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What are Face Groups for?

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Hello guys! Just a quick question. What is the purpose of Face Groups in DAZ Studio? I know that while editing my rigged clothes, I can go to Geometry Editor, select some Face Group and  reassign its polygons to another Face Group. In theory it should change my rigging.  In practice I cannot see any visible difference in the behaviour of my clothes even if I reassign left Shin to right Thigh. I thought that Face Groups are responsible for the way the bones deform my clothes in different poses. However, it is  wriiten in DAZ 3D User Guide that Face Groups "do not tie the bones to specific portions of the mesh".  Well, now I am puzzled. What is the purpose of Face Groups then? What do they do?

Can you help me?


Genesis 8 Female taking 15 - 20 minutes to load

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This just started a couple weeks ago out of the blue. I have no idea what has caused it. Since then I have been having nothing but problems. I have had to do a clean uninstall and reinstall of Daz Studio several times.

I have tried deleting all the morphs that I was getting warnings for in the log. I have tried deleting all of my paths but 1 from the content directory. I read that I may have too many characters installed, which by the way, is just ridiculous. I didn't know there was a limit. So, I was going to uninstall all of the ones I don't use. Well, install manager no longer recongnizes what I have installed. So I guess I need to do that manually but how do I know if I get all of the files???

I am just at my wit's end with ALL of this.

If anybody can help me it would be GREATLY appreciated.

Render for the Realistic but "hey it is 3D" feel.

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Hello,

I want to make some Renders with a mix of realistic 3D but schowing the 3D elements on an other part.

Something like this but nur by mixing some screenshots of the workspace.

I want to create a realy nice Iray render in high resolution. And then doan other render of the same size and perpective with only the seeing the lines.

With come gradient mix of the poligon outlines and the final Render. It is no problem to mix that in photoshop. But to creat the high definition, not Iray render part ...

I could not found an option for the render to use the preview cam setting to render.

 

Thanks!

Black Eyes Issue [Resolved]

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Out of nowhere the eyes outside the pupil and iris is black. I have tried many different eyes, this has never happened. No idea whats causing this suddenly. Any ideas? 

Aniblock Walk Cycle Not Looping Smoothly

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I'm going nuts here trying to loop a simple walk cycle. I've tried various aniblocks... Posermocap, Life Motion, Bone Tech, as well as the stock aniblocks. Every one of them seems to jump a little at the beginning of each loop. Any ideas? Thanks. 

Weird results with Character Converter from Genesis 2 Male to Genesis 8 Male

How to make extremely muscular body builder characters

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Hi, I'm looking to make ultra muscular body builder type characters (both male & female) and feel like whenever I use the parameters native to Daz, even with limits turned off, it looks weird. Like distorted and big, not exactly the type of muscle I'm looking for (1st screenshot below shows it). I'm looking for a way to make something like the 2nd photo (womn laying down): extreme muscular body. Is this something achievable in Daz? I've seen a few of the assets in the store but unsure if they'd work. Maybe this: https://www.daz3d.com/auto-muscle-enhancer-hd-for-genesis-8-males while using the new parameters but with limits off? Even if so, what could I do for female bodies? Thank you !

DAZ characters in SideFX Houdini

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Hi all!

I wanted to share something I've been working on, to see if any one else is interested smiley

I'm trying to bring DAZ content to Houdini - but not as a FBX import. Rather, my goal is to have a full, native parser for a DAZ Studio content library, directly in Houdini, with many of the same features found in DAZ Studio.

The primary reason for tackling this is that DAZ Studio has a huge library of characters and supporting assets, all of which are based on a few core character definitions. Having a way to import these characters into Houdini agent simulations and FX projects seems like it would be super-useful for technical / FX artists. The use of a common base character mesh, with switchable variations, means that procedural adaptation of these characters in Houdini would be very tweakable and portable, and could become a great basis for procedural workflows that can be expanded simply by adding more characters to a library from the DAZ store.

In the current (VERY alpha) version, I have the following features working:

  • Parse a DAZ Studio Library folder of DSON files
  • Build a library of nodes, materials, geometries, UV sets, and modifiers from these DSON files
  • Parse DSX files to discover available characters
  • Select a character to load in Houdini as a Houdini Digital Asset (e.g. Victoria 8)
  • Parse the DUF scene for that selected character
  • Make connections between modifiers, channels, functions, and operators to populate the scene's properties for that selected character
  • Create a KineFX skeleton for the selected character, natively in Houdini
  • Create a bound, weighted Houdini skin geometry for that KineFX skeleton from the DAZ geometry definitions, natively in Houdini
  • Create packed primitive geometries for head and body morphs, pose and joint correction morphs, and any other geometry modifiers
  • Apply character shaping morphs and joint offsets to match each character's custom shape and skeleton
  • Apply pose and joint correction morphs in response to changes in the character's pose
  • Translate Iray materials into Mantra or Redshift materials via Houdini material stylesheets

Of course, there's a lot that isn't supported right now:

  • Props
  • Clothing
  • Hair
  • Lights
  • Camera
  • Multiple geometries in a scene
  • Basically, anything that isn't a single skinned character

…and the material support is still a work in progress, with some notable gaps:

  • Mantra's subsurface scattering (SSS) implementation leaves a lot to be desired
  • DAZ's volume shading for skin is hard to translate into Houdini (or at least, I'm still working on how it might translate)…

…but nonetheless: it's a start!

The current project is a combination of Python (for the library parsing and scene construction), Houdini digital assets (for the library node and character node), and custom Mantra / Redshift shaders.

One thing I've been wondering is whether the "parse a library, build a scene, and resolve formulas and channels" code could be broken out into its own Python module, and possibly open-sourced for the greater good. It strikes me that this could be useful for other projects too, and I know folks on these forums have been working on bringing DAZ content to Blender via Python, as an alternative to the (already very nice) DAZ to Blender Bridge. If there's interest in making this part of the project more widely available, do let me know. Everything in that part of the code is based on a deep read of the DSON documentation, combined with a lot of trial and error, plus spelunking through a variety of real-life DSON files. (I'm immensely grateful to DAZ for making the DSON File Format Specification available - I would never have got this far without those docs as inspiration.)

Anyway: here are a few Redshift / Houdini renders of Victoria 8 to show where things are at. Thoughts, questions, and suggestions much appreciated!

– Dave


Timeline keyframes for morphs?

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I'm trying to edit a walk cycle by adding some motion to the glutes. I am using the Zev0 glute morphs for G8F but the keyframes do not appear on the timeline when I adjust the parameters. When I select a bone and move it, a keyframe is created at that point on the timeline but not for morph parameters. I've searched the forum but none of the suggestions I have seen (like making sure TRSV is selected, etc.) have made any difference.

Ideally I would like to use Graphmate to fine tune and copy/paste keyframes but Graphmate doesn't see any keyframes for these morphs. Neither does the new DAZ timeline which is just blank for those morph parameters.

Any realistic teeth for G8 ?!

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Hello

Have you seen any prodcuts of realistic teeth for Genesis 8 ?!. I only could see "Alternative Jaws and Teeth for Genesis 8 Female".

Thanks

3delight NSI

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I would like to now if 3delight NSI will have support.
I'm blocked with i-display 12.5.9 from 2017. I would like to use the newer NSI version.
3delight website is not giving anymore the last working version (12.5.9) for download.

How to redeem a gift card

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I have been given a gift card today but when I enter the number it said it is not valid and I do not see anything in the store credit.

What am I doing wrong?

 

Substance Painter to make Tattoos and Markings

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Does anyone know how to make textures or use Substance Painter for Daz Studio?  Like I want to use it to paint markings and tattoos on my models cause I was going to try Blacksmith 3D but I was told Substance Painter is better for it.  If anyone knows how I accomplish this, please reply.  Thank you.

Moving Lip Sync

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Hello!

 

I made a animation including some lip sync audio. Now I want to move all keyframes forward including the lip sync to add smth at the beginning, but it doesn't work.

There are no keyframes shown for the lipsync in the timeline. If I move all the keyframes, the lipsync stays at the same time.

 

Any advice?

Does any skin building script work AT ALL on 8.1?

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Ok so Zev0's skin builder 8 does not work yet on 8.1 cause I have tried, even though he his supposedly updating his scripts.  So, I tried the Ultimate Skin manager to see if it does cause it said it was updated for 8.1 and it is NOT working at all.  It keeps telling me to use gen 2, gen 3 or gen 8 only, not gen 8.1.  So here is my question:  does ANY skin builder script work at all atm for 8.1?  If not, I am just going to wait til gen 9 and victoria 9 which will probably release for daz 15 whenever that happens.


newly established, can't change the name

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Hello, why, newly established, can't change the name

DAZ Studio Real Time Rendering

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One of the nice things, IMO, about the Iray preview in Studio is that it gives you a reasonable view on what the final render will look like. Of course, the actual render is gonna take minutes or hours. But there is another way to get what I consider real time renders by just moving some sliders, and I thought I'd post a brief description to raise awareness for those who don't want to constantly do long re-renders on their GPU. 

What I'm talking about is doing a single Iray render, and then modifying that render in real time to get vastly different results. Below are 4 images that are the result of a single, 7 minute Iray render, and those variations were done in real time just by moving a few sliders. 

The first image is the base image, and it includes some overhead/ceiling emissive lights, some emissive table lamps, and an environmental HDRI coming in the window behind the camera. 

The second image shows the result of me moving a slider to turn off the HDRI lighting, another slider to change the hue of the table lamps to a more purplish color, and another slider to give some glow to the overhead lights. 

The third image shows the result of moving a couple of sliders to turn off the HDRI lighting and the ceiling emissives. 

And the fourth image is changing the hue of the table lamps as well as cranking up their intensity, and doing a bit of denoising by drag 'n dropping a single node. 

All of these were done by setting up render canvases (also known as render passes) in D|S for each of the light sources, and drag 'n dropping those canvases into the amazing Blender compositor, where I have a pre-set configuration that allows me to adjust each of the passes. And this is just a tiny fraction of what you can accomplish. And none of it requires high end, expensive hardware or doing time consuming re-rendering. And it actually gives you a realtime result as if you had done a completely new render. 

Hope this helps someone.  

Daz central on M1 Mac

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When does it become compatabe with m1 macs?

face transfer -- can one get an accurate profile of a face, not just frontal view?

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Hi, have been using face transfer, but I notice that sometimes even though the frontal view of the face is pretty accurate, the profile comes out wrong. Is there a way to transfer 360 degree accuracy, not just frontal?

Thanks for any assistance.

Model center point

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大家好,如何随意更改模型的中心位置

联合编辑 不能正常工作

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