HD system???
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Did Daz just spit on the original Genesis on this and this HD stuff is just for their Genesis 2 line?
Or does the original Genesis get the nice HD mesh, too?
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Did Daz just spit on the original Genesis on this and this HD stuff is just for their Genesis 2 line?
Or does the original Genesis get the nice HD mesh, too?
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I tend to think that DAZ is done with any new development for original genesis. Any new items for original genesis are up to vendors. Sucks royally, but it is what it is.
As far as I am aware the HD morphs are just content and will work on any TriAx figure. Whether there will be any DAZ Original products using it for Genesis I wouldn't care to guess.
Are they joking...Genesis isn't even that old
And they're making it out to be that this whole HD mesh thing is a new concept...when people sculpt with hi-poly count meshes
What do they expect from the vendor side? Not like we can legally do a hi-poly Genesis and sale morphs with a hi-poly count...it doesn't work
sphincter says what?
We can't sub-divide Genesis...if we send it back over to Daz, the morphs won't work
You have to work with what you have, because if you mess with it, it won't be useable for anyone else
The ability to import HD morphs is exclusive Daz tech and is only available to Daz and PA's who have signed an agreement to use it. Without it, you cannot import Sub-D morphs. The tech is very tightly Guarded at this stage and will remain that way till Daz decides otherwise.
very select few...yeah, because that's smart to do *being sarcastic*
Again, sculpting onto a hi-poly count model is nothing new
Unless this new tech magically keeps the figures at their base poly-count...then it's not this so-called "revulsion" they're making it sound
edited
It does "magically" keep the figure at base poly count, and the sub-D details appear only at render stage if the HD morph is dialled up. You can preview the sub-D details in viewport by changing the sub-d levels before hand if you want to see them before render stages.
Doesn't the sub-d level increase the poly-count?
The way this system works, no. If I dial up the HD morph, the base mesh polycount stays the same. The HD details are only activated once rendering starts, almost like a displacement map. You don't see it until rendering takes place. But with HD morphs you can see it before hand if you up the Sub-D levels in viewport if you want. Also you can dial the HD morph at any strength so its affects will vary according to dial strength.
The main benefit of HD morphs is that you can get those details without relying on a displacement map that might be UV specific. The HD morphs will work with all UV sets on that character because it is just that, a morph:) This is beneficial because its mesh data, so clothing will react to it unlike with displacement maps, where it cannot calculate the collision before rendering, so there wont be poke-through in that sense.
And if I do use these HD morphs, and I do dial up the sub-d, and export out the character
Will that effect my poly-count that way?
Then it will yes. Whatever level Sub-D you are exporting at, that will be the poly count. So if I export at Sub-D level 3, I will get Sub-D level 3 polycount on the exported OBJ.
Yeah, figured as much...nothing new to this
But the new HD morphs (and perhaps sculpting my own) will pr ovoid me with a higher detail model to bake a normal make for my game character
thanks for the replys
Sure no problem. And there is nothing new to Sub-D in that sense. However, the ability to import them back into DS and use them is. Something that could not be done in the past. Everything had to be exported\imported at base level, all sculpting and morphs, and that was the max level of detail you could bring back on the mesh into the app . Now you can import detail up to Sub-D level 9 (most rigs can only do level 3 before slowing down) if you want. And those details will be there if the HD morph is dialled when you render.
I must say I'm somewhat interested to see/play with the HD stuff, but I'll probably wait for a bit.
Any PA who has access to the HD tech for creating them can use it on any figure or clothing item. So if any PA wants to make somehitng for Genesis, V4 or even A3 they can.
Since the HD morphs are asset files I would think they need a DSON-format (that is, TriAx) figure to work - but that isn't definitive, just an inference.
@Vata Raven : you don't need DS HD morph to sculpt at subD level 3 and bake a normal map
As I see it it is only a feature that imports Morphs on SubD level 3, so as long as you have a mesh that is SubD, it should work. It could even work on old figures provided that there is a way to save the morph information (I think it could be a blocking point for that matter)
To me it seems similar to Blender's Multiresolution modifier. You keep multi level of SubD and I guess other High end Sculpt Softwares have a similar feature
The advantage of that is that you can choose to just display a mesh at SubD 0 for posing so that the system doesn't slow down and get the HD Level for render
Now for the fact that DAZ is limiting the access to the tech, I do see a good reason : by limiting the tech, you prevent third party figure to get it, so it is a good way of killing concurrence if you stipulate in a contract that PA are only allowed to use it on DAZ product. Smart move here
Just my 2 cents
Personally, I think the HD system is a stroke of genius, and I'm surprised it hasn't been thought of before. Morphing subdivided meshes is a very intriguing concept, and means I can still work at a reasonable frame rate without murdering my poor PC with the 1.3 million quads the mesh would otherwise use. I hope we see more of these HD morphs soon, though I can imagine they must take forever and a day to work on!
Hey Penny, I am doing fine thank you. How are things going for you?
The HD tech is available to all PAs who want t use it after they sign the agreement for it. Because the ability to use HD is built into DAZ Studio, even Stonemason could use it to do his detailing instead of displacement and bump maps. Not very pratical but it could be done. I personally did not pick it up cause I dont do figure stuff that would require it and I dont have ZBrush to sculpt details. Sculpting is not really my thing either.
Hey Penny, I am doing fine thank you. How are things going for you?
The HD tech is available to all PAs who want t use it after they sign the agreement for it. Because the ability to use HD is built into DAZ Studio, even Stonemason could use it to do his detailing instead of displacement and bump maps. Not very pratical but it could be done. I personally did not pick it up cause I dont do figure stuff that would require it and I dont have ZBrush to sculpt details. Sculpting is not really my thing either.That's nice to know Matty...I'm doing well. Just finished report writing and looking forward to the Christmas holidays. I'm glad that DAZ gave everyone who is a PA here have the opportunity to use it. I would imagine that using it on figures will be where it gets most used and possibly clothing. It's certainly an interesting development. hugs Pen