for an unknown reason, apparently, your bump map was not exported by the obj/mtl exporter
mcjTeleBlender saw the bump map in your scene, and "sent a message" to
mcjBlendBot like "set the bump map strength of surface X material Y to the strength Z
and mcjBlendBot being over-confident in the existence of surface X material Y
told Blender to do the impossible, and it all went crashing
in the next the version posted, mcjBlendBot will look for the existence of the surface before asking Blender to do something to it
2014 September 15 11:22 PM - Version 3.04 beta - mcjBlendBot will not attempt to adjust the
bump map strength of materials for which no bump map exists. Note that the mcjTeleblender script was updated earlier today,
A casual hello to me it would be very convenient to use two buttons.
Export and one frame of the animation.
I really like your plugin, if it just remake using standard DAZ Export obj&mdd; would be very cool!
I found a way to add the entire scene. You and so much to create one in order to make it all good.
Only here there are some difficulties with the opening .Keep vert order no is the default. http://www.youtube.com/watch?v=Ke_t88FNkWk&feature=youtu.be
yes in the next version/update mcjBlendBot will turn on the [keep vertex order ] option of the obj importer
concerning mdd - i will post a small C-Language program and the .exe that converts a series of obj files into a single-group obj file and the mdd. The mdd-writer already works but i converted the .obj to mono-group using wordpad.
The good part of this .exe is that it will work with .obj sequences from DAz Studio, Carrara, Poser, Blender, etc...
and mcjTeleBlender can use/launch this program right after exporting the obj sequence
then mcjTeleBlender/mcjBlendBot can open the mono-group .obj file in blender, build the cycles material and even apply the MDD file as the object modifier
someday if i make a live-link / bridge between DS and Blender, i will probably use this
--
for Mac compatibility j could have the objs-to-mdd converter be a blender-python script ... i don't think it will be as fast
I pushed the normal map to 6 and I could see my normal map effect. So it was here but the surface doesn't show the right thing in blender.
To have it right I had to open and reselect : Diffuse BSDF, then that made appear Normal map, then by reselecting normal map I could see image texture and there it is!!
Is there a way to refresh the proprieties so they show correctly ?
i still suspect that there's an issue with this specific filename or the path
you could try using the jpg image shown below
----
another distant possibility is that the normal map dimension in pixels is too gigantenormous
A casual hello to me it would be very convenient to use two buttons.
Export and one frame of the animation.
I really like your plugin, if it just remake using standard DAZ Export obj&mdd; would be very cool!
I found a way to add the entire scene. You and so much to create one in order to make it all good.
Only here there are some difficulties with the opening .Keep vert order no is the default. http://www.youtube.com/watch?v=Ke_t88FNkWk&feature=youtu.be
i will wait before adding the "Keep vertex order" option because it removes all the groups, and mcjTeleBlender/mcjBlendBot needs the groups
the program i wrote to generate MDD from a series of obj file will also create a no-groups obj file, and mcjBlendBot will be able to import it
I saved your normal map as normal.jpg in c:\tmp and replace the one used by yours and the trouble in the parameters display is the same.
To be sure in a new empty scene I created a primitive cube 1m x 1m I added your normal map still in c:\tmp and exported it : same result the normal map is working BUT the proprieties are saying :
you have to expand the Diffuse and Glossy nodes to see the normal maps
2014 September 16 4:50 PM - Version 3.05 beta -
mcjTeleBlender now scales the camera and light positions using the same scale factor as the mesh export
mcjTeleBlender and mcjBlendBot now transmit the render tile size ( which can in some cases speed up renders )
PS: I'll clean up my latest post that are uninteresting
hey it is better than looking stupid like me. :)
Casual this is progressing really nicely...I can't wait to play some more but I am holding off until you are finished. Have I ever thanked you for making this for free, in the spirit of Blender and all the hard work you do for us.
PS: I'll clean up my latest post that are uninteresting
hey it is better than looking stupid like me. :)
Casual this is progressing really nicely...I can't wait to play some more but I am holding off until you are finished. Have I ever thanked you for making this for free, in the spirit of Blender and all the hard work you do for us.
i want to get back to mcjBuilder to add the new stairs to the mcjCastle which will also have animatable doors
so probably i'll write mcjTeleBlender3's manual, iron out a few quirks, then declare it out of Beta, and into uhh gamma testing
which is a very handy and vague term
---
the other project i hope to get time for this autumn is a Kinect plugin or something
oh and with mcjBuilder ... this gothic'like movie set
Do you have any advice to have less fireflies in the render ?
try using Clamp Indirect in the render settings pallet, start around 0.80 - 3.00 but it does depend how much glossy surfaces you have and if you are using Caustics. There is a Caustic disable function in the render settings pallet too.
PS: I'll clean up my latest post that are uninteresting
hey it is better than looking stupid like me. :)
Casual this is progressing really nicely...I can't wait to play some more but I am holding off until you are finished. Have I ever thanked you for making this for free, in the spirit of Blender and all the hard work you do for us.
i want to get back to mcjBuilder to add the new stairs to the mcjCastle which will also have animatable doors
so probably i'll write mcjTeleBlender3's manual, iron out a few quirks, then declare it out of Beta, and into uhh gamma testing
which is a very handy and vague term
---
the other project i hope to get time for this autumn is a Kinect plugin or something
oh and with mcjBuilder ... this gothic'like movie set
cool. I think Blender Cycles has gamma correction enabled at default.
Do you have any advice to have less fireflies in the render ?
there's more fireflies when there are few small lights,
so if your scene allows it, try removing walls and use a "World" with or without Environment map
and make the other lights large
---
also try reducing the number of glossy surfaces that are not really needed since they produce small light sources
and the caustics should normally be turned off
---
adding a bit of ambient color ( say 5% white in the Daz Studio surface ) can also help hide the ''noise''
---
there's also a filter setting in the render settings panel but i didnt learn to use it
you can also try filtering the render result using photoshop or Blender's layer compositing post processing
MDD support for mcjTeleBlender/mcjBlendBot coming this fall
( possibly at least initially, only for PC-Windows and Linux )
up til now, mcjteleblender lets you render animations by exporting each frame as an .obj file
then rendering the 30 frames by running Blender in invisible mode
there's a file format named MDD, it treats the scene as one big mesh,
the mdd file is like one huge collection of morphs, with 1 morph per frame
as long as your scene content is not too complex and as long as the animation is not too long
it should fit in the memory of a modern PC
and Blender will be under your control, not running on autopilot
so you could create animation loops in Daz Studio, and integrate that in your Blender movies
Comments
empty
thanks, i found the issue
in fact it was difficult to reproduce that error
for an unknown reason, apparently, your bump map was not exported by the obj/mtl exporter
mcjTeleBlender saw the bump map in your scene, and "sent a message" to
mcjBlendBot like "set the bump map strength of surface X material Y to the strength Z
and mcjBlendBot being over-confident in the existence of surface X material Y
told Blender to do the impossible, and it all went crashing
in the next the version posted, mcjBlendBot will look for the existence of the surface before asking Blender to do something to it
mcjBlendBot UPDATE mcjBlendBot UPDATE mcjBlendBot UPDATE mcjBlendBot UPDATE
for cases where bump map exports fail
2014 September 15 11:22 PM - Version 3.04 beta - mcjBlendBot will not attempt to adjust the
bump map strength of materials for which no bump map exists. Note that the mcjTeleblender script was updated earlier today,
No more bump map so the trouble is elsewhere... :(
Just a wild guess -- maybe the filename V4C_MAT_RIBBED_NML.jpg or the path to this image is causing problems
so you could try renaming it rib.jpg and place it in a simple location like c:\users\temp or the Maps folder
it could even be a case of uppercase/lowercase in the filename that prevents blender from finding the file
also, sometimes Daz Studio speaks about .jpg files when the file on disk is actually a bmp or png
I confirm no more that bump error :)
Hello Casual..
There is Scale issue.
Camera and lights position is different when i change the scale.
Thank you always. you're a Genius.
thanks i located the problem
just a matter of moving 1 line of code
it will be fixed in the next update
only the daz script will need the update
About Cycles choice, could you add the tiles size in the settings before export ?
A casual hello to me it would be very convenient to use two buttons.
Export and one frame of the animation.
I really like your plugin, if it just remake using standard DAZ Export obj&mdd; would be very cool!
I found a way to add the entire scene. You and so much to create one in order to make it all good.
Only here there are some difficulties with the opening .Keep vert order no is the default.
http://www.youtube.com/watch?v=Ke_t88FNkWk&feature=youtu.be
yes in the next version/update mcjBlendBot will turn on the [keep vertex order ] option of the obj importer
concerning mdd - i will post a small C-Language program and the .exe that converts a series of obj files into a single-group obj file and the mdd. The mdd-writer already works but i converted the .obj to mono-group using wordpad.
The good part of this .exe is that it will work with .obj sequences from DAz Studio, Carrara, Poser, Blender, etc...
and mcjTeleBlender can use/launch this program right after exporting the obj sequence
then mcjTeleBlender/mcjBlendBot can open the mono-group .obj file in blender, build the cycles material and even apply the MDD file as the object modifier
someday if i make a live-link / bridge between DS and Blender, i will probably use this
--
for Mac compatibility j could have the objs-to-mdd converter be a blender-python script ... i don't think it will be as fast
next version will have - tile sizes , which in fact works for Cycles and non-cycles renders
the default setting is to let Blender use its current default settings
the other settings range from 16x16 to 1024x1024 ( powers of 2 )
empty
empty
i still suspect that there's an issue with this specific filename or the path
you could try using the jpg image shown below
----
another distant possibility is that the normal map dimension in pixels is too gigantenormous
i will wait before adding the "Keep vertex order" option because it removes all the groups, and mcjTeleBlender/mcjBlendBot needs the groups
the program i wrote to generate MDD from a series of obj file will also create a no-groups obj file, and mcjBlendBot will be able to import it
next update will have the cameras and light positions properly sized when the meshes are using an export ''Scale' different than 1%
here the Daz Studio scene with Aiko3 was exported with a scale of 10%
Once in Blender i added a default cube, which is 2 meters wide, and it's the same size as the cube which was 20 cm wide in Daz Studio
' fig 2 - exported at the default scale of 1%
so the default Blender cube which is 2 meters wide looks 2m wide
empty
empty
you have to expand the Diffuse and Glossy nodes to see the normal maps
I feel really stupid...
Thanks and sorry :)
PS: I'll clean up my latest post that are uninteresting
Update - 3.05 - Update - 3.05 - Update - 3.05 - Update - 3.05 beta
>>>>>>>>> https://sites.google.com/site/mcasualsdazscripts4/mcjteleblender3
mcjTeleBlender and mcjBlendBot
2014 September 16 4:50 PM - Version 3.05 beta -
mcjTeleBlender now scales the camera and light positions using the same scale factor as the mesh export
mcjTeleBlender and mcjBlendBot now transmit the render tile size ( which can in some cases speed up renders )
Casual this is progressing really nicely...I can't wait to play some more but I am holding off until you are finished. Have I ever thanked you for making this for free, in the spirit of Blender and all the hard work you do for us.
Do you have any advice to have less fireflies in the render ?
Casual this is progressing really nicely...I can't wait to play some more but I am holding off until you are finished. Have I ever thanked you for making this for free, in the spirit of Blender and all the hard work you do for us.
i want to get back to mcjBuilder to add the new stairs to the mcjCastle which will also have animatable doors
so probably i'll write mcjTeleBlender3's manual, iron out a few quirks, then declare it out of Beta, and into uhh gamma testing
which is a very handy and vague term
---
the other project i hope to get time for this autumn is a Kinect plugin or something
oh and with mcjBuilder ... this gothic'like movie set
i want to get back to mcjBuilder to add the new stairs to the mcjCastle which will also have animatable doors
so probably i'll write mcjTeleBlender3's manual, iron out a few quirks, then declare it out of Beta, and into uhh gamma testing
which is a very handy and vague term
---
the other project i hope to get time for this autumn is a Kinect plugin or something
oh and with mcjBuilder ... this gothic'like movie set
cool. I think Blender Cycles has gamma correction enabled at default.
there's more fireflies when there are few small lights,
so if your scene allows it, try removing walls and use a "World" with or without Environment map
and make the other lights large
---
also try reducing the number of glossy surfaces that are not really needed since they produce small light sources
and the caustics should normally be turned off
---
adding a bit of ambient color ( say 5% white in the Daz Studio surface ) can also help hide the ''noise''
---
there's also a filter setting in the render settings panel but i didnt learn to use it
you can also try filtering the render result using photoshop or Blender's layer compositing post processing
videos ! yay ! https://www.youtube.com/results?search_query=blender+cycles+reduce+fireflies
MDD support for mcjTeleBlender/mcjBlendBot coming this fall
( possibly at least initially, only for PC-Windows and Linux )
up til now, mcjteleblender lets you render animations by exporting each frame as an .obj file
then rendering the 30 frames by running Blender in invisible mode
there's a file format named MDD, it treats the scene as one big mesh,
the mdd file is like one huge collection of morphs, with 1 morph per frame
as long as your scene content is not too complex and as long as the animation is not too long
it should fit in the memory of a modern PC
and Blender will be under your control, not running on autopilot
so you could create animation loops in Daz Studio, and integrate that in your Blender movies
Set min and max light bounces to the same value.
hi casual~
i found another scale problem.
it's bump value (and normal?).
if scale 1% export >> bump value 0.005,
scale 2% export >> bump value same as scale 1%(0.005 not 0.010)
am I wrong? check please~
(sorry my bad english)
Thanks always.