DazToDiffeo - Diffeomorphic Tutorials Thread
Paintbox
Posts: 1,633
Hi everyone, I created a tutorial site for anything related to Diffeomorphic and importing into Blender. The audience is everyone new to Blender and those struggling with some parts of exporting or importing. At this time it is more focussed for people who want to build from the ground up knowledge than the sometimes more specialized resources made available at the official site.
The site can be found here :
https://daztodiffeo.wordpress.com/
Basic tutorials now up:
Installation
Export from DAZ3D Studio
Import Blender + simple testrender
Blender camera work + navigation
Lighting in Blender - HDRI
Basic material manipulation
Basic setup for test rendering
Post edited by Paintbox on
Comments
So I made the tutorial "Lighting in Blender - HDRI" , and I end up with a shiny gloss on the skin material, is that something Diffeomorphic specific, or something that can be tweaked? I couldn't find any information on that as of yet.
I'm still very new to Blender, but from what I've read so far, I have a feeling that you could tweak that via the top coat portion of the skin shader. Look for a setting that's white and darken it to where you like it to be. Just a guess... but an educated guess as someone who loves tweaking/building shaders!
Hope this helps ;)
Also, I think it's very cool that you're doing Diffeo tutorials! Bravo!
Thank you for starting this. Especially interested in Diffeos animationcapabilities, the low poly proxy mesh options etc.
I have an issue regarding geoshell to blender. After I merged the geographs(golden palace), the geograph area cannot be weight painted.
My workflow is
1. Add geograph in DAZ then follow Dazimporter tutorial to import to blender
2. After merging the rigs, I imported shape keys then merge the geographs.
When I pose the character, I noticed that the geograph area doesn't have the same weight paint as the rest of the body. Did I do anything wrong in my workflow?
I tried to do "data transfer" for vertext groups, it didn't work. It seemed that the vertesies are residing in another universe.
I'm curious about how to use geographs in Blender as well. I was wondering if it might be best to simply import the geograph separately and combine the meshes in rigs in Blender? More alignment issues, but it seems like in Blender you could just parent the geograph to the base mesh. Of course, I'm really new to Blender AND Daz, so I'm just guessing.
Just curious: If the Geoshell is only being used for layering textures (something I see being quite common), we could likely just come up with a way to node those textures to the actual mesh (in Blender) without all of the extra mesh weight(?)
Thanks for this!
@grempire You get exactly what there's in daz studio. If you look at the weight maps in daz studio you see that pelvis doesn't affect the geograft, that's why you get it in blender too. Then here I don't have any issue painting over if I want to. Below there's futalicious for G8F where I painted the pelvis that was originally blank the same as daz.
edit. I also tested golden palace and there the pelvis does affect the geograft, so futalicious is different. But then I see it in bleder too so I don't get your image here.
steps:
@dartanbeck As for layering shells, that's exactly what diffeo does already. You can see the shell layer in the shader editor.
I made an update today, three small tutorials that still cover the basics. New is Blender camera work + navigation , Basic material manipulation , Basic setup for test rendering
These should cover the basics for anyone new to Blender, Diffeo, or both. Next up is probably posing of some kind. Hopefully I can toy with that this weekend. I am also taking notes of the questions and answers to incorporate at some later date.
@dartanbeck, your observation was spot on, thanks!
@marth_e glad to hear it is of use!
@padone thanks for sharing all your insights!