-
Only empty or black render results.
My RTX 4070 Ti Super is selected as the hardware, but I've also tried it with the CPU and both, and I've pressed the default button several times.
The log file shows the following for a single render attempt:
2026-01-02 19:35:44.141 [INFO] :: Rendering image...
2026-01-02 19:35:45.392 Iray [INFO] - TRAV:DATABASE :: 1.0 TRAV db progr: Traversing scene.
2026-01-02 19:35:45.884 Iray [INFO] - TRAV:DATABASE :: 1.0 TRAV db info : Traversing scene took 492.069 ms.
2026-01-02 19:35:45.919 Iray (Scene Traversal) : Initializing update
2026-01-02 19:35:45.920 Iray (Scene Traversal) : Retrieving journal and checking for changes
2026-01-02 19:35:45.920 Iray (Scene Update) : Updating LPE labels
2026-01-02 19:35:45.920 Iray (Scene Update) : Updating geometry contexts
2026-01-02 19:35:45.921 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating geometry contexts.
2026-01-02 19:35:45.921 Iray (Scene Update) : Updating geometry
2026-01-02 19:35:45.921 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating geometry.
2026-01-02 19:35:45.921 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Importing scene graph.
2026-01-02 19:35:46.006 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Auto instancing compression 1.0x (Full instancing compression 1.0x)
2026-01-02 19:35:46.007 Iray (Scene Update) : Retrieving geometry
2026-01-02 19:35:46.007 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Importing geometry for motion time 0
2026-01-02 19:35:46.081 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Geometry import (2 triangle objects with 1 M triangles, 2 instances yielding 1 M triangles) took 74.472 ms
2026-01-02 19:35:46.082 Iray (Scene Update) : Updating motion transform data
2026-01-02 19:35:46.082 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating motion transforms.
2026-01-02 19:35:46.082 Iray (Scene Update) : Updating section objects
2026-01-02 19:35:46.082 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating section objects.
2026-01-02 19:35:46.082 Iray (Scene Update) : Updating materials
2026-01-02 19:35:46.082 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating materials.
2026-01-02 19:35:46.135 Iray [INFO] - MATCNV:RENDER :: 1.0 MATCNV rend info : found 1125 textures, 0 lambdas (0 unique)
2026-01-02 19:35:46.135 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Emitter geometry import (18 light sources with 7233 triangles, 1 instance) took 373.300 us
2026-01-02 19:35:46.148 Iray (Scene Update) : Updating environment
2026-01-02 19:35:46.148 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating environment.
2026-01-02 19:35:46.152 Iray (Scene Update) : Updating code
2026-01-02 19:35:46.152 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating compiled material code.
2026-01-02 19:35:46.152 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating compiled environment code.
2026-01-02 19:35:46.153 Iray (Scene Update) : Updating textures
2026-01-02 19:35:46.153 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating material textures.
2026-01-02 19:35:46.188 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating environment textures.
2026-01-02 19:35:46.188 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating BSDFs.
2026-01-02 19:35:46.188 Iray (Scene Update) : Updating volumes
2026-01-02 19:35:46.188 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating volumes.
2026-01-02 19:35:46.189 Iray (Scene Update) : Updating lens data
2026-01-02 19:35:46.189 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating lens.
2026-01-02 19:35:46.189 Iray (Scene Update) : Updating lights
2026-01-02 19:35:46.189 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating lights.
2026-01-02 19:35:46.190 Iray (Scene Update) : Updating instance topology
2026-01-02 19:35:46.190 Iray (Scene Update) : Updating flags
2026-01-02 19:35:46.190 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating object flags.
2026-01-02 19:35:46.191 Iray (Scene Update) : Updating backplate
2026-01-02 19:35:46.192 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating backplate.
2026-01-02 19:35:46.192 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating compiled backplate code.
2026-01-02 19:35:46.192 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating backplate textures.
2026-01-02 19:35:46.192 Iray (Scene Update) : Updating decals
2026-01-02 19:35:46.192 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating decals.
2026-01-02 19:35:46.198 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Using iray core convergence estimate.
2026-01-02 19:35:46.199 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Allocating 1-layer frame buffer
2026-01-02 19:35:46.205 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Using batch scheduling, caustic sampler disabled
2026-01-02 19:35:46.205 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Initializing local rendering.
2026-01-02 19:35:46.205 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Available GPU memory has increased since out-of-memory failure. Re-enabling CUDA device 0 (NVIDIA GeForce RTX 4070 Ti SUPER)
2026-01-02 19:35:46.209 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Initializing OptiX for CUDA device 0
2026-01-02 19:35:46.576 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Rendering with 1 device(s):
2026-01-02 19:35:46.576 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 4070 Ti SUPER)
2026-01-02 19:35:46.576 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Rendering...
2026-01-02 19:35:46.576 Iray [INFO] - IRAY:RENDER :: 1.13 IRAY rend progr: CUDA device 0 (NVIDIA GeForce RTX 4070 Ti SUPER): Processing scene...
2026-01-02 19:35:46.577 Iray (Scene Access) : Retrieving geometry
2026-01-02 19:35:46.577 Iray (Scene Access) : Retrieving device geometry
2026-01-02 19:35:46.769 Iray (Scene Access) : Retrieving volumes
2026-01-02 19:35:46.770 Iray (Scene Access) : Retrieving textures
2026-01-02 19:35:46.776 Iray (Scene Access) : Retrieving device textures
2026-01-02 19:35:50.504 Iray (Scene Access) : Retrieving flags
2026-01-02 19:35:50.504 Iray (Scene Access) : Retrieving device flags
2026-01-02 19:35:50.506 Iray (Scene Access) : Retrieving lights
2026-01-02 19:35:50.506 Iray [INFO] - IRAY:RENDER :: 1.9 IRAY rend info : Importing lights for motion time 0
2026-01-02 19:35:50.506 Iray [INFO] - IRAY:RENDER :: 1.9 IRAY rend info : Initializing light hierarchy.
2026-01-02 19:35:50.601 Iray [INFO] - IRAY:RENDER :: 1.9 IRAY rend info : Light hierarchy initialization took 94.884 ms
2026-01-02 19:35:50.602 Iray (Scene Access) : Retrieving device lights
2026-01-02 19:35:50.602 Iray (Scene Access) : Retrieving section objects
2026-01-02 19:35:50.602 Iray (Scene Access) : Retrieving device section objects
2026-01-02 19:35:50.603 Iray (Scene Access) : Retrieving materials
2026-01-02 19:35:50.612 Iray (Scene Access) : Compiling custom code
2026-01-02 19:35:50.612 Iray (Scene Access) : Retrieving environment
2026-01-02 19:35:50.620 Iray (Scene Access) : Retrieving device environment
2026-01-02 19:35:50.624 Iray (Scene Access) : Retrieving backplate
2026-01-02 19:35:50.624 Iray (Scene Access) : Retrieving device backplate
2026-01-02 19:35:50.624 Iray (Scene Access) : Retrieving decals
2026-01-02 19:35:50.624 Iray (Scene Access) : Retrieving device decals
2026-01-02 19:35:50.625 Iray (Scene Access) : Retrieving motion transform data
2026-01-02 19:35:50.625 Iray (Scene Access) : Retrieving device motion transform data
2026-01-02 19:35:50.625 Iray (Scene Access) : Retrieving lens data
2026-01-02 19:35:50.625 Iray (Scene Access) : Retrieving device lens data
2026-01-02 19:35:50.655 Iray [INFO] - IRAY:RENDER :: 1.9 IRAY rend info : JIT-linking wavefront kernel in 23.545 ms
2026-01-02 19:35:50.669 Iray [INFO] - IRAY:RENDER :: 1.13 IRAY rend info : CUDA device 0 (NVIDIA GeForce RTX 4070 Ti SUPER): Scene processed in 4.093s
2026-01-02 19:35:50.670 [WARNING] :: \src\pluginsource\DzIrayRender\dzneuraymgr.cpp(373): Iray [ERROR] - IRAY:RENDER :: 1.13 IRAY rend error: CUDA device 0 (NVIDIA GeForce RTX 4070 Ti SUPER): Not enough memory for kernel launches (700.850 MiB (out of 700.850 MiB total) still required, 0 B available). Cannot allocate framebuffer.
2026-01-02 19:35:50.670 [WARNING] :: \src\pluginsource\DzIrayRender\dzneuraymgr.cpp(373): Iray [ERROR] - IRAY:RENDER :: 1.13 IRAY rend error: CUDA device 0 (NVIDIA GeForce RTX 4070 Ti SUPER): Failed to setup device frame buffer
2026-01-02 19:35:50.671 [WARNING] :: \src\pluginsource\DzIrayRender\dzneuraymgr.cpp(373): Iray [ERROR] - IRAY:RENDER :: 1.13 IRAY rend error: CUDA device 0 (NVIDIA GeForce RTX 4070 Ti SUPER): Device failed while rendering
2026-01-02 19:35:50.671 [WARNING] :: \src\pluginsource\DzIrayRender\dzneuraymgr.cpp(373): Iray [WARNING] - IRAY:RENDER :: 1.13 IRAY rend warn : CUDA device 0 (NVIDIA GeForce RTX 4070 Ti SUPER) ran out of memory and is temporarily unavailable for rendering.
2026-01-02 19:35:51.155 [WARNING] :: \src\pluginsource\DzIrayRender\dzneuraymgr.cpp(373): Iray [WARNING] - IRAY:RENDER :: 1.13 IRAY rend warn : All available GPUs failed.
2026-01-02 19:35:51.156 [WARNING] :: \src\pluginsource\DzIrayRender\dzneuraymgr.cpp(373): Iray [ERROR] - IRAY:RENDER :: 1.13 IRAY rend error: Fallback to CPU not allowed.
2026-01-02 19:35:51.156 [WARNING] :: \src\pluginsource\DzIrayRender\dzneuraymgr.cpp(373): Iray [ERROR] - IRAY:RENDER :: 1.13 IRAY rend error: All workers failed: aborting render
2026-01-02 19:35:51.156 [ERROR] Iray :: Internal rendering error.
2026-01-02 19:35:51.336 [INFO] :: Saved image: C:\Users\Ingo\AppData\Roaming\DAZ 3D\Studio4\temp\render\r.png
2026-01-02 19:35:51.337 [INFO] :: Finished rendering.
2026-01-02 19:35:51.429 [INFO] :: Total Rendering Time: 7.39 secondsDiffeomorphic - The Correct Geograft Workflow?I asked about this a few weeks back but it was hidden in a thread with a description for an earlier problem, so best I ask it here in a dedicated Blender thread instead. I need to get Genesis 9 and its Anatomical Elements Geografts out of Daz Studio, into Blender for some sculpting, and then back into Daz Studio so that the sculpt can be dialled in as a morph.
VERSIONS IN USE:
- Blender 4.3.2
- Daz Studio 4.24.0.3
- Diffeomorphic (Whatever the latest version is as of two weeks ago)The problem I'm having is that after sculpting the Anatomical Elements and bringing it back into Daz Studio as a morph, dialling-in the morph causes the female genitals to drop to the floor, and the male genitals to distort in a sort of arc shape. Ideally, I need to know which settings to use at each stage of export and import between Blender and Daz Studio.
Can't figure out what I'm doing wrong, so any help on this would be much appreciated!
Do I need the vendor version of Daz to make HD morphs in Zbrush?Strictly speaking, you don't need to be a PA to make HD morphs in ZBrush. You do, however, need to be a PA to import them into DS as morphs.
Free Software that Makes Life Easieropen sauce you say

import time
import randomdef estimate_render_time():
"""
Fake render-time estimator.
Returns a random number of seconds between 30 and 600.
"""
return random.randint(30, 600)def send_to_cyberspace(job_id):
"""
Pretend to vaporise the job into the digital void.
"""
print(f"[{job_id}] Render exceeded 3 minutes. Initiating cyberspace ejection sequence...")
time.sleep(1)
print(f"[{job_id}] ✨ Job has been banished to the infinite void. Goodbye forever.")def render_job(job_id):
print(f"[{job_id}] Checking estimated render time...")
est = estimate_render_time()
print(f"[{job_id}] Estimated render time: {est} seconds")if est > 180:
send_to_cyberspace(job_id)
else:
print(f"[{job_id}] Render time acceptable. Beginning render...")
time.sleep(est / 10) # Fake shorter wait
print(f"[{job_id}] Render complete. Nice and quick!")# Example usage
for i in range(1, 6):
render_job(f"JOB-{i}")
print()PS.. the above mockup code is totally fake and shouldn't work...
Morph Loader Problems - please helpImport with Morph Loader Pro (via : Edit > Figure > Shape > Morph Loader Pro... ) rather than Morph Loader Advanced ~~ The latter gives you wrong result because it has no option of Reverse Deformations... since you're using a non G8M Base figure but a character...
The settings of Exporting to OBJ as well as Morph Loader Pro are shown in the attached screen shot ~~
Besides, you have to make delta modifciation to the mesh of the exported OBJ... otherwise creating a morph with Morph Loader Pro will be meaningless ~~
Morph Loader Problems - please helpHello everybody and a happy new year!
Today I have a massive problem with the morph loader,
i can't load any morph without any distortions in the mesh,
Testing: export character without changes and import it in the
morph loader, slider 100 percent - figur shrinks or whatever....
Can you help me with the settings on ex - and import? Or do you have
the same problems?
loading figure, setting resolution on "base"

selecting character

exporting obj

import as morph target

distorted
New Year's DAZ-olutions?I would like to monetize my art.
More time in the gym
Lighting. Lighting. and lighting lol. Its not that I don't know how, I'm just really slow, so i need to figure out a base set up as as starting point and get faster at modifying it.
Learn to use dforce effectively, and figure out how to move clothes and hair in hexagon and re import to daz.
Work on my world building project.
Daz Studio 2026 Beta - version 6.25.2026.4408! (Updated February 18, 2026)I just noticed that all the extra metadata that I added to DS 4.24.0.3 and then 0.4 for products which used to show up in DS6, is not appearing now. I ran Update and Merge Windows a second time and have after working on the metadata yesterday in DS4.24 I exported my user data before shutting down. Previous versions of DS 6 did show the extra metadata I use to work in Smart Content when it was on the same computer. Checking other files, I am finding some products I worked on during the past few days do have the metadata, others do not. Very hit and miss. So I am not sure if I got confused with working on two systems at once or what. But I do remember working on these files on both my MacMini and Win 11.
Looking for vintage VHS camcorderIf it's got to be one of the full-size VHS ones, I think the one on the store is a more modern mini-tape format, so my suggestion is to head to Sketchfab:
(Sketchfab tends to be a good place for finding semi-obscure props like this, although annoyingly it's always work to import, very often unrigged, and even if something is on there, it's not necessarily available for download).
Looking for vintage VHS camcorder[Looking for vintage VHS camcorder] Those 80s devices that take a fullsize VHS tape, as seen here https://www.reddit.com/r/camcorders/comments/18hczjb/bought_this_hitachi_vhs_camcorder_for_a_couple/
Any format Daz can import.
Sagan: A DAZ Studio to Blender Alembic ExporterHi @starslinger
The config file behavior you cite is indeed how it shoudl work. I did find a bug in the code that is already fixed and will be in the next iteration.
The order of the material slots is an issue that has been known about for a long time. Diffeo gets the materials from the JSON. Sagan gets them from the SDK API. They are generally not gong to match. Recently, I've found that Diffeo creates fewer material slots than Sagan does. It seems like Diffeo is wrong, but I haven't investigated very far, yet. I'm considering putting back in the code that gets the materials from the JSON, like Diffeo does. It was removed because it required parsing the JSON, which just bloated the code, but since I've got to parse the JSON anyway for fiber eyebrows, I may as well fish out the materials data since I've already got the JSON parsed. I'm aware of the UV problem as well, and I, too, find it annoying. In the end, I'll probably output a script to convert diffeo's naming scheme to Sagan's, not the other way around because Sagan utilizes the human readable label one sees inside DAZ Studio, while Diffeo uses the ID from the JSON which may or may not even correspond to what the user sees in Daz Studio.
When the implementation settles, I'll explain all the metadata that gets generated.
Your hotkey is coming along. I'm killing two birds with one stone by using essentially the same code to make your hotkey work as to collaborate with the creator of the Daz To Houdini plugin. If anyone is doing God's work, it's that guy... amazing stuff.
Stay tuned.
Sagan: A DAZ Studio to Blender Alembic ExporterSo I've been working with sagan for couple of days now and there are a few things that bother me. The settings still dont save per scene file, they seem to be global. Im not sure if you plan to change this so I'm mentioning it. I think it is really important to have settings save per scene file, like for example frame range so that when you open the older project you know what you are working with and not have to constantly fiddle with frame ranges especially if you work with multiple files. Another thing is, the order of material and the uv naming does not follow diffeomorphic template. I've tried fiddling with diffeomorphic material order settings but no success, this fix used to work in older versions of sagan. My suggestion is, keep uv naming same as diffeomorphic and keep material order/index the same as diffeomorphic default import because this simplifies the material transfer by an order of magnitude. Currently as it is you have to fiddle with both the uv's and material orders just to get a single piece of clothing working and then you have to do it for every single unique piece. I saw sagan exports some scripts also, I am not sure if and how they are supposed to be used.
Importing rigged fbx modelsYou don't have to need any commercial options ~~ just import FBX files with DS 4.22+ (in which FBX Importer has been enhanced and bug fixed...). Older DS versions brings you no expected result.
The imported FBX figures can be posed... but with no joint corrective morphs.
Has anyone tried Clip Studio Paint?CSP is primarily for creating 2D art. As others point out, it's known for the creation of comics (manga or manhuwa) and still images but also for animation. As an animation software, I can't say how CSP stacks up against other industry tools, but it certainly shines when it comes to its asset store. There's just tons of brushes, templates and image assets to meet a 2D artist's needs -- in most cases, affordably priced.
Recent version of CSP started adding 3D functionalities. Starting with rag doll figures that an illustrator can pose and use as reference, CSP can now import OBJ (and FBX, I think) and process the accompanying UV and textures. The pose functionality now includes shape keys; a growing number of 3D figures have adjustable facial expressions. It goes without saying: Daz3D is lightyears ahead of CSP in this regard. In general though, the idea is to import 3D assets into CSP. The other way going out to external content creation tools isn't there yet at all.
When I was still tinkering, my toolchain included CSP. I'd start with Daz3D, export assets to Blender (via Diffeomorphic) to customize the texture; then I'd render a 2D scene and open the image file in CSP for final editing. Below are some of the images I've made this way (apologies for the slight distortions).
Cheers!
Just got a notice about 3Delight being retired.....Padone said:
My personal opinion is that iray is capable enough to convert 3delight shaders, indeed this is how we import 3dl in blender converting it first to iray.
Iray dosn't do anything in that context, Daz wrote code to convert 3Delight materials to Iray materials.
There may be some bump map to adjust as iray can't convert the bump height correctly, or some complex materials may need some adjustement too, but in general the conversion is good. As for the speed iray used with the cpu is far superior to 3dl with full ray tracing, while for 3dl without raytracing you can use filament instead, though in this case the shader conversion is not that good unfortunately as filament can't do most iray features, particularly transmapped hairs don't come good with filament.
The real advantage of 3dl is memory, as iray requires a vast amount of ram to render the scene while 3dl is tiled thus a small ram is enough. But ram alone doesn't cost much and most PCs can be upgraded for that.
SOLVED - "Drako for Ivan 7” does not work and displays an error message. Please help.Maybe someone here can help me. I get the following error message when I try to load a character (Drako for Ivan 7): "An error occurred while reading the file. See the log for more details."
The relevant part of the log file is as follows:
"2025-12-28 23:45:43.352 [INFO] :: Prepare asset load (merge): /People/Genesis 3 Male/Characters/Drako.duf
2025-12-28 23:45:43.353 [INFO] :: Locking viewport redraw...
2025-12-28 23:45:43.353 [INFO] :: Viewport redraw locked.
2025-12-28 23:45:43.751 [VERBOSE] :: Native format content directories: 1
2025-12-28 23:45:43.751 [VERBOSE] :: Poser format content" directories: 1
2025-12-28 23:45:43.751 [VERBOSE] :: Other import format content directories: 1
2025-12-28 23:45:43.752 [INFO] :: Begin asset load (merge): /People/Genesis 3 Male/Characters/Drako.duf
2025-12-28 23:45:43.752 [INFO] :: C:/Users/Ingo/Documents/DAZ 3D/Studio/My Daz Connect Library/data/cloud/1_32417/people/genesis 3 male/characters/drako.duf (1,1): Syntax error - expected '{' or '['
2025-12-28 23:45:43.753 [WARNING] :: Error loading asset: C:/Users/***/Documents/DAZ 3D/Studio/My Daz Connect Library/data/cloud/1_32417/people/genesis 3 male/characters/drako.duf
Operation failed
2025-12-28 23:45:44.336 [INFO] :: Unlocking viewport redraw...
2025-12-28 23:45:44.336 [INFO] :: Viewport redraw unlocked.
2025-12-28 23:46:50.319 [INFO] :: Prepare asset load (merge): /People/Genesis 3 Male/Characters/Drako.duf
2025-12-28 23:46:50.319 [INFO] :: Locking viewport redraw...
2025-12-28 23:46:50.319 [INFO] :: Viewport redraw locked.
2025-12-28 23:46:50.749 [VERBOSE] :: Native format content directories: 1
2025-12-28 23:46:50.749 [VERBOSE] :: Poser format content directories: 1
2025-12-28 23:46:50.749 [VERBOSE] :: Other import format content directories: 1
2025-12-28 23:46:50.749 [INFO] :: Begin asset load (merge): /People/Genesis 3 Male/Characters/Drako.duf
2025-12-28 23:46:50.750 [INFO] :: C:/Users/***/Documents/DAZ 3D/Studio/My Daz Connect Library/data/cloud/1_32417/people/genesis 3 male/characters/drako.duf (1,1): Syntax error - expected '{' or '['
2025-12-28 23:46:50.751 [WARNING] :: Error loading asset: C:/Users/Ingo/Documents/DAZ 3D/Studio/My Daz Connect Library/data/cloud/1_32417/people/genesis 3 male/characters/drako.duf
Operation failed
2025-12-28 23:46:51.345 [INFO] :: Unlocking viewport redraw...
2025-12-28 23:46:51.345 [INFO] :: Viewport redraw unlocked."
What could be wrong and, most importantly, how can I fix it?
Any explanations or technical instructions should be written in a way that even a complete beginner can understand.Thanks in advance.
Announcement about phasing out 3Delight - do we lose our 3Delight products?ArtAngel said:
Richard Haseltine said:
manekiNeko said:
so... i think i managed to find and copy in a separate folder what is probably the install files for my 4.22 public build beta, since i usually keep the install files, and i had them in my DIM download folder. ofc, impossible to download from daz any old beta versions, so i'm not sure if this is enough, like i couldn't find the scene builder for 4.22 in my downloaded DIM files. i have an update for it that i can see in DIM but it's for 4.23+.
think and probably being the operative words... i vaguely get the whole concept, makes sense, the details much less...i also downloaded from the daz site the most recent version i.e. 4.24 general release, just in case, but i'm not really interested in installing a full version (general release) since i also have installed 4.11 to keep functionality of a few products that don't work in later versions. unless there's suddenly some catastrophe with my laptop (or maybe i get a new one) and my saves to reinstall 4.22 public beta fail and i still need a pre-4.24 dec 29 version.
my point is more to have some install files to continue working with 4.22 beta + 4.11, my actual setup, in case my old laptop breaks down - or i manage to get a new one. as long as those 2 versions work, i can render in iray as i generally do, but also in 3dl for a few niche products (special shaders, camera effects). i'm also not interested in any form of subscription/mandatory online use with any server, and my old laptop might crash anyway with 4.22+.
but i'm still not sure if i have saved/re-saved everything i need for those 2 versions to be reinstalled in case i need it - for the sake of 3dl, but also just anyway.
what is scene builder anyway? and what "plugins that need to be saved" are meant?? i understand the concept of some plugins - especially from daz - being specific for each version, but i have no idea what/where they are nor what they're called...
i suck at tech tutorials and understanding comments/posts, my focus isn't the best - see my sig - so this whole thing with 3dl, that i only noticed a few days ago btw even i open the daz site every day, (and this made me also realize that i actually barely made saves to reinstall DS, especially with my special needs), is an absolute nightmare :/
If you look at the filter text given in https://www.daz3d.com/forums/discussion/comment/9400371/#Comment_9400371 , the numbers after sku:: are the SKUs (product numbers) of the things that need to be backed up.
Scene Builder is the tool that you can use to build a scene up from multiple-choice options - it can have custom recipes created but I havent seen many. It isn't required for anything but itself, as far as I know.'
Richard and everyone thanks for this heads up and the sharing. Seeking answers to a few things . . .
1. Is there a way to filter for products DIM does not download? Inactive seems to work a bit but not the word manual. I do know how to filter DIM download queries but what is the easiest way to find the parts of a Daz 3D purchase, that DIM leaves behind?
Well, for a product that has no DIMmable parts https://www.daz3d.com/forums/discussion/comment/557867/#Comment_557867 should help - but it doesn't seem to work as described at the moment.
2. The reason I as is when a product is updated for meta data or for other issues, the readme is not always showing an update. I am thinking (see the smoke?) the entire package of zips are updated. If that is the case and only half the package is downloaded by DIM then maybe I should pay attention those updates in DIM and go snag the manual downloads? Would you have any advice on a easy solution?
In the past packages have not always been updated for purely metadata changes - so in those cases using daz Connect might give different results from DIM. I am not sure if that is still true, however.
3. Relating to the above an example. Anilip2 was released and purchased and manually downloaded by me on 2019-01-07. It was updated for resolved issues on 2019-03-12 for among other things config files, and updated again on 2021-01-13 for revised rules and expanded languages etc. The product has 4 download files. Two, the content and tutorial, are both DIM Downloads but the executable programs are manual downloads. Would all 4 of those files be updated as a package or just the affected zips.
Only affected zips would usually be updated, but as far as I know this would not be a product changed by the 3Delight removal or updated aplication package.
4. Do manual downloads ever get updated? Do templates zips ever get updated? Is there a way to identify such or do I have to meander each leaf/item of each product/branch and each tree/order in the library forest?
The manual doewnloads are, as far as I know, the same as the DIM downloads where they exist in both; manual-only stuff may or may not get updated, I doubt if templates often need it.
How to transfer in Daz simulated cloth to blender?Import morph dbz does the trick for my project. Thank you.
Can't Load Materials for dForce Space Commander for Genesis 9Well, there was a LOT in that log file, but I copied all the relevant data, I think (still a lot, though).
Loaded the jumpsuit, tried to apply Neckline only material but failed. Tried Neckline and Short Sleeves material, but only sleeves was applied.
2025-12-28 02:18:13.828 [INFO] :: Prepare asset load (open): /People/Genesis 9/Clothing/!!Sci-Fi/dForce Space Commander for Genesis 9/Materials/Legion Space Commander/Legion Space Commander Jumpsuit.duf
2025-12-28 02:18:13.828 [INFO] :: Locking viewport redraw...
2025-12-28 02:18:13.828 [INFO] :: Viewport redraw locked.
2025-12-28 02:18:13.868 [VERBOSE] :: Native format content directories: 4
2025-12-28 02:18:13.868 [VERBOSE] :: Poser format content directories: 6
2025-12-28 02:18:13.868 [VERBOSE] :: Other import format content directories: 0
2025-12-28 02:18:13.869 [INFO] :: Begin asset load (open): /People/Genesis 9/Clothing/!!Sci-Fi/dForce Space Commander for Genesis 9/Materials/Legion Space Commander/Legion Space Commander Jumpsuit.duf
2025-12-28 02:18:13.881 [INFO] :: Clearing the scene...
2025-12-28 02:18:13.887 [INFO] :: *** Scene Cleared ***
2025-12-28 02:18:13.887 [INFO] :: Determining missing assets...
2025-12-28 02:18:13.927 [WARNING] :: Invalid node selection for "preset_material" type.
2025-12-28 02:18:13.927 [WARNING] :: Error loading asset: F:/My Secondary Library/People/Genesis 9/Clothing/!!Sci-Fi/dForce Space Commander for Genesis 9/Materials/Legion Space Commander/Legion Space Commander Jumpsuit.duf
Operation failed
2025-12-28 02:18:13.954 [INFO] :: Unlocking viewport redraw...
2025-12-28 02:18:13.954 [INFO] :: Viewport redraw unlocked.
2025-12-28 02:18:25.043 [INFO] :: Prepare asset load (open): /People/Genesis 9/Clothing/!!Sci-Fi/dForce Space Commander for Genesis 9/Space Commander Jumpsuit & Accesories.duf
2025-12-28 02:18:25.043 [INFO] :: Locking viewport redraw...
2025-12-28 02:18:25.043 [INFO] :: Viewport redraw locked.
2025-12-28 02:18:25.077 [VERBOSE] :: Native format content directories: 4
2025-12-28 02:18:25.077 [VERBOSE] :: Poser format content directories: 6
2025-12-28 02:18:25.078 [VERBOSE] :: Other import format content directories: 0
2025-12-28 02:18:25.078 [INFO] :: Begin asset load (open): /People/Genesis 9/Clothing/!!Sci-Fi/dForce Space Commander for Genesis 9/Space Commander Jumpsuit & Accesories.duf
2025-12-28 02:18:25.113 [INFO] :: Clearing the scene...
2025-12-28 02:18:25.116 [INFO] :: *** Scene Cleared ***
2025-12-28 02:18:25.116 [INFO] :: Determining missing assets...
2025-12-28 02:18:25.209 [INFO] :: Setting textures...
2025-12-28 02:18:25.210 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(6486): Node parent not found.
2025-12-28 02:18:25.277 [INFO] :: Scanning for addons...
2025-12-28 02:18:25.310 [INFO] :: Creating node geometry...
2025-12-28 02:18:25.316 [INFO] :: Creating UV sets...
2025-12-28 02:18:25.316 [INFO] :: Creating materials...
2025-12-28 02:18:25.434 [INFO] :: Resolving legacy figures...
2025-12-28 02:18:25.434 [INFO] :: Preparing modifiers...
2025-12-28 02:18:25.435 [INFO] :: Creating modifiers...
2025-12-28 02:18:25.444 [INFO] :: Resolving 2 formulas...
2025-12-28 02:18:25.444 [INFO] :: Finding formula properties...
2025-12-28 02:18:25.445 [INFO] :: Sorting formula properties...
2025-12-28 02:18:25.445 [INFO] :: Creating ERC Links...
2025-12-28 02:18:25.445 [INFO] :: Finished resolving formulas.
2025-12-28 02:18:25.445 [INFO] :: Finalizing modifiers...
2025-12-28 02:18:25.445 [INFO] :: Sorting property groups...
2025-12-28 02:18:25.446 [INFO] :: Setting up follow targets...
2025-12-28 02:18:25.446 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(2833): Failed to follow node.
2025-12-28 02:18:25.446 [INFO] :: Start following: Space Commander Jumpsuit << Space Commander Belt
2025-12-28 02:18:25.447 [INFO] :: Following started: Space Commander Jumpsuit << Space Commander Belt
2025-12-28 02:18:25.447 [INFO] :: Connect base morphs: Space Commander Jumpsuit << Space Commander Belt
2025-12-28 02:18:25.447 [INFO] :: Base morphs connected: Space Commander Jumpsuit << Space Commander Belt
2025-12-28 02:18:25.450 [INFO] :: Creating morph projection map: Space Commander Jumpsuit << Space Commander Belt
2025-12-28 02:18:25.450 [INFO] :: Start following: Space Commander Jumpsuit << Space Commander Epaulettes L
2025-12-28 02:18:25.450 [INFO] :: Following started: Space Commander Jumpsuit << Space Commander Epaulettes L
2025-12-28 02:18:25.450 [INFO] :: Connect base morphs: Space Commander Jumpsuit << Space Commander Epaulettes L
2025-12-28 02:18:25.450 [INFO] :: Base morphs connected: Space Commander Jumpsuit << Space Commander Epaulettes L
2025-12-28 02:18:25.451 [INFO] :: Creating morph projection map: Space Commander Jumpsuit << Space Commander Epaulettes L
2025-12-28 02:18:25.451 [INFO] :: Start following: Space Commander Jumpsuit << Space Commander Epaulettes R
2025-12-28 02:18:25.451 [INFO] :: Following started: Space Commander Jumpsuit << Space Commander Epaulettes R
2025-12-28 02:18:25.451 [INFO] :: Connect base morphs: Space Commander Jumpsuit << Space Commander Epaulettes R
2025-12-28 02:18:25.452 [INFO] :: Base morphs connected: Space Commander Jumpsuit << Space Commander Epaulettes R
2025-12-28 02:18:25.452 [INFO] :: Creating morph projection map: Space Commander Jumpsuit << Space Commander Epaulettes R
2025-12-28 02:18:25.453 [INFO] :: Start following: Space Commander Jumpsuit << Space Commander Chest Loops
2025-12-28 02:18:25.453 [INFO] :: Following started: Space Commander Jumpsuit << Space Commander Chest Loops
2025-12-28 02:18:25.453 [INFO] :: Connect base morphs: Space Commander Jumpsuit << Space Commander Chest Loops
2025-12-28 02:18:25.453 [INFO] :: Base morphs connected: Space Commander Jumpsuit << Space Commander Chest Loops
2025-12-28 02:18:25.454 [INFO] :: Creating morph projection map: Space Commander Jumpsuit << Space Commander Chest Loops
2025-12-28 02:18:25.454 [INFO] :: Finished asset load (open): 0m 0.376s - /People/Genesis 9/Clothing/!!Sci-Fi/dForce Space Commander for Genesis 9/Space Commander Jumpsuit & Accesories.duf
2025-12-28 02:18:25.512 [INFO] :: Unlocking viewport redraw...
2025-12-28 02:18:25.512 [INFO] :: Viewport redraw unlocked.
2025-12-28 02:18:25.730 [INFO] :: Loaded image: 02_Base_color_1001.png
2025-12-28 02:18:25.920 [INFO] :: Loaded image: 01_Base_color_1001.png
2025-12-28 02:18:26.130 [INFO] :: Loaded image: 01_Base_color_1001.png
2025-12-28 02:18:42.674 [INFO] :: Prepare asset load (merge): /People/Genesis 9/Clothing/!!Sci-Fi/dForce Space Commander for Genesis 9/Materials/Legion Space Commander/Space Commander Jumpsuit Neckline and Short Sleeves.duf
2025-12-28 02:18:42.674 [INFO] :: Locking viewport redraw...
2025-12-28 02:18:42.674 [INFO] :: Viewport redraw locked.
2025-12-28 02:18:42.719 [VERBOSE] :: Native format content directories: 4
2025-12-28 02:18:42.719 [VERBOSE] :: Poser format content directories: 6
2025-12-28 02:18:42.719 [VERBOSE] :: Other import format content directories: 0
2025-12-28 02:18:42.719 [INFO] :: Begin asset load (merge): /People/Genesis 9/Clothing/!!Sci-Fi/dForce Space Commander for Genesis 9/Materials/Legion Space Commander/Space Commander Jumpsuit Neckline and Short Sleeves.duf
2025-12-28 02:18:42.741 [INFO] :: Determining missing assets...
2025-12-28 02:18:42.812 [WARNING] :: Invalid hierarchy for selected node(s) and "preset_hierarchical_material" type; no root(s) found.
2025-12-28 02:18:42.812 [WARNING] :: Error loading asset: F:/My Secondary Library/People/Genesis 9/Clothing/!!Sci-Fi/dForce Space Commander for Genesis 9/Materials/Legion Space Commander/Space Commander Jumpsuit Neckline and Short Sleeves.duf
Operation failed
2025-12-28 02:18:42.849 [INFO] :: Unlocking viewport redraw...
2025-12-28 02:18:42.850 [INFO] :: Viewport redraw unlocked.
2025-12-28 02:18:46.375 [INFO] :: Prepare asset load (merge): /People/Genesis 9/Clothing/!!Sci-Fi/dForce Space Commander for Genesis 9/Materials/Legion Space Commander/Space Commander Jumpsuit Short Sleeves.duf
2025-12-28 02:18:46.375 [INFO] :: Locking viewport redraw...
2025-12-28 02:18:46.375 [INFO] :: Viewport redraw locked.
2025-12-28 02:18:46.416 [VERBOSE] :: Native format content directories: 4
2025-12-28 02:18:46.416 [VERBOSE] :: Poser format content directories: 6
2025-12-28 02:18:46.416 [VERBOSE] :: Other import format content directories: 0
2025-12-28 02:18:46.416 [INFO] :: Begin asset load (merge): /People/Genesis 9/Clothing/!!Sci-Fi/dForce Space Commander for Genesis 9/Materials/Legion Space Commander/Space Commander Jumpsuit Short Sleeves.duf
2025-12-28 02:18:46.422 [INFO] :: Determining missing assets...
2025-12-28 02:18:46.445 [INFO] :: Setting textures...
2025-12-28 02:18:46.445 [INFO] :: Creating materials...
2025-12-28 02:18:46.448 [INFO] :: Applying animations...
2025-12-28 02:18:46.468 [INFO] :: Finished asset load (merge): 0m 0.52s - /People/Genesis 9/Clothing/!!Sci-Fi/dForce Space Commander for Genesis 9/Materials/Legion Space Commander/Space Commander Jumpsuit Short Sleeves.duf
2025-12-28 02:18:46.505 [INFO] :: Unlocking viewport redraw...
2025-12-28 02:18:46.505 [INFO] :: Viewport redraw unlocked.
2025-12-28 02:18:46.688 [INFO] :: Loaded image: 02_Base_color_1001.png
How to transfer in Daz simulated cloth to blender?No diffeomorphic can't import dforce simulations, it's not its purpose. However you can import dforce clothes to simulate in blender. Also, if you need a single frame of the dforce simulation then you can export as dbz and load the morph from there, kinda like morph loader.
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Setup/Morphs/Import DBZ Morphs
p.s. In general if you want to animate in daz studio then Sagan is the way to go. If you want to animate in blender it's Diffeomorphic.










