Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.
Comments
Here's the first frame of the test render. Although it's not quite right yet, I'm pretty excited about how well the particle hair is working. I'll know more when the test is complete and I can see how it moves. The hairband seems to be moving around on her though, so I make have to try again without shrinkwrapping it. There's still a Lot that I need to figure out and do before she'll be working in Blender, but for my first day with it, I'm pretty sure I'll find my way sooner rather than later.
Here's the DS version of her with the Classic Long and Curly Hair, which isn't as 'dynamic' as I'd like it to be, hence my trying Blender options. Well, I'm also heading to Blender for a Lot of other reasons - like the ability to animate, for example.
Better than my first attempt at hair, ended up with a cousina it lol
Looks good! If you bring in an HDRI from Daz with the diffeomorphic tool, I just found out this morning actually that it comes over, but if you want to put something else on, click on the little world icon on the right hand side. Just click the X to clear whatever is there and start over. Click new. Then click the little yellow button to the left of color and click environment texture. Then click open and go to wherever your HDRs are and put it in! If you want to turn the image off but keep the lighting, go to film in the project settings and turn on transparent. Looking forward to seeing your animation!
Thanks! LOL
It still needs a lot of work - and so do I! :)
Well, I'd show you but it turned out really bad! LOL The animation was fine, but when I adjusted the hair to not just fall off behind her, I ended up making it too stiff, so there's really nothing to see. Failed test render.
In the meantime, however, I did do some digging and figured out how to render with HDRI, but a different approach than this, so it's really cool to know various ways to accomplish the same task!
Diffeomorphic Daz to Blender author and support team,
I'd really like to thank you folks for all of this hard work and persistence. Incredible!
It's truly awesome to have all of this power in one freaking addon. While it seems a bit daunting (but immensely cool!) at first, just following through the pages of the Diffeomorphic site really explains a lot and walks us through. Very freaking Awesome!!! My first day trying this was also (for the most part) my first day in Blender, so I wasn't able to give it the attention it truly deserves yet, but it sure has given me a good and fun start - a reason to hop into Blender and actually try doing something in it.
I've been wanting to actually do something in Blender for a long time.
If anyone new comes in and feels a bit lost at first, check out that Diffeomorphic site and then also watch Bennie's cool Intro video. It helps when we can see certain processes in action, and to actually see how one (of many) artist is using the tools. There are many possibilities - especially when it comes to setting up the rig of the character(s) for posing and/or animation. Benny shows one path and there are several more.
So I was working on a render today, and I let it cook in iray for like 2 hours, was at 7k samples and still grainy. Decided to send it over to blender with HD export and give it a go in cycles there. The skin came out looking almost all ivory white like. Is it the new 8.1 skin that would cause that? I set it to render again in iray overnight, so can't check for sure tonight, but I think I am using Rosamond HD skin set. Skin looked great in the texture preview, but rendered white. I am pretty sure I am not using any geoshells. After stupid work tomorrow will be able to try again I think, or at least have a gander and better understand the issue.
@TheKD
The 8.1 skin is supported, we miss the makeup yet since I didn't have time to look at it. I was testing the amazing work by Xin with HD morphs. And now I'm playing with dforce simulations to get them in blender, at least for dforce outfits. It seems it will take some time for Thomas to get the new rig system up and running, so for now please use 1.5.
As for Rosamund she works fine here, both with cycles + bsdf and principled + eevee. As always eevee is approximated, but she's not white. Below a cycles rendering. If you have a old version be sure to get the latest 1.5.1 stable, since of course 8.1 support is quite recent.
https://bitbucket.org/Diffeomorphic/import_daz/issues/349/first-support-for-genesis-81-skin-bsdf
https://bitbucket.org/Diffeomorphic/import_daz/issues/406/mixing-hd-normal-maps
https://bitbucket.org/Diffeomorphic/import_daz/issues/410/better-dforce
I have the same issue with the White Priestess 8.1 figure. Looks great in preview but renders completely white, eyes, skin, everything. The eyebrows however work render corrently.
If anyone knows whats going on I'd love to know how to fix it.
Hello. I'm brand new to all this Blender stuff with Daz. This diffeomorphic thing seems pretty powerful, and while I was able to solve one problem with it, now I have another problem.
How do I export the morphs (bodybuilder size, heavy, etc.) out of Blender and into something like Unity? When I did the standard Daz FBX export, the morphs showed up under Shape Keys in Blender, and then would show up under Blendshapes in Unity. But with Diffeomorphic, they don't appear under Shape Keys. I figured out how to add them there, but they still won't export to Unity under Blendshapes. I've read that the "Convert Standard Morphs to Shape Keys" is supposed to allow for exporting to game engines, but it doesn't make any difference.
I'm struggling with getting the morphs to export from Blender to Unity. I read that the "Convert Standard Morphs to Shape Keys" would do the trick, but it's not making any difference.
@malachidraven As for diffeo it doesn't export to game engines. It just provides tools to make it easier, as the "convert to shape keys" tool you already discovered. Then you have to use the fbx or gltf exporters but how good they are does not concern diffeo. Please use the stable 1.5.1 version since 1.6 is not ready yet.
Then there's also the daz to unity bridge that may be what you're looking for.
https://www.daz3d.com/daz-to-unity-bridge
The main problem for me is that hair, clothing and other children don't follow the figure. I made some test renders with Cycles with different hdri and sampling. It's not what I am looking for, but at least it's something.
Are you loading and then transferring the corrective morphs?
@Vyusur Did you merge the rigs under the corrections menu in Diffeomorphic? If not, just highlight everything that's included in the character and click merge rigs and everything will move together. If you did that, I have no clue what the issue could be then...
@benniewoodell, @Padone, thank you for the responses. I tried it, I checked all the checkboxes in the list and click "ok". But it doesn't work anyway. Maybe I did something wrong?
I did export to fbx from blender after using the "convert to shape keys" tool. The shape keys didn't show up under blendshapes in Unity. And I'm using 1.5.1.
I think I figured it out. Now it works fine. Thank you so much!
Try this:
Those are key frames for things that don't exist and will actually prevent some of the shape keys from exporting to Unity.
Note: Do NOT rely on just the "Show Errors" button. Instead, do as described above.
Here's a whole rundown on exporting characters from Blender to Unity:
Awesome! Yes, I'd say you got it working!!! Nice!
Yes, what I'm saying it's probably an issue with the fbx exporter, and if so diffeo can't help. As for unity personally I don't know it so I can't help there. Did you manage to use the fbx exporter to export shape keys to unity, I mean as a test blender scene, without diffeo ?
edit. I believe I got it, as I suspected it's a fbx issue. If you select "apply modifiers" then the shapekeys are not exported. This is because there's a subdivision modifier for the daz figure, so shapekeys wouldn't match the subdivided geometry.
Thank you for your kind words.
Hmmm. It'll be interesting to find out if this particular tip works. I haven't got that far yet.
I can only speculate, of course, but some people just don't like dealing with money- tax hassles, etc; and others are in situations where making some small amount of money from a side gig will actually endanger their main income/benefits stream. We seem to have become a society in which everyone has to be an accountant, or hire one. Not always worth dealing with.
Well, I've not posted in this thread before, but now I have a serious issue going on with the importer - basically, my materials are all mismatched. Well, many of them. I'm loading an HD G8.1F figure into Blender, with 2 geografts - Golden Palace and Breastacular. I don't really know how fix the issue, aside from manually re-assigning all the textures that are mismatched. Although, since I use a custom texture setup, I could just rename everything as needed, and then load my custom materials.
Beyond that, I need to be able to load the GP2 UV map onto the mesh, for use with masking, but it won't load due to a different vertex count. Is there some way around this?
I haven't had the issue with textures happen before at this level (though I've had a few mismatched), but I was only loading G8 before. Is there some issue with G8.1, still? This project I'm working on now is my first attempted import with G8.1 and it's not going very well.
EDIT: I did manage to finally get the import to work as I wanted it. I used the Add Multires option (in the Global Settings), and that allowed me to load the proper UV maps from the Daz folders, that I needed (for Golden Palace, in particular, but also the small nipple UV set for BT). I did have this issue with a rogue vertex sticking out from the Golden Palace, which disappeared after I deleted and re-added a level 3 multires modifier, though. I'd prefer not to do that, as it it slightly changes the shape of the edges of the mesh, but in practice I can't see any real difference after merging the geografts to the G8.1F figure. So, at least this approach seems to work.
EDIT 2: Except now I have a problem with a stray vertex on the Golden Palace set, about a foot below it, and near the origin point (which is offset). I have no idea how to fix this because if I remove the Multires Modifier to deal with the vert, I lose detail on the geograft. Basically, the vertex isn't even there in edit mode (though it is in sculpt mode), so I can't access it. Trying to clean it up after I've merged the geografts has resulted in a total mess. I'm not sure how to deal with it, otherwise.
Any ideas?
Tried three times with 8.1 so far. First try, was pure white, second try was pure black, third crashed before I could find out lol. Don't have a lot of time to play now, got work.
@highStrangeness @TheKD
I tested Victoria 8.1 with futalicious and headlights. I have to copy materials by hand in daz studio, from the body to the geografts, because I have the G8 version so the copy material script doesn't work for G8.1. That apart she works fine here. Then I can't post pictures because of the forum policy. As for custom textures, diffeo should work fine too.
If you use custom content folders be sure to add them in the global settings, otherwise the textures will not be found.
Then you can always post a issue at diffeo with a test scene, that's more flexible to talk about geografts. Though actually Thomas is quite busy with the new rig to allow HD morphs.
https://bitbucket.org/Diffeomorphic/import_daz/issues
These are amazingly good news.
That it is, and until then you can try using the multires option to load up HD morphs/geografts, like I mentioned above. It seems to work pretty well.
Also, this explains how to side-step the problem: http://diffeomorphic.blogspot.com/2020/09/hd-meshes-and-geografts-revisited.html