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Yeah, I can't post images of my work for the same reason, although the figure I'm using has Breastacular and Golden Palace. I did get the HD grafts to import properly, with the multires option, as I said above, but I first used the method outlined in Thomas's blog link, in my previous post (the reply to Singular3D). It's somewhat fiddly but it does work. Also you can actually get the materials to copy to G8.1F with the new materials copy script that Meipe released earlier this year. He mentioned it over on Renderotica.
See here: https://www.renderotica.com/community/forums.aspx?g=posts&t=245063&p=2#post482087
Scroll down to Meipe's second post on page 2 and you'll find the Dropbox link to the script for G8.1F.
Not sure if Diffeo already have something like this , that would be lovely if we want quickly swapping textures after importing in Blender
Diffeo is an importer from Studio to Blender; it does a decent job of creating materials.
If you want a material (and others) library, then Blender. 2.93 is what you want to be using, although not release version yet so buggy. It's bloody nice though.
It's worth downloading a beta to have a look at; just run the beta locally, as it isn't installable, from wherever you put it.
hey i'm wondering if someone can help me. Everything works for me except the teeth seem to have massive gaps in them. In the blog it says this was addressed but even if I choose base resolution before export the teeth will still have large gaps in them because of sub division.
Can anyone help me with this?
Thanks
I'm using Diffeo for the merge geocrafts function so I can export to Unreal a single mesh.
At the moment I have a almost perfect solution... Diffeo to Blender, apply Morphs to both meshes and then merge geocraft, finally, use the official Blender to Unreal from Epic to export.
its 99% complete... I have a rigged character with all the morphs and 90% of the materials correct! the problem are the materials from the geocrafts (in the case the genitals), I always get the material UV connected to the torso and not the the actual maps of the Genitals (for example Golden Palace or even the official Daz genitalia). I've tried to move the UDIM to layers 2 like in the tutorials from Diffeo, and also the merge UV layers but nothing... I believe its sometrhing to due with the fact that the correct UVs of the genitals are in fact inside that have there one UVmaps but I cannot understand how to use them in unreal... was anyone able to do this?
@Intycert You have to export the HD version for HD teeth to work fine, otherwise you get the base resolution version of the teeth, that's the same you get in daz studio if you disbale the HD morph.
@joaohenriques
Most geografts use shells to get their own uv map and mix the geograft material with the figure. DIffeo converts shells to material layers that are not supported by unreal. I know blender gets some baking features and you may try baking all the materials to a single layer, that's probably what unreal is expecting. But I don't know how good this will be, never did it myself.
As a side note, if you're looking for fast rendering you will get a much better material support with eevee. While if you're making a game pay attention to the daz eula because it requires a separate purchase of the interactive licenses, that's usually not viable as a cheap solution. Unless your game uses sprites instead of 3d but in this case I don't see what unreal is good for.
Thanks Padone.
In my case its really 3D but if I can get this to work I will but all ther required interactive licences, for now I'm only checking if this is possible.
Guess I will have to search and see if I find a baking option of some sorts
Hi everyone all this information has been extremely helpful thank you! I'm only having one single issue with importing.
I've imported my character from DAZ into Blender, added the animation I made in blender using add action button and everything works perfectly except for the hair.
I animated the hair using the puppeteer tool and adjusting the style dails of the hair to move it around and key frame it manually.
But this animation data seems to be missing in blender or maybe I'm not importing it correctly.
Here is what it looks like:
BLENDER:
DAZ:
Hi,
is it possible to specify which morphs (shape keys) should be loaded through csv file, similar to standard export from DAZ or DAZ-Blender Bridge? I have different lists of morphs I need on male or female figures, clothing, hair and it also differs based on character's importance in the game.
I am searching for some working solution. Manual Daz-Blender FBX export messes bone rotations and DAZ-Blender bridge somehow doesn't transfer most of the morphs to majority of meshes and support is non-existent. So, this addon could be my best shot.
@shepardmusicmgmt It is possible that puppeteer uses its own track. If so you have to bake to the timeline before exporting.
@michalstangel https://diffeomorphic.blogspot.com/p/morphs-section-version-16.html
Hi Padone,
I've already read this part of documentation but seemed to me unclear if I can just save mix of different types of morphs I need into some file and simply load it on another DAZ meshes. I guess I need to try and see.
@michalstangel The plugin doesn't import the genesis figure because blender doesn't support morphing armatures as genesis does. Also it would be the same nightmare with morphs as it is with daz studio and we don't want that in blender. So the intended workflow is to bake the actor morphs in the dbz export, then load only the jcm and pose morphs in blender.
I only use Blender as a tool to merge identical materials (by Python script) before loading FBX into Unity. So I just want to simply apply list of morphs/blendshapes I need for given figure/clothing/hair in Unity and make it as fast as possible, because I will process significant amout of assets this way.
But I get it. Will test it later and will see. Thanks.
As Daz Studio is again available on MacOS, is this plugin usable on Mac or will it only work on Windows?
Thanks.
It's a python script for blender so it works on mac too. Or any platform where blender is available. As a side note diffeomorphic 1.6 doesn't strictly need daz studio running since it can also read directly from the daz content folder. So it is theoretically possible to use diffeomorphic even in platforms where daz studio can't run.
It works on Mac fine. In fact, I use it to export from Studio on my old iMac and port to Blender running on Linux.
Right, it's the DLL's in some of the related stuff that don't work on Mac and would need to be recompiled, at the very least. Oh well, I'll make do with the official bridge, it's enough for the couple of displacement maps I need to do.
Yes dll are used for the HD addon by Xin and the HD importer by Donald. But these are extensions not part of diffeo itself. All the diffeo features work fine without them.
The new Diffeomorphic version 1.6.2 still doesn't import custom geograft UVs (Those that use geoshells to get materials), however the official Victoria 8 genital map and its UV can be imported, for this reason I have to switch to Victoria 8 genital and create new genital maps for different characters.
The version 1.6.2 with Single Principled material import option, Diffeomorphic attaches the genital UV to the torso and does not import the geoshell material. Attached images below showing imported Golden Palace maps which are not usable, and the Victoria 8 maps which are correctly imported. (The bump maps were used instead of the skin textures for demonstrating purpose)
@acatmaster Yes "single principled" is intended to use a single principled node and doesn't support extra features. It is mainly intended to export to game engines. Multiple material layers with different uvs, as needed for shells, couldn'd be exported to fbx or unreal. You can use "extended principled" to get the extra features, so that the custom uvs for the geograft shell are imported and used correctly.
Tested Extended Principled option when importing, the geoshell materials were imported to the genital. The geoshell was also applied to the torso causing a minor problem but it's easy to fix that. Also tried the Blender texture baking to convert the geoshell materials and the result is like baked chicken in the oven, could have some use of that material though.
As for the shell applied to the torso, it's because in blender shells are per material. Thus blender ignores the face group visibility in the shell and only considers the surface visibility, so you may have to fix the shell visibility in daz studio in some cases.
Am i blind or does the diffeo blog site not have an overview/description of what diffeo is and summary what the basic workflow looks like
It just kind of like jumps into the minutia of installing it and starting the setup and import.
a description of the use case and capabilities would probably not be unwarranted to include in pride of place on website i would think?
edit: i realise everyone already knows generally in broad strokes what it does, but its my first time installing it finally, and i guess it would just be cool to know up front before going through whole process that it aligns with needs.
As I see it the main page already explains what it is. The basic workflow is in the first sections of the documentation. Then there's additional sections for advanced features.
https://diffeomorphic.blogspot.com/p/daz-importer-version-16.html
hmm i guess so. what youve created is the culmination of a lot of work and that is respected and appreciated. just was thinking the new user experience could be better sign-posted given that daz users such as myself are archetypally low information worm-brained people and need everything spelled out
The documentation and plugin are entirely by Thomas. I just give some help with materials and other little things here and there.
Hi!
I use DAZ --> Unity via Blender (with blender diffeomorphic plugin).
When I load in unity the .fbx file missing the genital geometry shell.
How can I solve the genitalia geometry shell problem?
The character which I want to send to Unity: Genesis 8 Female
The genital: New Genitalia For Victoria 8
DAZ3d version: 4.21
Blender version: 3.2.0
blender diffeomorphic plugin version: 1.6.2
Unity version: 2021.3.4f1
Thanks!