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well hopefully this can be addressed
a restart and my PC had its original disc space after deleting those files so a purge is possible
There is a lot to read about this plug in. Can anybody sum this up for me, please? Does this plug in work with any content or do items have to be somehow ready for export.
As far as I know a software driver via Microsoft Corportation for Windows for openCL for AMD CPUs D.N.E. so to use your Radeon GPU install the AMD ProRender for Blender plugin from AMD. Once you do that you'll have openCL for both your AMD CPU & your AMD GPU.
yeah but it should use the openCL on my Nvidia card
most software I have don't even see the onboard Vega graphics as my monitors not plugged into the motherboard
the few that do can happily use both but obviously I chose the card
Cycles is fine by looks its just Eevee and I have the latest Nvidia driver
Can't get it to work in blender.
I have it auto installed into "C:\Users\***\AppData\Roaming\Blender Foundation\Blender\DAZ 3D Add-ons".
The plug in is still not listed in Blender. Went to Blender: Menue/Prefrencies/Add On searching "dazToBlender",
but without results.
did you go to preferences addons browse to and check install for the zip?
it needs installing not just finding
Thank you, That helped. The auto install installed the zip right into add ons, where Blender could not find it. I needed to copy it into documents and install from there, then go to add-on, wher Blender could then finally load it.
However made it. Thank you
This.
This is what we were looking for.
I also did this just now, and 'installed' the zip in Blender with this method. Thank you!
Morphs can definitely be imported with the diffeomorphic importer. It's another step that's done after importing the character. I have Genesis 2 characters imported to Blender with all the morphs and expressions you could want.
1) The daztoblender and diffeo plugins can be used together, they also work in a very different way as far as I can see. That is, daztoblender seems to export intermediate files that's why it is so slow, while diffeo reads the duf directly.
2) As for HD morphs they're not supported in diffeo, and as far as I can see they're not supported in daztoblender either. With diffeo you can export a static HD mesh that you can then render as is since it includes materials, or bring into a multires modifier, or bake into a normal map.
3) The uber shader skins are imported fine in diffeo and you get a very similar result as iray. I'm actually working to improve the eevee skins but that's going to take some time and the results will be limited anyway. I don't think conversions to third party shaders will make much sense. As for dermis as far as I can see it works in a completely different way than the uber shader so it's not possible in my opinion to convert iray skins to dermis.
There's a project by Jessub Kim aka @JClave for a custom version of cycles named z-cycles that will be able to render mdl and thus the uber shader directly. This way we'll have perfect iray materials in cycles.
https://www.daz3d.com/forums/discussion/comment/5806421/#Comment_5806421
Some sets and props and custom characters import fine with the diffeomorphic importer, others just don't work at all. I'm finding that Collada files work quite well for those things. A genesis 2 will import fine as a collada file, you just can't get any morphs that way.
@Scarecrow If you may want to help please report the issues you find at diffeomorphic so may be we can improve the plugin. Also if you can give some details may be I can help.
https://bitbucket.org/Diffeomorphic/import_daz/issues
Well certain characters like Stonemason's prototype didn't work with the diffeo importer, the character showed up, but the rig didn't work right. It imported to Blender fine as a collada file though. I believe the same sort of thing happened with DZfire's weaponmech. I've tried a few environment sets that didn't work also, but I don't recall exactly which ones. These usually work as collada files though so I'm still getting everything I want into Blender.
As far as I'm aware, recent versions of BlenderCycles don't allow OpenCL rendering with Nvidia cards, it always defaults to CUDA. The manual.
As far as the Ryzen, there are reports that AMD doesn't support OpenCL on Ryzens in Windows anymore. I can't say for sure because I'm on Linux. I can tell you that my 3400G performs slightly better in CPU mode than in GPU/OpenCL mode. Not a big deal either way, but if you think about it, it's the same compute units doing the work either way, OpenCL is just adding an extra layer of abstraction in that case.
I manually changed the skin materials for Vray and they use the alSurface Shader from Anders Langlands that is also the base for the Dermis shader. As shader settings between characters in Daz are quite different, I may have to tune the shader in Blender anyway. In Vray I got some great results with Alexandra 8 HD, so I will have a look at Dermis. But before that I have to play with Diffeo a bit more.
I'm not a big fan of the Uber shader anyway.
I always imported Stonemasons stuff as OBJ, as I wanted to tweak it anyway. E.g. I can set up a hierarchy of objects, when separating the doors to open it by shifting the main axis to the hinges and simply rotate the doors.
I was rather surprised to see this is basically the exact same plugin I'd paid for several months ago... that I didn't end up using more than once because it turned my iMac into a tar pit, speed-wise.
Tried this new one again, and while it's somewhat faster-ish on my Mac Pro... I dunno. Not much has changed from the last time I used it, save the difference being it's free. Wouldn't work with the Beta build, so I had to reinstall the current public build and it works.
I mean... the posing set-up is a lot better (and easier on the eyes) than Diffeomorphic's, but OTOH Diffeomorphic is a lot more lightweight and you can import entire scenes into Blender. I guess both will have their plusses and minuses. Since it's Open Source, I'm curious to see what others will do with it and/or forks they'll make.
I actually was not rendering, I was looking at the viewport in Workbench. There's something else going on here. I fully intend to have a look at Diffeomorphic at some point :)
Made it to have my character in Blender. It comes in pretty huge. How do I resize it? The scale icon doesn't do anything.
Depends how you import, but scale it by 0.01.
It should be exported by Daz at 1% though, but again depends how you're exporting.
Are there different ways to export it with the DazToBlender script?
I havn't used it as I use the Diffemorphic one. If it's not the correct scale, I'd see what should be done or what wasn't installed correctly.
I tried the Daz To Blender plugin and my figure imported super big, the same as in the tutorial video. So I'm guessing that's what the designers intended.
It looks like all the script files are plain text, Masterstroke, so If you're feeling adventurous you could search through those and see if there's setting for the scale. I think Windows still searches the content of files for you, so you wouldn't even have to open each file separately. I'm on Linux now, so I can't confirm that.
Don't scale it. If you hit n in object mode and look at the dimensions, you will see that it is already properly scaled. If you scale it, any kind of physical simulation, lights included, will not function properly.
You can just hit the . key to nicely frame the selected objec(s) in the viewport, the / key to frame it and hide everything else, and the home key to frame the camera if you're in camera view.
I think @wolf359 said FBX export/import actually just works for G2s.
If you don't scale it, you're going to potentially run into issues when rendering (and other stuff). Real world lightling relies on real world scales
Be a pal and specify what this custom extension is, because I'm looking at the examples that Daz provided themselves and it shows a "Scripts" menu sectiont that I don't presently have and do not know where to get. Perhaps that is the "custom extension"? Please specify.
That was my point, precisely. For me, the object was scaled correctly, but just zoomed in the viewport. I checked it on the n-panel.
You don't actually have to install a custom extension. All it does is runs the export_to_blender script. You can go to the Script IDE, open the script, and just run it. The script is in the Diffeo's zip file, and you can put in anywhere.
finally
one just needs that run once folder to be in the public build not (or as well as) studio 4 folder under application data roaming DAZ
now I have the bridge in my beta on both computers