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gen 8 to gen 9 shape
Thanks :)AllenArt said:CHWT said:
AllenArt said:
You mean like this? ;) The eyes present a problem. I followed a free tute in the freebies section on how to get the shape over but I really have no idea how to make the eyes follow the new shape morph OR how to scale and move them and still have them work. I managed to get it working, but I have no idea what I did. LOL It's hard to know how to go about things since the base figure has a right and left eye and yet there are eyes that are conformers. Confusing for a novice in this kind of thing like me ;)
OT may I know what's the background and lighting you used? Thanks a lotThe lighting is the BOSS lighting set by The Philosopher and the background is one I made. I'm not sure if it's still on ShareCG or not. The BOSS lighting set has a great background in it. I just used this one because it was already loaded. LOL
Need help with making a shape control a conformerGordig said:
I haven't really dug into G9 too much, but is there rigging for the eyes that would need to be adjusted for the shape?
I did that, but while it works for me sometimes, it doesn't for others, so I'm kinda lost right now. I normally don't delve into saving a lot of morphs, adjusting rigging, using the Transfer Utility...lol.
Stereoscopic 3D VR-360 Renders (For VR headsets)I'm planning to create a variety of immersive stereoscopic 3D VR-360 renders and videos, so feel free to check back on this post periodically if that interests you.
Jump to the latest post on this forum thread
(Hopefully, the VR renders have improved over time!)From my perspective, stereoscopic 3D VR 360 content offers a more encompassing experience compared to VR 180, providing full 3D depth immersion in all directions. However, it's worth noting that creating 3D VR360 renders is more time-consuming. If you find any stereoscopic renders lacking in 3D depth, immersion, or if they appear blurry or doubled as though you're seeing double but are sure you're not intoxicated, then adjusting your VR media player's viewer/playback settings might be necessary.
You can download the VR renders from the provided Dropbox link and transfer them to your VR headset. For this, I use a standard "Quest 2 Link Cable". To view the VR renders, I recommend "Pigasus VR Media Player", an affordable app available on the Oculus/Meta store.
Each VR render file is labeled with the tag "_360_TB", indicating to Pigasus the correct display format for the images on the Meta Quest 2. Specifically, the stereoscopic 3D VR format employed is "360 over/under" (also known as top/bottom). This is important to note if you're using a different VR headset or media player.
All stereoscopic 3D renders I post here should seamlessly work when viewed with Pigasus on a Meta Quest 2. To start off, I've included some VR renders of Victoria 9.
Got a VR headset? Get the stereoscopic 3D VR-360 renders (over/under):
https://www.dropbox.com/sh/e9yg9ahkyq1rhyj/AAAbauxkqSa_qNZrrlRkws6Fa?raw=1
gen 8 to gen 9 shapeCHWT said:
AllenArt said:
You mean like this? ;) The eyes present a problem. I followed a free tute in the freebies section on how to get the shape over but I really have no idea how to make the eyes follow the new shape morph OR how to scale and move them and still have them work. I managed to get it working, but I have no idea what I did. LOL It's hard to know how to go about things since the base figure has a right and left eye and yet there are eyes that are conformers. Confusing for a novice in this kind of thing like me ;)
OT may I know what's the background and lighting you used? Thanks a lotThe lighting is the BOSS lighting set by The Philosopher and the background is one I made. I'm not sure if it's still on ShareCG or not. The BOSS lighting set has a great background in it. I just used this one because it was already loaded. LOL
gen 8 to gen 9 shape
OT may I know what's the background and lighting you used? Thanks a lotAllenArt said:You mean like this? ;) The eyes present a problem. I followed a free tute in the freebies section on how to get the shape over but I really have no idea how to make the eyes follow the new shape morph OR how to scale and move them and still have them work. I managed to get it working, but I have no idea what I did. LOL It's hard to know how to go about things since the base figure has a right and left eye and yet there are eyes that are conformers. Confusing for a novice in this kind of thing like me ;)
Genesis 8 or 8.1 shapes on genesis 9?In that case I'll just write the steps here, takes about 5 minutes anyway.
Making G9 Clone
1. load g8/g9
2. fit g8 to g9

3. set g8 to base res and export it


4. load that into g8 with morphloader


5. save that morph as a modifier/clone



note the fitting will take a lot shorter on a barebones daz install.
Converting G8 morphs to G9
1. fit g9 to g8
2. dial shape on g8
3. export g9 on base res
4. reimport that with morph loader
5. adjust rigging to shape, erc freeze
6. save morph
Looking for practical medieval/Fantasy leather armour for G8FGlenWebb said:
MelissaGT said:
Are you able to post some examples of your results? I've tried to convert to G3F and G8F and I've given up. The sleeves and shoulders never seemed to behave, particularly with the leather vest (the caps at the shoulder). Consquently, I also had this same problem trying to covert to G8M from G3M too.
Apologies, Melissa. It's been a long day at work. So I thought I had converted to G8F but in reality I had only converted half of the items of Wildenlander Watch. So I just spent the last 30 minutes converting to G8F and did a quick render. I think I see what you are saying about the sleeves on the vest. I don't really notice it on G3F or G8M, but either way it doesn't really bother me for the most part. I didn't use dforce settings on the leather vest, but the tunic, pants, and padded shirt have dforce applied ( I don't think it's necessary, but I like the drape I get on the lower tunic). Now to see if I can remember how to attach the images.

First image is G3F:

G8F:

G8M:

Very nice! Did you do anything special in the conversion process? I normally convert clothing manually using the scene identifcation change along with baking the joint rotations...then doing the rigging transfer from G8 to the clothing item. Theoretically, it should be the same process as RSSY's converter. Also, what settings did you use for dForce? OOOH! And can I also ask how you got the hood down? I don't think I've ever been able to do that...I think I would use that cloak all the time if I could have figured that out.
The textures also look much improved over the settings out of the box.MimicMolly's Renders & WIPsI have converted SquarePeg3D's Kuzca for G8F character from Renderhub. She's meant to be a genderbend of Emperor Kuzco from Disney's "The Emperor's New Groove." Obviously, my only critique here is that a "proper Kuzca" should've been a "petite" (very skinny, small-breasted) lady with a thigh gap. But the reason I transferred this morph over is because it works very well as a "Volumptous" morph in very small amounts, and I'm currently waiting for DAZ's Body morphs offerings.

What surprised me the most is her shoes. The stupid high-heeled base poses work with Kuzca's shoes. They're somehow the perfect angle. Even looking at this screenshot (I did try to render her normally but my laptop shut down -_-') the shoes look like they natively fit. But I shouldn't be surprised, since other shoes SquarePeg3D made in the past (from the "Wild Card for GF2," Harley Quinn cosplay) also autofit very well to G8F. (Haven't tried them G9, yet but autofit has been working great with G9, so far!)
suggestions for Genesis 9GLE 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:I believe the raw reading of data is not the main issue.
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).
The main slow down, and the reason it is single threaded, is that Daz Studio is checking for and setting up the links between properties. A link is recorded in only one file (because the two ends of the link may belong to separate products) so it si necessary, on loading a prerpty, to see if it has links coming from any othe property, not just to note the properties to which it asks for links
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.
It oesn't just load a list - it also establishes links between properties, as I was saying above, so that when any property is given a new value all of its dependencies can also update correctly
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.
If theya re custom morphs, not saved as morph assets or modified from their saved state, then they have to be embedded in the file. That should be the only time that that happens.
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.
That is going back to the old ExP system, which caused people endless confusion.
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.
Genesis 9 body shapes morphsAh, another day, another morphless (head and body morphs) G9.
Some questions come to mind...
Do these comments of frustration make it back to the executives of Daz?If they do, why can't they communicate with us loyal customers about when the release of the head and body morphs will occur? (Besides "coming soon")
Why can't they communicate with us what the holdup is? Maybe in the most general terms?
Throw us a bone....or something.I've been checking the store several times a day, and seeing those clowns instead of morph packs, it's like they are mocking me, in their creepy clown laughs.
suggestions for Genesis 9Richard 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.
Genesis 8 or 8.1 shapes on genesis 9?I just tried the approach outlined in WP Guru's video on Faye (by bluejeante) and did a quick render (with Victoria 9 mats & defaut headlamp lighting
). I must say that I'm quite happy with how these basic renders turned out (just starting out with Daz3D) ...In a nutshell : it's a gen 8 character morph with gen 3 hair and clothing on genesis 9.
Feminine/male landmarks? Headsplit dFormer?The head split deformer has been around since G8, tucked away in the Developer Kit folder of the Content Library. (People > Genesis 8 Female or Genesis 8 Male > Developer Kit.) This is used to import your .OBJ shape onto G9 (or G8) with the help of Morph Loader Pro. (Edit > Figure > Morph Loader Pro). Attenuate by is where you right-click and select the deformer. The "Strength" is where you select the head or body. For head, you choose "1", for body, you choose "-1".

Your morph is saved in Morphs > Morph Loader in the Parameters section. You can click on the gear in the corner to set its percentage. (I like 0% to 100%). You can also change the color of the dials or add your own icon there. Not sure if you consider the creation of dials "easy," based on what I've said so far, but it can be done.
However, this doesn't rig your shape. (I unfortunately don't know how to rig, so I use Zev0's Shape Rigger Plus. I will need to learn one of these days.)
After you finish and are satisfied with your shape, delete the deformer. Then go to Save As > Support Asset > Morph Asset (track down in the branching where exactly you saved your morph.) You save it. Now, you make sure your figure is completely zeroed out. When this is done, you go back to Save As > Support Asset > Save Modified Assets.
Feminine/male landmarks? Headsplit dFormer?Weren't there always headsplit deformers with genesis figures? If i recall, G8 has it too under utilities.
Just apply deformer, then load a full morph in morph loader pro and and then attentuate by weights (with strength at 1 or -1 depending if you want head or body split respectively).
As for that landmarks material preset, no idea what that's for. I guess it;s useful when wrapping or texturing to ensure you line up the relevant part of the body or texture with the genesis figure. When texturing, it's often hard to figure out where nipples/navel go for example, since they arent actually represented on the base mesh, so having a map to guide you is helpful. It;s not exactly difficult to make your own one, but Daz having one built in is helpful i guess?
Genesis 9 body shapes morphsWonderland said:
I'm confused about the difference between the PA version of the morphs vs the ones we get, I assumed PAs could bake in the morphs and that's why it's called a merchant resource. Why would Vyktoria's product require us to own the morphs?
May bake in the morpsh doesn't necessarily mean will - it may be a matter iof choice, it may be that the PA has reason for wanting to use original morph rather than just bake it in.
Getting on the 9 train, or notI'm in - but riding 3rd class on the bench seats just in front of the baggage car.
I've got V9; I'll pick up M9 and the morph packs. Anything else goes on the wish list and waits until next year.
Genesis 9 body shapes morphsIt's a matter of how the PA prefers to work. Saiyaness only sells at Daz and her characters also require the morph sets.
Face Transfer on Genesis 9Possibly, certainly won't complain if they do. Trust you have the companion morph set that compliments FT. {post above slipped in ... that's the one!}
Keep in mind the concept of "you get what you pay for" when it comes to morphing faces to look recognizably like people. The super realistic face morphs are not done by any plugin for D/S. People get all wired up and "scanned" in a room. One can buy some real people head scans and use some of them in programs such as FaceGen which can then make morphs of them for D/S. However the "skin detail" is not going to travel well there either. The skin detailing is done in 3D modellers such as Zbrush WITH additional plugins. It's quite the industry for sure.
Face Transfer on Genesis 9Face Transfer on Genesis 9
Well every time after I use face transfer I feel like I always have to morph the eyes to match the shape with eyes in photos.... I think the morphing of eyes could be improved in face transfer.Catherine3678ab said:tayloranderson2047 said:
ommblaze said:
Not buying any more Gen9 stuff till Facetransfer is resolved.
Face transfer is truly the soul for Daz Studio.... Without it anything looks pretty cartoon. I also want a more accurate face transfer that captures more details in eyes and nose detailesThat's not done with any of the face morphing plugins ... that's done with texturing.













