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What was the last character you installed? I would check the current morphs that are loaded on the figure; there is probably a morph set up to load with a value of 1 (or 100%) from improperly set limits when the character was saved.ย
Thread: What happened to Blacksmith3D? | Forum: MarketPlace Customers
No problem! Oh and I meant to say that Ultimate Unwrap 3D will convert skins to G9. I did a few conversions of between of G2/G3/G8 skins to G9 to try to build up my rendering library when G9 was released. You may need to do some photoshop editing for the nipples (for the males).. which is why I said the Cayman or Sickleyield products would probably be easier.
Thread: What happened to Blacksmith3D? | Forum: MarketPlace Customers
You may have a few options. If your G3 skin is not the Base Female or Male UV, you could use Map Transfer to convert it and get one of the products by Cayman or Sickleyield to map the skin to G9. If it is the base UV then you could directly use those products without conversion.
I just happened to find a product that I forgot I bought called "ultimate unwrap 3d pro" which does conversions from G2 to G8. You would need to save an obj file to disk with all of the textures for the source and an obj for the target and the program projects the textures.ย The only issue with that product is that both the objects need to be the same shape and make sure as much of the mesh is exposed (open mouth, spread fingers and toes). Also you would need to move eyes from the base mesh on G3/G8 so it doesn't smear the textures. So it's a bit of work to get started, but does convert the textures. The product does have a tutorial on their website that explains most of the process. ("Tutorial 3 for Repainting Mesh UVs (Texture Transfer)")
The first option would probably be the easiest.ย
Thread: How to use Merchant Genesis 9 face morphs and Eyes to match in Daz Studio. | Forum: DAZ|Studio
I'm not totally sure what you're asking, but I would check the readme first on how you are able to distribute the merchant resource as your own morph or contact the vendor. If the license says that in order to distribute the new morph you would combine them into a single morph with a new name, you would need to name the eye morph that you changed to match the name of the morph that you are going to distribute, with the property group the same.ย
So if you have a morph named "MyHeadMorph" in "Actor/Head/People/Masculine", you would name your eye morph "MyHeadMorph" and set the property group as "Actor/Head/People/Masculine". So when you set the dial in Genesis 9, the eye morph will automatically dial up.
Thread: The death of DSON...an update | Forum: Poser 12
wolf359 posted at 10:08AM Sun, 03 January 2021 - #4409289
We learned nothing new from the Post except that Daz has apparently officially stated that DSON is no longer being developed..period
DSON is active, as it's what is the scripting language/scene notation for DAZ Studio. You all mean the "DSON Importer for Poser" which is the plug in; that's what's not being developed.
Thread: DAZ Bridges (3ds/Maya/C4D/Blender) are DC or DIM only | Forum: DAZ|Studio
Sarsifas posted at 10:31AM Mon, 10 August 2020 - #4396504
jestmart posted at 8:45AM Mon, 10 August 2020 - #4396411
The EULA agreement change was when they switched to DIM and zip files. The old installers required agreeing to EULA built in to them before continuing.
The last EULA change I recall was several years ago when DAZ tried jumping into the 3D printing market. They restricted everyone's accounts and you couldn't download your purchased files until you agreed to the new terms that they sprung on us with absolutely no warning. I had never encountered that before or since, and I've been a daily visitor to the site for well over a decade.
The rest of us have accounts over at DAZ as well and I've had mine for over a decade; and this is happened multiple times. Again this is because the eula is part of the installer that you would have to agree to once for all your downloads, not every time when you installed content with the old content. Again, this is consolidating and streamlining installations. I don't miss having to run multiple installers to install bundles or multiple products that I purchased which is now several gigs in size. I just let the installer download the gigs of content, back them up and do the actual installation later. And your "Daz history" is just opinion, especially when there developments over the last few years in both figures, content management and installation was to make the experience easier NOT harder.
Thread: DAZ Bridges (3ds/Maya/C4D/Blender) are DC or DIM only | Forum: DAZ|Studio
wolf359 posted at 6:19AM Mon, 10 August 2020 - #4396462
Not sure how "open" the source is when you can not have a stand alone installer that you can archive & share as you can with Blender installers.
Well if you set up DIM not to delete the installer files you can back those up. Also there are fewer things that you can send to blender than you could with other bridges because of the license.
Like the exact post on 'rotica... it comes down to centralizing, resources and amount of support. It makes more sense to set things up so it's easier to support and install (though it will never be perfect for everyone) and use those freed resources for development.
Thread: Who am I | Forum: DAZ|Studio
Thread: What's the difference? | Forum: DAZ|Studio
wolf359 posted at 2:11PM Fri, 08 May 2020 - #4388540
I am now confused though, if there were "no such thing" as HD morphs for Genesis 2 how are these " HD Aging morphs" created and visible in open GL not rendered as a normal map needs to be
HD was at the end of Genesis 2 and the beginning of 3. But the point was, you didn't create your initial morph on a high poly mesh, it's always been the base mesh and that continues to be the case.
Thread: What's the difference? | Forum: DAZ|Studio
EldritchCellar posted at 6:47AM Fri, 08 May 2020 - #4388475
Jeez. I'm reading old forum posts over at daz about non PAs not being given access to the tools to create HD morphs for Genesis... not really sure that level of control over user customization or creativity is very appealing to me. Seems like the Genesis meshes are pretty low poly (although very nicely modeled), in particular in the face region. I personally don't mind sculpting morphs for medium res meshes but being locked out of the options by design and options being for only a select few is distasteful.
The biggest shift in using any low poly mesh is learning how to work with a ow poly mesh. You would start by creating your shape in it's base resolution then when you are done, you create your details. In Genesis 1 and 2 there was no such thing as an HD morphs so you would need to create a normal map for those details. But like a normal map, those details don't really exist in HD morphs; thus it's just different method of creating a detail pass, with some caveats added which is why the tool is in-house for PAs. So no you don't need that HD method to make details on your morphs, just subdvide, export and sculpt in your program of choice, then create the normal map. So even if you are a PA, you would still continue to make a normal map for your character, especially if you want it exported to another program.
So how many polys a figure has is not really that important as how you're able to sculpt a base form on it.
Also everything in DS or any other program revolves about the base mesh, not any subdivided version. So you would make clothing, and morphs against a unsubdivided mesh.
Then the version of genesis depend on what you want to do. I've been working with genesis since the first version and each version has different set of strengths. Really the only reason to use Genesis 1 if you're creating creatures that need both a male and female. Making female clothing was difficult as you had to build on the androgynous shape and try to model in the fit for the various characters with the breasts. Again, if you wanted clothing for both genders if may be easier than doing two sets of clothing, but you would definitely struggle through making fits for all the female characters. You'll notice that clothing for that generation wasn't very detailed because you basically had to make two sets of clothing (one with breasts and one without) then try to fit it to the female character shapes without warping things such as buttons. Also add in that the characters didn't end up truly male or female with dead eye expressions. So out of the generations, genesis 1 has the worst looking human characters including any that you tried to import. Those two reasons were why the genders were split for Genesis 2.
Genesis 3 and 8 changed the weight map method to an industry standard to it can be exported to other programs better. Also because of the changes, JCMs are used more for bending. (When you are making clothing there should be a button in the parameters to turn off the jcms). Also by then the tools have changed to make it easier to do jcms for bending and also revert parts of morphs and split them. Genesis 8 has a more diverse set of morphs including more than one black male character and hindu characters as well. That and the changing of the starting poses are the major changes between the generations.
The version you want to use is a matter of taste, but really the biggest reason I use genesis is that I'm able to make full body custom morphs and they're able to fit the clothing for that generation easily without the clothing maker making any fits for it. That means (especially since the majority of my characters are male) I can create, short tall, thin, fat and teen characters without contacting vendors to see if they can make a clothing fit for it, which only happen one time for a set that used to be on sale here. So I spend time playing with sculpting different shapes or adding modifications to existing one, creating any JCMs for bending with that shape and I'm ready to render.
Thread: Iray vs FREE Octane Plug-In for Daz3D (Review & Tutorial) | Forum: DAZ|Studio
Torquinox posted at 4:34PM Tue, 28 April 2020 - #4387627
We don't know anything about the OP's system. Really, all we know is the OP tried the free Octane plugin and liked it. Problems in the video and sample renders may or may not have anything to do with the renderer. It makes sense to seek other reviews and maybe give the plugin a try. That last part is a hassle, but it's the only way to truly know.
The OP said he/she had a powerful system. And if they liked the free plugin and suggested that others try it, well that's probably should have been said instead of making a flawed review. For the narrow application that was stated, this shouldn't have been a review. But certainly others can try it as their mileage may vary. But for my experience, I wasn't happy with it and I paid several hundred in the initial cost and upgrades and didn't get my money's worth. (Considering I had to pay for Octane and the DAZ plugin) I know the work in the plugin was taken over by a different developer than the one that initially developed it, but Otoy offered no type of incentive to continue using it as they wanted full upgrade price for the less buggy plugin despite the bugs the current user base encountered. By that time, iray was doing much better than the DAZ Studio plugin of Octane so I switched to that and I have no real issues moving forward.
Thread: Iray vs FREE Octane Plug-In for Daz3D (Review & Tutorial) | Forum: DAZ|Studio
mooncraft1 posted at 5:59AM Tue, 28 April 2020 - #4387548
Male_M3dia posted at 12:39PM Mon, 27 April 2020 - #4387518
Wolf: Fortunately you can downsize textures if that's an issue. I did get some utilities that also optimizes the scene before you render.
To the OP, was your review based solely on animation? If that the case then I guess you wouldn't need complex scenes.. however, the samples you provided were very simplistiic with just an HDRI. Where are your lights? What's the setup? Anyone can run a simple scene through and say "Hey this is faster", but that's not how people put scenes together and the majority of people that would use the tool. I've heard that rendering may be faster but that time is eaten up setting up materials and lights. It's not a one-click process unless you're just putting together plain scenes like you presented so far. So I really consider your review flawed, especially being a former user of Octane.
I was an early adopter of the DAZ studio plug in for Octane and it was so unstable and buggy, I never got my money out of it. It's also not as integrated as other tools. Then Iray came out and I switched that full time as I consider the octane purchase money flushed down the toilet. There's something to be said about integration, ease of use and support (both software and content). The octane plugin may be more improved since the version I paid for, but won't pay for another version as I already have a tool that works for me and I know the tricks to put out complicated scenes from 8-30 minutes, depending on the light setup I use. And those scenes use FULL scenes with light setups, not props set against the default DAZ HDRI.
In short I kept the review simple to test the waters for beginners. More advanced users will be able to test and decide for themselves what they like.
That said, the animations and still images I am producing in octane are delightful. I have a background in photography and really enjoy the power of outdoor lighting. Ive tried adding images here to show some of the Octane renders that are more complex, however Renderosity doesn't seem to want to let me.
And that's kind of the point I made; this can't be a reliable review when you've done the least amount of work and expect people to pay for the plug-in to do the real work. Even the video you provided was ok, but looked like it had a low frame rate and it was pixelated around the lights but still took five hours to run. A render is not fast if it wasn't completed.
Thread: Iray vs FREE Octane Plug-In for Daz3D (Review & Tutorial) | Forum: DAZ|Studio
Wolf: Fortunately you can downsize textures if that's an issue. I did get some utilities that also optimizes the scene before you render.
To the OP, was your review based solely on animation? If that the case then I guess you wouldn't need complex scenes.. however, the samples you provided were very simplistiic with just an HDRI. Where are your lights? What's the setup? Anyone can run a simple scene through and say "Hey this is faster", but that's not how people put scenes together and the majority of people that would use the tool. I've heard that rendering may be faster but that time is eaten up setting up materials and lights. It's not a one-click process unless you're just putting together plain scenes like you presented so far. So I really consider your review flawed, especially being a former user of Octane.
I was an early adopter of the DAZ studio plug in for Octane and it was so unstable and buggy, I never got my money out of it. It's also not as integrated as other tools. Then Iray came out and I switched that full time as I consider the octane purchase money flushed down the toilet. There's something to be said about integration, ease of use and support (both software and content). The octane plugin may be more improved since the version I paid for, but won't pay for another version as I already have a tool that works for me and I know the tricks to put out complicated scenes from 8-30 minutes, depending on the light setup I use. And those scenes use FULL scenes with light setups, not props set against the default DAZ HDRI.
Thread: Do Poser and/or DAZ Studio Import DAEs Yet? | Forum: The Break Room
I would check the EULA on those figures you're trying to import into Second Life. I know it's a violation of DAZ's to import any of their content into that program.
Thread: Wondering why...... | Forum: Suggestion Box
SheikhalMaktoum posted at 7:25AM Fri, 12 April 2019 - #4349965
Thanks for that background information. I'm always hoping that a Daz content creator will get PO'd and go public with what happens in the background with internal politics and policy.
That's easy... contrary to the opinions of some. DAZ is almost never the villain. They stay in business because they handle their business like a business and they sell what people want. Because they're a broker, they end up dealing with some vendors that don't share that philosophy. You will have no issue with that when you look it that way and keep your dealings honest with them. I've been with them for 10 years and never had an issue, and i've heard and seen lots of things the forumites rail on about... and most of that has never been DAZ's fault and they won't comment or be petty about it because they have a business to run.
Hope that answers your question.
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Thread: distorted g3f g8f | Forum: DAZ|Studio