In this live event I’ll show you how to utilise some of your older content in DAZ Studio and make it compatible with the NVIDIA Iray render engine. Specifically, I’ll take two 3D Universe characters from 2004, pose them in a brand new set by Danie and Marforno and create a riveting Sci-Fi scene. I’ll …
I have recently explained how we can create morphs for DAZ Studio assets with external applications, and how to apply them to characters and clothing using Morph Loader, or something like the GoZ Plugin. You can watch those videos here and here.
One of my viewers was asking – quite rightly – what to do with the applied morph, and how to save it. The answer to that question is a little in-depth, and depends on what you’d like to do with said morph. I thought I’d expand on the answer I gave Scott in one of the above videos with this article.
In this episode I’ll show you how we can use Reference Images in DAZ Studio. This is not a built-in option, but with the help of a Plane Primitive and a dedicated camera we can use references to help us build scenes, poses and shaders. We can create as many planes and cameras as we …
Thanks to deep learning, NVIDIA’s own DGX-1 AI Super Computer and a lot of trial and error, this machine developed an algorithm that can predict how accurate the final result will look like when only a limited amount of ray bounces are available.
In a nutshell, their Artificial Neural Network went ahead and compared a partially finished render with a finished one, and each time it made a prediction that was not looking handsome, it learnt from it. Eventually they came up with what’s currently integrated in the latest release of Iray, which has made it into DAZ Studio 4.11, and that in turn is available for us to beta test right now.
I’ve run some tests with this new toy, and I’m excited to share those with you today.
In this live event I’ll build a scene with the Hotel Indoor Pool product from DAZ and Imaginary 3D (available for free this week for Platinum Club Members). I’ll explain how to walk through the scene to explore the the whole set, pick a good camera angle, convert existing objects into light sources and add …
In this episode I’ll show you how to create a morph for an item in DAZ Studio using ZBrush, without using the GoZ bridge. It works by exporting your object in OBJ format from DAZ Studio, importing and changing its shape in ZBrush (or any other 3D modelling app for that amtter), then re-importing the …
In this episode I’ll tell you many interesting things about how to use cameras in DAZ Studio. It’s a rather complex topic, which is why this episode is a little longer than usual. We’ll create a simple scene together from the latest Platinum Club Freebie product, frame up a shot, and create a couple of …
In this first Live Event I have planned for y’all I’m going to explain how to create an easy turntable animation in DAZ Studio. We’ll dress up a character, pose him (or her), set some lights and create a 360 degree slow spinning animation of it. This technique is a nice way to show off …
In this episode I’ll show you how to create morphs for DAZ Studio using ZBrush, thanks to a free plugin called GoZ for DAZ Studio (it’s like a ZBrush Bridge). I’ll also explain the prep-work necessary for GoZ to work properly and how to install it. For Allan. https://www.versluis.com/wp-content/uploads/2019/01/1901-DAZ-to-ZBrush.mp3 Podcast: Download (Duration: 12:48 — 11.7MB)
In this episode I’ll explain the differences between the Content Library Tab and the Smart Content Tab. I’ll also show how to bring content into your scenes, and touch on the different types of content (for example, a shirt fits on a figure, but a material preset fits on a specific shirt). https://www.versluis.com/wp-content/uploads/2019/01/1906-DS-112-Content.mp3 Podcast: Download …
I’ve recently found out that there IS indeed a way to show a list of all DAZ Studio Keyboard Shortcuts. Sadly this functionality is not built in to DAZ Studio (as of 4.11 as far as I know), but we can convince the app to use the following script to show us a handy list. …
From time to time I get asked what hardware and GPU I’m using for my 3D adventures, including video games. Rather than typing it out every time, I thought I’d make a handy post that I can refer interested parties to, and update as my configuration changes.
This is that post.
It may contain more information than necessary, but I thought I’d add it all here, including a bit of history on how this setup came to be and what it cost. I keep this page updated as my configuration and workflow changes.
TL;DR
These are the main systems that I use for work and play. They run the Adobe Creative Cloud, games, 3D apps. Most systems are CAT-5 wired with a 1000Mbps connection.
Main Workstation / Presentation PC
HP Z840 Workstation
2x Xeon E5-2670 CPUs (48 threads)
48GB of DDR-4 RAM
2x RTX 2080 GPUs
Streaming PC
HP Z600 Workstation (Rev B)
2x Xeon x5675 CPUs (24 threads)
24GB of DDR-3 RAM
RTX 3060 GPU
Elgato HD60 Pro HDMI capture card
Render Node 1
HP Z800 Workstation
2x Xeon x5675 CPUs at 3.07 GHz (24 threads)
48GB of DDR-3 RAM
2x GTX 970 GPUs
Render Node 2
HP Z600 Workstation (Rev A)
2x Xeon x5560 – 2.80 GHz CPUs (16 threads)
20 GB of DDR3 RAM
GTX 970 GPU
Email / Coding / Chat PC
Apple MacMini 2012 Server Edition
Intel Core i7CPU at 2.3 GHz
16GB of DDR-3 RAM
Intel HD 4000 GPU with 1.5GB of RAM
The Longer Story
Most visitors are probably content with the info above. However, if you’re interested in how all this equipment came to be, and how I’m using it in my home/office, read on below. I’ll tell you how I acquired most of the parts and how I’ve built them from older technology that still packs quite a punch.
No matter how hard I try, I just never remember where the Symmetry option is hiding in ZBrush. At least I remember this website, so when I search here next time, this post should come up. Which tells us that Symmetry in ZBrush is in the Transform Menu. Here’s a link to the official documentation, …
In this episode I’ll show you how to create a Dolly Zoom animation in DAZ Studio. That’s a camera trick made famous with Alfred Hitchcock’s movie VERTIGO, hence it’s often called a Vertigo Shot or Jaws Shot (because Steven Spielberg has used it for great effect in Jaws). In Part 1 I’ve explained how the …
In this episode I’ll show you how to create a Dolly Zoom animation in DAZ Studio. That’s a camera trick made famous with Alfred Hitchcock’s movie VERTIGO, hence it’s often called a Vertigo Shot or Jaws Shot (because Steven Spielberg has used it for great effect in Jaws). In this part I’ll explain how the …
In this episode I’ll show you how to use my new lighting product SOUL REFLECTIONS – Vol. 1. I’ve had so much fun exploring the eye reflections I’ve explained in my previous two videos, importing several interesting shapes and turning them into reflective surfaces. SOUL REFLECTIONS is the result of my endeavours. I’ve compiled presets …
In this episode I’ll show you how to create a ring flash in DAZ Studio so we can use it to create catchy reflections in our characters’ eyes. Full credit for this method goes to s1rmunchalot, who very kindly left a comment on my previous video about creating such a ring flash from a torus …
In this episode I’ll show you how to create reflections in the eyes of a character in DAZ Studio. I’ll explain why these things happen in reality and how we can re-create them in the software. I will show you this principle with three types of lighting: using IBL, using parametric lights, and using an …
In this episode I’ll show you how to install 3D Content with Install Manager into another directory of your choice. By default, Install Manager will use a folder called “My DAZ 3D Library”, but sometimes you may need a second directory to install content in. For example, to keep pre-release files separate from “release versions”, …
In this episode I’ll show you how parent objects to one another, and how to create groups, and the implications either of these actions has on your scene. I’ll also explain the Null object and when/how to use it. Understanding these concepts means you’ll be able to build scenes more efficiently: hierarchies let you move …
In this episode I’ll show you how to change the location of the Pivot Point in DAZ Studio. It’s the point at which the 3D manipulator gizmo shows up and from where objects are translated and rotated. Blender calls this the “origin point”. DAZ Studio uses the Joint Editor to manipulate this point. While I’m …
In this final episode of our serves I’ll show you how to create and apply a Density Map for use in Blender’s Particle Emitter. This will allow us to specify where objects are replicated and how may we want at which point. I’ll also explain how to invert the map. I will touch on how …
In this episode I’ll show you how to manipulate objects in the viewport using numeric values and the Parameters Tab. This can be useful to make precise adjustments to the alignment and placement of your objects.
In this episode I’m giving our objects some colour with simple shaders: I’m making the grass green, give the ground an earthy brown and add a shiny golden touch to our logo. I’m also covering the logo with another replicator, simulating an interesting effect. This is part 4 of a mini series about how to create …
In this episode I’ll show you how to manipulate objects in the viewport using four tools: the translate, scale, rotate and universal manipulator tools. I’ll also explain the concept of world vs local/object coordinates and touch on screen coordinates. These are tough concepts to grasp, but with a bit of practice, you’ll be flying around …
In this episode I’m building several simple grass stalks and replicate them along a plane using Blender’s Particle Emitter. I’ll talk you through the scary options we need and explain some of the concepts in using the Particle Emitter as an Object Replicator. This is part 3 of a mini series about how to create a …
In this episode I’ll talk you through the various Viewport Drawing Styles. The default we usually see is “texture shaded”, which is a nice compromise between displaying a good looking “live” picture, while keeping your computer responsive for navigating and posing. However, with larger scenes your system may become slower and less responsive. We can …
In this episode I’ll show you how to use the SVG file with curve information and turn it into an extruded logo using Blender. I’ll setup the scene and ground plane, get the camera ready and turn the default light into a strong side light. This will serve as a starting point to creating our …
In this episode I’ll show you how to navigate your 3D world within the viewport. I’ll explain several ways to do this, and I’ll also show you how to customise the modifier keys for faster navigation using your mouse and keyboard. In addition, there’s also a fully immersive way to “walk” through your scene using …
The other day I wanted to convert a logo into a path, so that I could use it as a shape in Blender. It was in fact the WordPress logo that was provided as a PNG or PDF from the WordPress Branding section.
The trouble was, both the PNG and the PDF are rasterised, and as such cannot easily be used for an extrusion in 3D as an SVG file would. The question then was, how do I convert an image into an SVG in Photoshop, so that I could import it into Blender?
It took a bit of fiddling, but here’s how I did it.
Quick introduction to SVG Files
SVG files can actually contain three types of data:
Vector Graphics, such as paths (which is what we want)
Raster Graphics, such as bitmap images (which we have, but don’t want)
and Fonts
What I needed in Blender was indeed a Vector Path. Although the other two data types can be contained in an SVG file, Blender can only read path information at the time of writing. It makes sense too, because really I’d like to the path information available as a curve in Blender, not the potential raster or font information.
I’m mentioning this here because
a.) I didn’t know this, and
b.) importing an SVG containing either fonts or raster graphics will import nothing into Blender – which had me stumped.
Hence, for Photoshop to export vector data instead of raster data in our SVG file, we need to jump through a few hoops – but it is possible. Let’s see how!