion/638911/celebrity-look-a-likes-for-3d-figures-part-4/p1

    he does look quite a bit like Alan Ritchson, I like it

    Users can always mix other morphs to get more unique looks.

    How does the likeness to real, active celebrities pan out in a commercial product though? I use these models for game development and the character face morphs are unusable or I would be charging money for a game with characters played by the likeness of john cena, tim hiddleston, and this guy. One similar likeness is an easter egg joke. A whole cast of lookalikes is a bargain bin rip off product. It's not a good look for my reputation. Same goes for the costumes that"just" different enough from an existing design to allow an interactive license to be sold. I cant keep up with every piece of fictional clothing and likeness ever so some purchase confidence would be preferred.

    That's the thing, DAZ's primary clientale isn't game developers. Interactive licenses and bridges to game engines wasn't even a thing until recently and probably just an afterthought since more and more stopped actually creating what they needed in their game from scratch like they used to. Likenesses to real world people has been popular around here for quite awhile, but only recently has DAZ jumped on the fan art wagon.

    As I pointed out though, there are a million morphs that can change any figure into something else. Just think of character releases as genes for the gene pool and create who you want. I would think as a wannabe game developer you would never purchase a set chartacter and op for creating your own for your specific uses in your game anyway. I don't see a difference in users playing your game seeing an Alan Ritchson lookalike or a Victoria 9 look alike.

    By

    FSMCDesigns FSMCDesigns August 2024 in The Commons
  • *Closed* RRRR Render Contest Summer 2024

    The RRRR is back for another round!

    This time the theme is....  No, no theme this time, just pull, setup and render.

    RRRR stands for Random Runtime Roulette Renders, and it's a contest that has been running for over seven years until it needed a well deserved break. We invite anyone to enter, specially all those new users who have shown up the past years. This is not the usual make a very nice render contest but more like tell a really great story, often fun, with your render!

    How does it work?
    Make your pull of 4 items, and if your any Lucky Bastards, you pull one extra item per LB.

    Who can play?
    
Anyone can play!

    How do you prepare yourself for play?
    
The rules are very simple, but first you need to have all your items in some kind of order in a text file, dumped from the itemized history into a text file or a spread sheet. Remove things like software, gift certs, and special plugins from the list and items that wil not work with the software you work with.
 For example if you have items for Poser, Bryce or Carrara, and want to use DAZ Studio, remove those other items from your list. If you have loads of older figures, M3, M4, a ton of non Iray stuff and you only want to use Studio with Iray, remove all the junk from you list. 

    Then you use a randomizer to randomly pick items from your list (your Runtime/My Library) for your start pull . You can use items from any store. Now build a scene with those 4 items plus any other items you want to add to make a fun scene. For newcomers I heartly recommend looking at the previous contests below to get ideas how you can do this. 

    Working randomizer:: https://www.random.org/integers

    There are some situations where you allowed to redraw, these are:


    - You pulled something that doesn’t work, broken thing, only works in a version / software not used etc etc, or you forgot to remove that item from you list even though you knew it wont work, or figure that out later.
    - You pulled a software or add-on to a software or anything you should have filtered out from the list.
    - You pulled only huge environment props and will not be able to render a scene without crashing.
    - You pulled an item you already have been using in two RRRR renders in this content and that was picked randomly. Three is a curse - rule!

    Lucky Bastard Rule!
    I say this again: If you have Lucky Bastards, you pull one extra item for each LB you have, simple as that. 
    Explaination of Lucky Bastards. 
    Lucky Bastards, or LBs, are a form of handicap system which makes the contest a little more difficult for those who have won. No lucky bastards are in play now, but will be for the next run.

     

    Lucky Bastard Standings
    Player Current LBs
    Luci45 2
    Totte 1
    acb 2
    katfeete 1
    1stbastion 1
    katywhite 1

    How to play?
    You pull, you compose and you Render. You post your images and pulls in this thread (Don't miss that, entries without pulls and posts in this thread will be disqualified!!).
    Then 
    the entry should also be posted in the Entries only thread

    Bundles
    If you pull a bundle, use two or three complete items from it, or more if you like, but you do not need to use all, but only picking a hairpin from Victoria 8 Pro Bundle is “too little”. Clarification: A bundle still counts as only one pulled item.

    Poses, Expressions and textures/colors
    If you pull a pose pack, an expression pack or a texture/color pack, you only need to use one of them, not all. For example if you pull 500 expressions for Genesis 8 Female, use one, if you pull 128 colors for Frappe Hair, use one.
    Accidenty breaking the TOS
    If your entry is removed by the forum mods because it accidentally, not deliberate, broke the TOS, you do not have to redo that entry but can move on and make a new pull. 

    The rules of madness! 
    Now you have successfully and randomly picked your items, make a scene, you can add other items as well but the one you picked should be prominent or cleverly used. Render it, post it and make us all laugh! Remember though that the renders must follow the TOS of the forum. As we have a theme on the contest, the render should in some way touch that theme. 

    The contest categories! 
    There are two categories Best and Funniest. Every image will compete in both categories.

    Contest duration!
    It starts now at  Wednesday July 31, 2024, and will go on until Sunday September 22, 2024 at 23:59:59 local DAZ time.

    This months sponsors so far:
    Totte (Code 66) is sponsoring with two items from his store
    Elliandra is sponsoring with two items from her store
     

    We want more sponsors!

    Do you want to sponsor the RRRR?
    Please chip in a gift card sponsorship, sponsors can play, they should play, they are even extra encouraged to play, as sponsors always plays for keeps.

    Maximum number of entries? 
    For this round it will be a maximum of 9 entries per player.

    So, good luck and start your render engines!

    By

    Totte Totte July 2024 in Art Studio
  • [Solved] Character Preset: How to set Eyelashes color using a Post Load script ?

    Bejaymac said:

    One thing to check is what's in the H-MAT, are there material settings for other items in it, if so then that's why it's not working as Post Load wont use the MAT if there is.

    I'm not sure if I checked the right section, but the scene section in the H.mat file is very similar to the one in Victoria 8.1 Mat file (with Eye brow instead of Eyelashes referenced in the later).

    Here the scene section from my H.mat file:

        "scene" : {
            "nodes" : [
                {
                    "id" : "Genesis8_1Female",
                    "url" : "name://@selection/Genesis8_1Female:",
                    "geometries" : [
                        {
                            "id" : "Genesis81FemaleGeom",
                            "url" : "name://@selection#geometries/Genesis81FemaleGeom:"
                        }
                    ]
                },
                {
                    "id" : "Genesis8_1FemaleEyelashes",
                    "url" : "name://@selection/Genesis8_1FemaleEyelashes:",
                    "parent" : "#Genesis8_1Female",
                    "geometries" : [
                        {
                            "id" : "EyelashesCollapsed",
                            "url" : "name://@selection#geometries/EyelashesCollapsed:"
                        }
                    ]
                }
            ],

    crosswind said:

    Post Load script works with both Mat and H.Mat presets. I see no issue from the settings in the screenshot that you posted... but in DS log you pasted, it tells another preset file : "Eyelashes.duf" rather than "Eyelahses (H.Mat).duf" that was set in Post Load script ...

    I wonder if the character preset with Post Load scritp has been correctly saved... Can you open the character peset DUF file with Notepad++, and check if the path + file of the H.Mat Preset is correct (at the bottom of the file...) ?

    Eyelashes.duf is the standard material file, I tested both but I initially looked at the log only when it was loading the standard materials preset. I also tested with a wrong file to see what was different in the log.

    The log with the H.mat file is not very different (test done a couple of minutes ago):

    [INFO] :: Prepare asset load (merge): /Presets/Characters/Materials/Eyelashes (H.Mat).duf
    [INFO] :: Locking viewport redraw...
    [INFO] :: Viewport redraw locked.
    [INFO] :: Processing morph projection queue: Genesis 8.1 Female << Genesis 8.1 Female Eyelashes
    [INFO] :: Morph projection queue processed: Genesis 8.1 Female << Genesis 8.1 Female Eyelashes
    [INFO] :: Native format content directories: 23
    [INFO] :: Poser format content directories: 4
    [INFO] :: Other import format content directories: 0
    [INFO] :: Begin asset load (merge): /Presets/Characters/Materials/Eyelashes (H.Mat).duf
    [INFO] :: Determining missing assets...
    [INFO] :: Setting textures...
    [INFO] :: Creating materials...
    [INFO] :: Applying animations...
    [INFO] :: Setting up follow targets...
    [INFO] :: Finished asset load (merge): 0m 0.23s - /Presets/Characters/Materials/Eyelashes (H.Mat).duf

    Standard mat file:

    [INFO] :: Prepare asset load (merge): /Presets/Characters/Materials/Eyelashes.duf
    [INFO] :: Locking viewport redraw...
    [INFO] :: Viewport redraw locked.
    [INFO] :: Processing morph projection queue: Genesis 8.1 Female << Genesis 8.1 Female Eyelashes
    [INFO] :: Morph projection queue processed: Genesis 8.1 Female << Genesis 8.1 Female Eyelashes
    [INFO] :: Native format content directories: 23
    [INFO] :: Poser format content directories: 4
    [INFO] :: Other import format content directories: 0
    [INFO] :: Begin asset load (merge): /Presets/Characters/Materials/Eyelashes.duf
    [INFO] :: Determining missing assets...
    [INFO] :: Setting textures...
    [INFO] :: Creating materials...
    [INFO] :: Applying animations...
    [INFO] :: Finished asset load (merge): 0m 0.27s - /Presets/Characters/Materials/Eyelashes.duf

    By

    Elor Elor July 2024 in Technical Help (nuts n bolts)
  • Female warrior muscle

    Gordig said:

    Muscle flexing is NOT a standard feature of G8

    While comparatively basic, the Base Flexions controller on Genesis 8 is a standard feature that did not exist on Genesis 3. Check the file path of the controller in its properties - it's found in the Base folder.

    The text being referenced exists on all G8 core characters, right back to Victoria 8: https://www.daz3d.com/victoria-8

    By

    Matt_Castle Matt_Castle July 2024 in The Commons
  • Please ignore this thread

    I found this cool website that has its own 3D software.  I think I found it maybe 20 years ago.  Actually it was August 20, 2004 when I got version 2.  I think I prefer the latest version.  Not at the computer to look it up but I think it is 4.22 or 4.23 or something like that.

    Victoria 3 was having her fun with nothing but a sword in a temple.  Does anyone still do those renders?

     

    oh talking about DAZ and DazStudio.

     

    By

    Xyetzt Xyetzt July 2024 in The Commons
  • Problem rendering after applying skin builder items

    Please use an image of the finger nails for your example. https://www.daz3d.com/skin-builder-for-genesis-and-genesis2-female-s says it requires the Victoria 5 UVs, are you applying those? How are you (trying to) apply the maps once generated?

     

    By

    Richard Haseltine Richard Haseltine July 2024 in Technical Help (nuts n bolts)
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