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@ThemysteryIsThePoint @Intycert
As for the teeth, some HD figures sculpt them to change the shape, so you need to import the HD version to get that shape. If you remove the HD morph in daz studio (set it to zero) you see the original teeth shape that's exported with the base resolution version. So the quick answer is, for HD figures you need to export the HD version.
@Intycert Merging armatures shouldn't delete anything. Make sure everything you export is visible in the viewport both in daz and blender before merging.
I'm not really bothered about having a HD figure. It just seemed that when i export with 'export hd' the teeth seemed to be fine. I hadn't selected any 'hd morph' in Daz either so i don't think the resolution of the subdiv was any higher, but as poster after me says it must be something to do with the multi-res that's added with hd.
I hope it's not a necro after 3 months or that at the very least it's not against the rules here but I just started using diffeomorphic and I'd like some help with some issues I'm having. The manual import, I keep messing up so I have to rely on the button that does it all for me for now, which for the most part (see below for exceptions) seemed to work fine. Then I decided to try the official bridge, which didn't work at all so back to diffeomorphic for me. Problem is that NOW I get an error about not being able to apply some vertex painting when I import and the result is that the HD model's materials are just wrong. They have the correct file names for the textures but they don't work. For example I get the torso material on the legs (but when I switch to the material tab, it correctly lists the legs). I tried exporting/importing file paths but it didn't work. It also only happens to the HD mesh, the base mesh works fine. Any idea if there's a way I can fix that without manually reassigning the materials?
The only serious problem I had before, where the eyes. Specifically, the g8.1 tear line appears as reflective on the imported mesh, glowing even from certain angles depending on the lighting. I never managed to solve that one or figure out why it was like that, so I'd appreciate any input. And my last problem is with posing. I really dislike the controls in Daz, so I thought I'd pose from blender with rigify, but it doesn't recognize Daz's limits on the rotation and it stretches limbs out, all while NOT preserving volume when you rotate a limb. How do I fix it and adhere to the limits set by Daz and keep volumes when posing? I know I'm doing something wrong here and that it's not the plugin's issue. I also have the global option for Daz limits enabled but it doesn't seem to help, which means it's doing something different from what I understood.
Adding some screenshots to show off the materials issue. It happens regardless of the shader I use.
Here is the import as it happens.
https://gyazo.com/3cfb7cea6eb0480474e464f879769de4
https://gyazo.com/72c9c5650d994ad81376032b021206fa
And here is with disabling the base mesh, only keeping the HD one.
https://gyazo.com/fc9008e31b2fc26f8dc3198676893b74
https://gyazo.com/bf354b3402c66646f804114288c95588
Before trying to install the official bridge, I never had this issue, same Blender and Diffeomorphic versions as before.
And here is the tearline issue (using Eeevee and principled shaders)
https://gyazo.com/ff95e31f3a030fafb073383d4d34299f
Having an issue. This is the error from console
Using latest developement version. It happens in regular blender 2.92 and kcycles built on 2.93
I have my libraries mapped according to global settings. I uninstalled and reinstalled the addon in blender with a fresh download in case the one I got before was corrupted on download or something. Not sure what else to try.
I don't have any assets that trigger this error, but it should be gone in the latest commit.
So I have a question regarding diffeomorphic shaders.
If I do the import script and pull a character in from the duf/dbz it's great.
But I have a few old projects I did by exporting as obj and then making my own skin shader (which sucked).
When I try to append in the shaders to one of my other projects the base female uv map is missing, and when I try to use the uv map default (which from what I can see is identical in layout to the base female one) the material turns black.
Any ideas?
You can try the copy materials tool in the materials panel. Then you may try renaming the uv map in your custom figure. If the uv layout is the same this should work, otherwise the textures won't fit.
https://diffeomorphic.blogspot.com/p/materials-section-version-16.html
With the latest version 1.3 I get this error when trying to activate...
Traceback (most recent call last): File "CAProgram Files\Blender Foundation\Blender 2.93\2.93 scripts\module, addon_utils.py", line 386, in enable mod.register()
File: "C:\Users\Admin\AppData\Roaming\Blender Foundation\Blender\2.93scripts\addons\limport-daz\_init_.py", line 1202, in register animation.initialize()
File "C:\UsersAdmin\AppData\Roaming\Blender Foundation\BIender\2.93\scripts\addons\import-daz\animation.py", line 1048, in initialize bpy.utils.register_class(cls) ValueError: register class(...): already registered as a subclass 'DAZ_OT_ImportNodePoses'.
Version 1.3 is very old, but it may have been the last version when the addon was still called import-daz. The name was changed to import_daz with an underscore to facilitate scripting. The latest stable version is 1.6.0, but the development version is quite stable too and has some bug fixes. See http://diffeomorphic.blogspot.com/p/daz-importer-version-16.html.
IIRC the update option was removed for incompatibilities with blender 2.93. The simple way is to install by hand. That is, download the dev version from the link provided by Thomas in the main page, then install it in blender as usual.
https://bitbucket.org/Diffeomorphic/import_daz/downloads/
Is there a discord server or a more live active community behind this blender plug-in?
That said I'm trying to see if it's possible to preserve the GF8 skeleton/rig in blender on export/import.
there's the blender forum if you like it better
https://blenderartists.org/t/daz-importer/684697
I've been getting a weird edge where the maps meet on a few characters. You can see it where the ears and face meet and around the lips. Has anyone else had any issues like this or know of a way to fix it?
EDIT: saw in another thread it's documented here: https://bitbucket.org/Diffeomorphic/import_daz/issues/1168/
Great render!
What is your light and render setting?
Which character is this?
Light is basic 3 point setup with area lights and the key light on the far side. I don't remember the render settings but it was cycles and I probably had all the light paths around 8 or 12...
The character is Yeanny by Raiya. The few I have from Raiya are all really good with lots of detailed texture maps.
I'm still experimenting with different characters and skin shaders. I do find the diffeomorphic import BSDF with volume to be my favorite but dissapointed that map edges are visible. I tried BSDF without volume and connecting the SSS map to Subsurface Color and adjusting the gamma but it lacks the depth that the shader with volume has....
I went over a lot of tutorials regarding skin shaders for Blender and the approaches are very different, although some of them really look good. I still try to grab the different node layout and why they have done it this way. Another challenge is to set up a standard studio lighting in order to tweak the skin shader and get a good looking character in various light situations. Tweaking the maps in Photoshop and even combining them is an option as well. So, every information I get is highly welcome. I will share my results as well, when I get a good looking setup. So far I looked at these things
- Guide to create realistic skin shader in Blender (https://www.youtube.com/watch?v=CEHXcS0Bv2E)
- Realistic human skin material in Blender. Correct SSS usage (https://www.youtube.com/watch?v=zj7BdhUiyak)
- Easy, but realistic skin shader (https://www.youtube.com/watch?v=e7z3PhdCTY8&t=2s)
- Blender tutorial - How to make a skin shader (https://www.youtube.com/watch?v=B3TnEMoNIr4)
- Realistic skin in Blender tutorial (https://www.youtube.com/watch?v=qAWXzukeXMk)
I llooked into the Dermis Shader, Human: Realistic Portrait Creation With Blender (https://blendermarket.com/products/human-realistic-portrait-creation-with-blender) and the work of Chris Jones (https://sites.google.com/view/universalhuman). The variations are amazing, but confusing as well. So. I'm searching for a good looking, but simpler approach.
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note. Just to add that diffeomorphic is aimed at converting the iray shaders to cycles, thus the materials are not native to cycles. That is, in some cases especially for skins a native cycles material would be done in a different way but then it couldn't be converted from iray. If you replace the diffeomorphic materials with native cycles materials, as discussed in the blender tutorials you find online, in some cases you can get more realistic results than using a material converted from iray.
Just for clarification: This is definitely no complaint against diffeomorphic. This is an awesome piece of software and the conversion of the maps delivers decent quality. Nevertheless there is a further potential for surpassing iray render quality, when manually adjusted. Diffeo is a great first step to get the characters over from Daz.
It would be great, if we could import Daz characters and other assets directly to Blender one day. E.g. by an enhanced version of Diffeo.
Another option would be a Blender store extension by Daz. Some of the basic assets downloadable with Daz Studio already provide a Blender version (e.g. Level 19)
Yes Daz store should open a branch in Blender market and sell the assets with Blender version. Guess most Daz store vendors create their assets with Blender so that wouldn't be difficult.
Diffeomorphic can alredy load directly from the daz library, no need to open daz studio. But, it is probably easier to use daz studio to genereate the figure then export to blender.
https://diffeomorphic.blogspot.com/2021/03/importing-morphed-character-without-dbz.html
Thanks for the info. Wasn't aware about that. Thomas really does an awesome job and you are an amazing supporter! Wish I had more time to support you.