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Why G9 is not good for blender (or any other 3d app)
Padone said:
And here it comes G9. The new genesis differs from G3 G8 because it is designed differently. If we look at the wireframe we see the topology is very simple and it relies on HD morphs for any body detail. As for diffeomorphic, this means you are forced to use the HD import to get the G9 figure in blender, that of course also means the G9 figure will take more cpu and gpu resources so we need a more powerful hardware.
Apart that, we normal users can't do HD morphs, only PAs can, so forget of using blender or other apps to do morphs for G9. That is, with the daz morph loader we are limited to the base mesh, so G9 will not allow us to sculpt detailed morphs.
To me as a daz user G9 is a big step back from G3 G8, in that it is HD based so it strongly limits what we can do. Unless DAZ decides to release the HD toolkit to anyone, that could be a viable solution for G9.
While I will stay with G8.1 for a while, I like G9 so far.
The main issue is that Blender does not allow Multi Res morphs. If we had that in Blender, all the problems with G9 would be gone, and we could use G9 in Blender like in DAZ.
When I switch at a future point to G9, I will still use the base mesh and do HD via displacement maps baked by the XI addon.
Maybe this would be an excellent opportunity to integrate the XI addon into Diffeo?
Thinking of features like:
- Add a button that bakes all morphs that have HD instead of letting us select and collect these morphs manually
- Add a button to bake all displacement maps for expressions
- Add/remove displacement maps automatically if morphs and expressions are detailed in/outMaking GeoGrafts use parent material. [Kinda solved - grafts were not the issue]Thank you for testing this out, that cleared up some issues.
I tried to do the same and got a similar behaviour as I saw before. Loaded the new mesh and the parent figure without doint anyting else. Applying materials works with G3 and G9 but not G8. Also get some very weird behavoir where changing material for the G8 figure did not change the torso material, so something is short-circuiting somewhere.
With G3 and G9 I did not even har to parent or use the transfer utility. The base figure just had to exist in the scene.
The conclusion must be that my issue is not with geografting or my meshes, but with my installation.
I will test on another PC I think.
Thanks again, that was extremely useful
Bringing a Shape from G8 over to G9 - Tutorial
Thanks!Catherine3678ab said:CHWT said:
Catherine3678ab said:
You're quite welcome.
.......................
For those seriously not into using a modeller, one can export .obj files from D/S [no groups], rename them if/when necessary, and then import them back into D/S via the Morph Loader Pro [if making morphs].
.........................
ALSO -- this is so neat -- making "clothing" out of any of the Genesis clan members, shaped how you please [this has nothing to do with this tutorial per sa] ... and they will load FAST, like under 2 seconds maybe ... give them "actor" bones ... and then these can be posed too.
When I use Morph Loader, should I check or uncheck "change orientation"?After years of not knowing better, somebody finally mentioned in a thread that they knew I read, that no we should not be changing orientation. So uncheck that box.
G9 Blink problemThe character is my custom one. I saw the same problem on v9.
Try looking for Utilities Developer Tools :
Adjust Eye Rigging
If your head morph moves the eyes somehow you dial up the morph and select it on G9 with the eyes loaded, then run this script and it will adjust the eye bone position to fit the shapeThanks, I will try that!
Generation 3 Aiko and Hiro Appreciation ThreadMarcus Morph preset for H3Marcus Morph preset for H4Texture, Hair, and Clothes Not Included!
Requirements:
Michael 4 Base
Michael 4 Shapes++
Hiro 4 Base
Michael 4 Muscle Morphs
Bringing a Shape from G8 over to G9 - TutorialCHWT said:
Catherine3678ab said:
You're quite welcome.
.......................
For those seriously not into using a modeller, one can export .obj files from D/S [no groups], rename them if/when necessary, and then import them back into D/S via the Morph Loader Pro [if making morphs].
.........................
ALSO -- this is so neat -- making "clothing" out of any of the Genesis clan members, shaped how you please [this has nothing to do with this tutorial per sa] ... and they will load FAST, like under 2 seconds maybe ... give them "actor" bones ... and then these can be posed too.
When I use Morph Loader, should I check or uncheck "change orientation"?After years of not knowing better, somebody finally mentioned in a thread that they knew I read, that no we should not be changing orientation. So uncheck that box.
Genesis 8 to genesis 9 v8 to v9 shape morph and/textures converters?Would it kill the PAs to make a converter script or plug-in to convert g8/8.1 shapes and morphs to g9 PLEASE?!?!? Not everyone knows how to do this stuff themselves knows how to (or wants) to sit forever finding downloads on weird third party sites or fumbling with free solutions presented on YouTube! I can live without a texture converter for a good while but a decent shape/morph converter is MUST! This DIY free alternative wrap3d nonsense is madness! It's driving me crazy. And I can deal with crazy (welcome to my life with my wife) but this is ludicrous! A decent shape/morph converter PLEASE PAs! Thanks!
sincerly
Mrs. R. Sutton-Rivera
G9 Blink problemTry looking for Utilities Developer Tools :
Adjust Eye Rigging
If your head morph moves the eyes somehow you dial up the morph and select it on G9 with the eyes loaded, then run this script and it will adjust the eye bone position to fit the shapeWill misfit hair items get fixed for Genesis 9?RexRed said:
Tobias said:
I've seen that with any hair that has a separate haircap when you autofit it.
The only workaround is to load it in without the character selected. Then move it to the correct position, morph it to fit the headshape and then parent it to the head, not fit it to the character.
How do I "morph it to fit the headshape"? Do you mean by hand, like with Mesh Grabber or something?
It would stand to reason that if they can perfectly fit the skull cap to the head they should be able to fit the hair to the skull cap.
Load the hair without the character selected. Use the translate tools to move it into place. On the haircap there is usually several fit morphs (e.g. back of head, temples, top height, etc ). Use those to fit to the skull. Once it is set then right mouseclick the hair in the scene tab, then choose Parent (not Fit) and parent it to the head of the character.
I have no idea why the cap fits fine but the hair turns into a mask. Someone with more knowledge about how all this works may be able to explain it
G9 Blink problemNot sure what you are seeing.
Looks ok to me.
Have you morphed the character, and is the morph created by yourself?
Will misfit hair items get fixed for Genesis 9?RexRed said:
How do I "morph it to fit the headshape"? Do you mean by hand, like with Mesh Grabber or something?
Hair often has morphs to adjust it, so start with those combined with scaling/rotation/translation.
Will misfit hair items get fixed for Genesis 9?Tobias said:
I've seen that with any hair that has a separate haircap when you autofit it.
The only workaround is to load it in without the character selected. Then move it to the correct position, morph it to fit the headshape and then parent it to the head, not fit it to the character.
How do I "morph it to fit the headshape"? Do you mean by hand, like with Mesh Grabber or something?
It would stand to reason that if they can perfectly fit the skull cap to the head they should be able to fit the hair to the skull cap.
Is there a scripting option for Transfer utility?Apparently the answer to the Transfer Utility scripting is yes. Mada posted a sample in her thread.
https://www.daz3d.com/forums/discussion/597726/genesis-9-clothing-questions-answers/p1
Bringing a Shape from G8 over to G9 - Tutorial
When I use Morph Loader, should I check or uncheck "change orientation"?Catherine3678ab said:You're quite welcome.
.......................
For those seriously not into using a modeller, one can export .obj files from D/S [no groups], rename them if/when necessary, and then import them back into D/S via the Morph Loader Pro [if making morphs].
.........................
ALSO -- this is so neat -- making "clothing" out of any of the Genesis clan members, shaped how you please [this has nothing to do with this tutorial per sa] ... and they will load FAST, like under 2 seconds maybe ... give them "actor" bones ... and then these can be posed too.
suggestions for Genesis 9
I believe DAZ Studio locks the viewport when there is nothing to display, plus it is loaded last, after the scene tab has been populated.GLE said:Richard Haseltine said:
Michael Moretti said:
Atleast having read this, I understand why my figures load so incredibly slowly. I didn't realize that my library created that drag - that's some really bad base programming for sure.
So do you have a better solution for enabling new properties to be added to a figure, potentially needing links to other properties that may be aprt of the base or a different add-on, without requiring the user to jump through additional steps on installing (and perhaps removing) the content? And would it be faster than the prsent system? And would it have a benign impact on setting proeprties and having their effects propagate as needed as well as on load times? You can't say something is "bad programming for sure" if you don't have an understanding of how it could have been done better.
There are 3 main components to the slowliness:
1. morphs are small individual files, which means they all generate 2 disk reads (once in the file system table to know where the file is, and once where the actual file is). This "myriad of small files" approach is old design that becomes bad as the library grows, especially for PCs still equipped with hard disks. SSDs are becoming cheaper, but that will not solve the issue because:
2. DAZ Studio uses a single thread to load a scene. I can understand that morphs must be applied sequentially to a character to avoid unpredictable results, but why can't Studio load more than one char at a time? Why does the viewport need to be locked? There are 3D engines that will load entire scenarios in the background, and things will pop out individually when ready. Meanwhile you can act upon what's already loaded. In the meantime, grab the processor with the best single core performance you can afford (unless you render with CPU, then thread count is important).
3. DAZ Studio does not load all the morphs, it only makes them available as a slider list. Only the morphs in use are loaded, and when a morph dial is moved away from zero, that's when the morph is injected with all its dependencies (that's why you might notice stutter when first moving a slider, and subsequent movements are more fluid). Minutes and minutes of waiting for a list to appear is bad enough, but having that repeat for any new figure in the scene is worse.
4. Bonus: sometimes morphs that are at zero value get attached to a scene/preset file, increasing file size and load times. I have not yet determined what the reason might be.The cure would be to implement A. multithread, B. background elaboration and C. index the /data/ path so that the whole morph list is already there, coalesced and ready to be applied to the figures. A simple "Refresh morph library" button would allow the user to manually launch an index rebuild after adding/removing morphs or entire characters. DIM and the other automation tools could present an option to trigger the refresh automatically after Library manipulation. This would also allow tools similar to RiverSoft Art's Turbo Loader to be integrated in Studio (and maybe into scene files) for even more extreme optimization. These tools would operate on the index, and if a mistake is made the index can be rebuilt with minimal disruption (the time it would take to load a character today, tops). Multiple indices could be saved for versioning & rollback, or for expediting load times for specific projects and render sequences.
On top of all this, some OPTIONAL predictive caching could be used at least on beefier systems. If I always load G8 characters shortly after opening Studio, maybe preload the morph index in RAM already. Or, preload a full G8 mesh so that, when a new char is invoked, a simple copy can be made and slammed in the scene. If I always load the last saved scene, maybe cache that as soon as Studio is launched. Imagination is the limit, including allowing the user to force the RAM caching of specific Library sections or disabling predictive cache altogether.
All in all, Studio is a great free tool that could benefit from a whole lot of modernization. Thanks for coming to my TED Talk.That said, G9 looks more true to life, but if it will be useful remains to be seen. I think Daz hit the jackpot when they bought out RareStone.
Renders suddenly failing with errorlana_lass said:
Leonides02 said:
1 year later, I'm also having this problem. When I try to render, I get this in the log:
"Transaction is released without being committed or aborted. Automatically aborting."
Did anyone ever solve?
Hey!
I also had this issue, and discovered that it was down to the fact I was using detail morphs that were bumping my render subD minumum level up. So, I had my subD level set at 4 but a morph was then subsequently increasing the render subD to 5. This render SubD level was too high and thus causing the bork.
I reset the SubD to 1 and then turned it back up to 4, making sure both the subD and the render subD minimum were at 4... and hey presto! Rendered in 15 minutes.
Might not be the solve for everyone, but just in case it helps someone.
thanks for that intel,
I have that problem popping up just now and reducing the subd level to 0 fixed the issue. stll its crashing with lvl 1 (on some products) but it must be a DAZ issue since it started with 4.21
Victoria 9 - what a beautyG9 with dark skin. I did a quick African American face with the morph dials. The Afro is from G8 and Daz did a good fit. The dress is G8 Aldina Dress. I had to make some adjustments to the Daz fit. The dForce worked good.
Genesis 8 or 8.1 shapes on genesis 9?milliethegreat said:
Is there, will there, or can you please add a way to Genesis 8 or 8.1 shapes on genesis 9? I think that's a feature EVERYONE (with genesis 8 or 8.1) can use (myself) as I don't anyone in our shoes wants to ditch our ENTIRE genesis 8/8.1 shapes/morphs library and start completely from scratch with a completely new library. Talk about a blow to the wallet! Umph! Backwards compatibly with 8/8.1 figures morphs and shapes is a MUST-or at least a script to convert 8/8.1 shapes to 9 like the ones for 3 to 8 that I bought a while ago! Any thoughts? I (and no one else ON EARTH) wants to throw away and ENTIRE library and start all over! That's madness. PLEASE ADD BACKWARDS COMPATIBILITY FOR 8/8.1 SHAPES ON 9!!!!!!!!!!!!!!! It's LUDICROUS not to!!! Geez guys! ESPECIALLY when there's SO MUCH 8/8.1 stuff out there and bound to be more! If anything you'd get more people buy 9 shapes and stuff to combine with our 8/8.1 collections!
I'm writing a script to transfer G8 morphs directly to G9, it's still in the early stages of development and still needs more testing.
The resulting G9 figure(below) has some glitches(chest/shoulders) due to high vertex density interpolation, but the results are promising.

















