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Error Installing any daz version and content :(

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Hello,
I'm having problems installing DS and DS content because the drive I had all of DS 3 , DS 4 and Content installed died. I bought a new HD and I'm trying to re-install everything only it keeps looking for the old path even when I direct it to the new path. It starts out installing then it stops and give me this error message : Error creating directory P:/Program Files/Daz/Studio/resources. If I click retry it just keeps coming up with the same error message, when I click ignore it shows me this error : P:/Program Files/Daz/Studio/resources/ContentMapFiles. Depending on the file it keeps going to what ever it can't install. That drive no longer exist it was an external drive. Any help would be appreciated. :)


I have a problem in the viewport

Question about creating an smart content freebie

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I tried to create a smart content usable freebie.

So I have made metadata entries and even made a .jpg 114/148 for the support folder, so that the product has a thumb nail.

On my PC all worked fine until I packing the product, erase it and intall it new. In the content library all worked fine. but all the entrys that I have made with the metadata editor are gone. 

If tried to copy the support folder with the entrys for the product in the packet, but that seems not work.

What did I wrong?

Wrong path, missing a folder or a step?

Can anybody help?

 

Errors: Importing FBX primitive moving along a path

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I am trying to import an FBX file created in iClone7 consisting simply of a box moving along a path.  When I view the FBX in Autodesk FBX Reviw the motion looks fine.  When I import it into DAZ I get the following:

"Errors:
Rigging limitation: bones without root skeleton.
Transform differences: non uniform scale detected.  Results will likely be different."

And indeed the differences are very noticeable, mainly very jerky motions. 

Anyone have any thoughts on what the problem may be?  Thanks!

Alembic/Morphs to Maya export

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Does anyone have expierence with exporting a animation from Daz to Maya with Alembic WITH textures? Or does anybody know if there's a script or anything to transfer morphs of a character to Maya as blendshapes?

Zeroing figure pose etc

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Trying to get my head around the ds4 interface. Is there a quick way to zero a figure pose? I can do it via edit, then figure, then zero, etc. But in ds3 there was a really quick option in the parameters tab, and I can't find it if it is there. Partially, I am wrestling with there being so many darned panes to navigate.

compatible figures - Genesis?

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Hi, this might sound like a really stupid question but when it says 'compatible figures - Genesis' does that mean any Genesis figure? 

 

Thanks

Jim

Shader Mixer - how to make a User Parameter use the linear color picker?

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This is probably a dumb question, but how in Shader Mixer do you get a user parameter that uses the linear color picker like the Iray Uber shader? All the ones I make come up with the RGB picker.


Software requests...

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I will keep this short, for sake of clarification, and hope that it is seriously taken into consideration.

 

I would like to see a few changes made, if possible, for better workflow and general structure layout.

 

1: The "Scale" settings moved to the "Shaping" area, instead of being in the "Posing" area. (Or duplicated there as an override, pre-scaling, for compatibility.) The reasoning is simple. "Scale" is not a pose component, but it is a shaping component. It also should not be copied, when a pose is copied, unless it is split into an override and a sub-modifier of the override.

 

2: Have an individual settings page, related to the "IRAY PREVIEW". Only include specific settings that would be used to adjust the preview settings, without altering the actual render-settings themselves. But including the advanced settings for texture thresholds and GPU's, CPU's settings. (Eg, no lighting adjustments, camera adjustments, etc.) The reason is for adjustments that will aid in faster displays, without harming the final-render settings. Using a more realistic MIN and MAX settings, relative to the preview window setup. Bonus if it has three individual profiles... Fast, Normal, High, with easy to select ease.

 

3: Attach the "Render settings" to the "Camera". While retaining the current setup as the "Global settings". Thus, switching to various cameras, will also retain the camera's individual "render settings", which includes the extended camera settings, only found within the render settings. It is odd that all cameras are bound to the same render settings. To create other actual individual cameras, you have to create a whole new project, with the new render settings. Or, you have to keep playing with the "Saved render settings", which does not record the "Advanced settings", related to the textures thresholds, which have to be set manually each time, and those also alter the PREVIEW window, which can cripple Daz3D, in some instances. (This way you can have a 1080p camera, a 4K camera, a "Cinematic adjusted" camera, a "High deff, super quality" camera, and a "Quick-render" low quality camera.)

 

4: Remove the "Environment window", it is redundant. Move the contents to the "Render settings", in the "Environment tab", where it belongs. It is a whole window for one option... The image background. (Also, stop rendering that background image within the rendering process, if it contains an image. The image is being bound to the "Advanced options" image compression, and it should retain the original image quality, with a standard resize, done independent of the actual rendering. Since it isn't actually being rendered and the ALPHA is being rendered anyways. The alpha, even if it is non-existent, is still saved in the final PNG.)

 

5: Give the "Standard views", camera-controls, so the views can be manipulated by sliders and can be "UNDONE", by the UNDO process.

 

6: Give the "Cameras" lights, actual lighting controls for IRAY... All the lighting controls, not just the "converted 3Delight/GL light options". Also, please fix the lack of lighting working in "Sun and sky" rendering. The camera lights, even if set to ON, will not render. However, they do in DOME ONLY mode, and DOME AND SCENE mode.

 

7: Give us our own "Custom defaults" for the render settings. Sometimes it loads with actual default settings, sometimes it loads with whatever settings you had last, when the program closed. Because it is uncertain which settings actually are set, it warrants a constant "check" to see if everything is correct for your needs, on each loading. (Loaded files with custom settings, should be loaded, but setup in a primary tab. Giving us the option to "Use our defaults, or Daz's, or the projects settings", at a simple click.)

 

8: The ability to "Use Shape as a Pose"... There are many "shapes" that make for great "poses" (temporary adjustments that we don't want to retain as the final shape, but we want copied as part of the poses). Muscle-flex, facial deformations, expanding gut and ribs... This would make those (project specific), "shapes controls", available as a temporary modifying "pose control". Respectably showing at the top of the same group that exists for the "Pose controls", if that group exists there. Without destroying the actual models shape, which we want retained, when unposed/reverted.

 

9: Paste in place, and Pose in place. (Moving the item to the selected items location) Ignoring the XYZ location offsets of some poses. (Where a pose is offset by XYZ, intended for a specific designed setting that may not exist, or is unwanted in the pose. Those two settings complimented with, Paste Location to item, and Paste/move item to location. So we can copy and paste items to locations and locations onto an object. Without including the SCALE, as mentioned above.

 

These are not demands, these are Pleas for serious consideration. If only to reduce some crowded areas and logicly adapt/reform things where they might make more sense, in a work-flow setup. (Dealing with more than one or two items at a time, and large-scale scenes.)

Iray suddenly stopped working in viewports?

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Hi all,

 

New user to the studio, and I am liking it so far, but something very strange suddenly happened this evening.  In the middle of playing with a scene, my iray render mode option stopped working.  It seems to be stuck on the initial smooth shaded render that you always get at the very start, and although the little yellow bar is frantically filling over and over, it never progresses.  I've tried switching the mode from photoreal to interactive and back again, to no avail.  the other modes all work, as does actually rendering, but nothing in the viewports, which sucks for trying to light stuff.

 

has anyone else seen this issue?

H&C dForce Weekend Casual Suit for Genesis 8 Male

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Hi....

some weeks ago I purchased the H&C dForce Weekend casual Suit for gen8 Male.
The pants didn't work properly but the rest was fine.

Today I did an update of the suit and now it's a normal suit without dForce....
Doese soemone know that has happend...Did I make an mistake or did the developer cut off the dForce function???
 

Thanx

T.

 

 

any way to do alternate groupings? (not strict parenting)

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Good day,

I'm looking for a way to group objects other than parenting them. (they are already parented) For example, i have characters that have several point lights close to their bodies, which are parented to the appropriate parts. This way, the lights move with them.  Depending on lighting conditions, i like to adjust the lights, easily - color or intensity, so the effect is what i want.  Problem is, i have to search for these lights by name, over and over.  What i want is another dimension or two of groupings, so I can look at and act on these objects together, easily.  I find a similar issue with props, backgrounds, and mesh lights-  things that are geometrically parented, but i'd like to group for other purposes.  Is there such a thing, in Daz or does someone have a trick for it?

thank you

--Thomas

Excessively long saved figure and scene loading, saving and clearing time ...SOLVED!!!

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My saved scenes were taking forever to load and save.  We're talking about 20 min, 30 min ...longer.  It was really pissing me off.  No one had any answers for me.  Then this guy on Deviantart made this suggestion, and it worked!

1.  Load the scene.

2.  Save it as a scene subset.

3.  Close.

4.  Open the subset.  Save it as a scene.

 

Oh my God, what a difference!  There must be something fragmented that can happen with scenes you work wit a lot, and this totally fixes it!  Scenes that were taking 1/2 hour to load now load in less than a minute!  If you're having this issue, try it!  Makes things a whole lot easier and a whole lot less frustrating.

looking for custom mesh clothing for genesis 8?

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hi im looking for someone would like do custom clothing for genesis 8 mesh+textures 

if your intreased please message me with prices and more infromation and also past work you have done yourself 

thanks 

Hardware devices to control parameters

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I would like to use some external hardware device such as an xbox controller or AKAI midi slider to be assigned to DAZ 3D parameters (such as tranlate parameters)

I cannot find anything on this through my searches, and "controllers" seems to mean something else in the DAZ context.

Unity allows me to write code to control a game object. Is there a similar object that can be manipulated in daz script?

If there is, then an example script would be a great starting point.

TIA


Comment: I guess I'm an iRay convert

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Caveat: I've spent MANY years out of DAZ Studio. My last major version was 3.1; so what I think of as "new" is probably standard stuff for a lot of you here.

I have to admit as a long time fan of the 3Delight rendering engine (I used to vehemently defend it against the Poser fanatics), I was skeptical of iRay. I felt like I was giving up a lot of the control I had over lights and surfaces and relying on the engine to get things right. While I'm still struggling with some of the nuances (my indoor scenes seem to be too dark while outdoor scenes all look like they're shot at high noon in the desert), the wealth of shader options and the fact that my in-scene light bulbs case light, as well as the excellent skin controls have won me over to using iRay exclusively now.

I will using the studying I had done about Renderman based engines like 3Delight, but I am definitely happy with the images I'm getting out of the "new" engine.

dForce no CPU (SOLVED)

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I have read every thread I could find on this subject and so far no luck.

 

My GT 730 is only CL1.1 and I have followed Rob's instructions on dling the Intel CPU open CL 1.2 and when I install is states a newer version is installed and I still get "No Valid OpenCL device found" error.Yes I unistalled the Intel Graphics Driver etc etc. My CPU is fairly new i7-7700 CPU @ 3.60GHz pretty sure it is a Kaby Lake Bridge and I thought it would have registered with DS and dForce. Any help appreciated. 

 

Yes it has taken me this long to getting around to learning it. :)

Slider to open/close hand, move arm. Where to start?

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Hey, im new with daz3d, i want to know where can i find info about how make a slider to let me open/close the hand (0/1 values) using the slider? like the animation/pose that are available by default in daz3d.

I really cant figure how search for it, because my english are not good.

Thanks in advance.

Can a Daz customer sell his entire collection daz products to a friend legally. Yes or No?

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Can a person sell their entire DAZ Collection to anyone legally?. Or should I just delete my entire daz collection?

Why Does Not Shader Mixer Understand Basic Math: A Saga In Three Parts

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Part The First

In the beginning, Agent went unto the Shader Mixer and said, "Let us create a default shader," and he clicked on the File menu, and New Shader... and it was so. And the manner of the shader network was as follows.

image

And when there was no metallicity in the shader, the appearance of the shader was as follows,

image

And when there was metallicity in the shader, the appearance of the shader was as follows,

image

And it behaved in all respects like the Uber Shader. And it was good.

Part The Second

In the next hour, Agent said, "Let us add simple mathematical functions to change the results of the shader parameters." And so he did. And every one of these attempts looked normal at first, but other parts of the shader that they did not connect to suddenly behaved wrongly. So Agent said, "Truly, if we add a mathematical function that does nothing, then there should be no change in the shader." And so he added 0 to the diffuse color.

image

And when there was no metallicity in the shader, the appearance of the shader was as follows,

image

And when there was metallicity in the shader, the appearance of the shader was as follows,

image

And it was not good. And Agent wondered "How can a mathematical function that returns the input screw up metallicity when applied to the base color? Such a thing is an abomination."

Part The Third

And in the next hour Agent said, "Truly, addition and subtraction are inverse operations. If addition causes a hidden modifier to be applied, then subtraction should remove it." And after adding 0 to the diffuse color, he subtracted it.

image

And when there was no metallicity in the shader, the appearance of the shader was as follows,

image

And when there was metallicity in the shader, the appearance of the shader was as follows,

image

And lo, not only was the shader still screwed up, the effect of two mathematical functions that did nothing was exactly the same as the effect of one mathematical function that did nothing, there was no doubling of the effect, and neither was it taken away, one was not screwed up more, nor the other less. And Agent said to himself "What the hell," and he tested many mathematical functions that should have had no effect to see whether they had an effect, and lo, all of them caused the same screwup, and always only once, no matter how many of them there were, and none took it away, and in different channels they caused different screwups, and none of it made any sense at all.

And Agent said, "Huh, this must be why no one likes to make Iray shaders," and he went to complain to the forum.

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