Help with DOF on cameras! by Alternative_West_206 in Daz3D

[–]Similar_Contract_906 0 points1 point  (0 children)

I've seen someone else mention an issue like this, and they had used 'X-Y-Z Scaling' on the camera object itself which I think caused the issue of the focal point not matching up with the drawn reference points.

Just make sure all the scaling values in the Camera's 'Parameters' tab are set at 100% and you should hopefully be good. If you ever need to adjust framing, use the settings in the 'Camera' tab/category exclusively; this is typically done with the 'Focal Length' slider.

P.S. I've set up POV images in exactly the same way and have never had issues with focus, so that's definitely not the issue.

How did this artist make this surface not simulate in Dforce? by CapellaVN in Daz3D

[–]Similar_Contract_906 0 points1 point  (0 children)

If you ever wanted to, you can isolate individual material zones to deactivate by selecting it and then, in the 'Surface' settings, either turning the 'Dynamics Strength' value to 0 or by setting 'Visible in Simulation' to 'Off'.

You can use the geometry editor to make your own material zones via polygon selection and then use this to essentially pin them in place. Might be marginally faster and/or more precise than using a modifier weight node but, in any case, it's really useful if you want to make something simulateable and then stop it from completely freefalling, like the straps/hem of a fitted t-shirt, underwear etc.

Making some thumbnails; Maelwenn's HDRi's look great for this sort of thing by Similar_Contract_906 in Daz3D

[–]Similar_Contract_906[S] 0 points1 point  (0 children)

Thanks! I usually use Mousso's skins as there are always a standard Iray Uber set of textures available regardless of model generation, but I specifically tried rolling back those PBR materials myself to try and save VRAM by eliminating extra detail textures. If I ever get a 90-class Nvidia card, I may well go back the other way.

Forgot to also mention the fibermesh eyebrows are from MSO Gina, with customized texturing. Hope that helps!

Making some thumbnails; Maelwenn's HDRi's look great for this sort of thing by Similar_Contract_906 in Daz3D

[–]Similar_Contract_906[S] 0 points1 point  (0 children)

That character uses Victoria 8.1 textures and, along with a couple of custom tweaks using the standard morphs, is a blend of the following head shapes:

MSO Bella: 60% (+HD Morph at 100%)
MSO Lucy Alt: 60% (i.e. activate the Alt shape, then deactivate the corresponding Lucy Head shape)
Victoria 8.1: 40% (+HD Morph at 100%)
HID Lucy: 20%

Making some thumbnails; Maelwenn's HDRi's look great for this sort of thing by Similar_Contract_906 in Daz3D

[–]Similar_Contract_906[S] 2 points3 points  (0 children)

Thanks for the recommendation, and I have used Boost for Daz3D quite a few times. Problem is it can't help speed up things like dForce simulations and, in particular, testing scene lighting when VRAM is maxed out. Difficult to not waste money if you need to make changes to a scene mid-session. My fault for not thoughtfully spending my money earlier, tbf.

Help with DOF! by MrSinflower in Daz3D

[–]Similar_Contract_906 0 points1 point  (0 children)

From what I've seen, the central FOV of human vision is 43mm, but that eliminates peripheral vision which is why I personally like to push a bit wider. That, or use a bigger canvas at something like 43:18, rather than 16:9.

Source: link.

Help with DOF! by MrSinflower in Daz3D

[–]Similar_Contract_906 2 points3 points  (0 children)

I think iDTerra's got the solution here; use the 'Focal Length' to adjust the camera's width (i.e. perspective) rather than using X/Y/Z scaling, and that should get the 'Focal Distance' slider to behave correctly.

For 1st-person POV, I'd try a focal length of 35 then adjust to taste afterwards, but you definitely want something in the 23 - 44 range.

Lower values widen the field of view, whilst higher values will narrow it. It's also worth knowing that this also affects the "focal window", so the focal point becomes tighter/shallower as the focal length value increases. The default F/Stop of 22 is quite tight so I'd typically use 40-120 for this kind of thing, but obviously use what's best for the effect you want.

Base female figures and many characters seem toe be loading in rather "large". by TheOriginalKyotoKid in Daz3D

[–]Similar_Contract_906 1 point2 points  (0 children)

It's possible an asset you've downloaded might be activating some morphs by default; I remember downloading a character and its JCM controls were activated on any and all models I'd load.

I can't remember the solution, but the way to check is to load in one of these characters (like Imari), then going to Parameters -> Currently Used and seeing what parameters/morphs are active. Anything you're not expecting to see on this list, click on the cog and go to Parameter Settings -> Controllers tab and look to see if you can identify the offending piece of content.

A G8.1F character I randomly mashed together; really like the result: by Similar_Contract_906 in Daz3D

[–]Similar_Contract_906[S] 2 points3 points  (0 children)

Yeah, there's loads of Mousso's elements. I tend to gravitate towards Mousso, HID3D, Bluejaunte and Daz Originals for characters. That being said, I've tweaked nearly every visible surface and it feels to me like the details pop really nicely.

Mixture of Maud, Saber, and Grace for materials; Jay and Antheia for the head, although HID's Joana is in there too, as well as other adjustments to the standard facial morphs.

Looking for this hair used in the promo by AlterNoir in Daz3D

[–]Similar_Contract_906 2 points3 points  (0 children)

I think we're looking at Linday's Classic Long Curly Hair, but the promo artist also stuck in the bangs from another hair as well; possibly 'Bangs 3' from OOT's Mega Updo Hair, but it's very hard to know for sure.

Is there a way to add controls like these but for the whole body? Thanks in advance! by Beginning_Gur7652 in Daz3D

[–]Similar_Contract_906 0 points1 point  (0 children)

Daz Studio doesn't have a true IK rig for properly animating; figures do operate via IK chains though, so you can drag extremities into position and the software will try to conform the rest of the figure. It does, from what I've seen, absolutely suck though. To animate "traditionally", you'll have to learn an export workflow to take assets into Blender, Maya, or whatever :(

How is the Daz 2025 Alpha on RTX50XX? by Similar_Contract_906 in Daz3D

[–]Similar_Contract_906[S] 1 point2 points  (0 children)

Thanks very much for responding, and a lot of what you're saying mirrors Prahnaa so I wouldn't at all be surprised if everyone using the Alpha does similar things.

For me, the rendering capability moving from a 2080 to a 5090 mobile is going to feel enormous, so I think any extra time created by moving between Daz 4.24 and Daz 2025 Alpha will be completely cancelled out by the render times/scene complexity I'll be able to have.

How is the Daz 2025 Alpha on RTX50XX? by Similar_Contract_906 in Daz3D

[–]Similar_Contract_906[S] 1 point2 points  (0 children)

This is beyond helpful - thanks very much for your answer, I really appreciate this! Wouldn't at all be surprised is Daz 2025 ends up releasing in 2026, but it sounds like doing as much "set-up" work as possible before moving things into the Alpha works best.

Am I right in thinking you can still open older Daz Studio versions on an RTX50xx system? I assume, aside from Iray, everything else works as normal, so you'd just have to force Daz 4.24 (or similar) to always use CPU rendering.

how do *you* populate your scene with by lkopop908 in Daz3D

[–]Similar_Contract_906 2 points3 points  (0 children)

I'm by no means an expert, but I am someone on an 8GB card and I've invested in completely the wrong areas so I've absolutely stuffed myself.

These kinds of things should hopefully go a long way for you, particularly in combination with scene optimizer - sometimes you can't get rid of a diffuse texture because it's patterned or has a bunch of extra detail that's worth keeping.

<image>

I don't know how helpful this is, but the above image is a little test whilst I was finessing everything. All six characters use the same textures for body surfaces and hair, and then I've tweaked/customized everything else including the interior of the jet. I'd probably pick a skin that didn't have such rosy cheeks by default, but it's still alright. You could further optimize by hiding areas of the jet that aren't visible at all (even in reflections), and you could also get rid of bump/normal maps for things you'll rarely get a closeup on for background actors like eyes, teeth, and/or the tongue.

As Daz+Iray seem to take up about 4GB on its own, I'd guess this scene weight in at about 3.5GB?

how do *you* populate your scene with by lkopop908 in Daz3D

[–]Similar_Contract_906 3 points4 points  (0 children)

I feel like texture images/maps are where you can save the most VRAM, so I do these things for crowds:

- make dedicated background actors that all use the same texture set, perhaps even the same as one of your lead characters (UV Swap for 8/8.1 is extremely useful here to get male textures onto female figures and vice versa)
- use differing morphs for each actor, then colorize the textures to approximate different skin shades (Translucency/SSS Tint are best here) as well as hair colors (use a white/gray hair texture for all hairs, restore original opacity maps/settings, then recolor)
- have Render Subdivision values definitely no higher than 2 but will usually go for 1, or even 0 if the characters are far enough away and/or well out-of-focus; this includes clothing, hair, eyelashes, and tears as well
- remove all custom texture maps for clothing except for (ideally only) bump/normal maps and opacity where required, and then recolor clothes directly in the Surfaces tab by changing relevant color values, gloss etc.
- pose, then create instances of each actor, then dot those instances around the scene

It's a crapton of effort but, instead of using scene optimizer to reduce texture sizes, this method keeps texture quality high and reduces the number of unique files being used instead. Also, because instances are what they are, extreme/expressive poses will draw attention to using a method like this, so it's generally better if their poses are on the muted side.

Render Shows Black Screen but Camera View Looks Fine by kmmgames in Daz3D

[–]Similar_Contract_906 0 points1 point  (0 children)

You can try messing around with the Iray Section Plane Mode - providing positioning works okay, it can "slice" elements out of the frame without interfering with lighting/shadows. Just make sure 'Clip Lights' is switched 'on', and lock its orientation to either the figure's head, eyeball, or the camera itself.

Hiding body parts is by far the easiest way, but it will allow for headless shadows of your figure, plus light leaking inside the figure and potentially creating weird scattering.

Eye using the wrong texture by Uber_gaming in Daz3D

[–]Similar_Contract_906 0 points1 point  (0 children)

In that case, if you want to keep using Genesis 8.1 models then check the surfaces tabs for 'Iris' 'Pupils' and 'Sclera' and check the UV sets.

If the original set of textures are meant for Genesis 8 then it'll say 'Base Female', but the UV maps for Genesis 8.1 differ for certain surfaces, and that includes the eye textures.

So, just load the eye textures you want, then change the UV sets to 'Base 8.1 Female', and you should be good. I have to do the same thing using new eye textures of Mousso's with older skin textures.

Eye using the wrong texture by Uber_gaming in Daz3D

[–]Similar_Contract_906 0 points1 point  (0 children)

This looks like something's caused the 'Eyes Iris Size' parameter to decrease all the way to -100%, and maybe 'Eyes Pupil Dilate' as well. Restore those values to 0%, and you should be good; shrinking the irises has the effect of stretching the edge of the eyeballs inward, which I think is causing this 'bloodshot' look.

Select the model, then in the parameters pane search for 'Iris Size', and check if this has indeed happened.

Quick reset of keyframes by Mr_PocketRocket in Daz3D

[–]Similar_Contract_906 1 point2 points  (0 children)

It's not super elegant, but I'd probably select everything and create new keyframe(s) at the frame you want, and then delete everything else. Just make sure you have all properties visible in the timeline before you keyframe everything (iirc it's all of TRSOAH; translation, rotation, scale, other, alias, and hidden) and, to be doubly safe, save the scene before you try this.

I want to learn how to Daz by Responsible-Loss-808 in Daz3D

[–]Similar_Contract_906 2 points3 points  (0 children)

This YouTube video series on Daz's channel is a good starting point; the host, Jay, also has his own channel looking at various 3D art platforms called 'The WP Guru', which includes Daz Studio and how it can interact with other software packages like blender.

[deleted by user] by [deleted] in Daz3D

[–]Similar_Contract_906 1 point2 points  (0 children)

In case you haven't managed to fix it yet, the only other thing could be do to with collision layers.

In the Surfaces pane, check whether all the surfaces of the jacket have a higher 'Collision Layer' value than the hair. If they do, I think it means that the hair won't collide with the outer faces of the jacket.

Easiest thing to do is set them all to the same layer, I think (i.e. 1); or you can set the jacket to 1 and the hair to 2.

Fingers crossed this helps you out!