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The same chacter with the version that works highlighted.
@nicstt The old bones are still available as blender legacy in the global settings. If you find any bug with the new bones please be specific as for what figure you're using and the exact steps to reproduce the issue. Then if you can use standard figures it's better to share and debug.
The new bones have the advantage that you can set limits, other than being more close to the daz setup.
Using Blender Legacy didn't help.
I'll post the exact steps to re-produce the error.
I've been experimenting with tweaking materials in Blender and I've discovered the Material Editor included with the Diffeomorphic DAZ Importer. However, it is not working as expected because, although I can select several surfaces at one (just like in DAZ Studi where I can select "Skin" which automatically selects the surfaces for Torso, Face, Arms, etc.), I can't see what effect tweaking parameters have in real time. The adjustments only take place once the OK button is clicked. Also, there is no way that I can find to reset the vale of a paramter back to where it was before I started tweaking it and CTRL-Z does not seem to undo my last adjustment either.
Is anyone else having issues with cameras imported not being right? It seems to be aimed right, but if I set the focal lenght the same, the imported camera looks like farther away. To match the view of the DS camera, I have to more than double the focal length, or move the camera forward, but either way I gotta kinda eyeball it to match the render view.
I neve use the cameras from Studio - or the lights; I set up my own in Blender.
I'm the opposite. Placing lights and cameras in Blender is quite a pain.
Yeah, I probably should do it too, was trying to get a close apples to apples comparison again. Failfest haha. No idea what went wrong with my test. One weird difference between iray and blender, a 32bit iray exr is like pure white, until you turn the mode to 16 or 8 bit and tone map it. In blender 32bit exr, you can actually see it without changing the mode. Anyways, here is my first result, iray vs cycles. Was messing about, trying to do a one light, one reflector opposite the light rembrandt lighting setup for reference. Original render was at 3000 x 4854 size, I made em smaller with photoshop. I started the iray render, then went and did dinner and cleanup, it rendered a bit over an hour, no idea how long I would have stopped it at if I had been there. The blender ecycles render took 4 min 11 seconds, pretty good for a fairly large size, and for the clarity it achieved I think.
I exported from DS using the HD export, saved the scene as well. Imported using diffeo, using the material setting that says cycles full only, I think bsdf? I hid in veiwport and render all of the stuff that didn't have HD appended to the name, set my render size, eyeballed the camera view, then hit render. It came out looking pretty bad lol. Any clue where I could have gone wrong to get that black blotchyness in the dress, and the bad highlights on her skin? The faceting was pretty bad too, I tried a subd modifier at lvl 1 and set shading to smooth, but it was still there. Subd level 2 looked better, but that ate all my vram and had to use simplify with maps at 2k to compensate. It started rendering, got about halfway through, then blender just closed on me, guessing it was a crash? Never happened to me before so no clue lol
Well, this is interesting. I'm playing with the Collective3d Portrait Vifnettes corner (https://www.daz3d.com/collective3d-portrait-vignettes-contemporary-4). As Cycles in Blender 2.9 crashes instantly on my iMac, I did a test Eevee render to check light placement. This was the unexpected result. The materials look pretty good.
I've found that the facetting could be caused by two things: A normal map node in your materials somewhere that is referring to a uv map that doesn't exist, or that, perhaps non intuitively, normal smoothing is on in the vertex tab. Maybe one thing or both is happening to you.
Thanks, this scene keeps crashing blender, so packing it in for the night lol. Got a new DS scene setup using an emissive plane for the rembrandt light set up for the next try, see if that works better than spot light conversion. Will have a look at the normal smoothing on next scene import. The last scene crashed when I replaced the converted light in blender with a blender light for some reason lol. Got to give photographers props, aiming lights are hard lol.
I import daz cameras all the times and they work fine here. The focal lenght is already setup by the plugin. What do you mean that you set it the same ?
As for the HD import that's what happens if you don't hide the cage mesh. Probably you didn't it right. In blender it is not enough to close the eye in the outliner, you have to change the object properties. Or simply delete the mesh from the scene if you don't need it so you're sure it doesn't get in the way.
I can confirm that there's a strange artifact on the HD mesh. It seems the normals are doubled or something. I can't see anything wrong in edit mode though and eevee seems not affected. So it may be not a normals issue. At this time I didn't find a way to fix it.
I'm finding it to be absolute junk.
Having gone through the installation process as described here...........http://diffeomorphic.blogspot.com/p/daz-importer-version-14.html
.......... I have the Export to Blender option in the menu and the Daz Options in the Blender menu.
That's all very well but in Daz it WILL NOT EXPORT as a .DUF, a JSON or anything that Blender will actually recognize.
It just won't. It will only export as a .DBZ.
I have no idea how to jack the code and get it working. It has sucked at least fifty minutes from my life with no worthwhile result. Now I'm going to have to spend more time purging it.
@Rufus Coppertop did you accidently download the 1.5 version? I ask because the 1.5 exports to dbz.
It's supposed to export a DBZ, that's the file it reads to do all the magics. You have to save the scene as a scene, then do the export in the same place as the scene is saved, I think the name has to be the same as well. Then in blender import the saved scene.
I think the issue might be I am not using vanilla cameras, but using real world cameras IG Photographer's Toolbox cameras, not positive though. Going to test that today though.
Pretty sure I just didn't explain it clearly, I used those two toggles for disabling in viewport and in render, I believe the camera icon does the same as the checkbox you showed.
Bummer, well at least I know it's not some dumb mistake I did lol. Next tests I do, I guess I will export the non-hd way, and put some subd modifiers on it, see how that one goes.
Strange, as far as I can tell, only you're finding it to be junk.
It sounds like you've missed some steps somewhere.
Save the Studio as a Scene.
Use the Export script provided with the plugin and it will place a script file in the same folder as the scene file.
In Blender,
Set up the library paths and other settings as required. The plugin details them.
Using the same version of the plugin as the script used to export, click on import.
I use the following options after running the import.
Before merging rigs make sure all are selected by selecting all then none (i have blender set up to use A to select and deselect).
I don't do anything with materials but if my lights don't suck, then the default materials look great, I've found - although I have my own set up.
I cleared out all the plugins, from Studio and Blender and set up again; I'm now not having any issues. I'm using legacy bones, until I find out what the differences are with the new Daz Bones.
Even works in Blender 2.9.0
I would agree, start out by exporting in base resolution and adding subdivisions in blender.
If you post a screenshot of your nodes, we can help adjust your material settings. The gloss is too high (or roughness too low) in blender. That is causing the wet skin look on the character.
I uploaded a simple 3 light setup to Blendswap. The link is in my signature. It has 4 cameras that you can switch between (to change cameras, select the camera object in 3d viewport, hit ctrl + numpad 0). It's a very simple setup, but helpful for having the same lighting to evaluate material settings since lighting can have a huge effect on the way materials look.
Thanks for the blend, grabbed it. On a side note, seems someone left a racist remark in the comments(calling suzanne obama)
@TheKD I figured out the HD normals issue and reported it. If you did correctly hide the non-hd meshes then may be the artifacts you get are all related to the misnamed uv maps. If you look at the bug report there's also the solution.
Thank you for pointing this issue out.
https://bitbucket.org/Diffeomorphic/import_daz/issues/184/bad-normals-in-the-hd-export
Yes, thanks for pointing that out. I reported it so hopefully it will be removed.
Nice, hopefully it will be fixed then. I believe I figured out the skin gloss issue I was having, I looked under the hood at the node setup, got scared and ran away for a while. Then I looked again, and noticed that it seems to have a dual lobe setup, and I *think* the skin I was using was made before dual node was put into DS. So swapping the skin to a newer one this time, and having another go lol.
I reported it as well, not familliar with blendswap, so wasn't sure if you could remove comments directly on your own shares.
OK, seems that the skin shader was pre dual lobe days, skin looks a lot better now. I imported on normal instead of HD, then put a subdivision modifier at level 2 on everything but the hairs. Not sure why the dress came in looking that mangled, but to be fair, it looked pretty janky in DS too. I had to put a shrinkwrap on the top thing, or else her royal boob was just popping right through, can't have that here. I remember why I hate dforce now lol. My original vision was to have the queen sitting all regal in a throne, but I kept getting the exploding clothes. After a while got mad and started picking random standing poses instead, until one didn't blow up. I didn't quite nail the lighting angle I was going for, oh well. rendered at 3000 x 4854 again, 256 samples. Took around 3 minutes, not too bad. Still got a lot of learning to do lol.
I like the camera, in relation to the pose and her look and expression.
It's because DAZ Studio may use auto fit and/or smooth and/or custom morphs to fit an outfit to the figure. So you need to do the same in Blender. The easy way is to use a shrinkwrap modifier and see if it works fine enough. Then you can use the import and transfer morphs tools provided by diffeo. Another way is to avoid importing jcms so the deformations will be the same for the figure and the outfit. But this also means to lose custom deformations.
Personally I try to import as few jcms as possible to optimize the figure, then first I try a shrinkwrap that is often enough especially for tight outfits, then I transfer jcms if needed.
https://diffeomorphic.blogspot.com/p/morphs-section-version-15.html
I use Marvelous Designer for simming, or Blender, but I find the eyes, mourth, fingers and toes can cause issues with the sim in Blender; not managed to find a setting that solves the issue either.
If I have the same pose in Blender as in Studio, I export it as an object, and then manually adjust if required; I create shape keys for the adjustment to keep the changes non-destructive.
Many thanks to Diffeomorphic for this utility. Apologies for claiming it's junk.
For blender simulations it is generally better to use proxies. That is, you simulate a cage mesh then transfer the simulation on the hi-poly mesh with a deform modifier. Same for collisions. Then the daz figures base meshes may be good or not, depending on your needs.