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© 2025 Daz Productions Inc. All Rights Reserved.
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I suppose the software should still be free as well ??
@linvanchene "
- New Technology to support a completly new line of humanoid 3d figures
- Figures optimized for volume based rendering.
Instead of thinking of just surfaces the figure needs to have volume based skin and bone layers with different thickness in different areas to allow proper subsurface scattering, refraction and transmission effects.
- updated technology to allow transfer of Ultra High Detail at 4'000'000+ vertices from any source to the base mesh
- cooperation with companies that specialise in 3d scanning human bodies and faces
- cooperation with companies that specialise in body and facial movement capture
- cooperation with companies that own industry wide used professional software for improved import and export of rigged figures"
I was going to say that my wish list for G4 is that it is not created but rather G2 & G3 are developed for going forward. I mean gee whiz, how many times do I need to buy the same morphs and addons when at the end of the day half the people are going to swear that's inferior to what we have now and in reality it will probably only be different and not in any way that matters actually superior. Just my .02
Well, I'm certainly glad I mentioned it. I'll have to try #1. I haven't seen that option in the Transfer Utility. As for #2, I'm not sure how to do any of those steps other than the rigging. How do I apply the inverse pose? Oh, so baking the rotations gives the figure a new default pose that I can tranfer the rigging with. Then reverse the pose (if I knew how to do this) and then bake the rotation to go back to the G3F default rigging. That's a really cool idea. I'm gonna see if I can find out how to reverse a pose. Actually, for what I want to do, it's fairly minor.
Thank you so much for replying! This makes my day!!! I'm gonna try this out.
The only thing that would excite me about Genesis 4 (at least that I can think of) is a substantially better facial rig/morph system. More wrinkles with movements, more eyebrow movement (with wrinkles)—it's so hard to get a really great expression right now.
What advantage does a 4 million vertice mesh offer if we are still, by and large, left with mid 1990's transmapped hair that looks quite rubbish in a PBR engine.
When we still have incorrectly modeled eye geometries with laughably cartoonish eye textures destroying any hope of realism
or an IK system that is nearly as bad as Posers.
A nice nonlinear animation system that does not even work directly with G3 because the third party "partner" cant be bothered to update it.
Lack of mesh resolution is the least of the issues that need to be addressed IMHO.
You could save the pose applied to the figure, apply it to the clothing, and then just go adding or removing a - to each non-zero value.
Carrara compatible![heart heart](http://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/heart.png)
I did not simply want to ignore your question. But I also do not want to go offtopic in this thread by answering.
-> If anyone creates a separate thread dedicated to share opinions about free software I will post some thoughts there.
Ha, when I saw this thread I **immediately** thought of brassieres as "Problem #1", so I'm amused that several people have mentioned the general topic.
My two cents: invisible bra or not, the laws of physics dictate that if there is any weight at all pulling on a garment, then the fabric will be pulled taut. So in most scenes there is no such thing as a bra strap that does lazy "S" curves, and hangs loose as it meanders down to the bosom. Not a biggie but if you want to sell lingerie (say) you want to get this one right.
I'm sure there are other areas which similarly need fine tuning. I'm not sure what I want to say about eyelashes other than they ought to be better. I mean if you can do peach fuzz at the side of the face then good lashes are a must.
I tried this recently and it works perfect! Thank you! Everything works so much better and all the sizing issues are gone. Reversing the pose is still tedious though as I haven't found a way to reverse a pose. I can't just set it to zero. I have to actually reverse it.
Genesis 4 can't justifty its existence by being only slightly better than 3, it needs to be a complete overhaul integrated with new technologies in Daz Studio 5 (or later). First and foremost, it needs a physics engine to simulate gravity, and dynamic hair and clothing need to be the new standard. Along with this, collision detection is a must as well.
Without vastly improved hair and clothing realism, it's a waste of time. The reality that can be achieved already, and not just G3 is amazing when looking at skin. The hair and clothes, despite the efforts of many PAs to make them look good, are still languishing at V2 or 3 levels.
Going on the brassieres thing, a 'tube person' morph, that evenly morphs the chest into, essentially, a smooth featureless bean shape. That would go a LONG way toward getting clothes to fit properly, particularly if you could pull the front out/down, angle it a bit.
Hrm. I wonder if a morph like that could possibly work with Genesis 2 or whatever.
My big wish is some more intelligent skin/uv generation system that can avoid tear or distortion. Maybe have skin details generated based on base morph. So if you have some swollen troll, the freckles are generated such that they maintain the same distance from one another as on a willowy thin figure.
Although I suspect this is all far too late, I’d love to see the following improvements in a Genesis 4:
Please make Genesis 4 Carrara compatible.
UV compatibility with older figures and included major UVs from the previous figures, eg M4, V4, Base Male/Female from Genesis 1 and 2... Genesis 3 diverged from compatibility with the wealth of textures we all had, and that was the nail in the coffin for me.
Sealed and improved anatomy of the eyeballs. I know you don’t see the back of them, but its interfering with realistic sclera materials when it is not fully enclosed, as light from the back of the head can break through the eyes. G3’s sealed eye socket was a great improvement!
It would be a huge improvement for Iray rendering if the eyes had the physical Aqueous Humor, Lens and Retina mesh. The Lens and Retina being more valuable to creatures especially with reflective eyes (by using the retina surface as the Tapetum Lucidum layer) or to simulate cases of human blindness. It also allows the simulation of reflected eyes in Infrared vision and camera red-eye.
Return to higher density and muscle/form flowing topology. For whatever ‘exclusive’ reasons, we still can’t create HD morphs, so please give us back the dense mesh to work with. Likewise, I think it’s quite noticeable the practical benefits of muscle/form flowing topology.
Improved ears. The back of the ear in the Genesis, G2 and G3 is really quite unrealistic. I understand the common thought would be; "You don’t normally see them"... but that’s not always true. When you start playing with piercings you really see the dilemma, you can’t realistically place the earing clasps and sleepers are misaligned. Another more common problem, is that there are almost never any (human) morphs for shaping them despite how unique ears are to every individual.
Symmetrical UV templates. Separating Limbs into arms and legs was wonderful in G3, however the arms weren’t symmetrical and that means symmetrical texture painting using UV method don’t work. It was also quite an issue for older figures. This is a problem for Garibaldi for example.
No HD morphs or “realism” dialled in by default. Nothing but problems came of that, please don’t repeat that mistake.
Idea: An alternate hips UV on both genitalia geografts. (Bear with me here lol) For the outer edges of the graft, having it UV mapped the same as the torso template (as an alternate UV option) allows users to use the map transfer tool to convert the hips of the torso textures to the graft UV. It gives them a seamless edge to work with for when they are making custom textures, without the need for a 3d painting application. Perfect for anyone familiar in Photoshop or Gimp when sold character sets don’t include the particular textures as they can seamlessly blend it with textures from other sets.
Face and Body morphs bundles Improvement. I was startled by the things that were dropped from the two packs that I had greatly became accustomed to using in previous generations. Especially the morphs for the eyes, that seriously lack shaping options! I was also annoyed that you didn’t bundle them together either like you always offered in the past.
Return the Muscularity Morphs (The Daz original). I’m not sure why you dropped this bundle, but I loved them in Genesis and old Generation 3 and 4. They have huge impact on custom dialled characters, please bring back the classic pack.
Return the Basic Child morph. In the classic Genesis ‘Basic Child’ was such a handy morph, a handy solution for the Kids 4 bracket, would love to see it return to the Daz morphs bundle.
Male Specific
Improved Thin and Emaciated body morph. These have had an issue for a few generations now where the pecks are distorting with sharp crease when the male is morphed thin… Its unbearable, and almost appears like it was quick transferred morph from the female. We don’t have sharp creases!
Improved chest. This is one of those things it seems male figures suffer greatly, too often they looking like flat female breasts. G3M although improved a bit over 2, still has issues with it, and most character morph sets the artists seem to like to play “who’s got the biggest man-boobs?”… Please, let’s improve the situation this generation.
Not so much the figure but the content for it:
Symmetrical characters. I know we aren’t symmetrical, but asymmetry is unique to individuals, and for those of us making original characters with custom blends of zillion morphs, don’t want pain that we can’t dial out the asymmetrical features of character X, Y and Z. Characters that include it are great! But add it as an additional option like HD should be done. (Means more value btw!) :D
Support!
Haha, yeh likely.
But great ideas, and I support 'em.
Please let me com back to the "correct bends" wish:
Indeed, that's what really is necessary. One example: https://www.sharecg.com/v/82174/browse/21/DAZ-Studio/Genesis-2-Female-ArmLift-Deformity-Fix
Next is the elbow bend: up to now how the skin foldes on the inner side is terrible.
And please a correct translation of the UV-maps for older generations. Bad Example: if you try to use G1 maps on G2 (the coresponding UV is supported - but wrong), the nipple areas are way too large.
What do you need a "bone layer" for?! Subsurface-scattered light does get reflected back to the skin's surface as soon it reaches the hypodermis skin tissue layer. It doesn't even come close to any bone.
Dynamic cloth and hair (either get Optitex back on the horse or get rid of them already, they didn't do anything for ages!), NVIDIA PhysX... oh, wait, that's the DAZ Studio 4.9.5 wishlist.![smiley smiley](http://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/regular_smile.png)
We can hope.
Hi Arnold,
I think, linvanchene talked about something different.
That's the problem I stumbled across, too. With the paramaters for transmission and scattering you can create that "shine through" effect. Works perfect for ears or noistril wings, but already at the fingers it works way different to the natural example.
Out of the center of the finger you need the shine-through, but in the center there is the more or less big bone blocking every transmission.
This effect can not be immitated by any SSS map, cause it must be valid all arond the (for example) finger. On other zones of the body you only have a very thin layer of skin over a solid, non translucent core.
Due to the hard rims of the different skin zones to each other you can not simply define different transmission for the different body parts. Even for the hand: fingers have a certain transmission (around the bones), but the hand almost none. Contrast: the ears.
So the solution really could be some kind if "inner core" in the character representing the non translucent area of the body.
I've seen several suggestions to wait until 2018 to release G4, but I'm with BeeMKay on this... 2019 or 2020 please. When I look at the number of products for V4/M4 compared to those for any following generation, it's obvious two years between generations is too short. Spend that time making improvements to DS, Carrara and Bryce, and let the PAs produce more content for G3.
Of course, two new base figures a month might not be feasible over the course of another three years...
I agree with the other points BeeMKay made as well, especially self-collision! And add to that, the ability to set collision for multiple products. How much easier would it be to use long hair if you could set it to collide with both the figure and the clothing that figure is wearing?
Lots of other good suggestions, too, and if DAZ pushes the new release out a year or three, they'll have plenty of time to implement them.
![smiley smiley](http://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/regular_smile.png)
How does a person make an inverse pose?
Just reverse the signs
So we have to look though every bone and change all the bend, twist, side to side settings? That sounds like a job for a script.
Generally there shouldn't be that many - arms down would be two or four bones (for an A pose), high-heels on would be four bones (feet and toes on each leg).
LOD's would be a nice feature to have. Like we have in M4 and V4 figures.
Like this bundle, but seeing something like this, kill it for me.
We get a lot of images where the deficiencies in other aspects than the generation figure (hair in this image, and by no means the worst of those I see) show why we don't need a figure, but why we do need the hair and clothes sorting.
The hair looks great, but can only really exist within a narrow range; PAs do great things with what we have, but seriously, it is ten years behind the figures.
Same! I find some Genesis 2 characters more realistic than Genesis 3. Most Genesis 3 characters are just too rigid looking for me.