O.k , so basic primitives with your daz shader presets applied and lights and cameras come across perfect , which is amazing in itself !! but I can't seem to get textures transferring across on figures. Just all this crazy purpleness........mmmmh
you could try yesterday's update of the mcjTeleblender script
just the daz script
( though later today the update will involve the mcjBlendBot kit of Blender scripts too )
Hey , If I don't collect the maps it seems to be working with the new updates , Im on win 7 64bit , blender 2.74 latest test build & Daz Studio 4.7.
. . .If I don't collect the maps it seems to be working with the new updates . . .
Thanks A lot Casual.
i think the problem may be that the Daz Studio obj/mtl exporter which teleBlender uses doesn't actually ''collect'' all the images involved in surface shaders. eventually i guess i'll have to put teleblender itself in charge of collecting the missing maps
note that teleblender doesn't benefit at all from having those advanced shaders and works best for old school DSDefault material
Fig 1 , When Victoria 6 dreams of high heels she emits light
Fig 2 - This could be intentional or this could be an accident but AoA's Subsurface shader had the Subsurface strength with the name "Ambient Strength" - the moderately quick fix is to set it to 0 when rendering with teleblender but Satuday's update will correct that
The Ambient Strength property's internal name is Ambient Strength2 which means this was a choice by the shader writer probably to get in the 3DViewport some visual cues
so my teleblender patch will be very specific, i'll first search for "Ambient Strength2" and if found , this will be the Ambient Strength telePorted to Blender alse it's the "Ambient Strength"
note 1 : best material transfer happens for Daz Studio default shaders, not the newer shaders
note 2 - an mcjBlendBot v11 update was posted on April 9th 2015
note 3 - Gen2 renders work slightly better now, so if you had traumatizing experiences rendering her with teleblender you may give it another try and what's the worst that can happen !? more trauma :) kidding kidding, actually in my case it even fixed the white-eyes issue
note 4 - i'm waiting for the Blender render to complete so i use the time to post notes that only you took the time to read
note 5 - if your Gen2 materials show up as magenta/pink in Blender, it's usually because the images cant be found, you can try turning the "collect maps" option off - You can try replacing .tif images with .tga - you can try most of all, using basic Daz Studio default materials, not the 3Delight ones because they are detrimental to the material transfer. You can also look in the scene.mtl file which mcjBlendbot reads during the import process and see what the image paths look like.
----
Fig 1 Blender Cycles Render - In DS: the AoA subsurface shader on Gen2/V6 - the ambient strength was set to 15% ( which is added in Blender using an emissive node if you work in TB3 mode )
Fig 2, 3, 4 - 3Delight renders - maybe soon i'll post the (static props ) shoes i made for V6 ( since i had almost no clothes for her (
, but they need 1 or 2 tweaks ... ( maybe the peplum and skirt and bustier too but for now they are just props )
I had been using your mcjteleblender script to transfer my Daz Studio scenes to Blender Cycles, but all of a sudden it’s not working anymore.
I’ve re-installed Daz, updated it and even tried putting all three versions of scripts in it. Also re-installed Blender and put BlendBot scripts in it but nothing is working.
Don’t know what happened. The dialogue box opens when I try to export it but then the small dialogue box saying “Geometry” shit comes and disappears really quickly.
I had been using your mcjteleblender script to transfer my Daz Studio scenes to Blender Cycles, but all of a sudden it’s not working anymore.
I’ve re-installed Daz, updated it and even tried putting all three versions of scripts in it. Also re-installed Blender and put BlendBot scripts in it but nothing is working.
Don’t know what happened. The dialogue box opens when I try to export it but then the small dialogue box saying “Geometry” shit comes and disappears really quickly.
Any solution?
a few questions
- is the 'geometry' dialog box in Daz Studio or blender?
- is it a new version of Daz Studio?
- is it a new version of Blender?
- could you try it with a simple scene containing a plane and a box?
- could you try turning on or off teleblender's 'use plugin if available ' option
- could you try turning on or off teleblender's 'collect maps ' option
- did you tell teleblender to export the 'obj in a folder that does not exist or to which you are prevented from writing?
1. The Geometry box is in Daz Studio. I never reach Blender. It doesn't even open.
2. Yeah, I'm using Daz Studio 4.7 64bit.
3. Yes. Downloaded Blender 2.74.
4. Yes. Tried it with a basic plane, simple V4.2, a stool and a couch. Same result. The dialogue box appears and says 'Writing OBJ file' Saving Geometry but then nothing happens.
5. Yes, done that too.
6. Same answer as above.
7. Instead of C drive, I just browsed and located in D drive. Base folder.
Now if you have any solution please give me. I'm frustrated.
1 - https://builder.blender.org/download/ - download the latest blender build - there was an association problem in blender 2.74 if memory serves me correct
2 - find your blender.exe folder shift+right click and "open command window here"
type in - "blender.exe -r" less the quotations ! hit return
This will set associations so that Casuals teleblend can actually open blender. I find I have to do this every update....
in the "Auxiliary options" Tab, i make sure the "Location of Blender.exe" is correctly pointing at
C:\Program Files\Blender Foundation\Blender\Blender.exe
in the "Main Options" Tab i change "Export Scene As Obj" from
c:/scene.obj
to
C:/Users/Public/Documents/scene.obj
because i'm pretty sure Windows wont block me from writing to that folder
which may not be the case for root folders like D:\ and C:\
i set the render settings for GPU rendering instead of CPU
i leave all the other options alone
i click "Export current frame"
yay it worked
----
now if i look in C:/Users/Public/Documents/s
i see that mcjTeleBlender succesfully got Daz Studio's exporter to export the scene
as scene.obj and scene.mtl
mcjTeleBlender created a blender python script named scene.py
which contains instructions telling blender how to import and process the .obj and .mtl, it also orders Blender to create lights and cameras and use settings that were not exported in the obj file
mcjteleblender also created scene.bat which you can use to
do all that Blender and open that scene
independently from D|S
---
also dont forget to re-enable CUDA/GPU rendering in Blender's User Preferences
it still works with Victoria 6 / Genesis 2
but since my CUDA card can handle the humongous texture images i rendered it in CPU mode
i'd just need to resize the textures to something like 2Kx2K to get GPU renders
1st thing. I don't have an nVidia card. I have an AMD Radeon R7 250, which only supports OpenCL. So no CUDA. And also, I'm not getting any option like CUDA in Blender either. Just CPU.
2nd. All four files are being created successfully in Documents folder.
3rd. The only thing I'm doing differently is that my Blender is located in D:\Softwares\Blender\blender.exe. And I doubt that that could be causing any problems.
Can't get this to work, OMG!
1st thing. I don't have an nVidia card. I have an AMD Radeon R7 250, which only supports OpenCL. So no CUDA. And also, I'm not getting any option like CUDA in Blender either. Just CPU. 2nd. All four files are being created successfully in Documents folder. 3rd. The only thing I'm doing differently is that my Blender is located in D:\Softwares\Blender\blender.exe. And I doubt that that could be causing any problems. Can't get this to work, OMG!
make sure you did "tell" mcjTeleBlender that Blender is D:\Softwares\Blender\blender.exe
also if you double-right-click on scene.bat, you can launch Blender independently from Daz Studio
if this doesnt work
open scene.bat in notepad
you can see what the batch file tried to do and could not
so it opens blender and tells blender to run the script scene.py the part about lutz.blend is just there because i was using mcjTeleBlender's option to re-use an old blender scene
scene.py is harder to understand but basically it tells blender to import scene.obj and scene.mtl and add lights and cameras to the scene and build materials
--------
if using a text editor like notepad or wordpad you open scene.bat
and add a line that reads
pause
and save it
the next time you run scene.bat
the screen where you see blender start will stay open
and you'll be able to see error messages that explain why it didnt work
maybe it will be a message like
"command blender.exe does not exist"
or
you'll see that blender sort of gives up importing your scene for some reason
One more thing Casual.
Is there anything I can do to improve my Blender Cycles renders even more?
Below are the type of renders I'm getting.
Any suggestions are welcome. :)
One more thing Casual.
Is there anything I can do to improve my Blender Cycles renders even more?
Below are the type of renders I'm getting.
Any suggestions are welcome. :)
well actually you probably could give me more advice that i could give you :)
one trick i found is that if you create a sun, the default "size" is 0.1
if you change it to 0.02 you get sharper shadows
with 0.1 the shadows are very blurry and faint
other is, if you place a big emissive ball, very bright, far away in front of the figure
very far so the light doesn't light your scene too much
and set moderate reflectivity ( glossy-sharp) on the cornea
then you will get the eye glint which gives much life to the faces
since reflectivity is low, you wont get the whole scene reflected in the eyes just the bright spot
a more recent finding is that if you apply a very fine random-noise bump map to the figure
even if you cant see the bumpyness of it from far away
it will scatter the glossiness make it smoother
and it will hide the polygon edges in areas where polygon edges are large
( example: when your figure lifts an arm, the polygons get stretched )
well maybe the trick to hide the polygon edges would be to increase the Blender "smoothen" modifier strength
if you make an extra long 3000 samples render, the cycles noise is not there to hide that issue
and you can see the visual signs that the figure is faceted
Okay, I somewhat knew the sun trick but that emissive ball trick is a new one.
Definitely gonna try that one. Although I didn't quite get your explanation about the placement of the ball. Do you mind telling me that again with an image attachment? Please?
hope i dont forget to fix this
the type of glossy effect for non-mirror materials is supposed to be "Beckman"
but mcjBlendBot when "talking" to new versions of Blender ends up specifying the GSX type
which is way too specular (almost like 'Sharp' )
next version will correct this
( i kinda knew the lazy way i wrote that part of mcjBlendBot would punish me ! )
well it's GGX and its indeed the new default glossy type for Blender Cycles's Glossy BSDF node
by it's not really more 'mirrory than Beckman contrary to what i suspected
in the next version i will correct this, The Beckman will be the default type created by mcjBlendbot
the precautions remain the same
1 - in Daz Studio materials, avoid a 100% white specular color unless you
want something to look plastic, the glossiness strength, specular strength
sliders should also be carefully adjusted because they
have consequences on the materials in Blender
mcjTeleBlender also has global "Gloss Factor" and "Roughness" settings
also see the "Gloss Mix" option
When unzipping the latest Blendbot to Blender 2.74a scripts/modules, I got the attached error. So I unzipped to a temp folder and pasted to the modules folder. I now get the attached pic. Previously it was working fine, except that the render was badly overexposed and washed out.
When unzipping the latest Blendbot to Blender 2.74a scripts/modules, I got the attached error. So I unzipped to a temp folder and pasted to the modules folder. I now get the attached pic. Previously it was working fine, except that the render was badly overexposed and washed out.
The mats in the Roma file are correct.
What the heck have I done wrong?
Please help:)
the "cannot open file" message seems to indicate that you did not have write privileges to that folder
or your unzipper app ( 7z?) needed to be executed in administrative mode
the magenta renders usually happen when blender is unable to load the texture images
sometimes the images are .tif images, but the .mtl or the .py file mention jpg images
so you could open the .mtl and 'py file using notepad
and notice the files and paths mentioned
and try to reconcile what's written there and what the real-life files and locations are
sometimes using the "collect" option of mcjTeleblender solves the problem
also, mcjTeleBlender has an option named something like "fix materials for blender" which is usually ON
also, it's preferable if your figures use the DSDefault material
not the complicated shaders for genesis
from the point of view of teleblender and Blender, those complex shaders are a nuisance
When the materials are DSDefault teleblender finds all the surface properties of interest
and the DazStudio obj exporter correctly transmits them through the mtl file
so teleblender doesnt need to use complicated tricks to send them through the .py file
I just wanted to ask you if there is a script for rendering DAZ models with Blender Cycles in an HDRi Background plate. And that too with the shadow catching and everything. I don't want to render cars or other 3D objects. I just want to render my human models on HDRi background plates.
I just wanted to ask you if there is a script for rendering DAZ models with Blender Cycles in an HDRi Background plate. And that too with the shadow catching and everything. I don't want to render cars or other 3D objects. I just want to render my human models on HDRi background plates.
Cheers.
in mcjTeleBlender, in the "Auxiliary Options" tab, there's a "World Environment" panel
and you can specify any image, including hdr images, as the Environment texture
In Blender, this texture gets assigned to an environment Sphere
Normally the appropriate HDR ( or standard ) image type for environment spheres
is not a normal photo, but rather a 360° X 180° panoramic photo
this format is called "spherical" or "equirectangular"
a normal (non-panoramic) photo can be applied to an environment sphere
it will create a credible illumination of the scene
It wont look good as a background though.
You can tell Blender to not-render the environment sphere
The lighting of the scene will still come from the environment sphere
but the background will be transparent .... if you save the rendered image using a format like PNG or TIF, not JPG
the background can then be added using a program like Paintshop
or it can be done in Blender if you learn to use layers/compositing
Thanks for your reply man.
Okay but where do I find good free back plates for my renders?
I want a good interior and exterior environment from time to time.
Where do you find your back plates from and also do you find images/back plates/backgrounds or just use an HDR back plate?
Thanks for your reply man.
Okay but where do I find good free back plates for my renders?
I want a good interior and exterior environment from time to time.
Where do you find your back plates from and also do you find images/back plates/backgrounds or just use an HDR back plate?
Comments
you could try yesterday's update of the mcjTeleblender script
just the daz script
( though later today the update will involve the mcjBlendBot kit of Blender scripts too )
Hey , If I don't collect the maps it seems to be working with the new updates , Im on win 7 64bit , blender 2.74 latest test build & Daz Studio 4.7.
Thanks A lot Casual.
i think the problem may be that the Daz Studio obj/mtl exporter which teleBlender uses doesn't actually ''collect'' all the images involved in surface shaders. eventually i guess i'll have to put teleblender itself in charge of collecting the missing maps
note that teleblender doesn't benefit at all from having those advanced shaders and works best for old school DSDefault material
looks like my last update which added among other things Ambient strength support for Genesis2 Shaders
causes problems for the Victoria6 shader
when i look in the surfaces tab, i see ambient strength is at 0% and all black
but when teleblender asks Daz Studio, the answer it gets it , oh it's 75% !
i'll fix that Saturday, so, stay tuned !
Fig 1 , When Victoria 6 dreams of high heels she emits light
Fig 2 - This could be intentional or this could be an accident but AoA's Subsurface shader had the Subsurface strength with the name "Ambient Strength" - the moderately quick fix is to set it to 0 when rendering with teleblender but Satuday's update will correct that
The Ambient Strength property's internal name is Ambient Strength2 which means this was a choice by the shader writer
probably to get in the 3DViewport some visual cues
so my teleblender patch will be very specific, i'll first search for "Ambient Strength2" and if found , this will be the Ambient Strength telePorted to Blender alse it's the "Ambient Strength"
today's test scene DS-3delight render
Yay! She found her shoes.
TeleBlender Update - TeleBlender Update - TeleBlender Update - TeleBlender Update - TeleBlender Update -
April 11th 2-15 9:34 pm
mcjTeleBlender v10 - now correctly handles ambient strength for the AoA Subsurface shader which uses the name "Ambient Strength2"
https://sites.google.com/site/mcasualsdazscripts4/mcjteleblender3
direct download TeleBlender 310
https://sites.google.com/site/mcasualsdazscripts4/mcjteleblender3/mcjTeleBlender3.zip?attredirects=0&d=1
direct Download BlendBot 311
https://sites.google.com/site/mcasualsdazscripts4/mcjteleblender3/mcjBlendBot.zip?attredirects=0&d=1
note 1 : best material transfer happens for Daz Studio default shaders, not the newer shaders
note 2 - an mcjBlendBot v11 update was posted on April 9th 2015
note 3 - Gen2 renders work slightly better now, so if you had traumatizing experiences rendering her with teleblender you may give it another try and what's the worst that can happen !? more trauma :) kidding kidding, actually in my case it even fixed the white-eyes issue
note 4 - i'm waiting for the Blender render to complete so i use the time to post notes that only you took the time to read
note 5 - if your Gen2 materials show up as magenta/pink in Blender, it's usually because the images cant be found, you can try turning the "collect maps" option off - You can try replacing .tif images with .tga - you can try most of all, using basic Daz Studio default materials, not the 3Delight ones because they are detrimental to the material transfer. You can also look in the scene.mtl file which mcjBlendbot reads during the import process and see what the image paths look like.
----
Fig 1 Blender Cycles Render - In DS: the AoA subsurface shader on Gen2/V6 - the ambient strength was set to 15% ( which is added in Blender using an emissive node if you work in TB3 mode )
Fig 2, 3, 4 - 3Delight renders - maybe soon i'll post the (static props ) shoes i made for V6 ( since i had almost no clothes for her (
, but they need 1 or 2 tweaks ... ( maybe the peplum and skirt and bustier too but for now they are just props )
Many thanks for all the hard work you do to make my CG experiences better.
I had been using your mcjteleblender script to transfer my Daz Studio scenes to Blender Cycles, but all of a sudden it’s not working anymore.
I’ve re-installed Daz, updated it and even tried putting all three versions of scripts in it. Also re-installed Blender and put BlendBot scripts in it but nothing is working.
Don’t know what happened. The dialogue box opens when I try to export it but then the small dialogue box saying “Geometry” shit comes and disappears really quickly.
Any solution?
a few questions
- is the 'geometry' dialog box in Daz Studio or blender?
- is it a new version of Daz Studio?
- is it a new version of Blender?
- could you try it with a simple scene containing a plane and a box?
- could you try turning on or off teleblender's 'use plugin if available ' option
- could you try turning on or off teleblender's 'collect maps ' option
- did you tell teleblender to export the 'obj in a folder that does not exist or to which you are prevented from writing?
1. The Geometry box is in Daz Studio. I never reach Blender. It doesn't even open.
2. Yeah, I'm using Daz Studio 4.7 64bit.
3. Yes. Downloaded Blender 2.74.
4. Yes. Tried it with a basic plane, simple V4.2, a stool and a couch. Same result. The dialogue box appears and says 'Writing OBJ file' Saving Geometry but then nothing happens.
5. Yes, done that too.
6. Same answer as above.
7. Instead of C drive, I just browsed and located in D drive. Base folder.
Now if you have any solution please give me. I'm frustrated.
Two things to try -
1 - https://builder.blender.org/download/ - download the latest blender build - there was an association problem in blender 2.74 if memory serves me correct
2 - find your blender.exe folder shift+right click and "open command window here"
type in - "blender.exe -r" less the quotations ! hit return
This will set associations so that Casuals teleblend can actually open blender. I find I have to do this every update....
I also forgot to mention when nothing was changed, I mean no updated Daz Studio or Blender, I was having this problem.
Nope. No luck. Even tried deanb247 solutions. OMG, I hope there is a way around this.
just now i downloaded blender-2.74-bc160d8-win64
it got installed in C:\Program Files\Blender Foundation\blender-2.74-bc160d8-win64
but i move it to C:\Program Files\Blender Foundation\blender
so the blender.exe is in C:\Program Files\Blender Foundation\blender.exe
i place the mcjBlendBot files in
C:\Program Files\Blender Foundation\Blender\2.74\scripts\modules
i open Daz Studio 4.7 Pro 64 bit
i create a plane and a box
i start mcjTeleBlender3
i click the "Restore Defaults" button
in the "Auxiliary options" Tab, i make sure the "Location of Blender.exe" is correctly pointing at
C:\Program Files\Blender Foundation\Blender\Blender.exe
in the "Main Options" Tab i change "Export Scene As Obj" from
c:/scene.obj
to
C:/Users/Public/Documents/scene.obj
because i'm pretty sure Windows wont block me from writing to that folder
which may not be the case for root folders like D:\ and C:\
i set the render settings for GPU rendering instead of CPU
i leave all the other options alone
i click "Export current frame"
yay it worked
----
now if i look in C:/Users/Public/Documents/s
i see that mcjTeleBlender succesfully got Daz Studio's exporter to export the scene
as scene.obj and scene.mtl
mcjTeleBlender created a blender python script named scene.py
which contains instructions telling blender how to import and process the .obj and .mtl, it also orders Blender to create lights and cameras and use settings that were not exported in the obj file
mcjteleblender also created scene.bat which you can use to
do all that Blender and open that scene
independently from D|S
---
also dont forget to re-enable CUDA/GPU rendering in Blender's User Preferences
---
Equirectangular/Spherical World/Environment background image by Alexandre Duret-Lutz
https://www.flickr.com/photos/gadl/
----
it still works with Victoria 6 / Genesis 2
but since my CUDA card can handle the humongous texture images i rendered it in CPU mode
i'd just need to resize the textures to something like 2Kx2K to get GPU renders
1st thing. I don't have an nVidia card. I have an AMD Radeon R7 250, which only supports OpenCL. So no CUDA. And also, I'm not getting any option like CUDA in Blender either. Just CPU.
2nd. All four files are being created successfully in Documents folder.
3rd. The only thing I'm doing differently is that my Blender is located in D:\Softwares\Blender\blender.exe. And I doubt that that could be causing any problems.
Can't get this to work, OMG!
Guess what?! I changed the location of Blender and I can't believe it worked!
It must have been causing some restriction problems in drive D.
As always, your help is greatly appreciated.
make sure you did "tell" mcjTeleBlender that Blender is D:\Softwares\Blender\blender.exe
also if you double-right-click on scene.bat, you can launch Blender independently from Daz Studio
if this doesnt work
open scene.bat in notepad
you can see what the batch file tried to do and could not
in my case scene.bat reads
so it opens blender
and tells blender to run the script scene.py
the part about lutz.blend is just there because i was using mcjTeleBlender's option to re-use an old blender scene
scene.py is harder to understand
but basically it tells blender to import scene.obj and scene.mtl and add lights and cameras to the scene and build materials
--------
if using a text editor like notepad or wordpad you open scene.bat
and add a line that reads
and save it
the next time you run scene.bat
the screen where you see blender start will stay open
and you'll be able to see error messages that explain why it didnt work
maybe it will be a message like
"command blender.exe does not exist"
or
you'll see that blender sort of gives up importing your scene for some reason
Great !
One more thing Casual.
Is there anything I can do to improve my Blender Cycles renders even more?
Below are the type of renders I'm getting.
Any suggestions are welcome. :)
well actually you probably could give me more advice that i could give you :)
one trick i found is that if you create a sun, the default "size" is 0.1
if you change it to 0.02 you get sharper shadows
with 0.1 the shadows are very blurry and faint
other is, if you place a big emissive ball, very bright, far away in front of the figure
very far so the light doesn't light your scene too much
and set moderate reflectivity ( glossy-sharp) on the cornea
then you will get the eye glint which gives much life to the faces
since reflectivity is low, you wont get the whole scene reflected in the eyes just the bright spot
a more recent finding is that if you apply a very fine random-noise bump map to the figure
even if you cant see the bumpyness of it from far away
it will scatter the glossiness make it smoother
and it will hide the polygon edges in areas where polygon edges are large
( example: when your figure lifts an arm, the polygons get stretched )
well maybe the trick to hide the polygon edges would be to increase the Blender "smoothen" modifier strength
if you make an extra long 3000 samples render, the cycles noise is not there to hide that issue
and you can see the visual signs that the figure is faceted
Okay, I somewhat knew the sun trick but that emissive ball trick is a new one.
Definitely gonna try that one. Although I didn't quite get your explanation about the placement of the ball. Do you mind telling me that again with an image attachment? Please?
Thanks a ton.
Nice render BTW.
;)
hope i dont forget to fix this
the type of glossy effect for non-mirror materials is supposed to be "Beckman"
but mcjBlendBot when "talking" to new versions of Blender ends up specifying the GSX type
which is way too specular (almost like 'Sharp' )
next version will correct this
( i kinda knew the lazy way i wrote that part of mcjBlendBot would punish me ! )
well it's GGX and its indeed the new default glossy type for Blender Cycles's Glossy BSDF node
by it's not really more 'mirrory than Beckman contrary to what i suspected
in the next version i will correct this, The Beckman will be the default type created by mcjBlendbot
the precautions remain the same
1 - in Daz Studio materials, avoid a 100% white specular color unless you
want something to look plastic, the glossiness strength, specular strength
sliders should also be carefully adjusted because they
have consequences on the materials in Blender
mcjTeleBlender also has global "Gloss Factor" and "Roughness" settings
also see the "Gloss Mix" option
Thanks for explaining this Casual.
Hi :)
When unzipping the latest Blendbot to Blender 2.74a scripts/modules, I got the attached error. So I unzipped to a temp folder and pasted to the modules folder. I now get the attached pic. Previously it was working fine, except that the render was badly overexposed and washed out.
The mats in the Roma file are correct.
What the heck have I done wrong?
Please help:)
the "cannot open file" message seems to indicate that you did not have write privileges to that folder
or your unzipper app ( 7z?) needed to be executed in administrative mode
the magenta renders usually happen when blender is unable to load the texture images
sometimes the images are .tif images, but the .mtl or the .py file mention jpg images
so you could open the .mtl and 'py file using notepad
and notice the files and paths mentioned
and try to reconcile what's written there and what the real-life files and locations are
sometimes using the "collect" option of mcjTeleblender solves the problem
also, mcjTeleBlender has an option named something like "fix materials for blender" which is usually ON
also, it's preferable if your figures use the DSDefault material
not the complicated shaders for genesis
from the point of view of teleblender and Blender, those complex shaders are a nuisance
When the materials are DSDefault teleblender finds all the surface properties of interest
and the DazStudio obj exporter correctly transmits them through the mtl file
so teleblender doesnt need to use complicated tricks to send them through the .py file
Thanks for the quick response - all working correctly :)
The mats were in .jpg format and I was using default shaders. Must have inadvertently changed a setting - after resetting to default, all was well.
Thanks so much for all your hard work and dedication to developing this great tool :)
Casual, how's it going?
I just wanted to ask you if there is a script for rendering DAZ models with Blender Cycles in an HDRi Background plate. And that too with the shadow catching and everything. I don't want to render cars or other 3D objects. I just want to render my human models on HDRi background plates.
Cheers.
in mcjTeleBlender, in the "Auxiliary Options" tab, there's a "World Environment" panel
and you can specify any image, including hdr images, as the Environment texture
In Blender, this texture gets assigned to an environment Sphere
Normally the appropriate HDR ( or standard ) image type for environment spheres
is not a normal photo, but rather a 360° X 180° panoramic photo
this format is called "spherical" or "equirectangular"
i usually get my equirectangular images here http://www.hdrlabs.com/sibl/archive.html
a normal (non-panoramic) photo can be applied to an environment sphere
it will create a credible illumination of the scene
It wont look good as a background though.
You can tell Blender to not-render the environment sphere
The lighting of the scene will still come from the environment sphere
but the background will be transparent .... if you save the rendered image using a format like PNG or TIF, not JPG
the background can then be added using a program like Paintshop
or it can be done in Blender if you learn to use layers/compositing
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For the ground shadows, i sometimes used an equirectangular image which i projected on a plane
in Daz Studio, using mcjSphericalUV
https://sites.google.com/site/mcasualsdazscripts4/mcjsphericaluv
It's not super easy but i got it working a few times
The other way to add ground shadows, are totally a Blender Cycles issue
It involves render passes, layers and compositing
some video tutorials about it (not by me ) https://www.youtube.com/results?search_query=cycles+ground+shadows
Thanks for your reply man.
Okay but where do I find good free back plates for my renders?
I want a good interior and exterior environment from time to time.
Where do you find your back plates from and also do you find images/back plates/backgrounds or just use an HDR back plate?
usually here http://www.hdrlabs.com/sibl/archive.html
but there's others on deviantart, quite huge though
google keywords : hdr equirectangular spherical environment
http://zbyg.deviantart.com/art/HDRi-Pack-3-112847728
you could also do the ground shadows in Daz Studio and composite them with the Blender Render
https://www.youtube.com/watch?v=qo2OVy9tf8E
an august 2014 video about ground shadows in blender cycles
https://www.youtube.com/watch?v=Ke7plNnwYl0