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Pr0GamerJohnny

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Sep 7, 2022
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That might have been true in the past. like win3.11 and propaganda spread by nix folks when using fat.
Both Os'es and and their filesystems (ext & ntfs) supports a wide variety of linking methods.
As they are different systems, cant do a direct apples to apples comparison.
Win/Ntfs has features nix/ext fs doesn't support. like Reprase points.
And nix/ext fs has features win/ntfs doesn't support like true mount points. can be mimicked tho.

lets not talk about powershell. its an abomination ;D



You may come over a situation where you installed daz on C:\
And now your C:\ is getting full.
So you can simply move the content over to new disk and let daz still think its using the default location.
And you free up space for other stuff.
no i mean this is my exact situation, right now its installed on system drive, and its full.

but im just gonna reinstall daz on D:\ and prior to deleting old one move all the asset folders to a neutral location then copy them to new place. The installation has registry entries, but the actual asset library are all relative paths like /data/daz3d etc
 
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ouch2020

Engaged Member
Aug 11, 2020
2,127
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That might have been true in the past. like win3.11 and propaganda spread by nix folks when using fat.
Both Os'es and and their filesystems (ext & ntfs) supports a wide variety of linking methods.
It is not propaganda, for a long time Windows was weak in some area, looong time after Windows 3.11 and FAT, and some habits of Microsoft did have a negative impact.
For your information, I have more than 30 years in IT, all the way to MS-DOS (effectively, even before, the first computer I used was a ZX Spectrum, but that, was before my first professional experience), through *nix, Windows from 3 up to 2019 and 11, Mac OS (from well before the X, and also the X), etc. using them in parallel and working on their integration, so I am talking from experience.

The four elements that made it anyway get ahead in the market where: 1) easier for the standard users to use compared with *nix (remembering at first *nix meant Unix, and Linux at the start was definitively not for the non-technical people); 2) retrocompatibility (included with hardware), though that broke at time (e.g. Windows 8, which effectively did not manage to eliminate Windows 7 also for that reason); 3) could be used with a variety of hardware and was not linked to proprietary harwdare like Mac OS (disadvantage, Mac hardware was more "plug and play" well before MS started even using that expression, advantage, cheaper hardware as one could get it from many sources without need for them to pay MS the way Apple kept tight control and high profit margins); 4) starting with NT 4 (could be said 3.51, but that was till "meh" on that aspect) and up, thinking explicitly to make user friendly tools to manage the enterprise environment centrally, which meant to do the basics the learning curve for admins was not so steep and they had pre-made tools available (e.g. no need for a separate LDAP, it came integrated); 5) probably the most important of all, the fact MS had agreements to have it distributed to come with new computers, so people would basically have at home a computer with the same, or a similar ("home" but often also "pro" at home, pro+server or enterprise+server at the office, putting aside the n variants linked licensing and functions activated/disabled) OS that at the office, with an interface roughly similar for the main functions, which created a loop, easier penetration in companies because people have it at home, easier penetration at home because people are used to it at the office.
The last point was actually what started the whole fortune of Microsoft and Bill Gates as individual, way back with MS-DOS: if IBM had not been looking for an alternative OS (for licensing issues) for their PC, MS would not be what it is today.

Of course if you are an evangelist (it was actually a job title in Microsoft, my guess is that someone must after have realised in Europe people would laugh about it, and especially in some type it would not do a good impression at all, or anyway someone I knew who had it managed to convince them, so they changed it) converted to the Microsoft religion :), there is no debate, but I am not religious about OSes.


lets not talk about powershell. its an abomination ;D
I did not like much the separate 7.1, but powershell was one of the smartest idea they had.
I was able to build a domain with different servers for different functions and populate an AD using a sysprep image and some powershelle scripts in three to four hours without need for any extra tools, doing disaster recovery became much easier and more effective, scripting and scheduling maintenance functions without need to use third tools, though operations on the exchange much faster, and made much more effective to do a bunch of remote management functions.
The object-oriented admittedly gets a bit to get used to, and some aspects of the way it manages references and some commands are not forcibly intuitive as name or syntax for me (though that can be me) which at time is a bit frustrating, but the copying the piping from bash was a great idea.
They saw something that worked well, so they were smart enough to have the humility to pick it up, and did not even need to pay a license to use the idea, which of course was also great for them.


Pr0GamerJohnny , if the move of the content is from one directory with the entire library, to one directory with the entire library, even on another disk, it is not necessary to do any of the more convoluted methods, neither the linking of n00bi, nor the stuff with disks and drive letters I described.

You can just move the stuff over to the new library directory, change one thing in the Daz to tell it when the library is located (the paths in the "content directory manager" button in the "content" tab in the preferences), one thing in the DIM configuration (if using DIM) to tell it the assets install path (in the "advanced settings" "installation" tab, "contents path shortcut" ), and one thing in the install manifest directory content (if using DIM), and be basically ready to go.
The last step is not strictly mandatory, but if then you want to update and/or remove the old assets with DIM, is preferable - when installing a package, DIM copies the manifest file to its manifest directory, but in its copy of the manifest file, it adds the indication of the absoute path of installation.
So if you move everything from e.g. c: to e:, and want to be able to do all the management of those assets with DIM, it is better to modify the copy of the manifest files made by DIM changing the drive letter (there are tools that help you do that for all at once, or can be done also with powershell, search on the Internet).

Even if you reinstall DAZ, that will not screw up the library, there is a misunderstanding, must be remembered there three elements (forgetting about Iray and eventual additionals/corollary software life Facegen): Daz Studio itself; the postgresql database that manages the content of the library; the library itself meant as "folders and files on the disk(s)".
If one uses DIM to install assets, four elements, because you must add up DIM.

Daz Studio in reality does nothing on the library itself, unless you start going in the "content library" tab and play in the first three elements there ("daz studio format" "poser format" and "other import format"), which effectively give access to the file system.
In case of a a problem with the Daz setup itself can lose you the configuration of Daz studio and of the plugins and having to reinstall also all the plugins.

The library is logically managed by the database, postgresql, which is independent.
That is what allows you to see stuff in the "smart content", but also in the "categories" and "products" in the "content library" tab in Daz Studio - in the content library tab you can recognised it also because the little icon on the left of those labels is the icon of database.
Daz studio just asks the database, and the database does it, even when you edit the categories, is the database that really does it, not Daz Studio.
I had to delete and reinstall Daz after a screwed up update, and did not have any problem with the library, the problem was the configuration of daz, custom actions, the plugins I had to reinstall, etc. but there was no problem with the database, because the database data directory and the database were not touched.

The "real" or "physical" content of the library (files on the disk) is managed using DIM or the other utility (though notice Daz used to say one can either use DIM or the other way, and should not use both, or at least, not try installing/managing the same content with both).
So, even if the Daz Setup screws up something, or you delete by mistake the DAZ studio directory, your library will still be safe in principle, however, it can be good to save from time to time the content of the database used by Daz Studio, at the very least, brutally the files (not the best DBA advice, but for certain scenarios, the simplest and still effective), so even if you have a crash of the system disk, you don't need to reinstall the whole library (assuming it is not on the C: drive, of course).

The default database library is C:\Users\your_username\AppData\Roaming\DAZ 3D\cms.

It can be moved to another disk, but if the Daz support has no clue about a problem, will say they cannot support you because your database directory is not standard or even try to say you have to reinstall the whole library because the database path is not standard (happened to me, turned out the problem was just a morph, solved myself with help from Internet, luckily I knew enough to know the Daz helpdesk was bullshitting).
 
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ouch2020

Engaged Member
Aug 11, 2020
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no i mean this is my exact situation, right now its installed on system drive, and its full.

but im just gonna reinstall daz on D:\ and prior to deleting old one move all the asset folders to a neutral location then copy them to new place. The installation has registry entries, but the actual asset library are all relative paths like /data/daz3d etc
Check the bottom of my long post.

If you remove the full of Daz studio and database, you need to backup the database files, and if you are using DIM, do a couple of operations with DIM and its files, otherwise you can indeed end up with a library full of files, but seen as empty by Daz Studio, and DIM will still see the stuff as installed, but then have problems when deleting or updating it.

If you just remove DAZ Studio and not the postgresql, in theory you should be OK. Even if you remove the postgresql but the database directory is still at his place, in theory you should be OK.
However, I would suggest you err on the side of precaution and backup the database directory.

Also, the DAZ studio setup in theory can shut down the postgresql process, reinstall it, and since it is the same database version, if it you are using the default database path, pick it up again, however, if there is another postgresql from any other software, the setup will get confused, and hang up waiting for the postgresql installation to execute

If you are using DIM, the best is to use DIM to shut down the postgresql database (the small database icon on the top right of the DIM window), and make sure any eventual postgresql you may have is also shut down, before launching the setup to install the new installation of DAZ studio.

If you want more precise help, PM me with the information of what is your setup and what you want to do exactly.
 

Pr0GamerJohnny

Conversation Conqueror
Sep 7, 2022
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ah yeah as i figured - merely cms and DIM issues which I dont use, I aggressively block and turn off everything cms and just install assets manually so no issue (y)
 

ouch2020

Engaged Member
Aug 11, 2020
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ah yeah as i figured - merely cms and DIM issues which I dont use, I aggressively block and turn off everything cms and just install assets manually so no issue (y)
So, you are more "hardcore" (pun intended :p :-D) than me.

I like to use DIM and I use a lot the smart content, I have package with content package assistant the stuff I buy from sites like RenderHub, Renderosity or Renderotica and that I download around (ehm :p :)) so I can see them there, and occasionaly categorise them (though I am a couple of thousand assets back on that side).

Though it has also to with quantity, I guess, without counting the staff I converted myself or installed manually (I do have also that, in separate library folders, as already mentioned), according to the smart content I have already 29319 assets installed - it would be kind of time I start making my own game, I guess :-D (for now, I only maintain a patch for ren'py game).
 
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Pr0GamerJohnny

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Sep 7, 2022
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So, you are more "hardcore" (pun intended :p :-D) than me.

I like to use DIM and I use a lot the smart content, I have package with content package assistant the stuff I buy from sites like RenderHub, Renderosity or Renderotica and that I download around (ehm :p :)) so I can see them there, and occasionaly categorise them (though I am a couple of thousand assets back on that side).

Though it has also to with quantity, I guess, without counting the staff I converted myself or installed manually (I do have also that, in separate library folders, as already mentioned), according to the smart content I have already 29319 assets installed - it would be kind of time I start making my own game, I guess :-D (for now, I only maintain a patch for ren'py game).
my mentality tends to be - if something is too laborious to quickly copy the files over for an install, it's probably not important enough to me to have a spot in the library.
 

ouch2020

Engaged Member
Aug 11, 2020
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my mentality tends to be - if something is too laborious to quickly copy the files over for an install, it's probably not important enough to me to have a spot in the library.
I see - in reality it takes me more time than just copying over.
In my case, as you can see the approach is different, for me, if it is not worth it I see it from the images and the cost or cost/quality ratio.
I like to have a preview (for certain types of assets, I replace the image inside the DIM package with a bigger one for that reason), and to mix and match different things, and be able to search (that does not require the "smart content", but with it, I also get directly the thumbnails and overing the images).
In general the ones I install manually are files needed for something but not coming as assets themselves, or files in OBJ format or other to import, or things I converted.
I even created a separate folder with basically only a "runtime" folder, to use with texture converter for the conversion of textures from V4 and G2 to G3F (which works also with G8) and M4 to G3M (idem, though honestly, I did almost only V4), and for one M3 character I found before it disappeared from the renderosity and for which I want to convert the texture (found the morph at least for the head somewhere else).
I also like to be able to use stuff with different "generations", from one point of view, there is stuff for some older generation (including many freebies) that is good and does not exist for the new ones, from the other, if I already paid for the old one, it makes no real sense for me to pay for exactly the same thing for the generation after, if it is identical.
 

Gluhulk

New Member
Jul 29, 2022
2
2
Hi everyone, kinda new to 3D, I've made some characters with passable topology in Blender 4.1, rigged them and textured them but I've run into an issue as I searched for tutorials on how to make hyper or fat characters. I usually start with blocking out the overall shape, sculpt then do a manual retopology. But when a character is bigger in any way, my problem starts with the retopology part, how should I go about it ?

I hope I'm clear enough, it's my first time asking here and english isn't my mother tongue :/
 
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n00bi

Active Member
Nov 24, 2022
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I am not a blender user, but dont you have a Remesh generator in Blender?
In c4d a Remesh generator will try and fix up the topology. it does a good job for the most part.
DKRbfYiZwZ.png

For your fat character. cant you just use a or multiple deformers ?
like Bulge, if Blender has something like that?

Cinema_4D_U5DYSOldOr.gif

Sorry i cant be more of help.
 

Gluhulk

New Member
Jul 29, 2022
2
2
I am not a blender user, but dont you have a Remesh generator in Blender?
In c4d a Remesh generator will try and fix up the topology. it does a good job for the most part.
View attachment 4917488

For your fat character. cant you just use a or multiple deformers ?
like Bulge, if Blender has something like that?

View attachment 4917489

Sorry i cant be more of help.
Please, don't feel bad, the mere fact that you answered me is plenty enough ! Now about what you said :

I don't recall a remesh generator in Blender, but it may exist and I just don't know it. However, the second image you posted does remind me of the lattice modifier :

You add it to your mesh and it will try to copy the deformation of the lattice itself, I can't show an example right now but I'll try later !

So the solution would be, make a character with somewhat reasonnable proportions and then use this kind of technique to deform certain areas ? (Like thighs, buttocks, tail, etc.)

Thank you again for the insight !
 
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n00bi

Active Member
Nov 24, 2022
634
680
So the solution would be, make a character with somewhat reasonnable proportions and then use this kind of technique to deform certain areas ? (Like thighs, buttocks, tail, etc.)
yes its one way.
another way might be to add extra joints/bones to your rig, and deform the character by adjusting the bones.
and ofc sculpting is always a option as you have been doing, but it requires more time and skills tho..

btw. i believe Blender have some Remesh modifiers.
from a quick google it looks like Blender offers three main remeshing options.
Remesh Modifier
Voxel Remesh
Quadriflow Remesher
 
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tretch95

Well-Known Member
Nov 5, 2022
1,350
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Quick question:

I'm having a problem when exporting textures with LIEs applied. Using either Skinbuilder 8 or the LIE Baker.
Problem is that exporting the textures with Skinbuilder as new Material Set randomly produces diffuse maps which cannot be used by DAZ itself.


Workflow:

  1. Load a full G3F material set on a G8F figure
  2. Use the Brow Remover
  3. Use any G3F LIE, like Extreme Closeup - Freckles
  4. Apply the latest iRay Uber shader with custom settings
  5. (optional - apply Diffuse Overlays, like Tanlines)
  6. (optional - use LIE baker - doesn't seem to change anything in the process)
  7. Export these current materials with Skinbuilder 8 as FULL set
  8. Load these exported materials back on the figure
  9. Result: random diffuse maps are loading as magenta placeholders - one try Torso, other try Face
  10. Trying to manually set these maps causes DAZ to not accept them and leaves the field blank
  11. These maps open without problems in other image viewers, though

So far i managed to simply retry the same procedure a few times until it works without the bugged diffuse map.
I also use the Brow Remover a lot without problems, same with LIEs baked and exported to material sets.

Right now i guess it has something to do with the older G3 assets, as some of them can't be properly exported when applied directly to a G8F texture (often ending with completely wrong UV maps etc)

Any ideas apprectiated.
 

Pr0GamerJohnny

Conversation Conqueror
Sep 7, 2022
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12,235
Quick question:

I'm having a problem when exporting textures with LIEs applied. Using either Skinbuilder 8 or the LIE Baker.
Problem is that exporting the textures with Skinbuilder as new Material Set randomly produces diffuse maps which cannot be used by DAZ itself.


Workflow:

  1. Load a full G3F material set on a G8F figure
  2. Use the Brow Remover
  3. Use any G3F LIE, like Extreme Closeup - Freckles
  4. Apply the latest iRay Uber shader with custom settings
  5. (optional - apply Diffuse Overlays, like Tanlines)
  6. (optional - use LIE baker - doesn't seem to change anything in the process)
  7. Export these current materials with Skinbuilder 8 as FULL set
  8. Load these exported materials back on the figure
  9. Result: random diffuse maps are loading as magenta placeholders - one try Torso, other try Face
  10. Trying to manually set these maps causes DAZ to not accept them and leaves the field blank
  11. These maps open without problems in other image viewers, though

So far i managed to simply retry the same procedure a few times until it works without the bugged diffuse map.
I also use the Brow Remover a lot without problems, same with LIEs baked and exported to material sets.

Right now i guess it has something to do with the older G3 assets, as some of them can't be properly exported when applied directly to a G8F texture (often ending with completely wrong UV maps etc)

Any ideas apprectiated.
can you show us one of the maps?
 

tretch95

Well-Known Member
Nov 5, 2022
1,350
2,451
Oh well tried it 4 times, no bug.

As mentioned it happened twice in a row last night, once with the torso, once with the face
 

Pr0GamerJohnny

Conversation Conqueror
Sep 7, 2022
7,979
12,235
Myself, i never rely on the built in export - what i do is make folders for different characters, then copy over the image maps from the skinbuilder temp directory, then point daz to new location for image maps so they're always permanent when i load that character, for ex:
1749346745097.png
Those were all things done with multiple skinbuilder and makeup edits, now when I load that scene subset it refers to this location.
 

tretch95

Well-Known Member
Nov 5, 2022
1,350
2,451
Skinbuilder also seems to automatically bake the LIEs (probably since the update), so it's just one click to export everything.
 
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