Make a Single Dial based on multiple dials

How to take multiple dialed in morphs and make a single controller for them in DS using Genesis 2 Female (from a post in the Daz Forums, added here for quick reference)

  • Select the figure you are working with; we are assuming that morphs and bones are already set in a way you want to ERC freeze them
  • Go to top bar menu, select Window -> Panes (Tabs) -> Property Hierarchy
    The new pane should either pop up or open up on left or right, depending on your layout
    If you are working on say, Genesis, it should show Genesis as a selected
  • Right-click on your Genesis in Property Hierarchy pane and you’d see ERC Freeze option (all others could be grayed out, it is ok)
  • In a next screen Figure/Node is Genesis
  • Property – > Create New
  • Put Path where you want it to be and name you want, and other parameters, like limits of your control morph, etc.
  • Unclick “Create as empty morph”
  • Press ‘Create’
  • Unclick Restore Figure Rigging on the bottom of the screen (other two should be selected).
    There should be a bunch of things (that you dialed before) already selected.
  • Accept.
  • Check if it works. Dial it back to zero.
  • Save as morph asset.
Blog Tutorials

DS/mcjTeleBlender – Reference Notes

Just some notes for me to remember when using mcJTeleBlender in Daz Studio:

DAZ/mcjTeleBlender Notes:

– If you use a smoothing modifier, make sure to turn “Interactive Update”on
– Eyesurface and Tear can go full Transparent BSDF/White (to fix this from the DAZ side, apply a black image to Opacity instead)
– Cornea can go with the below for a nice reflection


– If clothes don’t turn out (maybe black), or are shiny, check to see if a Glossy node is blended at the end.  Disconnect if needed
– Too shiny metal, edit or disconnect glossy node at the end
– Opacity=0 does not mean that it will not show in Blender, you may need to remove shaders and add a transparent BSDF/White node (to fix this from the DAZ side, apply a black image to Opacity instead)
– In Blender, CTRL-O (zero on NUM-PAD) sets the current selected object to camera, then you can Lock the Camera to View (from side menu that drags out) to position cameras or lights, etc.



Blog Tutorials

Z-Depth Map in Poser

Turn off all lights. Your scene will render black.
Go to Materials
Select Atmosphere
Enable Depth Cue
Set Depth Cue Color = WHITE.
Set Depth Cue distances to desired values.
(Turn down Render setting so it does not take long)

Turn off all lights does mean all light emitting materials as well.  You can use SceneFixer to get these ambient sources.

Once created, you can use it for free in GIMP with Focus Blur, or in Photoshop with Lens Blur, or in paint.Net…somehow?

Blog Tutorials

Make a morphable Light Emitter in Poser


These are the same Light, just using ready made morphs.  Here are the steps as I remember them:

(Updated Dec 29, 2011, to improve parenting so morphing scale does not affect curve of lens)

  1. Go to Props, Primitives, Morphing Primitives
  2. Load Lense
  3. Load Pipe
  4. Parent Pipe to Lense
  5. Pipe “Display Origin”
  6. Pipe Origin Y = -0.86
  7. Pipe Rotate X = 90
  8. Pipe Translate Y = 0.86
  9. Pipe Scale 101%
  10. Lense Morph/Back = 1
  11. Lense Morph/Front = -1.5
  12. Select Materials, Lense/Front
  13. Set Ambient Value = 20
  14. Set Ambient Color = White

You can then lengthen the light using Y Scale of the Pipe, and you can Taper/Cone the light using  the Taper Round of the .pipe.  You can increase the overall scale by changing the Scale of the Lense, to get those large emitters.

You can change the intensity by changing the ambient value, and the color.

The Lense primitive is cool, cause it has a front and back, so you leave the back with an Ambient of Zero, and turn on Ambient in front.

Hope this helps!

Blog Tutorials

Luxrender via LuxrenderDS Settings

These are just some Luxrender details that I picked up over the past few weeks that I wanted to write down so I did not forget:

  1. Premultiply Alpha – If you are trying to use an Alpha background, and want it to be a black color, so it blends better with inserted backgrounds…export from LuxrenderDS and then open the resulting .lxs file in a text editor, find the line “Film “fleximage””, and just below it insert the following: "bool premultiplyalpha" ["true"]
  1. Sun Light Only Settings – If you are working on a sunlight only settings, and are getting awful over-exposure, it is probably due to the non-linear settings in Luxrender.  Here are some good Linear tonemapping default settings:  Sensitivity-100, Exposure-1/125, FStop-16, Gamma-2.00 (see sunny 16)
  2. Delayed FML Write Interval – If you are getting buffer issues during writing of FLM, and it has to go to disk, you can increase the delays between FLM write by adding to the lxs file (where the 600 is in seconds): "integer flmwriteinterval" [600]
  3. Luxrender File parameters are found here, in case more to be added:
  4. Light Efficacy – In laymans terms, the effect that larger and smaller lights have on a subject and each other (?)…anyway if one light is drowning out the others, than you can “zero” the light efficacy by modifying Area light  source lines at the end with: AreaLightSource “area” “texture L” [“Plane/Default::L”] “float gain” [1] “float efficacy” [0.0]


Blog Tutorials

Create a Poser clothing rig in Blender

Make a Poser/Daz Character Clothing Guide in Blender

That looks like this:

1) File->Import->Waveform OBJ (Options – Polygroups, Vertex Order)
 – NOTE: The import/export option “Polygroups” and “Vertex Order” is key for getting the groups in/out from/to Poser!
2) Delete Cube
3) Zoom in on Character
4) Place Cursor inside Character
5) Select Charater Object
6) Delete all Materials (Link and Materials button area)
7) “New” material (not sure why this step is needed…)
8) TAB to Edit Mode
9) AKEY to deselect all
10) Pick and “Select” desired Vertex Group
11) “New” material
12) Go to Shading (F5)
13) Change Material Color using Sliders
14) Return to Editing (F9)
15) REPEAT as needed, back to Step #9

NOTE: If you alternate colors, after making 2 material colors, you can just select the alternate color material instead of steps #11-14 which saves a lot of time!

Now you can import your clothing OBJ, change it to wireframe mode (so you can see the clothing rig below it) and start grouping (vertex groups)!  Blender has box, circle, lasso, one-by-one, edge and face selection tools.  It also allows you to occlude the background too, so you don’t select through your mesh (i.e. select the back when trying to get the front)  When your done and export, make sure to select the options, polygroups and vertex order, again.

Like this!

Thanks to Paolo it looks like for the Blender import/export functionality:  [LINK]

@pjz99 also made a cool rig template for V4, more can be found about it HERE

Blog Tutorials

Elite Human Shader Quick Setup

Below is an excerpt on the Elite Human Shader setup, taken from Artzone. I am citing the reference here, and do not consider this my work. I am posting it along with a direct link, just so that in case it goes away, OR I forget where it is I can quickly reference it:

Elite Human Surface Shader.” ArtZone Wiki. 25 Jun 2010, 10:21 MDT. 1 Sep 2010, 08:12.

First time users can follow these instructions to get good results without having to wade through the extensive documentation provided by Omnifreaker. Once you see what you can achieve, you’ll be encouraged to read the documentation in detail.
1) First, Select the figure in the Scene Tab (VIEW –> Tabs –> Scene).

2) Select the surfaces that you wish to apply the HSS to in the Surface Tab (VIEW –> Tabs –> Surface).
On the Generation 4 figure (V4, M4, etc.), these surfaces are ideal. To multi-select, press the ctrl button.


3_SkinForearm 3_SkinHand

3) Apply the Human Surface Shader. Make sure that you do not remove the underlying texture. Here’s how to do it.
a) Find the icon for the Human Surface Shader as directed by the readme here:
DAZ Studio portion of Content Tab ? Shaders ? omnifreaker ? Human Surface ? !HumanSurface Base
b) Hold down the CTRL button on the keyboard and double-click the !HumanSurface Base icon
c) You’ll see an option window labeled “Shader Preset (!HumanSurface Base)” appear.
d) For Surfaces, choose “Selected” and for Map Settings, choose “Ignore.” The Ignore part is important. If you choose, Replace, the texture maps (.jpg), will be removed and the figure will look pale grey and very much wrong. Press ‘Accept.’

4) The EHSS is applied, but the figure looks a bit ‘shiny.’ Now you need to fine-tune the settings. There’s a great deal of variation possible, but try using these settings given here and then modify as you wish. Go to the Surface Tab where you should still have the above surfaces selected. In the lower half under ‘Advanced.’ Then modify the properties as indicated below:

a) Bump: if the base textures have a bump map, change this from Off to ‘On.’ Most textures do. b) Displacement: if the base textures have a displacement map, change this from Off to ‘On.’ If you turn this on, then change ‘Trace Displacements’ to ‘On’ also.
c) Specular Strength: Change this from 100% to 25%. The excessive shininess with disappear on the figure.
d) Velvet: Change to ‘On.’ Velvet Strength: Change from 100% to 10%. This is one of the powerful properties of the EHSS that adds much realism.
e) Subsurface Scattering: Change to ‘On.’ Subsurface Scattering Strength: Change from 100% to 25%. This property adds wonderful realism to the figure.

5) As you can see there are many other properties and settings you can play with. However, the above settings will give you good results. Once the shader is fine-tuned, it’s ready to be rendered. You may still need to add lighting and make other improvements in the scene before you do so.

Blog Tutorials

Grouping a mesh in Blender

This is just a basic quick tutorial for grouping a mesh in Blender. Since my interest in modeling seems to sway like a tree in the wind, whenever I lean back into Blender, I forget the basics. This is really to help me remember the best way to do it:

1) Open the model
2) Commands for moving around:
– ALT-LMB = Rotate
3) Go To Edit Mode
4) Vertex Groups are in the bottom left
5) Choose the vertex group
– click Select to show it
– press H to hide it, if needed (after Selecting it)
6) Work in Face Select Mode (CTRL-Tab-3)
7) Start selecting faces to Assign to the Vertex group
– SHIFT-RMB to select a single face
– B to start Box-Drag-Select, drag and press LMB
– BB to use Circle select, press LMB to select (PGUP/DN to change circle size)
– CTRL-LMB for Lasso select
8) When done, press Assign in the vertex group area

Blog Tutorials

Blender Import/Export settings for Poser/Daz

Just so I remember, since upgrading to 2.5 Blender threw me off with a different layout of options:

Import Options:
1) Polygroups
2) -X90 (not absolutely necessary)
3) Keep Vert Order (in Blender 2.49, not in 2.54 Beta 2)
4) Object (in Blender 2.5x)

Export Options:
1) Rotate X90
2) Keep Vertex Order
3) Objects as OBJ Objects (Selection Only in 2.49)
4) UVs
5) Polygroups