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2017/01/28: An issue regarding the front page of /jp/ has been fixed. Also, thanks to all who contacted us about sponsorship.

/3/ - 3DCG

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>> No.672651

updated the mega with toon shaders and the hd morph loader (but that only works on

>> No.672652

Seriously skip the pirating stuff in the op, it's embarrassing, some of us posting here are functioning adults.

>> No.672653

Which k-pop idols are these?

>> No.672654

wouldn't functioning adults not use waifu posing software?

>> No.672658

>/3/ more or less built on anons using pirated software
>bottom of the barrel dazfags complaining about piracy

>> No.672659


>> No.672668

What's with the neck of the right one on the bottom picture?

>> No.672671

Where can I get golden palace without shelling obnoxious amount of dosh for it? I'm not using daz at all but I've heard about it, preview images looked like this asset is of a good quality, so I wanted to study how this guy handled topo and blends of this female body part.
Is there a torrent around somewhere? Searches yields some really suspicious shit.

>> No.672672

dm'ed u ;)

MEGA + GDrive links, never downloaded this but I've gotten other files from the same place with no issue before.
>inb4 daz moralfags reeing at me for not using mommy's credit card
Honestly why do you faggots even care.

>> No.672673

Superb, thank you my dude

>> No.672701


the only reason people get mad at links here is because it makes it easier for daz shills to get them shut down.

>> No.672702

>mommy's credit card
>not wasting your own money on digital dollhouse.

>> No.672703

I liked the burly lesbian OPs or the poorly thrown together meme ones.

>> No.672704

No, that's a retarded suggestion.

>> No.672707

>Cope status: failed.

>> No.672710


>> No.672723
File: 115 KB, 1920x1080, TFWNOSOYGF(male).jpg [View same] [iqdb] [saucenao] [google] [report]

Another shit start to a shit thread.

>> No.672759

Next time just don't post piracy links in the op and we don't have to have this shit argument in the first place

>> No.672761

Next time just ignore shitposters complaining about the OP.

>> No.672764

What a mess.

>> No.672777

no you

>> No.672783


>> No.672784
File: 1.86 MB, 1920x1080, 8635342e-7daf-44ad-ac0f-12e5.jpg [View same] [iqdb] [saucenao] [google] [report]

lol at dazlets plainn bout free shitzz to help out they bitch azz never would of happen with chadlussion

>> No.672785

This looks cool. What are we pirating here? It says Daz studio is free

>> No.672786

>cuck creator shit
>plainn bout
>they bitch azz
Go and stay go.

>> No.672788
File: 450 KB, 868x878, f7f408e2-faaa-4f5e-ac5f-843a.jpg [View same] [iqdb] [saucenao] [google] [report]

face it man, daz hurts and lies to you, reallusion are kind and give out free cookies.

>> No.672790
File: 706 KB, 2048x1536, cookies.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.672791

Content. Like poseable thots (male) and shit.

>> No.672802

>thots (male)
Give ONE (1) example

>> No.672804

Which Daz addons/packages aren't complete crap? Is there a list or something what should I download that aren't complete waste of my time?

>> No.672807

It all depends on taste and what sort of things you want to do. Prepare to install over 1k things still though.

>> No.672809

Just making regular lewds that has women with big tits and ass in them, but still look realistic and not blow up dolls or weird aliens. Even finding good looking environments is a hassle.

>> No.672814

>but still look realistic and not blow up dolls or weird aliens
Learn lighting and how to create your own morphs and items.

>> No.672816

The reason for "the daz/poser/cuckcreator" look is that every character has some recognizable base model.

>> No.672824

There are a handful of packs that are sold by DAZ studio themselves(you can filter for their studio in their market place) that give you full basic customization. Don't waste your money on third party version of these packs. Don't buy the named barbie packs. You can get essentially the same body/face shapes from the basic packs with just a little bit of manual effort.

You'll want the basic face morphs and body morphs at least, but they have some specific ones as well. There is also a pack that helps prevent pinching during extreme poses. I haven't bought it yet, but I'll probably be taking a look at it soon since such a product would be nice to have.

There are some skin packs as well; the one I bought generates custom skins by mixing a bunch of 4k images together based on some settings you put into it... Honestly, I don't like the in program addon, but the textures are very nice. The addon itself kept spitting out 4k images everytime I made a change to the skin. It chewed through like 5gigs on my harddrive before I finished editing one character's skin. Maybe a missed a setting to prevent that, but it was very annoying.

>> No.672828

>The addon itself kept spitting out 4k images everytime I made a change to the skin. It chewed through like 5gigs on my harddrive before I finished editing one character's skin. Maybe a missed a setting to prevent that, but it was very annoying.

if you're using skin creator, you need to hit the "clean temporary files" button on the main screen, otherwise you're filling up your temp folder every single time.

>> No.672829

Nice try. I'm not sharing them with you.

>> No.672831

Pretty please?

>> No.672838

I'm using it with wine on a linux... I think it keeps spitting them into a fallback folder since DAZ doesn't have access to my computers temp folder. I have to dig through a bunch of wine related hidden files just to find were it was dumping them... It wasn't a temp file.

>> No.672840

staging should allow the use of CUDA if you aren't using it already.

>> No.672845
File: 495 KB, 541x1000, spy grill2.png [View same] [iqdb] [saucenao] [google] [report]

>tfw no night vision goggles

what's a lady to do?

>> No.672846

get riddick eyes.

>> No.672849

i cant imagine being this good at modeling and still having such a poor understanding of human anatomy

>> No.672851
File: 1.74 MB, 2127x2000, aabk3---polonius-and-penelope-iray-card-1-hi-rez_full.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.672855
File: 349 KB, 1920x1080, 1553056282520.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.672857

I don't use Iray. I just using exported models as base models for characters in blender.

>> No.672859
File: 114 KB, 500x389, 03-05-bridget8-a1.jpg [View same] [iqdb] [saucenao] [google] [report]

Probably for the best with how fickle iray can be.
Been meaning to do similar and go full loonix myself.

>> No.672865

>exported models
Can you provide any info on how to do this? Preserving morphs etc preferrably.

>> No.672866

Exporting for Blender is tricky, due to Blender not appropriately supporting FBX. The best method I know of that's 100% flawless but comes with tedium is to export as OBJ. If you need morphs, export the morph limits as another set of OBJs and use those as shape key targets. Other Blender importer options exist, such as the diffeomorphic one, but in my experience they can have quite a few minor issues. The diffeomorphic one for example would import models just ever so slightly different from DAZ, such as lips being slightly open or eyes being slightly smaller. Alembic was an option I looked at, though the plugin to export is paid (if you wanna be all uppity on the morals) and Blender's ABC import is purportedly fucky as well.
If it's just exporting in general, FBX works perfectly as far as I know. Several free plugins exist for a more painless transition from Daz to Maya too.

>> No.672867

I'm mayaman tho. Could you list the plugins please? I found only one that costs 40 bucks

>> No.672869

Depends. I haven't figured a way to export any rigging information, but that hasn't been an issue nor have I really looked into it yet. I've just been posing the model in DAZ and then exporting it using their "developer .obj export tool"... I'm pretty sure it is a part of the basic daz download, but I don't know for sure (I downloaded a bunch of packs before even opening daz for the first time). It basically strips any mesh subdivide information from the model before exporting. You can tell the exporter to keep materials and make a folder for texture images, but I don't do that either. I've been making my materials in blender using my own images so any texture/material information in the .obj is redundant and only ends up being removed before I begin creating my own materials.

There are some settings in DAZ to change the unit length at export. You can either set it there. It seems like DAZ uses 1cm units, but also claims that blender uses 50cm units in their exporter. I've found this setting to be wrong. You'll just have to fiddle with the settings here to get the models to import at a consistently correct scale... 1% is what I use, if I remember correct. So blender is actually 1m units if DAZ is actually 1cm units (which is what I've always thought it was). You'll also probably want to change the export orientation to get the model's to be upright when imported. Either that, or reorient them after importing and "apply transforms" right away.

Its basically that simply if you just want a posed human figure. The exported OBJ doesn't have a functioning rig, but it'll be shaped exactly how you had it in DAZ when you clicked the export button... If its a character I've used before I'll just delete all the materials from the imported model, link my custom cycles materials from the .blend I made them in, and apply them to the parts of the body that they go on. The OBJ will still have its UV data so the materials just get slapped on.

>> No.672870

>willingly using DAZ
why not just kys?

>> No.672884 [DELETED] 

>thots (male)

>> No.672887

is it even possible to render more than one g8 figure without crashing your card?

>> No.672888

All I use DAZ for is create base meshes. All the magic happens after importing the mess into Maya.

>> No.672893

EJ body morph, extreme good shit, like outstanding good shit

>> No.672894

any good mermaid/snake lower body that work with new gens for v8/golden palace?

>> No.672898

yes, need lots of gpu memory or use 4.11 beta.

>> No.672899

Iray memory assistant
Daz textures reducing script
these thing are must have

>> No.672901

It's Daz' fbx export that is broken.

>> No.672902

When Gen 8 has lower polys than prior generations
Scene assistant is great though. Why the fuck these "artists" make 4k textures for jewelry.

>> No.672903

What's your proffered method for getting them to look decent in Maya?

>> No.672904

>4.11 beta
is it any good, or atleast stable?
Fucking daz took up a retard amount of VRAM/Ram for something as simple as a fucking base g8 male

>> No.672905

...or single color diffuse/albedo maps in 4k

>> No.672906

Depends. What renderer are you using and what style do you want to achieve?

>> No.672909


>Depends. What renderer are you using
2013 Maya Mentalray mostly. Probably with Final gathering and using HDR's for lighting, but I'll play it by ear.

>and what style do you want to achieve?
My main concern is trying to avoid
When I need characters for a scene, I'd rather not have them instantly recognizable as DAZ/Poser/MakeHuman whatever models. I know that lighting goes a long way, but I'm wondering if you do anything to the meshes themselves.

For style I'm shooting for something that looks like the cover to a Science Fiction novel.

>> No.672911

Well, I'm not content with using obj. As far as I understand, daz assets have lots of stuff built-in. I wanted to transfer as much as possible, to learn.

>> No.672916

4.11's current iray seems to default to system memory while still using GPU. Install just the studio beta then re-add libraries to it and give it a shot.

>> No.672925

iray isn't fickle.

>> No.672926

Oh excuse me, Daz' handling of iray and related items using iray!

>> No.672937

explain yourself. what's your issue exactly with any of those things other than your own incompetence?

>> No.672938

Why would you use daz for renders and animations(HAHAHAHA) when you can easily export to literally anything else with proper animation tools.

>muh incompetence
>me am showed mr anonymous internet guy good!!1

>> No.672939

>using daz in the first place

>> No.672940

Because the shit made for it is hard to export to other render engines.

>> No.672941

obvioualy daz is shit for animation, but what exactly is your issue with its implementation of iray? why is it so hard to you to explain this?

>> No.672946
File: 427 KB, 800x800, plastic meeple.png [View same] [iqdb] [saucenao] [google] [report]

Further board game modeling... obviously the meeple should really be wooden but I need to get a bit better at UV mapping before I try my hand at that. Hexagon is apparently shit at this and 3Dcoat is really good, but I don't want to install something that heavy yet if I can avoid it. Is UVLayout good?

>> No.672947

In what manner?

>> No.672953

If I want to do a simple physics simulation putting a bunch of these in a pile, what might be the best (lightweight) software for doing that? Blender?

>> No.672957

Not everything can read the file format and I have yet to see god auto converter tools to get the job done, so it has to be done manually every time.

>> No.672958
File: 902 KB, 1700x1196, 1b8d91481d5c5342f79ed723f1c01591.jpg [View same] [iqdb] [saucenao] [google] [report]

>spidergwen not on the sites yet

>> No.672969
File: 891 KB, 275x275, shadman005.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.672973

it's called stylizing anon. fuck...

>> No.672978


when the FUCK is his new trap going to get BLACKED?

>> No.672980

>thread is a day old
>CTRL+F "(male)"
>4 results already...

>> No.672982

it was 3 until you posted, dingus.

>> No.672985



>> No.672988

The struggle is real.

>> No.673013

That's what lube is for.

>> No.673014

Yes, it's not too hard to do in Blender, check YouTube for tutorials

>> No.673016


You are creating assets. Therefore, this is not the thread for you. You must post on the /wip/ thread from now own, and shall refrain from posting on the Daz general again, unless the work in question is devoid of original content.

>> No.673020

The robot looked fine but the guy looked horrible.

>> No.673024

just made a simple scarf, should I rig it in blend, or import it to daz and do the rigging there?
I heard the rigging stuff between daz and most other 3d softs are fucked up real bad

>> No.673025

I've not tried it myself but have been told that rigging for things like that must be done in daz.

>> No.673030

I guess you're just being facetious but I am modeling in hexagon (daz-owned software) and rendering in daz. so

>> No.673033

I export shit in fbx, nothing that cannot be fixed.

>> No.673035

>modeling in hexagon

>> No.673059
File: 13 KB, 220x330, ton.jpg [View same] [iqdb] [saucenao] [google] [report]

>I am modeling in hexagon
what a trooper, please clap

>> No.673088

Not him but the one click transporting between DAZ actually makes that semi usable.

>> No.673157

am him but it's actually not working half the time because hexagon crashes so often.

>> No.673166

Looks like I was wrong, anon. >>672869

COLLADA(.dea) seems to be the way to go. I just used generic settings on the export and made sure to uses daz's "adjust rigging to shape" tool before hand (edit>figure>rigging>adjust rigging to shape), and I was able to get a model from daz to blender without any issue at all (the materials obviously didn't work, but IRAY and Cycles/Eevee are different render engines so that isn't a surprise). Even a functioning rig was imported. I haven't checked through everything, but it seemed to work perfectly at first glance.

>> No.673167

Scratch that... Found the first issue. Many of the bones are prohibitively tiny (they are unusably small in pose mode as is, but still function as intended). Not a huge issue I guess since they all seem to be bones that wouldn't really be easy to edit without an elaborate rig full of gimbals (face tweaks, etc.). Those types of expressions would probably be done with shape keys anyways so, meh.

>> No.673169

Ah, found issue number two... It looks like the model's root bone transforms don't change with morphs. Long legs poke through the ground plane and short legs don't reach it. This isn't an issue by itself as it can be easily fixed by just moving the bone. However, I'd suggest doing so none destructively. A bone modifier or mixing in a Z location offset into any animations would do the trick, I think. Permanently moving the bone would probably cause issues with sharing animations between characters.

>> No.673171

Does dae export morphs though?
FBX does the same, and with morphs.
Rig needs to be adjusted too (bone size), but I only had to do it once, so I don't mind.

>> No.673176

>Does dae export morphs though?
Yes and no... If you modify the export>.dae>morph settings while exporting you get the option to "export" morphs instead of "baking" them... I haven't looked too deep into this, but it appears to export a morph target for each morph applied to the DAZ model. This seems to imports into blender as a unique mesh with only that specific morph value applied to it (the one I tried importing this way ended up being like 50 meshes imported into blender). This doesn't seem to import an object though, just mesh data. At first I thought my import had failed, but they show up when you click into the mesh tab and inter the mesh selection menu for that object.

I don't know how to use these as they don't seem to really do anything when you select them on an object. Maybe they need to be used as some kind of displacement target or a shape key? I haven't gotten that far into it, and probably wont be looking into it since the the morphing can be done in DAZ itself anyways...

I'm curious about poses though, I might look into that next.

Choosing "Bake" in that morph settings tab just gives you the model as seen in DAZ (they way it is morphed when exported without options to change anything in bender).

>> No.673191

The Daz to Maya plugin actually works very well but the issue it Maya's vert limits which most of the time cannot handle a fully clothed gen8 char with hair. Hair being the main killer. So you need to do the character and hair separate most of the time or Maya will just crash trying to import.

Also, if they have those detailed gen8 eyebrows just delete those

The posing and materials all come over very simply with the plugin for blender. But a big issue is if you are using custom gens and their associated geo-shells. I can't find a simple way to merge in the gens as they were designed for Daz. You have to do some modeling to get them looking okay but even then, I haven't found a middle ground in happy with for third party gens. Kinda gave up on that front.

Regarding posing though, it's great. Maya is great for posing and all blendshapes can come through so you can use your daz expressions.
I'm just getting into blender. Iv also taken Daz characters into iclone. I think the workflow will be Daz >Maya > blender or Daz > iclone > blender

>> No.673194

>Maya's vert limits
The base model is only 66k verts, no? Is maya's vert limit really that low? Have you tried exporting the model at base resolution and just storing subdivide information instead of applying the subdivide at export?

>> No.673196

Some 3rd party hairs are insane.

You don't have export options with the daztomaya plugin, it's a big weakness, so I'm not sure how to do that.
I guess I haven't tried just exporting them all on base then applying subd after.
Thing is I'm not great with Maya, I 'got' Maya after seeing this plugin to see if it was a good halfway thing to unity.

>> No.673198

>Some 3rd party hairs are insane.
Meh, polygon hair looks terrible IMO, anyways. Its literally the reason why I've been trying to migrate my models to blender. Particle hair looks a hell of a lot better. Its just a bitch to work with.

>You don't have export options with the daztomaya plugin, it's a big weakness, so I'm not sure how to do that.
There are some mesh resolution/subdivide options in DAZ itself, I believe. Their in the parameters tab when the model is selected. When you export it should export based on those.

>I 'got' Maya after seeing this plugin to see if it was a good halfway thing to unity.
The COLLADA .dae exporter in DAZ has an option for unity... In fact its literally the only option other then default and custom export... I've never used it though, but it might be worth taking a look. Who knows.

>> No.673207

yep the wild hair for g3f has 300 fucking K polygon

>> No.673208

Does NGV8/golden place work with some monster/alien morphs?

>> No.673210

Depends if the morph alters too much around the genitals area or not. Most don't.

>> No.673233
File: 875 KB, 1000x800, 3242354256677345.png [View same] [iqdb] [saucenao] [google] [report]

found this looking for vidya lookalikes lmao

>> No.673235

Marie Rose, the Filipino(male)

>> No.673236
File: 797 KB, 900x1170, dd2qxbu-b35a15b3-a07e-47fd-90a1-100bd55dbe72.jpg [View same] [iqdb] [saucenao] [google] [report]

Jessica Alba maybe?

>> No.673250

FaceGen was a mistake

>> No.673264


>> No.673268

Britney Spears

>> No.673282

any of you know/use slushe?

lots of good stuff on there

>> No.673296

He's really declining in his effort on these now.

>> No.673305

Def looks more like Britt but either way, it's not good enough.

Probably worth a pirate just to blend unique faces together.

>> No.673317

Hexagon while being long in the tooth when it comes to features has one of the best U.I.s of any vertex modeller. Add to that it's seamless integration with Daz Studio and it makes for a great asset creation tool. Almost every model I make for Daz either in 3D Coat or Marvelous Designer ends up having the finishing touches put on it in Hexagon. Some assets I've made only leave Hexagon to be UV mapped and are otherwise modelled entirely in Hexagon.

>> No.673369

>That's him, officer. I'm afraid he'll self harm again.

>> No.673398

which is the meme behind daz studio porn?

>> No.673399

Concentrate and ask again.

>> No.673411
File: 298 KB, 800x800, r.jpg [View same] [iqdb] [saucenao] [google] [report]

Am I ready for the autism patreon bux yet?

>> No.673412


>> No.673413

story is more important for the patreon bux then what things actually look like so I'd say yes. but your picture isn't bad! You've added too much softness in the post-processing though (highly visible in the face, which looks bad) but I really like the skin color. what are you using?

>> No.673415

however this is a worksafe board and genital hair isn't worksafe

>> No.673416 [DELETED] 


>> No.673422


>> No.673424
File: 163 KB, 460x569, 12857468746845.jpg [View same] [iqdb] [saucenao] [google] [report]

How THE FUCK do you make clothes skintight with nice creases with dForce?
From what I can tell, dforce is fucking nothing but POTATO SACK PHYSICS. It doesn't help that you find nothing but pictures and videos with it used for some boring, lose dresses and shit, just for making fabric hand down the body.

The contraction-expansion ratio is total ass too.
If you think oh nice, it actually pulls the fabric to the body, it pulls up to it, and then moves away from the body again to _really_ awkwardly trying to keep the original cloth's shape instead of conforming to the body and with some stupid ass baggy rolls all over the place. Doesn't matter how you set it all up, it's either just loose flowing shit and/or a total mess.

Fucking useless piece of shit and I was so hyped for it to finally have some interesting cloth physics in there.

>> No.673425

I mean if it's skintight with creases you're after you don't necessarily need dynamic cloth, that can be done (and has been done) with normal non-dynamic clothing without any issues.

One thing you might want to try is to use dforce on the timeline, and scale of the character and clothing to something low on the first frame, and then 100% for the character's scale on a later frame (I don't think you can actually change the scale of a cloth during a simulation). I'm not sure you'll get nice creases but it could be worth a try.

otherwise maybe get Marvelous Designer? It's probably way better for doing what you want. Seems like it's a lot faster than dForce too.

>> No.673426

I don't get why there are word replacements for things like f-a-m to senpai and whatever while edgy shit insults like "kys" aren't automatically changed into "I love you"

>> No.673427

To be honest I didn't have anything complex in mind for it. Pretty much were hyped to quickly get clothes to have some stretch creases (for example between the breasts and on the sides). Sure, you can do those creases also quickly by exporting the clothing part to blender, sculpt the creases and import back to daz as morph. But as I said, thought I could use this to quickly make every pose get neat new creases in the cloth with those physics but yeah, total letdown. Getting MD just for some dicking around would be overkill, so yeah, fuck it. Whatever

>> No.673431
File: 89 KB, 606x574, Additional-Promo-17.jpg [View same] [iqdb] [saucenao] [google] [report]

anyone know what wet/sweat map is this?

>> No.673432

particles hair require more resources tho?

>> No.673434

99% of all the 3d porn shit you see on the net are made with daz studio assets

>> No.673436

Yes, and no... If you do it all in the same go it takes a lot, but one of the few blender guru tutorials that are actually decent explains an easy work around. Too lazy to find the link, but basically you render less particle hairs, but make like 5 different renders of just the hair and composite them together. If each layer has a different "random seed" the particles will sprout from slightly different spots on the model. By using this work around you can get the look of full thick hair while only having to render like 1/5 of the particles at any given time...

It isn't quite as good as a full head of hair at the same time, but you have to actually know what to look for to tell the difference.

>> No.673437

I should add that this isn't a perfect work around, and only really works well for short hair. In my experience anyways.

>> No.673439
File: 319 KB, 1021x1022, dforcehair1.png [View same] [iqdb] [saucenao] [google] [report]

Speaking of dforce and hair... I'm gonna try my hand at making my own dforce-friendly hair. I'm thinking to do whatever amount of simple strips (like in the picture) it'd take and then apply a cutout opacity map too them so that each strip is like I don't know 10-20 strains of hair, grouped together. I'll set them to not collide with each other.

will it be obvious the hairs are grouped together and/or will it look super ugly, do you think?

>> No.673440

>will it be obvious the hairs are grouped together and/or will it look super ugly, do you think?
> that each strip is like I don't know 10-20 strains
A head of hair has like 150 thousand strands of hair... You're going to need to bump that number up a little.

>> No.673441

Do you say that out of experience or are you just guesstimating? I'm eager to try it out but if it 100% is going to look awful I don't want to waste the time, of course.

>A head of hair has like 150 thousand strands of hair... You're going to need to bump that number up a little.
yeah, 10-20 each is stupid now that you mention it, I don't know what amount it'd be per strip. but it's not like the daz-ready hair in the daz store has 150,000 individual strands of hair, is it? You don't actually need that many for it to look good, do you? I was also thinking to compensate with some non-dynamic hairs around the head (to give it more volume also)

>> No.673442

>Do you say that out of experience or are you just guesstimating?
Polygon hair always looks awful. It was invented to be a "good enough" solution for vidya games. Your time would be better spent figuring out some way to use particle hair seeing as there is no cap on its fidelity...

Particle hair can be turned into a vertex mesh. I'm not 100% sure exactly if it'll work or the best way to do it, but you could use that mesh in DAZ after making it somewhere else... Maybe.

>I was also thinking to compensate with some non-dynamic hairs around the head
Yeah, that's the basic technique for polygon hair. It'll work, but I think it looks awful still.

>> No.673443

>Polygon hair always looks awful. It was invented to be a "good enough" solution for vidya games.
aren't most (all?) daz hairs polygon hair though? I mean if you think all of them looks awful, sure, I'm sure they do compared to better solutions, but to me they're definitely passable, and if my hair could be on that level + be dynamic inside of daz, then that's all I'm hoping for anyway. I
I'm not familiar with the term particle hair, does it mean each strand of hair is separate, or what?

>> No.673445

Yes, the hair sold on the DAZ store are polygon hair. They use the technique you are describing. They are what I'd call good enough, but you have to remember, that's the quality that PAID PROFESSIONALS are able to put out with that technique. They are literally being paid to spend all day perfecting it, and the best they can do with the technique is "good enough."

Particle hair is to CG hair what procedural textures are to materials. They have essentially infinite fidelity and count (only really limited by what your computer can handle). You can really see the difference in the edges of the hair and the fact that mesh hair struggles with the random frizzy strands of hair that real hair has. Particle hair can easily simulate.

If you want to learn a discipline that caps out at good enough, then by all means go ahead... But like I said, your time would probably be better spent learning to use particle hair.

>> No.673446

Just finished an earring, how do I make it change position depend on my figure's pose?
Rig it or dForce it?

>> No.673448
File: 613 KB, 760x570, 1549631919923.png [View same] [iqdb] [saucenao] [google] [report]

Can I have her preset, please?

>> No.673453

>But like I said, your time would probably be better spent learning to use particle hair.
how would that even be used with daz though...?

>> No.673454

just parent it to the character's ear. right-click on it in scene and choose "change parent"

>> No.673456

The head bone might work better.

>how would that even be used with daz though...?
There is a reason why DAZ has export options. Iray isn't a bad render engine, but you don't have to use DAZ's implementation of it. Shit, you don't even have to use Iray. Most textures/materials can be easily transferred between software. Sometimes without any touch up work at all (though sometimes with a lot).

There is a reason why the term "production pipeline" came into existence, and it isn't because all the work is done with the same program.

>> No.673457

>export to marvelous designer

>> No.673458

99% better than Daz artists on DevArt or forums

>> No.673460

Does anyone know how to save a morph as an inj? I've made several scenes involving a character. I want to fixup the character a little in zbrush then apply that fixup morph to the other scenes involving that character rather than have to remake everything.

>> No.673461

I refuse to believe you can get a good looking hair modeled in Daz. The time it would take for such poor quality seems like a huge waste if time.
You can't even UV it inside daz

>> No.673465

I think DAZ lets you import a model as a morph, but doesn't really let you export morphs as anything other then meshes. I haven't fooled around with it myself, but I assume this means you are supposed to export your model as a .obj, or whatever; then make your changes to it, and then import it back to DAZ as a "custom morph," or something... Don't quote me on this though.

>> No.673472


>> No.673476

Position your rim light better instead of ratcheting up the SSS. You've lost all the texture in her skin just to get a little glow in her ears. Other then that, its aight.

>> No.673478

people pay for this shit ? Are they too dumb to use DAZ or what ?

>> No.673479

Any daz stuff installer other than Daz Auto Installer?
the thing just buggy as shit for me, god damn

>> No.673484

thats why Im asking why it is used to make porn

>> No.673485

>good base body model already rigged
>ten of thousand of high res skin textures, wet map, shiny shader etc can easily pirated on the net

>> No.673489

You'd be surprised. People make money off of default lit scenes with default characters and settings just because it's part of a giantess comic or bimbofication etc.

>> No.673537

Where do they make money?

>> No.673538

Has anyone ever tried to do photorealistic furries?

>> No.673547
File: 481 KB, 800x800, hair1.webm [View same] [iqdb] [saucenao] [google] [report]

early days obviously but I think this could work quite well. simulation is really fast even with my GeForce 940M.

>> No.673550
File: 463 KB, 800x800, hairtestbed.png [View same] [iqdb] [saucenao] [google] [report]

obviously not halfway there yet but

>> No.673559

certainly not with fucking Daz Studio.

>> No.673560
File: 39 KB, 350x455, victoria-3-0-base-large.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.673577

I'm thinking about doing a series of renpy novels. Is that software easy to learn?

>> No.673591

I'm enough of an oldfag to have some V3 dolls I love enough to be unable to trash them. But today honestly, they are only good for filler people or background crowds

>> No.673611

>namedropping sites
fuck u

>> No.673639
File: 102 KB, 965x772, dazrender.jpg [View same] [iqdb] [saucenao] [google] [report]

this is a Daz render


>> No.673640

That's pretty good.

>> No.673641
File: 63 KB, 800x593, 184e60af726bf5fefee36bf5c775d0.jpg [View same] [iqdb] [saucenao] [google] [report]

this is a Daz render

>> No.673642

based vasoline poster

>> No.673643

>one million polygons
>nearly two hundred texture files
>seven light sources ranging from blowout bright to not even noticeable
>all passes checked on
>all passes used in compositing nodes
>two camera angles... just in case
>44 thousand sample
>nearly two days of render time
>another six hours of post processing in photoshop
>end result?
>A myspace selfie...
This isn't what cgi was invented for.

>> No.673644
File: 445 KB, 590x598, mikhaila-peterson-1.png [View same] [iqdb] [saucenao] [google] [report]

Jordan Peterson's daughter

>> No.673647

They always fail on the eyes and in this case also the eyelashes

>> No.673648

she's not his daughter, im 100% sure

>> No.673657

She used to be his wife's son.

>> No.673659

what I agree daz eyes are usually horrible but these are perfectly fine.

>> No.673664

>>another six hours of post processing in photoshop
he says in the thread there was no post processing.

>> No.673665

Sure, that chromatic aberration and the noise are not post-processing.

>> No.673667

why would he lie? he explains right there and then how he did it all
>Ok, so it's all 100% Daz with no post-work in Photoshop or anywhere else.
>Rendering: I use Spectral Rendering Natural, Pixel Filter to 1.2 for far away and 2.0 for close up, and a range of Tone Mapping to fit the lighting.

>> No.673669

I want to get one of DimensionTheory's HDRI packs - which one should I get?

>> No.673670

Sometimes I wonder the same, why would someone go on the Internet and tell lies? But they do, Anon; some people do.

>> No.673673

well better get on the daz forums and tell him what a fraud he is then

>> No.673674
File: 121 KB, 1800x900, 87ab36c7d5daf62c52c65f022483bb.jpg [View same] [iqdb] [saucenao] [google] [report]

i had never even noticed the spectral rendering options.

>> No.673675

apparently using them's very slow though, like 6x slower rendering times according to one daz3d forum poster.

>> No.673677

Why would I want to do that? I'm not his pastor.

>> No.673683

i didn't know what else to say to make me feel like I won the argument

>> No.673687
File: 143 KB, 1600x1800, 03 03 2019 ofgkkjhg.jpg [View same] [iqdb] [saucenao] [google] [report]

this is a Daz render

>> No.673692

just learned that Tangled used only around 100 strands of hair to calculate the hair physics. that could easily be done with dforce (for a normal-length hair style) thanks to it being current year

>> No.673693

This is incredibly horrible but instantly recognizable.
Well done.

>> No.673694

No! He feed's on (you)'s, let him starve!
desu I'm surprised he posted a clothed one, must be tired of getting banned.

>> No.673697

I mean he put a wig on a model somebody else made, I don't get how anon can call it "well done"

>> No.673698

To be honest I thought he nudged the sliders until they looked as the real persons

>> No.673699
File: 52 KB, 820x933, Capture.jpg [View same] [iqdb] [saucenao] [google] [report]

its all about the presets

>> No.673700
File: 168 KB, 1000x1000, HS_ITCHYSCALPCARE_SHAMPOO_200ML_FRONT-bh.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.673701

ah, the infamous DAZ hoverhands again

>> No.673702


>> No.673703

>launch daz, load a couple presets, screenshot scaled preview window.
I deserved this.

>> No.673704

well done.

>> No.673705

any recommendations for good HDRI packs, anyone?

>> No.673706

the ones from Daz have fair presets for ground and exposure but you can achieve similar results yourself with most any free hdr from the web.

>> No.673711
File: 39 KB, 219x371, 1543490229599.jpg [View same] [iqdb] [saucenao] [google] [report]

>what I agree daz eyes are usually horrible but these are perfectly fine.
Have you ever in your life actually looked into someone's eyes? I mean, a real person, you know, a human being.

>> No.673722

i think you know the answer to this question so why don't you try and actually put into words what it is you think is wrong with them?

>> No.673728
File: 17 KB, 350x350, Terai_Yuki2.jpg [View same] [iqdb] [saucenao] [google] [report]

speaking of old poser/daz models,
anyone remembering this gem? lol

>> No.673730
File: 477 KB, 800x800, hair4.webm [View same] [iqdb] [saucenao] [google] [report]

I applied the slight wave as a morph after the simulation.

>> No.673731

it is not bad and better than I expected BUT you seriously need to get more volume in there. I'm actually surprised you got some volume with that technique to begin with.

>> No.673732

yeah it's just a single layer of hair strands all attached to the very top of the head in that movie. playing around with more layers of hair right now.

>> No.673733

I'd experiment with making a volume base that stays more or less static with the rest flying around. I think if you make the whole lot of volume actually dynamic you'd need a supercomputer to get this simulated by this shit software.

>> No.673734

Looking at these makes me really want the models and textures so I could render them in a modern render engine to see how much better they'll look.

>> No.673735

I've done this a couple times actually.
If you subdivide them, add a finetuned smoothing modifier and some light subsurface scattering, they can look neat. V3 is quite ugly but for example V4 has a ton of really nice characters and TY2 is still a cute character in my opinion. Just needs proper hairstyle and a nice face expression.

Also, I'm still using Genesis2. Everything after that got reduced in density in the mesh way too much and I'm certainly not giving them money for their HD mesh scam.

>> No.673736

Also need to add, that I do enjoy making morphs for my character based on the underlying mesh and not with fucking displacement shit that only created hassle with clothes and other things. Real morphs to the basemesh and then subdiv and some smoothing over it.

>> No.673737

yeah that's what I had planned

>> No.673738

based anon, making progress and dabbing on everyone.

>> No.673740
File: 618 KB, 800x800, hair5.webm [View same] [iqdb] [saucenao] [google] [report]


4 layers of hair on each side. still reasonably fast, between 2-4 seconds per frame depending on the dforce settings. the bangs are from a store-bought hair (and are the only hairs that don't move, there's still no rigid layer underneath added for volume). getting the dforce settings right is super tricky. should probably go back to 1 layer of hair because I have no idea what I'm doing in this area.

>> No.673741
File: 15 KB, 106x134, forfree.png [View same] [iqdb] [saucenao] [google] [report]

>he's doing it for free

>> No.673742

you're kidding, right? surely he's an employee?

>> No.673744

>Fingers hovering
>Super noisy
>Stock pose
>No texture on tie
>Breasts pushing up for no reason

>> No.673745

>Still using gen2 in 2019

Post your work dude im genuinely curious

>> No.673754

Nice. I've noticed the key to making Daz renders look good is subtlety in facial expressions.

>> No.673755

is that a dforce hair? which is it?

>> No.673762

Yes this is big. If your taking any facial expression morphs all the way to 100% it's almost certainly not gonna look close to realistic.
The trick is mixing a few. Don't forget about the brows and eyes also. Slightly lowering brows and closing eyes 30% goes well for a sexy smile

>> No.673767
File: 618 KB, 800x448, hair8.webm [View same] [iqdb] [saucenao] [google] [report]

spent way too much time animating this just to check out what her hair would look like lying down. conclusions, 4 layers isn't quite enough hair and my dforce settings are shit

>> No.673769

I'm gonna try and download one of the daz store dforce hairs and check their settings. but my internet is limited and classic long hair for example is 1 gb...!

>> No.673773

You will never get rid of that dynamic jitter because the dforce implementation sucks donkey dick. Also animating in DAZ...yikes.

>> No.673777

dForce Classic Long Curly Hair

>> No.673784

Is that a DAZ anim?
how did you that breast jiggle?
animated by hand? There are no real softbody physics in DAZ are there ?

>> No.673785

>real softbody physics in DAZ

>> No.673837

any comments on how the dforce aspects of it work? is it super slow to simulate? does it work? does it behave realistically?

>> No.673838

>the dforce implementation sucks donkey dick
anons always say things like this and "iray is shit" but they can never explain what they mean and I never find these sentiments echoed by people who actually put names to their opinions. do you know for a fact that the dforce implementation sucks, or is that just your feelings after being frustrated because you didn't read/didn't understand the documentation? I don't see any weird jitter here, for example: https://www.youtube.com/watch?v=PdPJCZA_9GY

>> No.673840
File: 170 KB, 1600x1800, 05 02 2019 ofkdljkljhfaq01.jpg [View same] [iqdb] [saucenao] [google] [report]

thanks dude

>> No.673842
File: 260 KB, 1600x1800, 11 03 2019 lfkdgkldjlkjhgb.jpg [View same] [iqdb] [saucenao] [google] [report]

Ohhh, I should change my dforce setting in this case, because the process is very long.

>> No.673843
File: 150 KB, 1600x1800, 05 02 2019 ofkdljkljhfaqrt.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.673844

not to be one of the meanies but you realize your scene is shit, your lighting is absolute shit, and your camera angle is pretty bad? (you've done reasonably well with the posing/facial expression though, so it's not all bad)

>> No.673846

>posing/facial expression
Literally sliders and presets.
This is Daz.

>> No.673847

hey, still plenty of room to fuck it up.

>> No.673848
File: 196 KB, 1600x1800, 04 03 2019 ifjvkfjkjhgzsz.jpg [View same] [iqdb] [saucenao] [google] [report]

>hey, still plenty of room to fuck it up.

true, so many sliders

>> No.673849

Don't use shit like DAZ. It's that simple. Other tools can do out of the box what you're trying since one and a half decades without being total shit at it.

>> No.673850

You're not the first to tell him, but he doesn't care about any of that. He's only recreating his fantasies, and comes here in an attempt to shock other people with his images and get some attention as a result.

>> No.673852

Same tier as smooth and gif author.

>> No.673853

Sure, daz is shit, but it's also really convenient because it lets you do a lot of things you would have to learn from scratch in other 3d programs.

>> No.673855

don't be mean. I'm sure he wants to improve. I believe in all anon's, except mr smooth.

>> No.673856

have you seen gif author's animations? he's not some shit-tier newbie idiot. his stuff just happens to be absolutely revolting out of what I assume are his personal preferences.

>> No.673857

You haven't seen enough of his "work" then.

>> No.673858

it's honestly not THAT bad, it's just that it's absolutely nothing to be proud of and the very reason this thread is referred to as a "containment thread" in other /3/ threads

>> No.673859

I'd like a sub containment level, too bad the /aco/ threads fall off so fast.

>> No.673885
File: 61 KB, 750x422, 371876_e97b.jpg [View same] [iqdb] [saucenao] [google] [report]

Are there any DAZ characters/textures with this kind of painted on brush stroke texture?

>> No.673898
File: 34 KB, 480x522, 1485234345617.jpg [View same] [iqdb] [saucenao] [google] [report]

top fucking zozzle
never change, /3/

>> No.673901
File: 1.04 MB, 2000x2000, nerdy_full.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.673917

I wish I could post here to get feedback just like this...
But all the porn freaks make me uncomfortable

>> No.673918

With daz, it goes with the territory.
I joined the 3DX discord but cant stand futa and other fetish crap. If you can ignore that, the people usually have some pretty solid advice.

Posting here is pretty much the same thing but keep in mind that some people just want to watch the world burn and will troll regardless.

>> No.673927

Fuck back to the Victorian age, mate. There's one guy who's been posting a Emma Watson look-a-like getting drunk, and you're feeling queasy about posting your shit because of the "porn freaks"? Just post what you've got.

>> No.673931
File: 140 KB, 1600x1800, 05 02 2019 ofkdljkljhf.jpg [View same] [iqdb] [saucenao] [google] [report]

>I'm sure he wants to improve.

concerning this scene, it is in a big meslight cube, so there is not really work with light

and for the camera angle, sorry but I try differents things and I work very fast. I wanted to try the Emma Watson model at the beginning but finally it turn out into a little story.

>> No.673932

>Fuck back to the Victorian age
I would if I could.

>> No.673942

>it is in a big meslight cube
I don't care about why - you haven't bothered to light it properly, and the whole thing looks like shit because of it. either fix it or don't, but don't make excuses.

>> No.673944
File: 161 KB, 1600x1800, 14 03 2019 oofgkfjkjhg78.jpg [View same] [iqdb] [saucenao] [google] [report]

>either fix it or don't, but don't make excuses

no, I'm too lazy

>> No.673948
File: 415 KB, 1600x1800, 05 03 2019 poflgkgfkjgf00zs.jpg [View same] [iqdb] [saucenao] [google] [report]

why don't you use photoshop ? just edit the head map texture with a gradian for example

>> No.673949
File: 18 KB, 313x187, photoshop-gradient-picker.gif [View same] [iqdb] [saucenao] [google] [report]

* gradien

>> No.673952
File: 479 KB, 1600x1800, 27 03 2019 lkfdkljlkjgff45uuuz.jpg [View same] [iqdb] [saucenao] [google] [report]

nice setup, I tried something similar

>> No.673957

Those gum-hands are nightmarish.

>> No.673962

is this your render?
i have some questions

first, is this man jesus? how is he able to walk on water
second, why is there an asian in rome?
third, what is his left hand doing? is he hoverhanding? i find it hard to believe jesus was this shy if hes already balls deep inside an asian woman
third, whats up with the sores on his lower back? if he really is jesus, why does he look like hes about to croak?
fifth, if he is jesus, why does he have short hair?

>> No.673965

This thread is really atrocious.

>> No.673966 [DELETED] 
File: 164 KB, 1600x1800, 11 03 2019 lfkdgmlkjg1006ddccb.jpg [View same] [iqdb] [saucenao] [google] [report]

>first, is this man jesus? how is he able to walk on water
>second, why is there an asian in rome?
>third, what is his left hand doing? is he hoverhanding? i find it hard to believe jesus was this shy if hes already balls deep inside an asian woman
>third, whats up with the sores on his lower back? if he really is jesus, why does he look like hes about to croak?
>fifth, if he is jesus, why does he have short hair?


>> No.673967


>> No.673968


>> No.673969

I find it funnier and more wholesome than the classical autistic morons sharing pictures of deformed bimbos while talking about some e-celeb no one fucking care.

You know, people using the waifu posing software to pose waifus.

>> No.673970

These threads have somehow gotten worse recently, I blame shit OPs.

>> No.673974

We need masculine lesBRO back.
I think he outgrew daz though.

>> No.673977

I agree. Isn't he the one who posted the animated buff woman on the /wip/ thread, though?

>> No.673980

I haven't checked. I mainly stick to this containment thread. I've just assumed by the leaps and bounds in progress he's made over these threads that he's doing well now.

>> No.673981

This would be it, I think: >>673943

>> No.673983

I can tell from thumbnail alone, that's definitely him. Good on him, escaped the daz hellhole and is continuing progress.

>> No.673984

>tfw I'm here forever because I dont actually practice or improve because I'm too critical of anything I even pose on my own.
At least I'll be here to encourage others and make OPs when the current guy doesnt beat me to it.

>> No.673994

google daz3d breast physics

>> No.673997

what a horrible way to go.


>> No.674052
File: 1.01 MB, 800x800, hair hanging down.png [View same] [iqdb] [saucenao] [google] [report]

Some more dforce hair (with a rigid non-dforce base I spent a ridiculous amount of time modelling). Doing passable hair isn't impossible, but it's quite an uphill struggle to even reach daz store levels this way I think, at least as long as you're aiming for computationally cheapness/efficiency, like I'm doing.

>> No.674068
File: 957 KB, 800x800, hair hanging down 2.png [View same] [iqdb] [saucenao] [google] [report]

It does look a little better subdivided once more and with a more granular cut-out opacity map

>> No.674072

Character Creator 3 has no community since it's expensive as fuck. 500 dollars to use that shit in a game??? Fuck outta here

>> No.674080

So don't use it incel

Anyway wholly unnecessary since the blender plugin imo
great tutorial, brings in models as you expect them to look then they are ready to go. Can move them from blender to your game engine after minimal setup. Great stuff.
As someone who actually bought the daz2maya plugin to try it, this one actually works well.

>> No.674081

don't call people incel like that, it's rude.

>> No.674082

shut up, incel

>> No.674083
File: 293 KB, 1000x1300, 06-realtoon-expressions-for-toon-generations-2-daz3d.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.674088

No matter how good the rest looks, hair cards will kill the image. Avoid them.

>> No.674096

>blender plugin
Which one now? there are like 3.

>> No.674100

Please do not post my family pictures.

>> No.674105

Does anyone have the most recent SingularBlues morph script before it was taken down?

>> No.674108

Just the one I keep posting, which apparently isn't the most recent. Works well enough for me though.

>> No.674110

Does it make a difference if you use it with 4.10 or 4.11?

>> No.674112

I haven't tried it with 4.11
Though, things converted under 4.10 are still working for me under 11.

>> No.674114

I kept getting an error when I tried it, so I thought the beta might have something to do with it.

>> No.674117

>functioning adult
can't get a girlfriend
LOLLLLL nigger

>> No.674121

Has anyone managed to "successfully" transfer IT29 for V4 to G3F? Like without deformation or posing issues.

>> No.674123

The head morph uses a PMD, which don't work in Daz. Apparently there used to be an InjectPMD plugin, but it only works with 4.5 and under?

>> No.674148

This might be a dumb question, but how are you supposed to normally pose your figure after dialing in the V4 clone from GenX2? If I apply a pose, it won't work right since the hands and feet don't match up.

>> No.674163

only reason i can't get a gf is it'd upset my wives

>> No.674164

>can't get
don't want

>> No.674166

So, my process is:
1. load g8f
2. load g3f
3. favorite morph on g8f
4. select g8f
5. ctrl+select g3f
6. run script

But I keep getting this error:
2019-03-28 17:09:41.590 WARNING: Script Error: Line 23985
2019-03-28 17:09:41.590 WARNING: TypeError: Result of expression 'mod' [null] is not an object.

>> No.674167

but that's my whole idea, to use those instead of 160,000 strands, for their speed. I've gotta try and hide it better though... I wish there was another more realistic way to replicate a single strand without simulating it though, like how they did in Tangled, but I don't think that's possible in daz... of course i could export the simulated strands, import as a separate object and then move them slightly, but it'd be too much work, especially for animations it'd be ridiculous.

>> No.674168

Unfortunately, i didnt save the readme so I dont recall how to use it besides that "favorite" step.

>> No.674169

can we use this pic for the next op? it's just too good

>> No.674170

you can have both 4.10 and 4.11 installed at the same time. the boob physics script also stopped working in 4.11

>> No.674174

>I wish there was another more realistic way to replicate a single strand without simulating it though, like how they did in Tangled, but I don't think that's possible in daz

You could maybe do it with a script.

>> No.674192

it seems composition does not apply to daz "artists" here.. it doesnt take a supercomputer to read on basic photography, lighting and composition.

>> No.674197

it's me posting dforce hair and one other guy posting Emma Watson renders... so fuck off with the pompous twattery. It IS true most people using daz are shit at those things, but that's just because anybody can get into it, there's basically no threshold, and also because as people get better, they'll often move on to other software.

>> No.674200
File: 38 KB, 1240x514, desp.jpg [View same] [iqdb] [saucenao] [google] [report]

Any reliable tool for converting V4 morph to G3f/g8f /dsg/?

>> No.674201
File: 425 KB, 1160x736, 25_by_mishai_dd2rp9v.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.674202

thanks bro
Somehow the old stuffs are still mile better than the new one, soul vs soulless material right there

>> No.674205

Why not use other software? There are plenty of options out there to make your life easier when dealing with hair sims.

>> No.674208
File: 41 KB, 656x245, 33211.jpg [View same] [iqdb] [saucenao] [google] [report]

any tip on making dforce stuff?
Iam trying to make a simple loin cloth here but still cant achieve anything worth while

>> No.674215
File: 672 KB, 720x1080, output.webm [View same] [iqdb] [saucenao] [google] [report]

This guy knows his shit.

>> No.674217

make sure the loincloth isn't touching the legs when you start the sim. once something is stuck inside of something, it will stay stuck

>> No.674218

who dis?

>> No.674219

quite nice, shame the hair is hovering

>> No.674223


Daz Hair

>> No.674226

>thread barely up for 10 days, almost at bump limit.
Thasalada shitposting

>> No.674240

Okay so for info, because it fucked me over hard for several weeks.

There is a bug with black eyes and grey textures in Iray with my Daz. When you search for it you'll find that it happens when the scene is far removed from the center of the world, and that's true, but it also only seems to happen when you are in "memory" optimization mode. In "speed" it disappears completely.

So if your eyes are blacks or your textures greyer than usual, change from "memory" to "speed" optimization and that'll fix it. No need to change your scenes.

>> No.674243

Animation is not good

>> No.674245

Highrock breton?

>> No.674254

I know. It's not complete shit either, though, considering it was done in daz3d without any of the plugins. like i said, the point was to see how the hair would move.

>> No.674260

I realized node instances are somewhat close to what I need, except I can't change them at all, they're exact copies of the original hair (I can only scale and move them about). ideally I would be able to apply a randomization morph or something to each instance to change them just slightly from the original... but this is still great for getting plenty more volume easily, by just nudging each instance a little. There's an "instances to objects" script for sale in the daz shop but it's not really clear whether dforce simulations/animations would be intact after converting... if they're not, it'd be pointless, of course.

>> No.674267

Porn brings people together :)

>> No.674271

Great concept. I might try this out.

>> No.674273


Why not Legacy to Gen8 tho?

>> No.674274

where did you find this ? I get nothing googling for zer05ive. i want to partake in the rest of this guy's oeuvre

>> No.674278

Can someone help me understand. What's the point of using older gens?

They look worse, less morphs, new clothes don't fit old models well

>> No.674281


Go to slushe.
Majority of the shit there is done in Daz. People who post here likely don't want their name tainted by posting stuff on 4chan.
At least for me, thats why I stopped. I used to spam the /aco/ threads with my stuff though.

>> No.674283

Why tho

What v4 morphs are so good you want them on g8f that you can't replicate them?

>> No.674289

Who care

>> No.674303

>create futa giantess muscle girl shit
>dont want name tainted
Judging by their personalities on the 3DX discord, they are kinda scared of 4chan, it's strange.

>> No.674315

As a futa giantess muscle girl renderer myself, I don't post no nothing on /Dazg/ because the two or three times I tried to post something here people were more excited about a local eceleb. Also they were shitflinging themselves over a bad render of a old woman with tits? And insulting each others because someone thought local eceleb A was better than local eceleb B?

The issue is not localized only on this thread. It's a general issue of 4chan, where the extremely productive and artistic period of 2009-2012 has been strangled to death by overt moderation, until only the very young, angry or purposeless people were left.

I don't gain anything by posting there, so I don't.

>> No.674317

Yeah, I guess nothing is every really constructive here. Part of why I stopped being the consistent OP.

>> No.674319

Would have been nice to have thread themes and wips from amateurs but I guess that's what the official forums are for.

>> No.674370

Here you go: https://www.deviantart.com/zero5ivedigital/art/JCSP1-Turntable-789732264

>> No.674375

cry me a river. people didn't get excited about your futa giantess muscle girl so you're complaining about the lack in creativity in these threads? post pics or shut the fuck up

>> No.674376

Too bad his other stuff doesn't look half as good, and he's literally just doing the same thing over and over again, moving their heads, keeping the rest of the body static.

>> No.674377

Is anybody using the Auto Shape Enhancer? Is it any good?

>> No.674379

Yup. I get the vibe he knows what he wants to do, but he's still experimenting/learning, and posting as he improves.

>> No.674391

The people who I have talked to say the same thing. They don't want to shill on here because either they will get known there as "that 4chan guy" or get known here as the faggot that shills too much.

It's a no win. If you wanna see new good stuff go to slushe, it's where all the good 3dx has moved to if they don't have their own website.
Or if your a tranny go use the discord and people update their new work in the respective channels.

>> No.674392

I dont see how ">that 4chan guy" is any worse than granny futas banging muscle shotas or whatever.

>> No.674395

stop caring about retarded things and stop the complaining. I opened up slushe and jeesh. I don't want to see people post that type of awful tasteless daz porn here. I'm happy for it being a lowkey place to ask questions and talk about different techniques and share worksafe WIPs.

>> No.674396

That's the other thing, it's a worksafe board.
If I wanna post my stuff it means im gonna have to go out of the way to censor bits and cos jannies are cucked depending on how poor a job I do of that, will still get banned

>> No.674398

or post in /aco/
Those threads die fast but you can still post there and link here.

>> No.674476

>I'm happy for it being a lowkey place to ask questions and talk about different techniques and share worksafe WIPs.
But it isn't. Not in a good, productive, or creative manner. Not even in a chaotic, fun, or funny old 4chan manner.

It seems that most newfags nowadays don't even know what they lost in translation. They see a low-key low-effort shitflinging thread and think it's the epitomes of everything that could ever be created by 4chan.

It isn't. You're parading on the corpse of dead artistic current.

When was the last time you posted a render on /a/ only for them to crossboard it into /v/ and /b/ and /co/? Hmmm? When was the last time you had fun by upping the ante with three or four artists trying to add stupid shit to your own renders or photoshopping it into wildly inappropriate pictures?

No need to answer.

4chan has nothing to offer to people those days. Slushe is for old tumblrinas and is quickly becoming the new standard. Discord is for people who like to have their dick sucked every morning, and I include myself into that category.

I mostly shitpost on /dazg/ now. It's what it is made for anyway.

>> No.674477
File: 2.47 MB, 1920x1080, MFW.png [View same] [iqdb] [saucenao] [google] [report]

>I mostly shitpost on /dazg/ now. It's what it is made for anyway.
I miss making those threads, now OPs are all full of pirate links and dont even bother throwing together a shit render of their own.

>> No.674483

>I opened up slushe and jeesh
oh great. more fucking futa.

>> No.674520

so it turns out that geoshells are actually better than instances for this purpose (i.e. one strand of hair controlling several nearby strands without simulating them) as they are a lot more flexible than node instances (I assume the drawback is that they eat a lot more memory) You can do whatever for textures on a geoshell of course so I apply the normal hair but change the vertical offset to 0.5 so it ends up looking pretty different from the original (while with node instances, it just looked as if the whole hair was blurry). I can't change the geometry with a morph BUT it's possible to apply a dformer to them, oddly.

so the experiments continue.

>> No.674524

so what's your solution then? to whine and complain and reminisce about the good old days? you're bringing nothing to the thread yourself. post something interesting or fuck off, seriously.

>> No.674529
File: 266 KB, 1600x1800, 11 03 2019 lfkdgmlkjg1006ddccb.jpg [View same] [iqdb] [saucenao] [google] [report]

>Porn brings people together :)

I confirm

>> No.674564

with geoshells you can also turn it off for individual materials (like thinner strands, if you don't want to beef them up), and you can also set a mesh offset which looks a lot better than simply scaling a node instance.

>> No.674569

is there a way to get geoshell clothing to not turn anatomical elements white and textureless? (asking for a friend)

>> No.674589

There are settings in parameters that disable parts of the geoshell

>> No.674638

Question I can't find an answer to: one of my characters that I really like has 53 shaders on it somehow which just freezes the shit out of my system. How can I locate and eliminate the layers underneath that are not visual?

>> No.674647

Sickleyield: no genesis 9 anytime soon


>> No.674648

gee bill

>> No.674659

Thank God. Genesis 8 was pointless

>> No.674676

could you be more specific?

>> No.674677

Character name?

>> No.674681

It's one of my own morphs from a G3. I took a lot of time designing it and changing it and when I went to render, Iray says it has 53 surfaces. I looked on the surfaces tab and, yep, all the previous tones/eye colors are stuck on it and I can't find where to delete the ones I'm not using.

But I am calling the character 'Matleena.'

>> No.674683

Aside from morphs, what was the base character's material?

>> No.674684
File: 172 KB, 1080x1080, 2019-03-31 14.12.18 2011980086350020458_daz3d.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.674686

All basic G3 mats, I think I started with the "Jane" basic skin and added freckles, maybe a pair of G8 eyes, but I tend to use mats and surfaces of the same Genesis type.

>> No.674688

good to hear, thanks for posting this.

>> No.674701
File: 218 KB, 1600x1800, 03 02 2019 ofldcdkljkjgg.jpg [View same] [iqdb] [saucenao] [google] [report]


They made the good choice,

"So, rather than release a Genesis 9 that is basically the same tech with a slightly different shape, I would rather see Daz3d continuing the path of developing technology to a point where it's possible to create better, more lifelike figures."

>> No.674702
File: 254 KB, 1600x1800, 06 02 2019 odfigfijzzz05zzd.jpg [View same] [iqdb] [saucenao] [google] [report]


Bravo Bravo

>> No.674703
File: 205 KB, 1600x1800, 06 02 2019 idfiduiuytr.jpg [View same] [iqdb] [saucenao] [google] [report]

G8 is good for expression, that's all

>> No.674760

I don't really know how that could happen. A char shouldn't have that many things so what you could do is go surface to surface and double check where all your textures are located that you actually want, then right click surfaces to clear them all and then re add the ones you want.

It's weird that would happen in the first place, are you trying to apply one characters materials? If so, create a new character and just copy the morphs over then re apply the mats to that character.

>> No.674761

This is actually good news. Daz devs actually admitting they don't wanna just release a new gen for the sake of it and work on the program itself instead.

Any idea what they are actually working on though?

>> No.674766


>> No.674776

dforce? soft-body stuff?

>> No.674802
File: 647 KB, 800x800, hairy3.png [View same] [iqdb] [saucenao] [google] [report]

dforce hair is coming on quite nicely, not 100% there yet but... simulation is lighting fast even with my crappy card, 2-4 sec per frame

>> No.674804

What's stopping you from making more strands? Its cool your progress is honestly amazing considering your doing it all inside Daz but you gotta.have more strands, girls hair doesn't count together like that.

>> No.674909

just taking one step at a time, I keep redoing it so I'm trying not to go to crazy yet. I will definitely add more, both actual simulated strands (around 140 simulated 22 polygon strips in the pic) and more slightly dformed geoshells (there's 4 or 5 in that picture, so 140*5 total strips)

>> No.674910

btw i'm not doing it ALL in daz, I'm modelling the hair in hexagon.

>> No.674912

the pre-simulation hair that is, ofc

>> No.674916
File: 104 KB, 933x354, error.png [View same] [iqdb] [saucenao] [google] [report]

Anyone use the Daz Importer with blender 2.8? I am getting an error when attempting to import a scene

>> No.674917

Which importer? There are like three.

>> No.674918


>> No.674919

Using latest 2.8 build?

>> No.674920

I am using the "Try Blender 2.80 Beta" button on blender.org

>> No.674925


Make sure you are using the dev version, the stable version didn't work for me for 2.8.

I can't really figure out your issue from those errors but I will say I used the plugin on a fresh install just last week and brought in 3-4 models no problem.

Make sure you are following the detailed instructions.

>> No.674946

People who import daz models into blender, what do you do with them in blender? Animation? Could you pos tsome of your stuff?

>> No.674950

I tried out the "classic long hair with dforce" that's in the daz store for comparison - a single frame is taking me about 2.5 minutes to simulate(!). The individual strands are tubular/square-shaped, which I guess makes sense, but I wonder if it's really worth the cost of simulating twice as many polygons as for my flat strips.

>> No.674978

Nothing yet, I'm still firguring it out.

The thing is, Eevee can look great. So I want to try my hand at making short videos.

>> No.674985

For me (anon who asked about importing) I wanted to try to make a crappy 3d game, but it's probably going to go terribly since I can't figure out an efficient way to automatically re-rig the Daz model with my additional bones

>> No.674996

Which Blender importer requires the least amount of adjusting materials?

>> No.674997

Better get used to editing materials, as you will eventually move away from daz.

>> No.675020

I'm asking for convenience

>> No.675038
File: 57 KB, 774x318, 574568679.jpg [View same] [iqdb] [saucenao] [google] [report]

I've only tried the one mentioned in this thread
It works surprisingly well and there are a few options to change the shader output but I haven't done much with it yet. There were a few scenes that didn't load but I think its because they used textures and morphs that weren't installed in the DAZ library I indicated.

On an unrelated not does anyone know why duf files show up twice in smart content when I install some assets? I've noticed it a lot but it's only a mild annoyance.

>> No.675039
File: 5 KB, 250x140, 111111111.jpg [View same] [iqdb] [saucenao] [google] [report]

>duf files show up twice
I was going to say you need to sort by iray but you appear to have that tree selected.
Do you have filter by context checked and the appropriate genesis version selected?

>> No.675042

>still no GCspidergwen outfit on the sites
How am I supposed to lewd a thot-y Gwen now?

>> No.675043

Yeah I have the context filter selected. The dufs seem to be Gen3/Gen8 versions. Maybe it's just organized that way in the product view and they're expecting you to use some other view that has context.

>> No.675062

learn how to do it yourself, it's not hard. make a geoshell, turn it off for the face (in paramters), make textures in photoshop based off the base model textures (getting the seams in the right places will take some trial and error). then find a hoodie in the daz shop or on the sites, edit it in daz with the geometry editor to hide/delete all polygons except the sweater... texture it too. tadah.

>> No.675063

>except the sweater
except the hoodie, I mean.

>> No.675067

Seems simple enough, cant wait to butcher the UV unwrap

>> No.675069

eventually you'll get it right.

>> No.675070

FREE-4-SPRING code $15 off in the daz store (no minimum amount needed so you can get things under $15 for free)

>> No.675071

Yu don't need to unwrap anything
Just take the textures used for the body, tell the geo-shells to use the same UVs and then edit the textures in Photoshop

>> No.675072

seems its dead already

>> No.675077

maybe it' account-specific, sorry

>> No.675078

probably a recent purchase I imagine. I had a few for the whole week of Bridget's release.

>> No.675173

Of course he's getting paid: https://www.daz3d.com/forums/discussion/231081/thank-you-to-richard-haseltine

(in likes)

>> No.675175

I got it too, it's specific to account I believe. Mine came in because I wasn't acquiring anything lately, or so it said on the email.

>> No.675191

re: Diffeomorphic, how what is step 5 referring to in blender 2.8?

Save the zip file somewhere on your computer.
In Blender, go to File > User Preferences > Add-ons
Press Install From File... and select the zip file.
Enable the DAZ importer.
>In the Settings panel, set up all DAZ library paths.
In Daz Studio, install the export basic data plug-in, included in the zip file.
Save the Daz scene as a .duf file.
Export basic data with the provided add-on to a .json file with the same name as the .duf file.
In Blender, import the .duf file with Mesh Fitting set to Json file.

>> No.675193
File: 843 KB, 3840x2100, Nkey.jpg [View same] [iqdb] [saucenao] [google] [report]

nevermind, found it.

>> No.675195

To add, this definitely works rather well but I'll still have to do some tweaking to the materials. My character came in very red, need to mess with whatever translucency weight translated to in blender.

>> No.675202
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>> No.675207

those teeth are pretty atrociously bad

>> No.675212
File: 140 KB, 732x951, 567890.jpg [View same] [iqdb] [saucenao] [google] [report]

what hair and character is used here? the product is dForce JK Suit by crocodile

>> No.675214
File: 701 KB, 1700x1000, untitled.png [View same] [iqdb] [saucenao] [google] [report]

Trying to get a hold of Eevee for quick statics and animations.
There are some problems - bump maps appear pixelated, so normal maps are preferable.
Also HDRIs are useless, have to work with lamps.

>> No.675218

where do all these wannabe Patreon fags publish their crap? On DeviantArt or what ?

>> No.675222

Why do you say hdris are useless

It depends entirely on your scene

>> No.675226

They don't cast shadows in Eevee, so it's just a lot of light from everywhere, basically.

>> No.675241

I was just tossing around hdr last night and for some reason didnt notice that but knew something was off.

>> No.675242

You can get a ton of publicity on Deviantart by joining groups, so yeah, pretty much

>> No.675244

I dont understand how such awful things get such large followings of retards throwing their money at it when those same retards can just install and pirate the same content for freeeeeeee.

>> No.675245

Not everyone has infinite free time.

>> No.675246

They do cast shadows, but they are not as precise as in cycles, you need to bake the lighting.

You did bake the lighting, right Anon?

>> No.675247

With the "quality" of some of those guys, you can literally throw together a scene with render in like 15 minutes.

>> No.675248

plz explain

>> No.675249

I hate them as much as you, but 15 minutes of work is a long time just to get off.

>> No.675252


Shift + a > light probes > irradince volume cache

Scale so the box just surrounds your area you wanna light, if it's a room you wanna make the irr.volume box slightly bigger for example.

Default settings for it will be fine.
Then go and bake the lighting.

>> No.675254

Will try when time permits, thanks!

>> No.675312

kinley maybe

>> No.675503
File: 963 KB, 2000x2600, thebrute-extra-03.jpg [View same] [iqdb] [saucenao] [google] [report]

What did official daz promo material mean by this?

>> No.675512


>> No.675542

Tried that, but hdri still doesn't cast shadows.

>> No.675734


why is her face disappearing into his body? is he assimilating her?

>> No.675750

The true meaning of BLACKED

>> No.676150

I'm growing tired of my hair experiments (though I've made strides, it's still not 100%). what other software should I use to simulate realistic hair on my daz models?

>> No.676152

I guess blender seems kind of easy?

>> No.676155

can you easily export blender particle hair back to daz if you prefer to render it in iray rather than cycles?

>> No.676182
File: 74 KB, 302x170, 5705058.png [View same] [iqdb] [saucenao] [google] [report]

I've been looking into this recently myself. I haven't finished any real cool looking hair but Xgen Interactive Grooming in Maya seems to be the best I've found to get quick and nice looking results.

I looked at Fibermesh in zBrush but that seems to need a lot more skill to get good results and you have to export the curves to do anything dynamic.

I did this full tutorial in blender.
It seems you need a lot of tricks and hacks to get what you want in Blender and the result still doesn't look that good on close inspection. This video is years old but Blender didn't add much more to it's hair system.

I've heard good things about houdini but haven't looked at that yet.

>> No.676289

what did you think were the issues with blender exactly? looks good to me.

>> No.676294

Question: do I install DAZ from the launcher or do I pirate it? Am I gonna be able to use stuff like the resources pack in the OP if I install it from the installer or will it bitch at me that I don't own the licenses or whatever?

I've never opened this software so I legitimately don't know.

>> No.676297

app and all starter essentials are legit free.

>> No.676325

Go through Daz site for everything, download everything free that's available to you from the install manager with a dummy account and a vpn then you block Daz from the internet and start pirating your content by simply dragging and dropping stuff you download into the Daz library.

>> No.676468

So THIS is page 7 with a thread full of piratefags.

>> No.676503

use the launcher, you will not have any issues and removing individual stuff will be a total bitch if you don't

>> No.676607
File: 45 KB, 500x500, ec_OMG_for_V4_1525_Promo_01-500x500.jpg [View same] [iqdb] [saucenao] [google] [report]

People paid money for olivia mun!

>> No.677491

>15 minutes of work is a long time just to get off.
Filthy casuals.

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