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3D Reaver

Well-Known Member
May 15, 2020
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You wouldn't happen to know how to get it to see all my assets again?
check to see if there are manifest files in Daz 3d\Applications\Data\DAZ 3D\InstallManager\ManifestFiles
and if it matches with what is in DIM basic settings
Capture.PNG
 

3D Reaver

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May 15, 2020
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Does anyone know if its possible to do something similar to this in DAZ

As in transfer the deformation from one object to another. Using a basic shirt to deform an actual chainmail or a strip of cloth to deform a chain.
 

osanaiko

Engaged Member
Modder
Jul 4, 2017
2,866
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Daz certainly doesn't have any of those sort of modelling or non-shit cloth physics tools.

Representing chainmail on a character (in Daz) with all the individual rings as 3d objects is kind of insane - the amount of polys in the geometry would make the interface unbearably slow, and then the number of reflective faces would make the render time explode.

Best results for chain-mail like clothing would be to get some good texture with quality normal and bump maps, and then probably do some sort of post-work for the reflections

For the second part of your question: the answer is "not in daz".

But you could take some object (including a daz item), manipulate the geometry in Blender, then import the result OBJ into daz. If the vertexes are the same (no deletions or additions) then you can continue to use the existing UVmaps and textures with no issue. Even Daz morphs will continue to work if the geom net remains unchanged.
 
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3D Reaver

Well-Known Member
May 15, 2020
1,466
5,844
Daz certainly doesn't have any of those sort of modelling or non-shit cloth physics tools.

Representing chainmail on a character (in Daz) with all the individual rings as 3d objects is kind of insane - the amount of polys in the geometry would make the interface unbearably slow, and then the number of reflective faces would make the render time explode.

Best results for chain-mail like clothing would be to get some good texture with quality normal and bump maps, and then probably do some sort of post-work for the reflections

For the second part of your question: the answer is "not in daz".

But you could take some object (including a daz item), manipulate the geometry in Blender, then import the result OBJ into daz. If the vertexes are the same (no deletions or additions) then you can continue to use the existing UVmaps and textures with no issue. Even Daz morphs will continue to work if the geom net remains unchanged.
Not asking about the modeling. Lets take the simplest case. Using a strip of cloth with dforce and having it deform a chain along it to fake physics on the chain. I though it was pretty much what transfer utility did
 

MissFortune

I Was Once, Possibly, Maybe, Perhaps… A Harem King
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Game Developer
Aug 17, 2019
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0ne question, I have several hair assets that have the same problem in the image, how could I solve it?

View attachment 3592164
They'll show up when you actually render. Vendors do this to save you VRAM, especially for lower-end systems.

That said, if there's no option to turn it on in Content Library (where the hair is located); Select the hair > go to Parameter > Preview PR Hair > Should be something called "Viewport Tessellation Sides" or something of that nature. Do be aware that this can lock up and potentially freeze Daz if you go too high, be sure to save before doing it.
 
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Pr0GamerJohnny

Conversation Conqueror
Sep 7, 2022
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0ne question, I have several hair assets that have the same problem in the image, how could I solve it?

View attachment 3592164
Go to the parameters pane, then with the hair selected, go to "Display", and turn on everything - visible in viewport, visible in render, etc.

I know I have some hair types that will only show up in the actual rendered images, not even in IRAY preview.
 

faramata

Active Member
Mar 13, 2022
702
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They'll show up when you actually render. Vendors do this to save you VRAM, especially for lower-end systems.

That said, if there's no option to turn it off in Content Library (where the hair is located); Select the hair > go to Parameter > Preview PR Hair > Should be something called "Viewport Tessellation Sides" or something of that nature. Do be aware that this can lock up and potentially freeze Daz if you go too high, be sure to save before doing it.
Yeah and if that hair piece uses up all your RAM you can lower the tesselation for rendering. don't remember what it's called exactly.
 

ald140876

Newbie
Jun 27, 2020
26
4
only happens in the preview not in the rendering, the vram thing seems logical to me, thank you very much everyone.
 
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NULLWIZARD

Member
Feb 13, 2020
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425
I'm wondering if it's worth it to use Gen 9 models/assets over Gen 8? Seems like there's wayyy more clothing/hair assets and expressions/animations/morphs available for Gen 8 atm.
 

Jumbi

With my good eye closed
Donor
Feb 17, 2020
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I'm wondering if it's worth it to use Gen 9 models/assets over Gen 8? Seems like there's wayyy more clothing/hair assets and expressions/animations/morphs available for Gen 8 atm.
The vast majority of the latest releases on the Daz Store are aimed at the Genesis 9 figures, though.
 

Pr0GamerJohnny

Conversation Conqueror
Sep 7, 2022
7,644
11,565
I'm wondering if it's worth it to use Gen 9 models/assets over Gen 8? Seems like there's wayyy more clothing/hair assets and expressions/animations/morphs available for Gen 8 atm.
IMHO it depends less on availablity (both have tons of stuff), and more on your computer specs; G9 is more heavyweight both in terms of disk space and scene memory usage - so if you can handle it do that, I stick with G8/G81 because I try and conserve both.
 

TheDevian

Svengali Productions
Game Developer
Mar 8, 2018
14,981
35,277
I'm wondering if it's worth it to use Gen 9 models/assets over Gen 8? Seems like there's wayyy more clothing/hair assets and expressions/animations/morphs available for Gen 8 atm.
There are some nice things about it, pose wise, but there is no way I am going to convert things at this stage, myself.
 

amster22

Well-Known Member
Nov 13, 2019
1,281
2,400
I'm wondering if it's worth it to use Gen 9 models/assets over Gen 8? Seems like there's wayyy more clothing/hair assets and expressions/animations/morphs available for Gen 8 atm.
There are many tools that allow to have G8/G9 more or less swappable. Pose/anim conversion is not a problem with either converters or bone minions (some tweaks may be required, but they are also needed within a family if your char is too different from the base char). Hair is completely interchangeable. Thanks to the clones, clothing is (generally) not a problem (though shoes conversion can be so-so).
The only thing that is not interchangeable are expressions. G9 expressions are much better than G8 but somehow comparable to G8.1. And genitals (and other geografts) that are also not swappable.
Personally, I almost exclusively use G8/8.1. But for a couple of new characters, I have introduced G9, not because I prefer the family, but just because I liked the character morphs.
 
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MissFortune

I Was Once, Possibly, Maybe, Perhaps… A Harem King
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The vast majority of the latest releases on the Daz Store are aimed at the Genesis 9 figures, though.
A decent bit of the 8/8.1 stuff autofits nicely onto G9, as well.
 

NULLWIZARD

Member
Feb 13, 2020
112
425
hi guys I'm trying to figure out a problem I keep running into: when I create a new scene using Nvidia iRay as the default renderer for the viewport, everything looks fine but eventually iRay will randomly become super bright like this, I'm not sure what exactly I did to trigger it but it happened twice so far (I just restarted my scene from scratch) - it might've been that I changed between different viewport rendering engines but I'm not sure why that would ruin it. Edit - I think it's only with the perspective camera. I'm thinking maybe it's to do with the camera headlamp?
1715371609882.png
 

Jumbi

With my good eye closed
Donor
Feb 17, 2020
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I'm not sure if that's because of the headlamp. Anyway, check that 'Auto headlamp', under Render settings>General is set to 'Never'. Other than that, you can also check that your tone mapping parameters (Render settings>Tone mapping) have the default values. If you see any parameter there that is not on the default value, reset it (Alt + click on the dial).
 

MissFortune

I Was Once, Possibly, Maybe, Perhaps… A Harem King
Respected User
Game Developer
Aug 17, 2019
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hi guys I'm trying to figure out a problem I keep running into: when I create a new scene using Nvidia iRay as the default renderer for the viewport, everything looks fine but eventually iRay will randomly become super bright like this, I'm not sure what exactly I did to trigger it but it happened twice so far (I just restarted my scene from scratch) - it might've been that I changed between different viewport rendering engines but I'm not sure why that would ruin it. Edit - I think it's only with the perspective camera. I'm thinking maybe it's to do with the camera headlamp?
View attachment 3622570
Contrary to the above (which isn't wrong, just another way of doing things), I prefer keeping the headlamp on for the perspective view. Especially when initially setting up a scene (though this would apply to a standard camera, as well.). I typically just create a new camera (the little video/film camera looking thing above the viewport), and then turn off the headlamp in the camera settings pane (should be on the bottom right side of Daz by default.).
 
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5.00 star(s) 1 Vote