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VaM2 Daz to VAM Please!

Threads relating to VaM2
I managed to achieve a satisfactory result for myself by converting the G8 to G2 and using morphs. The only problem I can't solve is the eyes, which aren't correct. If anyone knows how to fix this and could give me a hint, I would be very grateful. And I have a question, which I don't know if it exists or not: is there a model made for VAM that is like the base model of Genesis 2? Because I always believe it could be better if I could use a neutral structure and not one with an already established appearance like those in VAM.
This standalone program can usually fix problems with the jaw and eyes. The default scene in Vam is the character Lexi, but if you zero out all morphs, she becomes the default G2F. If you start with an empty scene and add a person atom, it's the default G2F.
 
You guys should see if Chokaphis daz generations plugin for blender is a better solution for morph conversion as it will convert from any gen to any gen. Might well do a better job of the eyes.
 
I managed to achieve a satisfactory result for myself by converting the G8 to G2 and using morphs. The only problem I can't solve is the eyes, which aren't correct. If anyone knows how to fix this and could give me a hint, I would be very grateful. And I have a question, which I don't know if it exists or not: is there a model made for VAM that is like the base model of Genesis 2? Because I always believe it could be better if I could use a neutral structure and not one with an already established appearance like those in VAM.

It looks like Ninive doesn't have geografts. I'll have to look for something else to experiment with. I was trying to port Minotaur 6, but the horns didn't work. I don't think those are a geograft tho. With geografts, I don't think the UV is the problem, it's the fact that they are adding a new augmented mesh to something.



Sorry it took much longer than I expected to start writing the tutorial. Most geografts do not come pre-grafted but instead leave behind selection sets, and are attched/fitted as followers. To actually use as geografts, very few resources or even plugins actually fully graft. All grats are temporary though, just liked fitted geometry, unless you merge the grafts/fitted geo to the figure. The gens for V6 when working in VAM is the same data as if you were to graft it yourself onto V6 (which I have) as I needed to verify exactly how VAM was using all geo before I built my VAM - in - DAZ custom setup.


I was trying to port Minotaur 6, but the horns didn't work. I don't think those are a geograft tho. With geografts, I don't think the UV is the problem, it's the fact that they are adding a new augmented mesh to something.

Either way is fine. Once grafted (but not merged), you can specify the surfcae set from the graft that will take over for the geometry that is then being hidden. Those graft UV's can either be done separately or be put in place over the original UV's and be transferred as such.






Here is my thread, and part one, I will indeed try my hand at making a tutorial.... I will post each part in micro-parts and keep as simple as possible.

https://hub.virtamate.com/resources/63363
 
Daz has no soft body physics, their clothing sim implementation is a huge waste of time, and rendering animations is downright painful. Vam is much better in those aspects, but Vam1 is stuck on G2. Vam2 isn't production yet, and it's likely nothing from Vam1 will port to 2 easily.

I had not fully responded yet to this as the obviouses soft-body like alternatives being fields, d-formers, etc that don't need pre-calculation (i.e. dforce) I'm sure you're aware of.

I just found a demonstration I sent to another dev of a setup very close to being soft-physics using the smoothing modifier collision with a custom morphable shape I made last year.

Partly to blame for this type of criticism is that you can't see this kind of interaction as by default the settings are turned off for this. Turn these on:

1766766698807.png


edit: just a fyi the subdivision update feature is not dependent on whether your figure currently is being subdivided or not. But if it still doesn't update, switch from base to high res and even if zero subdivisions are set DAZ will estimate the subdivided shape will in high res but on base res geometry. The smoothing modifier must also be set right in order to receive collisions at distance effectively making them soft.

Edit: made a new better video demonstration
 
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Modifying Daz to make it do things that are built into Vam doesn't excite me much. Given the speed at which Daz renders animations, I don't think it adds much value. I think the whole point of soft body physics is real time animation, which Daz can't do. Yes, you could make Daz render things that look more realistic, but Vam does that part better. I think the whole dforce thing for clothes and hair was a huge mistake. Vam does it so much faster, it is usable in real time. The market Daz serves is to make it as real as possible, regardless of how long it takes to render. Dforce is basically pre-baking something to a posed figure so it looks right. Vam does that natively, provided the item has sim in it.

Don't get me wrong, I still love Daz for what it can do. I've rendered thousands of images with it, some of which I really like. I just wish I knew they wouldn't be supporting the 50x Nvidia cards for a while before I sprang for the upgrade. Works great in Vam, but GPU rendering in Iray doesn't work in Daz right now. Have to wait for a major update.
 
Modifying Daz to make it do things that are built into Vam doesn't excite me much. Given the speed at which Daz renders animations, I don't think it adds much value. I think the whole point of soft body physics is real time animation, which Daz can't do. Yes, you could make Daz render things that look more realistic, but Vam does that part better. I think the whole dforce thing for clothes and hair was a huge mistake. Vam does it so much faster, it is usable in real time. The market Daz serves is to make it as real as possible, regardless of how long it takes to render. Dforce is basically pre-baking something to a posed figure so it looks right. Vam does that natively, provided the item has sim in it.

Don't get me wrong, I still love Daz for what it can do. I've rendered thousands of images with it, some of which I really like. I just wish I knew they wouldn't be supporting the 50x Nvidia cards for a while before I sprang for the upgrade. Works great in Vam, but GPU rendering in Iray doesn't work in Daz right now. Have to wait for a major update.

I think we don't disagree on VAM's advantags. It is why I am here afterall. But I don't understand the negative outlook on DAZ's capabilities when I am not trying to compare it to VAM anyway when the same technology is essentially at use in both.

The demonstrations of mine are not modifying the way DAZ works. I will show the soft effect live. This is useful for many reasons and functions. But it isn't meant to compete with VAM nor do I care to compare them in that way. And I don't understand the rendering criticism - VAM cant do anything DAZ does in rendering, but DAZ can do a little of what VAM and Blender do well and differently making its small capabilities in this area very useful.

I think you misunderstand what all dForce can do. and when you do or don't have to bake which I am not showing anyway or I'd show the physics calculation load bar.

I do have the opposite opinion though about DAZ's being for realism though! If people want realism they can get metahuman or set up iClone for it, and if I wanted realism, I would be with those software(s) not here.
 
Modifying Daz to make it do things that are built into Vam doesn't excite me much.

Here's a demo I just made. It might not excite you, but it is very useful for modeling, ceeating figure-wide things such as JCM's (for flexing), MCM's, morphs, and you get to see it live. Only question really is how smoth once you have things set up.

There is no dFore at work here, no simulation, only live soft-like effects.
 
You guys should see if Chokaphis daz generations plugin for blender is a better solution for morph conversion as it will convert from any gen to any gen. Might well do a better job of the eyes.


Conversion can be a great temporary fix. What I've done is beyond conversion if I decide to share, it is a full adapter from any gen to VAM that also supports creating poses automatically from shapes and then any VAM obj back to any gen in DAZ.

This also means, you can natively use any gen of animation, poses, shapes, without alteration and have any other gen automatically adapt in real time and even if it might update on screen slower is fully usable.
 
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