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1,434 comments found!
I'd be curious to find out whats going wrong here.
Is it just Rendo Genesis items or similar with other Daz content?
Sorry I'm not a Carrara user so I won't attempt to offer advice.
Thread: Design Anvil Trees | Forum: MarketPlace Showcase
.•.•.•.•.•.•.•.•.•.•.•.•.•.•.•.•.•.•.•.•.•.•.•.•.•.•.•.•
In Need of Trees for Daz Studio?
Design Anvil introduces two new tree products.
The first a realistic tree built for Daz Studio 4, stacked with morphs and a variety of materials.
The 2nd a diverse pack including trees and shrubs, Model files are setup as ppz(For easy install) or obj file formats.There are loads of additional textures included such as normals and displacement maps.
Pls see the product descriptions below for more detailed content info.
Each product can be purchased individually or as a bundle for a good 20% discount.
For this and other great bundles at my store visit http://www.renderosity.com/mod/bcs/product_bundle_list.php?vendor=313712
PRODUCT DESCRIPTIONS
DA Morphing Tree
http://www.renderosity.com/mod/bcs/index.php?ViewProduct=93703
*A Morphing Tree for Daz Studio 4.
See this product on YouTube http://youtu.be/zJY382RZdzQ
Product Contents:
1 x .dsf Tree figure (Heavy Branched Tree)
10 x .dsf Morphs for the Tree
6 x Material Presets
31 x PNG Textures
Metadata for Smart Content Features
Included Morphs:
Leaf Scale
Branch Adjust 01
Branch Adjust 02
Branch Adjust 03
Leaf Up-Down
Leaf Droop
Leaf Twist
Trunk WIdth
Trunk Height 01
Trunk Height 02
Description
A high quality Tree with a number of material presets including Acaccia, Seasonal Oaks (Red Yellow and Green Leaves) plus two more Generic Trees.
Use the included Textures on any Tree imported from Ipads Tree Sketch 2 App.
Morphs Details
The morphs allow control over leaf position, leaf scale, leaf rotation, leaf droop, trunk thickness and Trunk Height. Branch Adjustment Morphs allow gentle movement of the trees branches.*
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DA Tree Pack 01
http://www.renderosity.com/mod/bcs/index.php?ViewProduct=94001
*A Tree Pack with 10 Tree Meshes and 5 Shrub Meshes in object format. Included are setup .PPZ for easy use with Daz Studio and Poser.
The .PPZ files will load with a base texture set which can be modified or even add more detail with some of the other texture maps included such as displacement or normal maps.
There are 36 jpeg texture maps included which include 2 different Barks and six different leaves.Each set includes a Diffuse Map, Displacement Map, Ambient Occlusion Map, Specularity Map and Transparency map for leaves only.
Quickly populate a scene with trees that render fast and look great.
For Daz users the High Res .dsa Materials included in DA Morphing Tree will work with these meshes.
All textures will work with trees exported from Tree Sketch 2 for iPad.*
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Thanks for taking a look and I'd love for you to come take a look at my Store!
http://www.renderosity.com/mod/bcs/index.php?vendor=313712
Unleash your creativity!
Razor42/ aka Castleworx
Thread: Applying Texture Maps | Forum: DAZ|Studio
One thing I found recently is that you cannot have any spaces in the file path to your .dsf saved prop/figure textures as Daz Studio fails to load them. While it seems okay in other file paths, Daz seems to only loads the other surface settings and not the maps when there are spaces.
Took me quite a while to find out why my figures textures weren't loading correctly. So hopefully this might be of some help to others.
Thread: Renderosity compatible products | Forum: DAZ|Studio
One other thing to note is Renderosity Products install from a .zip file, not a product installer such as Daz product.
In my opinion the Daz installer may make life easier for some. But it can be problematic at times and bloats download sizes somewhat.
As far as compatibility goes you can also check the reviews on the bottom of the product page. Sometimes buyers will note there experience using the product with Daz Studio.
There is really no hard and fast way of checking the compatibility of a product. Your example with a V4 product is a good example.
If you have V4 installed it may work fine in Daz or it might not. It definitely won't work without V4 installed. There are quite a number of parameters with compatibility of content and experience is generally the best litmus test.
FSMCDesigns pointed out some of the main incompatibilities between Poser and Daz Studio Content " Python Script, SSS Shaders....."
As ZamuelNow suggests "If you see something that looks interesting, ask around, download the products readme and read the reviews."
All the best,
Razor
Thread: Applying Texture Maps | Forum: DAZ|Studio
The process is easier, I believe in DS4, So if you can I'd suggest using Daz Studio 4 Pro.
Process for DS4 • Convert figure to to a Triax Figure for saving.
1. Load your CR2 or other poser figure into Daz.
2. Select your figure.
3. Then go to Edit/Figure/Rigging/Convert figure to Weight Mapping.
4. Select Triax Figure - ( Triax figures in Daz 4 Only)
5. Then click Accept.
This will convert the figure to a triax figure compatible for saving. The figure needs to be originally setup using Parametric Joint Parameters for this to work.
Then save the figure as described above in my other post.
Hope this helps. Let me know how you go. Love to see a screen shot of what your working on.
Sorry I'm unfamiliar with a similar process in Daz 3.
Thread: Applying Texture Maps | Forum: DAZ|Studio
Thanks Alan, In the back of my mind after I submitted that I had a feeling there was a way of exporting a cr2. But I'm unfamiliar with the process.
Pappy,
Firstly does your object contain any rigging?
Is it poseable a figure with bones or just a single mesh object/prop?
Thread: Applying Texture Maps | Forum: DAZ|Studio
Well that depends in Daz 4 for example, if the figure is a triax figure, you can use the following process.
First you need to save your materials by selecting the full surface group in the surface tab.
Save the material preset as .dsa so you can load your materials onto your figure after you load it. Save this in the content library under myllibrary/presets/materials/pappy411/figurename for example. You can setup a number of material presets for your figure like this. you can also save this to somewhere like mylibrary/people/yourfigurename/materials/ this will let you keep everything to do with your figure under one folder structure mylibrary/people/yourfigurename
Then to save your figure geometry.
Select your figure/prop then - Save As/Support Asset/figure or prop file.
This process will save all of the morphs applied to the figure and create a file to load your figure from the content menu and setup the data resources for your file.
The first dialog will ask where you want your figure to be stored I'd suggest mylibrary under people or animals then in a folder with your figure name. Give your figure file a name then save it. Next you will be presented with a dialogue box that saves the figure information.
The information you place in here will be saved in your data folder where most of the key files for the daz figure or prop are stored. I generally tick to write data files to the same directory. After you've done this you will find a folder in your active data folder with your author name.
This is just part of the process for making a sharable resource for Daz 4. You also need to create your metadata, thumbnails etc. It's pretty complex but I'd encourage you to experiment and you should be able to figure it out. Its important where you save your files when you plan to share them. As you will need to gather all of the specific resources when finished.
There may be other ways of doing this. And this is just part of the process but should get you started. You won't be able to directly create a cr2 file for use in poser in Daz as far as I'm aware.
Hope this is of some help.
Thread: Applying Texture Maps | Forum: DAZ|Studio
Do you mean save or export?
The simplest way to save an object is to just save a scene with only the object in it. Then merge the scene when you want the object.
Or you can save as .dsf file by save as/support asset/dsf figure or prop.
Then there are .ppz exporters and other methods
Thread: Applying Texture Maps | Forum: DAZ|Studio
Thread: Applying Texture Maps | Forum: DAZ|Studio
Use the surfaces tab. It's broken up into various channels. The channels include diffuse(color), ambient, secularity, bump,transparency and plenty more.
Firstly is the model your applying the texture to UV mapped. If so just select the model you want to apply the texture map to and go to your surfaces tab and click the little icon beside diffuse color. This will bring up a list of textures used in the scene or the option to browse your hard drive for a compatible image file. Select the file you want and apply.
This is very simple explanation. If your looking for something a bit more specific let me know.
Thread: Sub Surface Scattering Tutorial for DS | Forum: DAZ|Studio
Thread: What are the hidden costs / fees for the "free" version of D|S 4.0? | Forum: DAZ|Studio
Definitely worth the real estate,
Just don't try to export content you dont own and sell it and you will pretty much stay on track with Eula(Hopefully someone can find a link to the latest). Renders are generally fine for most commercial purposes.
Most content also has its own Eula as well.
Thread: Dragon Render Thread | Forum: DAZ|Studio
Content Advisory! This message contains violence
Heres a little story thread, I've been working on its full of dragons so I'll post some of the story here.
Chapter 1
The Elves never seen that there time was near, never noting the hungry glint in the eyes of the Children of the Oaks. Concerned only with the glorification of the Elven citadels, never felt, was the burden of the mud people who grew their grain and tilled their field.
In the groves and fields the red blood was spilled and magic was drawn. In what seemed a blink of eye for the folk of the Sidhe, the Bifrost Gateways were brutally destroyed and left to ruin, stark skeletons, circles of dead stones.
The Children of the Oaks had erupted into the citadels and spattered the white stone halls with the blood of the Elves. With animal like viciousness, the mud people frenzy eyed and wode graven gave no pity for the architects of their slavery.
∆˚∆˚∆˚∆˚∆˚∆˚∆˚∆˚∆˚∆˚∆˚∆˚∆˚∆˚∆˚∆˚∆˚∆˚∆˚∆
With the Faery Flag now wreft and lost and the Seven Elven Princes placed in cages on a thoroughfare on the Kings Way. The Era of the elves and New Lothian were collapsing. The Elven King an exile, vacant through means unapparent.
The White Dragons expelled from there homes deep in the recesses of the Elven citadels fled back to the realms of Modron to receive new orders from Mabon who waited restless and malevolent, moving his hands to the realms of the North Men the Children of the Ice.
The Elven Kingdoms were now ashes but the war was just beginning and soon the Red Dragons of the Children of Stone would be singing as the Oak groves burn and the Children of the Oak fade into the forests and high lands to wring hands and sharpen swords.
Níðhöggr was stirring...
The kindred promise betrothed to the Seven Elven princes was still beholden, there death had little bearing on the fact that their end of the bargain was yet left unfulfilled. Soon the song of Mabon will call their spirits and free their undead bodies from their cages on the kings road and in turn with time imprison their souls.
The dragons waited in refuge between the broken kingdom and their Lord. Hiding in the forest of Coed Llandegia. Brinkering on fear but resolute that the iron will of their master was still being fulfilled, their own will however was not tempered from so fine an element. The Dragons were tempted to seek the Dryads that tended the ancient Elm of Llandegia and beg for her mercy knowing that the first snow flake in a blizzard was falling and their age was ending. Acceptance that Mabon who birthed them, would unmake them for this, did little to dissuade them form the course. By the time the Dryads had drew their course with the dragons only the strongest of them would be left. His brother bled dry and desiccated Soon his bridled might would be all thats left standing to face the coming of the great Red storm from the east. And in its might amongst the thunderheads squirm the Red Dragons of Iógi.
The Children of the Oaks would not celebrate and call their heroes for long, by now the undead elven princes would be rising in the dragons wake. Growing like a scourge or the breath of the begotten, filthy, flourishing and flagrant. Their cages fallen broken beneath their cold white fingers, their bodies risen with gleaming eyes and flesh on verge of putrefaction.
The Oak people had never seen the like before and have fled to their groves and spill blood to the Oldest Ones. Their yearning hearts twined together as one, likened to the growth of new grown grain, calling for their father the keeper of the grove to give aid to heed their sacrifice.
Every man touched by the necrophic touch would be consumed with decay and rise morose and bereft of heart and soul with eyes vacant and unfeeling. To follow the Elven princes, soulless devout of hunger or pain. Freshly risen corpses just recently perspired their souls still tender, still ripe, yet not dead, yet no longer alive. A Madness in their head was calling grinding and compelling. The elven princes were dead and yet still clawing amongst us, driven from their grizzled cages by a madness only the Mabon can kindle. Undead to crawl forth and await the song that will tenderly call forth and release their spirit. At Mabon's mercy they will remain. Beholden, Enslaved.
Ready for War!
Thread: LWO and DAZ Studio | Forum: DAZ|Studio
You can definitely convert Lwo's in Blender you will need to activate the script in the User Preference/Addon section.
3do may be more difficult.
Heres a brief decription from wiki.blender.org regarding lwo format.
Introduction: ImportAllows you to import a LightWave object, both the newer LWO2 and original LWOB/LWLO formats. For layered objects, each layer is created as its own object.
Will import and apply UV, Morph, Color and Weight map data. Can also construct an Armature from an embedded Skelegon rig.
Maintains correct vertex order/count so that .mdd files can be exchanged between 3D programs.
This Script is in Blender 2.5 addons folder, it will need to be enabled in Blender's Add-Ons panel.
With the script enabled, you can use it via the File>Import menu as LightWave Object (.lwo). Selecting that menu entry will open Blender's file browser where you can select a .lwo file and adjust the script's options. The script provides a few options for how to import the object, currently they are:
Load Hidden Layers: Object layers in an LWO2 file can be marked as hidden. In LW, a hidden layer shows up when modeling but not animating. If the model being imported is destined for further modeling, this option should be enabled. Default=Off
Create Armature: Will convert an LWO2 file's embedded Skelegon rig into a Blender Armature. This Armature object will have the same name as the object layer but with the prefix "ARM_" Default=On
Apply SubD Modifier: If any of the polygons in an object layer are set to be subpatched, then Blender's Subdivision Surface modifier will be applied to the imported object. Default=On
Thread: Installing content on a MacBooc Pro | Forum: DAZ|Studio
Yeah I still install some stuff manually its good to know where its going. Just be careful as some Daz files are rather selective as to what is put where and may not load correctly if the File/folder content is modified from the setup in the product zip.
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Thread: install genesis item | Forum: Carrara