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Daz 3D Forums > Search
  • Still looking for HD-Morphs

    WendyLuvsCatz said:

    Masterstroke said:

    I have veins and details, but no skin details, and you are right, there is not much of a 
    Autofollowing should not be much of a problem. You can zero and lock the projected morph in the clothing and store it as a morph target. 

    true but maps do give precise control, the user editablity is the main thing, the clothing was just a poor example on my behalf 

    Again, I've tried maps.
    Somehow, normal maps are very unsatisfying in DAZ Studio. They are make skin look dry.

    By

    Masterstroke Masterstroke November 2025 in Product Suggestions
  • Looking for some hot stuff? [Commercial]

    lilweep said:

    by the way, what is the character morph or morphs used in promos for this?

    He's my next character :) It will be available soon I hope.

    By

    Faber Inc Faber Inc November 2025 in The Commons
  • Still looking for HD-Morphs

    Masterstroke said:

    I have veins and details, but no skin details, and you are right, there is not much of a 
    Autofollowing should not be much of a problem. You can zero and lock the projected morph in the clothing and store it as a morph target. 

    true but maps do give precise control, the user editablity is the main thing, the clothing was just a poor example on my behalf 

    By

    WendyLuvsCatz WendyLuvsCatz November 2025 in Product Suggestions
  • Still looking for HD-Morphs

    I have veins and details, but no skin details, and you are right, there is not much of a chance.
    I've requested this even before the release of G9, but everybody has been advising normal maps, which are no real substitute, for they rather make skin look dry, instead of detailed.
    Autofollowing should not be much of a problem. You can zero and lock the projected morph in the clothing and store it as a morph target. 

    By

    Masterstroke Masterstroke November 2025 in Product Suggestions
  • Transferring morphs from G8F to G8M?

    teechurz_7c41d96282 said:

    I have been trying this all day to no avail.  I'm trying to transfer a head morph from G8M to G8F and put all the settings just like stated above (and even tweaked a few to see if that would help), but the head morph just will not appear in the G8F model.

    All my settings are identical to Catherine's above (but reversed G8M with G8F figures and their respective clones).  The head morph is not an HD morph (as far as I can tell). 

    Any suggestions?

    1stly, what you want to transfer needs to be a Morph, check if it is in its Parameter Settings > Owner. 2ndly, make sure you mark it as Favorite.

    BTW, even with an HD morph, you should be able to see it on the target figure after transfer... only HD deltas won't work ~~

    By

    crosswind crosswind November 2025 in Technical Help (nuts n bolts)
  • Still looking for HD-Morphs

    chris-2599934 said:

    Any particular skin details that you're after? I'm aware of stand-alone HD nipple and navel morphs, beyond that I'm not sure there's much out there.

    I tend to use the skin of some character, let's say she's called JaneDoe, together with the JaneDoe HD details morph dialled in, but with some other character's head and body morphs applied instead of JaneDoe's.

    I used to do that too, but ran into problems, because those character specific HD morphs don't always match my own custom character. For exsample, I had misplaced collarbones, misplaced Breast folds and inflated lips.
    I wanted to avoid all that by having some generic basic HD morphs.
    There is nothing out there, that's why I post this in this "Product Suggestion" section.

    By

    Masterstroke Masterstroke November 2025 in Product Suggestions
  • Transferring morphs from G8F to G8M?

    I have been trying this all day to no avail.  I'm trying to transfer a head morph from G8M to G8F and put all the settings just like stated above (and even tweaked a few to see if that would help), but the head morph just will not appear in the G8F model.

    All my settings are identical to Catherine's above (but reversed G8M with G8F figures and their respective clones).  The head morph is not an HD morph (as far as I can tell). 

    Any suggestions?

    By

    teechurz_7c41d96282 teechurz_7c41d96282 November 2025 in Technical Help (nuts n bolts)
  • Still looking for HD-Morphs

    Any particular skin details that you're after? I'm aware of stand-alone HD nipple and navel morphs, beyond that I'm not sure there's much out there.

    I tend to use the skin of some character, let's say she's called JaneDoe, together with the JaneDoe HD details morph dialled in, but with some other character's head and body morphs applied instead of JaneDoe's.

    By

    chris-2599934 chris-2599934 November 2025 in Product Suggestions
  • 153 material slots for a single figure

    understood regarding performance, but you can use DaztoHUE (or DTL) to "transfer" them to linear skinning method, i believe.

    By

    lilweep lilweep November 2025 in Daz Studio Discussion
  • Looking for some hot stuff? [Commercial]

    by the way, what is the character morph or morphs used in promos for this?

    By

    lilweep lilweep November 2025 in The Commons
  • Outlet and Quick Grab Discussion

    WendyLuvsCatz said:

    is it just me or do all those G8F characters look the same, especially the cat like eyes, pointy faces with prominent cheekbones and zero buccal fat

    And nasolabial creases/folds. I was trying to morph a 20 year-old, and my choice of contributing cnaracters and skins was severely limited. 

    By

    xyer0 xyer0 November 2025 in The Commons
  • BRZ Romantic Rain Poses question?

    If the clothing has these poses as morph, then it could potentially be included in the pose.

    But my guess is that the clothing is shaped using dForce, and potentiallt one or more wind nodes.

    By

    felis felis November 2025 in Product Suggestions
  • 153 material slots for a single figure

    As Richard explains, the DAZ EULA doesn't allow to transfer assets among users, so all the developers working on the same project must purchase the same assets set to own the personal licences, then you can share the scenes.

    About converting DAZ assets for Unreal or any other game engine, as others noted there's a lot of work to do to by hand to optimize the meshes and the materials, plus you have to purchase the interactive licenses apart for game development, for each single item you use unless there's bundles. The main tools DAZ Studio provides to optimize a figure are the texture atlas, included in daz studio, which will merge textures into a single one, and the decimator plugin, that you can purchase apart.

    https://www.daz3d.com/decimator-for-daz-studio

    As an alternative you can import in blender then use the blender tools to optimize and export. Another issue worth noting, is that jcms don't work in a game engine, as dual quaternion can't be supported for performances sake, that means you lose the figure deformations unless you animate in blender then export the fbx with baked jcms.

    p.s. For the EULA, may be you can work around it if you connect to your client workstation, this way DAZ Studio and its asset library is installed in a single workstation shared among users. The owner of the licenses is the owner of the workstation, while the other users act as "consultants" payed for their work for the owner. Not sure this can work though you better ask DAZ.

    By

    Padone Padone November 2025 in Daz Studio Discussion
  • Render older generations

    richardandtracy said:

    However, there is no rigging, no skeleton & no weight maps to clutter up the load with additional invisible information. All of this is loaded as text (even if compressed) and then converted to binary to be used in the machine, at least 2 weight maps per bone + JCM's plus morph channels plus plus plus. It probably does take less time to load as a prop, however with the speed of current computers and SSD's, it's possible the time saved is not really noticable to those with a good new machine. Those with an older machine may notice it more.

    Regards,

    Richard

     

    I have made images with figures converted to props. As I said, I never noticed them loading much faster. Perhaps it is the speed of my machine because what you're saying make sense. I've just never noticed it. I did manage to have 32 G9 figures turned to props in a single scene (doubled with instances). And since the props shared a lot of textures (statues), no problem rendering it.

    By

    jmucchiello jmucchiello October 2025 in The Commons
  • What hair is this?

    richardandtracy said:

    I think it's most likely to be the Whispering Waves one. https://www.daz3d.com/hs-whispering-waves-hair-for-genesis-9-8-and-81

    May be lengthened a bit or in conjunction with something else with longer scruffy ends.

    Regards,

    Richard

    That's what I thought too, at first, but it's not possible to get that exact look, using the existing morphs. Already at 15% the length morph starts to poke the hair into the chest for example, and there are no morphs that can fix that other than a strong wind morph, which will mess up the look completely.

     

    By

    Taoz Taoz October 2025 in The Commons
  • Render older generations

    richardandtracy said:

    However, there is no rigging, no skeleton & no weight maps to clutter up the load with additional invisible information. All of this is loaded as text (even if compressed) and then converted to binary to be used in the machine, at least 2 weight maps per bone + JCM's plus morph channels plus plus plus. It probably does take less time to load as a prop, however with the speed of current computers and SSD's, it's possible the time saved is not really noticable to those with a good new machine. Those with an older machine may notice it more.

    Regards,

    Richard


     

    It will be very noticeable if you have a lot of G8 characters and expressions. I have a fast machine and I still need 20-30s to load a fresh G8F. Now put 10 or more of these in the scene, and the scene load time will be several minutes. If the G8F were props all 10 would load in seconds.

    By

    Havos Havos October 2025 in The Commons
  • Mechasar's Characters Catalog: Who's next? (commercial)

    Hi everyone! Gladys the Gamer for Genesis 9 is finally in the store!

    For fans of the previous hairstyle, below is a list of the

    https://www.daz3d.com/matilda-hair-for-genesis-8-females

    settings to help them fit the new model. The hairstyle used in the promos was created with a custom morph, but with these settings you’ll get a very similar result. As for the intersection with glasses’ arms, just play around a bit with the “head width” values. Thank you and enjoy your new character!

    Do not fit the hair onto model's head. Just parent to model’s head first.

    -Transform/Translation:
    Y = -9.7
    Z  = 0.67

    -Adjusting:
    CheekL = -4%
    CheekR = -4%
    Forehead Depth = -127%
    HeadHeight = 10%
    HeadL = 50%
    HeadR = 50%
    HeadSize = 5%

    -BLOW Dials:
    Dial03 = 10%

    -STYLE Dials:
    Dial10 = 100%

    -Style:
    BehindearL = -3%
    BehindEarR = -3%
    Longer1 = 36%
    Side Front Bend = 8%
    Side Front Straighter = 100%
    Side Slant1 = 12%
    Side Slant2 = 80%
    Volume Bottom = 20%
    Volume Straighter = 3%
    Volume Top1 = -100%
    Volume Top2 = 25%
    Wild Volume = 3%

    -Materials:

    Iray Uber Shader
    Base Color = 0.64 0.64 0.64 (use with its texture map)
    Glossy Layered Weight = 1
    Glossy Reflectivity = 1
    Glossy Roughness = 0.45
    Glossy Anisotropy = 1
    Top Coat Weight = 0.16
    Top Coat Color = 0.27 0.27 0.27
    Top Coat Layering Mode = Weighted
    Top Coat Anysotropy = 1

    By

    Mechasar Mechasar October 2025 in Daz PA Commercial Products
  • Render older generations

    However, there is no rigging, no skeleton & no weight maps to clutter up the load with additional invisible information. All of this is loaded as text (even if compressed) and then converted to binary to be used in the machine, at least 2 weight maps per bone + JCM's plus morph channels plus plus plus. It probably does take less time to load as a prop, however with the speed of current computers and SSD's, it's possible the time saved is not really noticable to those with a good new machine. Those with an older machine may notice it more.

    Regards,

    Richard

     

    By

    richardandtracy richardandtracy October 2025 in The Commons
  • Kayla 9 - Discussion Thread

    ‌I thought the textures were ok, they seem versatile. The sculpt/morph is pretty bland, but she does look nice in some of the blended character renders. The lips don't work for me, they look and move like they are overfilled. 

    The Keysha add-on has dropped, and also I rendered her next to young Karmen.

    Potrait, swapped out eyebrows and and eyelashes. The pony tail looks likea a PA Princess one, but I could be wrong. It is posed manually with bones and has no presets.

    Boy version with a dial-spin guy, using Kayla's skin mats and one of the Jepe body hair geoshells. 


    (Big versions attached)

    By

    sid sid October 2025 in The Commons
  • Kayla 9 - Discussion Thread

    xyer0 said:

    For 30-45, I just dial in 5-10% of a favorite male character's head.

    Oooh, I'll have to try it. I usually just nudge the aging morph (5-10% too) and then adjust with various face morphs. 

    By

    joanna joanna October 2025 in The Commons
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