Daz What can it be? Prob with assets disappearing

MidnightArrow

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But your post above started with a rant about how DAZ is centric around nVidea's Iray engine - and that's just a stale argument that I have seen time and time again over the whole course of development in 3DCG. It's the nature of the beast and complaining about it is a useless exercise, IMO.
It isn't a useless exercise. It's to inform people reading this thread they can tangibly benefit by using Blender over Daz Studio.

And my comment about "more then one way" is being taken out of context by you. I meant it in regards to the OP's original problem here with lighting.
Fair enough, but since it came after you quoted my whole post, I didn't know what you were actually referring to.

Honestly, if you hate DAZ that much, why you bothering to shadow threads with a DAZ prefix?
Because I'm intimately familiar with Daz's failings, and I can offer my expertise to fix them. Though oftentimes that advice is just "use Blender instead", which is always sound advice.
 

MidnightArrow

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jamdan

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Blender and Daz are completely different programs.

Blender is a 3D program. Daz is a rendering program.

Pretty much any VN game that uses 3D models use Daz, because that's what it's made to do. Even the top devs like Pinkcake and Philly use Daz. It can make high quality art pretty easily. I can think of maybe a small handful of games on here that are made in Blender. Why? Because a lot of the most useful things for making a VN (posing, tons of assets) are basically out of the box features of Daz, whereas they aren't' for Blender.

The stuff with reins is irrelevant. You can do that in postwork, or better yet make them in Blender and export them to Daz. Just because devs use Daz, doesn't mean they can't use other programs to make up for it's weakness. A lot of devs make props in Blender to use in Daz or use Marvelous Designer to simulate clothing.
 
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MidnightArrow

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The stuff with reins is irrelevant. You can do that in postwork, or better yet make them in Blender and export them to Daz. Just because devs use Daz, doesn't mean they can't use other programs to make up for it's weakness. A lot of devs make props in Blender to use in Daz or use Marvelous Designer to simulate clothing.
You're missing the point. In Blender, you can easily create a system so the reins will automatically stretch and constrain to the driver's hands and the horse's harness. So no matter how you pose and animate the figure, the reins will adjust to compensate.

Daz doesn't have anything like that. You would need to export it as static geometry and then not move the figure ever again, or try and do some half-assed thing with bones or a dFormer.

Because a lot of the most useful things for making a VN (posing, tons of assets) are basically out of the box features of Daz, whereas they aren't' for Blender.
Blender has an out-of-the-box FK/IK rig called Rigify that is great for posing, much better than anything Daz can do. And the Diffeomorphic exporter easily loads Daz assets and converts a Daz skeleton to Rigify in a handful of clicks.
 

moose_puck

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I just like to add that i enjoy playing with the light at the moment.
Got myself also a house construction set. Haven't tried it yet but if it what i imagine, i can build my stage room with not much in it but a nice background.
https://f95zone.to/threads/room-creator-unofficial-bundle.102373/

I've had some nice results with this package...

Collective3d Create a Room Base Set & XPack 1, 2, 3 (Unofficial Bundle)


It's pretty simple, but when I need a custom room, you can whip one up fast. One of the really nice things is the pieces are all separate, so you can show/hide almost anything, allowing you to get perfect camera angles. I've also used this set to add closets and side rooms to existing pre-built assets.

It lets you make some unique settings, instead of using the same old assets over and over again, that a lot of other devs seem to do.

moose_puck So i made another render.
I think i got it right. From lighting at least. I know there is an issue with the texture but f*it.
Good enough i think.
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Looks not bad. She reminds me of Elvira :)

One issue I see right away is her outfit is clipped under her right arm. If the body suit asset you are using doesn't have some adjustment morphs, then that is a perfect example of what you need Meshgrabber for. One click and pull and it would be fixed with Meshgrabber. Another suggestion I have is that your two spotlights are reflected pretty strong in her eyes. Personally, I would move them outward a touch to get rid of the reflection. Or if you don't want to mess with the overall shadows, you could touch them up in post work.
 
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moose_puck

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Because I'm intimately familiar with Daz's failings, and I can offer my expertise to fix them. Though oftentimes that advice is just "use Blender instead", which is always sound advice.
Well, I've done some training in AutoDesk Inventor a couple of years ago. That program is to Blender what the Space Shuttle is to a bottle rocket. Doesn't mean I am going to suggest on here that people should use Inventor to make their porn games, lol.

Hmmm.. then again, there might be a market for a 3D CAD program that can tell you if the sex position you are using would exceed the bending moment tolerances of an erect adult male penis :ROFLMAO:
 

coffeeaddicted

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I've had some nice results with this package...

Collective3d Create a Room Base Set & XPack 1, 2, 3 (Unofficial Bundle)


It's pretty simple, but when I need a custom room, you can whip one up fast. One of the really nice things is the pieces are all separate, so you can show/hide almost anything, allowing you to get perfect camera angles. I've also used this set to add closets and side rooms to existing pre-built assets.

It lets you make some unique settings, instead of using the same old assets over and over again, that a lot of other devs seem to do.



Looks not bad. She reminds me of Elvira :)

One issue I see right away is her outfit is clipped under her right arm. If the body suit asset you are using doesn't have some adjustment morphs, then that is a perfect example of what you need Meshgrabber for. One click and pull and it would be fixed with Meshgrabber. Another suggestion I have is that your two spotlights are reflected pretty strong in her eyes. Personally, I would move them outward a touch to get rid of the reflection. Or if you don't want to mess with the overall shadows, you could touch them up in post work.
Yes, that spot i did see but f*it. I tried to make it fit and it did not work. Its quite annoying really.
So here is what i usually do. Dress character, then tap the character and set the quality for everything to base. This works mostly but not always. It seems if assets have other layers, its not. I have these really nice nylons that add gloss... well.
Meshgrabber i installed but failed to see it in the menu. Probably have to add it manually. But i also have another tool called fit control but i did not find it in time.
I seem to always get lost in all the sliders.

So far i am quite happy actually. Though moving individually all bones is really hard.
Glad you liked it. I am not sure how developers do, but just to make one image takes me really a long time. So if someone makes a novella, this would take even more time.

Yes, i made her really old. She is based on Mabel i think.

Here a picture close up from the face. That picture took quite a long time to render. I am still experimenting with render settings.

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Deleted member 1121028

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Blender evangelist are something else. Remind me Linux users a decade ago.

Daz3D is foremost a framework that let you render your pin up mesh in a lascive pose.
A framework that let you fit any hairs/clothes/poses in a simple click. Second is a huge pool of assets.
That's it, don't expect anything more.

Absolutely no Daz users give a shit about creating reins from scratch. You're missing the point.

I remember your name from Diffeo discussions. Do you really think that users that already struggle to read a simple shader network gonna jump onto those geometry nodes anytime soon?

Daz3D does what Blender doesn't : iterating scenes ridiculously fast (whole Daz3D point). With a lot crap? Indeed (list is fucking long). Don't get me wrong, I think Blender is a fantastic piece of software (not without flaw tho, try sculting fine details on a ~20M+ polys mesh), obviously way behind Daz3D scope. But there is a reason why those VNs are made with Daz3D and Blender ones are quasi non-existent (tip : "just use Blender" is whishful thinking).
 
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coffeeaddicted

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Blender evangelist are something else. Remind me Linux users a decade ago.

Daz3D is foremost a framework that let you render your pin up mesh in a lassive pose.
A framework that let you fit any hairs/clothes/poses in a simple click. Second is a huge pool of assets.
That's it, don't expect anything more.

Absolutely no Daz users give a shit about creating reins from scratch. You're missing the point.

I remember your name from Diffeo discussions. Do you really think that users that already struggle to read a simple shader network gonna jump onto those geometry nodes anytime soon?

Daz3D does what Blender doesn't : iterating scenes ridiculously fast (whole Daz3D point). With a lot crap? Indeed (list is fucking long). Don't get me wrong, I think Blender is a fantastic piece of software (not without flaw tho, try sculting fine details on a ~20M+ polys mesh), obviously way beyond Daz3D scope. But there is a reason why those VNs are made with Daz3D and Blender ones are quasi non-existent (tip : "just use Blender" is whishful thinking).
I have to agree.
With DAZ (even though its NVIDIA promoting*) enables me and for sure anyone, to make your frigging stills. There are some hurdles but i think overall, i can make easily a still and get what i want.
Blender, i never really used it though i installed it. But it takes more time to get some results because you have to understand how it works and from what i can tell, its not easy. I think that Blender is very good in what it does but that seems not the same as Daz.

I think without Daz, there would not be a lot of VN's. Even though most are maybe meh. In a sense it is liberating because it enable average people like you and me on concentrating to create things and not worry too much on how to actually do it. I lag the total skill to craft that myself. Even though i like drawing myself, i am not good enough for actually doing things from scratch.

* i have a AMD Radeon card. So i find it kind of shit in order to take full advantage to using Daz, i need a NVIDIA card. But it is what it is. I noticed that it uses Qt libs. Reminds off KDE.
 

coffeeaddicted

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moose_puck I follow you now. You such a great help and i can't express how much that helped and how helpful it is. Its been a pleasure for me. Thanks
 

MidnightArrow

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Aug 22, 2021
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Yes, that spot i did see but f*it. I tried to make it fit and it did not work. Its quite annoying really.
So here is what i usually do. Dress character, then tap the character and set the quality for everything to base. This works mostly but not always. It seems if assets have other layers, its not. I have these really nice nylons that add gloss... well.
Meshgrabber i installed but failed to see it in the menu. Probably have to add it manually. But i also have another tool called fit control but i did not find it in time.
I seem to always get lost in all the sliders.


If you can't find Fit Control, you can go into the Smart Content tab and type "key::zev0" in the search bar to narrow the results to only Zev0's products, or whatever is in the product's keyword field. (Though I think this only works if you bought and installed it through DIM or Daz Central, I think.)

To use Fit Control, you have to select clothing in the outliner, then run the utility in Smart Content so it transfers morphs to the mesh. I never found it useful when I was still using Daz Studio, though. It pales in comparison to Mesh Grabber (which pales in comparison to integrated tools like Blender's).

So far i am quite happy actually. Though moving individually all bones is really hard.
Glad you liked it. I am not sure how developers do, but just to make one image takes me really a long time. So if someone makes a novella, this would take even more time.
I tried to make a VN with Daz Studio twice and gave up. Then I switched to Blender and v0.1 is out right now.

If you want to do a job, use the right tool.

Not a halfassed program that offers shitty posing capabilities while selling you overpriced pose sets you can use "as a base".
 

Deleted member 1121028

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I tried to make a VN with Daz Studio twice and gave up. Then I switched to Blender and v0.1 is out right now.

If you want to do a job, use the right tool.

Not a halfassed program that offers shitty posing capabilities while selling you overpriced pose sets you can use "as a base".
Yeah about that.
That's it?

1858155_ev_cold_open_closeup.jpg
 

MidnightArrow

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Aug 22, 2021
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Yeah about that.
That's it?

View attachment 1874946
Are you referring to this image which:
  • Had so many characters the Duf I copied it from took an hour to load
  • Uses Bezier curve ropes, which Daz can't do
  • Takes advantages of Blender's ability to offload work to system RAM if it won't all fit on the GPU
  • I lit and color graded specifically to give it an overcast, washed out look
?

What about it?
 

anne O'nymous

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Blender evangelist are something else. Remind me Linux users a decade ago.
You can goes for "decades", the first I encountered was praising the glory of Linux Kernel in 1995. And he already sounded like that.


Daz3D is foremost a framework that let you render your pin up mesh in a lascive pose.
A framework that let you fit any hairs/clothes/poses in a simple click. Second is a huge pool of assets.
And for those who want to go further, adding constraints and shit like that, there's Daz Script language. It's as a mess than the Studio itself, but also really powerful.


But there is a reason why those VNs are made with Daz3D and Blender ones are quasi non-existent [...]
The same reason that make one use his ford/Toyota/whatever when he go for some grocery shopping, and not his Rolls Royce/Ferrari/whatever. You choose the tool to use, not accordingly to its theoretical power, but accordingly to its suitability for the use you have of it.
 

anne O'nymous

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What about it?
Don't know for no__name , but personally I found that even for a plastic dummy vampire, it's not really good.

It seem that you focused so much on the part of Daz you weren't able to understood, that you totally forgot about the basis of texturing. In the end, there's two things missing really clearly: a bump/normal map and whatever sub surface map you want.

If all your renders looks like this, it's a big problem. You surely pass a long time trying to give a living pose and expression to your characters, then all this life disappear once it's rendered, because the character is molded in plastic.
 

MidnightArrow

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Aug 22, 2021
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Don't know for no__name , but personally I found that even for a plastic dummy vampire, it's not really good.

It seem that you focused so much on the part of Daz you weren't able to understood, that you totally forgot about the basis of texturing. In the end, there's two things missing really clearly: a bump/normal map and whatever sub surface map you want.

If all your renders looks like this, it's a big problem. You surely pass a long time trying to give a living pose and expression to your characters, then all this life disappear once it's rendered, because the character is molded in plastic.
She has a bump map, a normal map, and SSS. As I said, I color graded it that way for dramatic effect. The script literally says "the overcast skies make her rosy skin look cold and dead."
 

mickydoo

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Blender is the best thing in the world, ask any blender user, fuck it can even make smoothies, try that with your DAZ.
 
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coffeeaddicted

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There is a question i have.
When you create a pose, how can i save this pose to not have to do it again? Poses take time and i am sure there is a way to do that.
Also, can you save somehow the light setup?
Just questions i am pondering.