-
Charming for G8.1F. 1940's Hollywood style beauty. Head morph. No textures.
AOBB,
Here's one that I was just playing around with. Used the Alluring morph in a portrait style render. Hope this one's better than the old sex pot was.
Anyway, very nice work you do
Converting Daz Props to PoserMartirilla said:
For those interested, the Winterbrose PP2 exporter (v. 2.1a, 2018) is free at Renderosity. A search there for winterbrose pp2 will not pick it up on either the Marketplace or Freestuff, for some reason, but general Google Search currently lands you at the page.
So the Winterbrose expoter cannot handle iRay shaders?
I want to make Poser versions of a Daz rigged car model I just made. So I gather I could do so with the Winterbros exporter as long as I convert the surfaces to 3Delight. Is this so?
------------- Edit addendum -----------
I just looked at theRenderosity page for that.
It converts .obj's to PP2, not .duf to PP2.
So, to convert my car, I must first export my car to the .obj format. Then use the Winterbrose converter.
But will this procedure preserve the car's rigging and morphs?
I do not know whether the .obj format supports rigging and morph information.
G2 Shoes on G8 figureThat looks as if the shoes are emant to be used with a morph that puts the foot into the high-heeled shape, I can't recall if Genssi 8 has one - if it does you would need to either turn off AutoFollow in the Parameter Settings dialogue (gear icon on the slider) or if it was needed (e.g. for tights) then zero it on the shoes.
True Anime Character - Male and Female.There is - possibly to mix it up with Sakura8 - a TritiumCG look alike morph for A3 on G8F. It's here: https://www.daz3d.com/forums/discussion/451151/aiko-3-reimagined-for-g8fTrue Anime Character - Male and Female.I recently purchased Lady Littlefox's Briar, Bramble and Bean for Genesis 8 Male. They are more companions for Posey and Petunia than for Sakura, but both character sets come with no-nostril nose grafts. There's also LexaKiness's Tidazo for Genesis 8 Male, another nice anime male with Tahiza For Genesis 8 Female as the female counterpart (both available at Renderosity). Using GenX and X-Transfer, I've been combining Briar et al with Hiros 3,4 and 5 and other anime and toon characters/ morph assets to create male character counterpart for Sakura 8. The nose grafts included with the Lady Littlefox characters are especially nice as X-Transfer doesn't retain the nostril morphs for Hiro 5 unfortunately.
Edit: A quick example combing Littlefox characters with Tidazo, Hiro 5, JoeQuick's Toon Hero and j.cade's Hal.
How to get Genesis 8 expressions working on Genesis 8.1Son of the Raven said:
Edit 2: Although it worked after I did everything, upon reloading the scene one part of the expression was no longer working: eyes closed. Had to use eyes blink instead.I have exactly the same issue.
I could swear it worked before and I´m not sure when it stopped. Anyways, I think I have narrowed it down to beeing an issue with keyframing.
Here´s how to recreate the issue:
1. Open up a fresh scene and load a Genesis 8.1 female. (I haven´t checked males but might be the same)
2. Dial in the "Eyes Closed" morph to whatever value you like. Everything should work so far and it will continue to work as long as you stay at frame 0.
3. Now move your timeline slider to any other frame and set a keyframe with the "Eyes Closed" morph still dialed in. It still works at this point but...
4. Save and reload your scene. The "Eyes Closed" morph has stopped working and your figures eyes are open again.
As far as I can tell the "Eyes Closed" morph is the only one that is affected by this so far but it´s a big issue if one is doing a lot of batch rendering like I do. Everytime the queue loads a new scene the expresion is messed up.
We can´t be the only ones with that problem. Anyone else?
How to get Genesis 8 expressions working on Genesis 8.1filipakos66 said:
What's in the first page
That's not written very well and for some reason, it also gives wrong advice.
Making the G8 base expressions (and any expressions that are using them) work on G8.1 requires removing dummy/placeholder expressions that are installed to G8.1 morph folders - These dummy/placeholder expression files have no other function than to prevent the base G8 expressions from loading.
The dummy/placeholder files are located in;
...\Data\DAZ 3D\Genesis 8\Female 8_1\Morphs\Daz 3D\Base Pose Head\ (255 files, can be more if you have additional DAZ expression packs)
...\Data\DAZ 3D\Genesis 8\Female 8_1\Morphs\Daz 3D\Expressions\ (24 files, can be more if you have additional DAZ expression packs)
...\Data\DAZ 3D\Genesis 8\Male 8_1\Morphs\Daz 3D\Base Pose Head\ (255 files, can be more if you have additional DAZ expression packs)
...\Data\DAZ 3D\Genesis 8\Male 8_1\Morphs\Daz 3D\Expressions\ (24 files, can be more if you have additional DAZ expression packs)Please make sure you are removing the files from G8.1 morph folders and not G8 morph folders.
Note 1; If you are logging in to DS and letting DAZ Connect (within DS) to install/update your content, you may have these also in an other location that has "\Data\Cloud\" in it's path
Note 2; Do not remove any files from "FACS" or "FACSExpressions" foldersMorph Loader documentation and tutorialsCatherine3678ab said:
Possibly mixed in with information on making the various morphs in my free tutorials which are mentioned in various threads.
Also people show examples in their YouTube videos, same idea, look for ones involving the making of morphs, pJCMs, etc.
The WP Guru covers lots of topics. Thing is, the Morph Loader is a tool which is used. So how you want to use it, depends upon what you want to do.
Thanks. I'll check those out.
Next step for Diffeo?Saxa -- SD said:
Yeah, that Start from Memorized Pose is a different cookie - unless seating or laying etc., tend to seriously avoid that process which takes too long. So posed and no timeline.
And dF2morph is exceptional for making morph presets to save tons of time.
Most of my dF is done in 5-8 seconds with usually more time added for Iray-preview redraw. Find critical is low dF mesh-offset and then good knowledge of morphs and making shader presetss for various dF sim-settings that you may need.
Explosions are rare these days, even with interestecting mesh remarkably. dF seems to have improved quite a bit in my years here.

I do have dForce-to-Morph, don't really know why I don't use it more. I think it is because most (if not all) of my poses are unique (I only use commercial poses as a starting point) so I would be creating morphs that I would never need or use again. I don't get many explosions now either but I put that down to knowing a little more about how to avoid them. My main complaint about dForce is the time it takes to simulate. I can understand that MD is a purpose made cloth sim (and expensive to boot) but there was also the VWD plugin which was quicker than dForce. I don't know why DAZ didn't just acquire that and develop it further.
Anyhow, my initial thoughts about sending to Blender seem to have been squashed as it seems that Blender can't offer anything better when it comes to a cloth sim.
Next step for Diffeo?Yeah, that Start from Memorized Pose is a different cookie - unless seating or laying etc., tend to seriously avoid that process which takes too long. So posed and no timeline.
And dF2morph is exceptional for making morph presets to save tons of time.
Most of my dF is done in 5-8 seconds with usually more time added for Iray-preview redraw. Find critical is low dF mesh-offset and then good knowledge of morphs and making shader presetss for various dF sim-settings that you may need.
Explosions are rare these days, even with interestecting mesh remarkably. dF seems to have improved quite a bit in my years here.
Genesis 8.1 looks brokenI had the same issue with a fingernail morph in 8.1 It was always loading. DAZ Support sent me a file to read out all morphs so i could find the bugged morph and could fix it in the duf file.
[Released] Turbo Loader Booster Utilities [Commercial]NorthOf45 said:
greg_82000392 said:
RiverSoftArt said:
NorthOf45 said:
I had the same problem with Uki, and there is a problem with the Uki.duf file. The URL for the "Uki" modifier is incomplete, set simply to "#Uki". It should have the full (relative) path "/data/DAZ%203D/Genesis%208/Female/Morphs/Hinkypunk/Uki/Uki.dsf#Uki". (line 41166). Made the mod myself and she loads properly with TL Open File and TL Merge File from an originally disabled status.
Thanks @NorthOf45
These are still absolute must have tools for productivity but I spoke too soon. Uki is quite a character... With NorthOf45's edit to the main .duf file she does load properly with the utilities and still enables/disables properly with the main GF8 manager. However, she won't enable using the open file utility for a scene file she shares with several other characters; all of the other 8 characters enable properly. In order to eliminate the possibility that something "hinky" was left over in the previously saved scene, I enabled her first, loaded the scene succesfully, and then saved over it. After disabling all the characters again she still would not cooperate and remained disabled when using the file open utility. For now I have worked around it by moving her to the reserved morph list. Hinky indeed...

Okay, I like a challenge...
So, I took a closer look at Uki, both the character preset (.duf in Genesis 8 Females\Characters) and at the morph files (.dsf in data\\DAZ 3D\Genesis 8\Female\Morphs\Hinkypunk\Uki). Not sure if these changes will make a difference, but I had no problem loading Uki from a clean configuration using the Turbo Loader Open File utility before doing any of these changes, but it does remove some potential conflicts. Copy the originals before making any changes in case you mess it up. Sorry if this gets too technical...
I found that the "modifier_library" section was repeated in both Uki.duf and Uki.dsf. Comparing to several other characters, the "modifier_library" section is always only in the .dsf file. Following that hunch, I removed it from Uki.duf (from Line 14 to 61). Uki loaded properly and is controllable with sliders for the whole character, and the head and body independently. (Having it in the Uki.duf file is probably why it worked in the first place where the "Uki" modifier URL was simply set to #Uki, but Turbo Loader Open File didn't like it.)
I wondered why the figure loaded named as Genesis 8 Female, and not Uki. Turns out the node label is not set to Uki, but to Genesis 8 Female. Simple modify Uki.duf, in the "scene" section, "nodes" sub-section, change the "label" property from "Genesis 8 Female" to "Uki". [Optional, but while you are in there anyway...]
Now, to get back the microthumbnail on the People controller to show Uki instead of nothing, the Uki.dsf file needs to be modified (because I removed the modifer_library from Uki.duf, where it was originally defined). Edit Uki.dsf, look in the first section in modifier_library and set "presentation" -> "icon_large" : "/data/DAZ%203D/Genesis%208/Female/Morphs/Hinkypunk/Uki/Uki.png". It could also be done in the Parameters tab, Uki control, Parameter Settings, Card, drop-down list, Browse..., navigate to "data\DAZ 3D\Genesis 8\Female\Morphs\Hinkypunk\Uki" and select Uki.png. Don't forget to save modified assets (File -> Save As -> Support Asset -> Save Modified Assets...)
Thanks for allthe effort. Correct me if this less technical translation is missing anything: delete lines 14 to 61 in uki.duf. Optionally change "Genesis 8 Female" to "Uki" in the label property. Optionally change the empty string for the icon_large property to the correct path.
I did all and all are improvements I'm sure. The open file utility still works for the character when she is disabled and everythg works fine in the G8F Turbo Manager. In fact a scen file that contains only Uki works fine, but using the open file utility for the scene file with 7 other characters still chokes on Uki. She is back in the reserved list for now but tomorrow I will try deleting all the other characters from that scene, saving it under another name and see how she behaves.
Hardware Tests - CPU VS GPU VS RAM VS TWO GPUsIt is tough to give hard recommendations on something like this, since everybody is different. The amount of VRAM and RAM used can vary wildly between users, and even scenes that might look simple can be big memory hogs.
How much data G8 uses can vary a lot as well. First is what subdivision you use. Subdividing stacks vertices dramatically. The base model has less than 20K, but after a few subdivisions you will hit MILLIONS of vertices. And that in turn hits your memory hard as well. Mesh data is not compressed, either, so this hits your VRAM really hard given the premium VRAM is. Texture data is compressed, and again, this depends on your settings, too. There are just too many variables at play here.
I actually did some testing way back when. My goal was to test normal map rendering speeds versus using the HD morphs for Daz Originals. It was a very interesting test, because most people didn't realize what was going on at the time. This was Daz 4.12, and it was different than it is now. My finding was that rendering Genesis 8 at subD 2 with normal maps took longer than rendering G8 at subD 3 without normal maps. Even worse, the HD morph at subD 3 used less VRAM, too. That is not supposed to be how it is! Normal maps are supposed to save time on rendering, that is the main purpose, as well as some memory since high poly meshes can eat memory. Yet Daz 4.12 Iray somehow failed on both counts. After that the next version of Daz had an update that made normal maps more "efficient". The timing on that sure is funny, LOL, but if that thread helped bring it to their attention so they could improve it I am glad it may have helped.
Anyway, one other thing I looked at was VRAM use. However I did not look at RAM. The character has no hair, but hair is far, far to varied to make a general statement about how much memory it uses, plus it was not what I was testing. Some hairs are extremely light on memory. Some hairs are extremely heavy. We have even had hairs that caused users PCs to crawl because it was so complex it slowed their PC down. Zelara is a Daz Original, and her material setup is similar to other G8s of the time. But Daz uses different PAs for different Daz Originals, and other G8 and 8.1 characters can have very different materials.
And last, these images are high resolution. All are done at 5000 pixels vertical. That alone pushes memory up, too. All of this stuff matters, so nothing is set in stone. If you render smaller, then you will use less memory. If you use characters with simpler skin materials, you use less memory.
https://www.daz3d.com/forums/discussion/425546/hd-add-on-vs-normal-mapping-brawl/p1
The good news for you is that what you describe sounds less memory intense. Though I don't know how much memory the lights use themselves, I would assume it is less than the complex shaders seen in skin. Foliage from trees and plants can also be a massive memory hog, both in geometry and texture, though again, it can vary product to product.
One other thing, if you are working with light and want the light to be accurate as possible, you will probably want the Guided Caustics enabled. There are 2 caustics now, the old Caustics and this much newer Guided Caustics. Do not use both! Caustics is a little more accurate, but seriously hits render speed, possibly doubling it or even more. Guided Sampling is a now take on caustics, and it is much faster than the normal Caustics option. It still takes longer than rendering with no caustics. But if you are working with light, it sound like you might want this on. The other setting to look at is spectral rendering, which simulates the breakdown of light into the colored spectrum, like in a prism test. This setting also jacks up render times though. By default Iray does not enable any caustics or spectral features.
[Released] Turbo Loader Booster Utilities [Commercial]greg_82000392 said:
RiverSoftArt said:
NorthOf45 said:
I had the same problem with Uki, and there is a problem with the Uki.duf file. The URL for the "Uki" modifier is incomplete, set simply to "#Uki". It should have the full (relative) path "/data/DAZ%203D/Genesis%208/Female/Morphs/Hinkypunk/Uki/Uki.dsf#Uki". (line 41166). Made the mod myself and she loads properly with TL Open File and TL Merge File from an originally disabled status.
Thanks @NorthOf45
These are still absolute must have tools for productivity but I spoke too soon. Uki is quite a character... With NorthOf45's edit to the main .duf file she does load properly with the utilities and still enables/disables properly with the main GF8 manager. However, she won't enable using the open file utility for a scene file she shares with several other characters; all of the other 8 characters enable properly. In order to eliminate the possibility that something "hinky" was left over in the previously saved scene, I enabled her first, loaded the scene succesfully, and then saved over it. After disabling all the characters again she still would not cooperate and remained disabled when using the file open utility. For now I have worked around it by moving her to the reserved morph list. Hinky indeed...

Okay, I like a challenge...
So, I took a closer look at Uki, both the character preset (.duf in Genesis 8 Females\Characters) and at the morph files (.dsf in data\\DAZ 3D\Genesis 8\Female\Morphs\Hinkypunk\Uki). Not sure if these changes will make a difference, but I had no problem loading Uki from a clean configuration using the Turbo Loader Open File utility before doing any of these changes, but it does remove some potential conflicts. Copy the originals before making any changes in case you mess it up. Sorry if this gets too technical...
I found that the "modifier_library" section was repeated in both Uki.duf and Uki.dsf. Comparing to several other characters, the "modifier_library" section is always only in the .dsf file. Following that hunch, I removed it from Uki.duf (from Line 14 to 61). Uki loaded properly and is controllable with sliders for the whole character, and the head and body independently. (Having it in the Uki.duf file is probably why it worked in the first place where the "Uki" modifier URL was simply set to #Uki, but Turbo Loader Open File didn't like it.)
I wondered why the figure loaded named as Genesis 8 Female, and not Uki. Turns out the node label is not set to Uki, but to Genesis 8 Female. Simple modify Uki.duf, in the "scene" section, "nodes" sub-section, change the "label" property from "Genesis 8 Female" to "Uki". [Optional, but while you are in there anyway...]
Now, to get back the microthumbnail on the People controller to show Uki instead of nothing, the Uki.dsf file needs to be modified (because I removed the modifer_library from Uki.duf, where it was originally defined). Edit Uki.dsf, look in the first section in modifier_library and set "presentation" -> "icon_large" : "/data/DAZ%203D/Genesis%208/Female/Morphs/Hinkypunk/Uki/Uki.png". It could also be done in the Parameters tab, Uki control, Parameter Settings, Card, drop-down list, Browse..., navigate to "data\DAZ 3D\Genesis 8\Female\Morphs\Hinkypunk\Uki" and select Uki.png. Don't forget to save modified assets (File -> Save As -> Support Asset -> Save Modified Assets...)
Morph Loader documentation and tutorialsPossibly mixed in with information on making the various morphs in my free tutorials which are mentioned in various threads.
Also people show examples in their YouTube videos, same idea, look for ones involving the making of morphs, pJCMs, etc.
The WP Guru covers lots of topics. Thing is, the Morph Loader is a tool which is used. So how you want to use it, depends upon what you want to do.
[Released] Turbo Loader Booster Utilities [Commercial]RiverSoftArt said:
NorthOf45 said:
I had the same problem with Uki, and there is a problem with the Uki.duf file. The URL for the "Uki" modifier is incomplete, set simply to "#Uki". It should have the full (relative) path "/data/DAZ%203D/Genesis%208/Female/Morphs/Hinkypunk/Uki/Uki.dsf#Uki". (line 41166). Made the mod myself and she loads properly with TL Open File and TL Merge File from an originally disabled status.
Thanks @NorthOf45
These are still absolute must have tools for productivity but I spoke too soon. Uki is quite a character... With NorthOf45's edit to the main .duf file she does load properly with the utilities and still enables/disables properly with the main GF8 manager. However, she won't enable using the open file utility for a scene file she shares with several other characters; all of the other 8 characters enable properly. In order to eliminate the possibility that something "hinky" was left over in the previously saved scene, I enabled her first, loaded the scene succesfully, and then saved over it. After disabling all the characters again she still would not cooperate and remained disabled when using the file open utility. For now I have worked around it by moving her to the reserved morph list. Hinky indeed...
Gap with falsies eyelashes for genesis 8.1 femalethe character is jill valentine revelations head from renderhub 60% and La Rebecca head 40% from renderosity. But it is a fix to me because the eyelashes now look perfect and I think the strand eyelashes actually look better than the normal genesis 8.1 female lashes did. I was hoping when i first posted that someone else had that product falsies, but no one who had it replied. But it was probably the non-standard morph causing a poor fit.
Love esther
Any recommendations to learn how to set up skin materials in Maya?Hello!
So the more and more I'm animating in Maya for my animation class, I am finding I love the program more and more. Now I'm learning all about constraints and I'm like I don't know how I can go back into Daz to animate anymore after learning how powerful constraints are, as well as regular stuff like the better IK and the graph editor. But, even if I click the convert materials to Arnold option when I bring the character over, it looks bad and I'm discovering that unlike Blender, there's as much information on YouTube for every little problem I encounter. Or maybe the terminology is different than what I'm using and I'm not googling the correct words which could 100% be the case. So I'm just wondering if anyone has any good tutorials that they've watched on how to do skin materials, whether it's for toon style or photo realistic as I do both, or is most of the materials done in Zbrush and brought into Maya? I was thinking that might be the case as well. I found stuff about hair on youtube and creating it, so I'm going to try that as well since no hair I transfer over with the bridge looks good either.
Thanks for any and all help, it's very much appreciated!
Genesis 8.1 looks brokenanubis_675f5073eec820d04c07fa116be said:
The dials in white are:
Vo Xiao Mei
AFE PowerPoseThat means "VO Xiao Mei" is the culprit, she has been distributed with a non-zero default value.
To fix any ill-behaving (non-zero default value) morphs, do as follows;
1. Open DS and load "Genesis 8.1 Basic Female" (to an empty scene)
2. Right Click at Parameters Tab->Preferences->Choose "Show Hidden Properties" (part 3 zeroes only 'visible' dials)
3. Right Click at Parameters Tab->Zero->Zero Figure (Zeroes the value of all the 'visible' dials)
4. Right Click at Parameters Tab->Memorize->Memorize Figure (Sets the current value of all the dials as their default value)
5. Edit->Save As->Support Asset->Save Modified Assets (Writes the changed default value to the morph files that were changed)When saving "Modified Assets" DS shows a dialog and asks for confirmation;
"The following file(s) will be permanently modified:" - "Accept/Cancel" - Choose "Accept"G8M pose issue?PerttiA said:
FenixPhoenix said:
This is caused by a character/morph that wasn't properly saved.
Quite many monster characters do similar things, the correction morphs for those particular characters are kicking in when they are not supposed to (when the monster character is not dialed in)
It would be a good idea to send a ticket in so they can get in touch with the PA and issue a correction, then. Otherwise, I can see how that can become an unmanageable issue once your library grows.












