I believe what I am seeing in the previous posted image is a bug in the material "transparent shadows" they added. For the object, I have the shirt with an opacity map mixed to its texture. I also have the buttons set to transparent. It appears that where these two overlay, I am getting a shadow, even though I have Transparent Shadows checked...
########################################################################
_____ Important Update for Animators and Blender 2.7 / Daz Studio 4.6 _______
######################################################################## https://sites.google.com/site/mcasualsdazscripts3/mcjteleblender2
########################################################################
Only the mcjTeleblender script needs to be updated, not the mcjBlendBot part of it
( though it cant hurt )
the FixMtl option no longer removes the leading / slash / character
from the texture image file paths in the .mtl files
The issue appeared with the release of Blender 2.71 and/or Daz Studio 4.6
this was found to be imperatively needed when rendering animations
and using "collected" image maps
Without this fix, Blender will look for your texture image files in C:\Maps
instead of the Maps folder where your images were collected.
Eventually another version of mcjTeleBlender will be issued to make this optional -
I will do this to cover for cases where you are rendering using old versions of Blender and/or Daz Studio
Ok,that did help,I was able to render two different combos of scene and mat lib,than third gave me white skin no map files.So have no idea what is happening but it is better so I can at least do a layer rendering with proper lighting to help complete the scene!Merci beaucoup, vous êtes vraiment un maître en la matière! Quand j'ai fini ma musique vidéo en environ 3 ou 4 mois, je vais vous envoyer un lien afin que vous puissiez voir comment vous avez contribué à mon travail! Vive le grand et bel esprit de Casual !
maybe the .blend file which serves as the mat-file is refering to images which are no longer there or were not there ?
the other thing is, sometimes when a .png or even .tif file is part of the texture images
for example the image file "cloth.png"
the Daz Studio obj-mtl exporter (which does the actual work of exporting the geometry )
will write in the .mtl file "cloth.jpg"
so Blender will try to load cloth.jpg and fail
and recently i had a problem because i was using a material named "ligné" and the accent aigu was getting lost in translation
avec téléBlender 3 ca va être la révolution ! ... tranquille
( mostly ambient and opacity nodes will be improved and spotlights, sun lights and area lights )
well teleBlender 3 wont come out this weekend ( in part because of my main monitor being kaput )
remember that there's 2 parts here
mcjTeleBlender which is a Daz Studio script that exports the Daz Studio Scene
and
mcjBlendBot which is the kit of blender python scripts that imports in blender this scene
i will set things up so that you can keep using mcjTeleblender 2 and mcjTeleBlender 3
mcjBlendBot will become more universal, and serve all masters
this will help maintenance ( updates and fixes )
normally, people using mcjBlendBot for Carrara and Poser renders wont see a change
-----
Fig 1 - Oppa city style
fig 3 - this opacity map
fig 2,4 - a direct light with raytraced shadows = light through an opacity map
fig 5 - this seems to be the equivalent in Blender ( but i have to figure how to mix the diffude ambient specular correctly
the opacity color is used for the opacity strength, and the opacity ( color blocking ) and it tints the diffuse
then the opacity shader and the glossy+specular shader are Added just before the output
next we must fing out how the ambient/emissive shader enters the game
fig 4 - daz render, bringing ambient to the party - diffuse can be fully black, it doesnt matter - so conclusion, the ambient shader is added to the diffuse shader - not multiplied .... neons ! we may get great neon signs
having high hopes for the release of mcjTeleBlender 3 (tomorrow
with backward compatibility,
meaning the mcjBlendBot files which are in Blender's side of things
can create legacy material trees if mcjTeleBlender 2 activates them
and they can create new extensively mappable cycles materials if mcjTeleBlender 3 does
they are still tests to do, but we're close to a release
things to do -
1 - make the ambient color and strength behave like in TB2 : only activated if an image-map is applied
2 - connect the normal map to the bsdf diffuse and bsdf glossy normal inputs only if there indeed is a normal map
because i apparently cant plug anything there without having an effect
...on an unrelated but related note, a Blender user posted a method to get shadows from an environment using render layers and the compositor. I am still trying to figure it out, but he posted an example blend file, and I changed the light to the environment, and I do get shadows on the render layers. Here is a link:
Looking forward to the new release, and thank you for keeping a version 2 mode available, just in case we need it.
As a B.I. user who hasn't migrated to Cycles yet, I love mcjTeleBlender2 for interactive DS/Blender work-flow that allows me to FreeStyle render my DS scenes/camera setups, along with Blender's toon shading network. Keep up the excellent work.
3doutlaw:
Thank you for posting the link. When I get into Cycles rendering, this looks like it will be useful.
fig 1 - the "diff spec remix" input lets you select if the specular is added or mixed with the diffuse
in Daz Studio mcjTeleBlender3 you'll have a checkbox to select which one is used for all exported materials
but once you're in Blender you'll be able to change this per-material
the teleblender 3 functionality is pretty much completed
the python source code is more tidy than before
next i want to re-introduce the teleblender 2 node-trees,
so you can take a Daz Studio scene from 2 years ago
and render exactly the same way as it did 2 years ago
------
fig 2 - the pretty much finalized shader node group for teleblender3
Are node groups optional? I understand Cycles Nodes pretty well. Now I will have to understand how Teleblender's Node groups work. Is it possible to modify the Node Groups?
Are node groups optional? I understand Cycles Nodes pretty well. Now I will have to understand how Teleblender's Node groups work. Is it possible to modify the Node Groups?
i may make the node-groups optional later
----
when you're in the node editor you see 3 nodes:
the "shader group" node-group-node the "bump group" node-group-node the output node
and up to 8 image-map nodes with their UV coordinate nodes if you click on the upper-right-corner of the "shader group" node-group-node, it expands and you can see the node-tree it contains you can then reconfigure this node-tree, add nodes, remove nodes change links, just like you did before for each mat.tree but, changes to this group-node will affect all the materials in the scene since they all re-use that same node-group If you want to modify only one specific material tree, you can link the node-group's internal tree sockets to the node-group's input and output sockets, then click on the Tab key to un-expand the shader group then modify your material's 3-nodes ( plus image maps ) tree
----
in python, instead of adding nodes and links to the each material.node_tree i add them to one node-group's groups and links
Interesting... Is that a JSON representation of shader nodes and shader groups, Casual?
i didn't try to follow a format,
i quickly wrote a python script that saves a selected mat.tree as a nodes table and a links table
so the "shaders" are less hard-coded in python
doesn't handle all types of nodes but it could
Comments
Cool, thanks! Sent you a PM...
i will chronicle my DS 4.6 test of Genesis 2 vs mcjTeleblender2 here
here ---> https://sites.google.com/site/mcasualsdazscripts4/mcjteleblender2casestudy1
for now, a single frame render works great!
next i'll try a 30 frames animation
then i'll make a mat-lib and (re)use it
then mat-lib + scene file, using a Blender scene which never hosted Genesis
then mat-lib + scene file, using a Blender scene which did host Genesis ... in case remnants on genesis materials cause problems
I believe what I am seeing in the previous posted image is a bug in the material "transparent shadows" they added. For the object, I have the shirt with an opacity map mixed to its texture. I also have the buttons set to transparent. It appears that where these two overlay, I am getting a shadow, even though I have Transparent Shadows checked...
So for now, A3 will have to change shirts... ;-)
i think i found the problem !
while writing mcjTeleBlender 3 i encountered this problem
when i tried to render an animation
i believe this problem appeared with version 2.71 of Blender
here's the issue
in the the scene___.mtl file(s),
if you look at the way the path to the images are specified,
you see something like this
map_Kd Maps/V4LanaRRLimbsM.jpg
which means,
"the map named V4LanaRRLimbsM.jpg is right here, in a folder named Maps
in the same folder as Scene.obj and Scene.mtl
In previous versions of Blender, this was perfectly understood
but in the new version, blender will look in C:\Maps !
which is a folder that may or may not exist
and anyway it's not where our image files are
---
Now if you have Administrator privileges on your PC
you could simply copy the Maps folder from your tvScenes folder
abd paste it in your C:\ folder
and Blender will find the maps during your renders
---
or you could get the revised mcjTeleBlender 2 which i will post in a few minutes
the new version will fix the mtl files at creation time, and give them more explicit
paths to the correct folder
--
note that this could also be because D|S 4.6 specifies file locations in the .mtl files differently than in previous versions
---
animated gif below, rendered after using the trick of copying the Maps folder into C:\ )
########################################################################
_____ Important Update for Animators and Blender 2.7 / Daz Studio 4.6 _______
########################################################################
https://sites.google.com/site/mcasualsdazscripts3/mcjteleblender2
########################################################################
Only the mcjTeleblender script needs to be updated, not the mcjBlendBot part of it
( though it cant hurt )
the FixMtl option no longer removes the leading / slash / character
from the texture image file paths in the .mtl files
The issue appeared with the release of Blender 2.71 and/or Daz Studio 4.6
this was found to be imperatively needed when rendering animations
and using "collected" image maps
Without this fix, Blender will look for your texture image files in C:\Maps
instead of the Maps folder where your images were collected.
Eventually another version of mcjTeleBlender will be issued to make this optional -
I will do this to cover for cases where you are rendering using old versions of Blender and/or Daz Studio
########################################################################
https://sites.google.com/site/mcasualsdazscripts3/mcjteleblender2
########################################################################
well teleBlender 3 wont come out this weekend ( in part because of my main monitor being kaput )
remember that there's 2 parts here
mcjTeleBlender which is a Daz Studio script that exports the Daz Studio Scene
and
mcjBlendBot which is the kit of blender python scripts that imports in blender this scene
i will set things up so that you can keep using mcjTeleblender 2 and mcjTeleBlender 3
mcjBlendBot will become more universal, and serve all masters
this will help maintenance ( updates and fixes )
normally, people using mcjBlendBot for Carrara and Poser renders wont see a change
-----
Fig 1 - Oppa city style
fig 3 - this opacity map
fig 2,4 - a direct light with raytraced shadows = light through an opacity map
fig 5 - this seems to be the equivalent in Blender ( but i have to figure how to mix the diffude ambient specular correctly
now adding diffuse
hmm tomorrow
-----
fig 3 - getting there !
the opacity color is used for the opacity strength, and the opacity ( color blocking ) and it tints the diffuse
then the opacity shader and the glossy+specular shader are Added just before the output
next we must fing out how the ambient/emissive shader enters the game
fig 4 - daz render, bringing ambient to the party - diffuse can be fully black, it doesnt matter - so conclusion, the ambient shader is added to the diffuse shader - not multiplied .... neons ! we may get great neon signs
fig 5 .... well ...
it takes time but we'll get Blender Cycles materials that behave as they do in Daz Studio
****
i'm experiencing probably-pci-e / new monitor / possibly video card issues so everything is on hold
cross fingers !
****
( ok you can uncross fingers now, thanks )
almost out of PC hell ( power supply monitor video card ) , and having foolish dreams of posting mcjTeleBlender V 3 soon
this picture is probably a DS render it's there only to unboringify up the forum post :)
How is PC recovery coming? Not that I am anxious or anything... ;-)
i have the new video card, new power supply and am waiting for the new 24" monitor
dont know which component killed the 2 others
i did re-start work on teleblender 3, i want to make it all easy to maintain compatibility
i finish work on the mcjTornare script and get back to teleblender
( if i don't get stuck in speech synthesis animation experiments )
having high hopes for the release of mcjTeleBlender 3 (tomorrow
with backward compatibility,
meaning the mcjBlendBot files which are in Blender's side of things
can create legacy material trees if mcjTeleBlender 2 activates them
and they can create new extensively mappable cycles materials if mcjTeleBlender 3 does
a default DS material with no maps
first substantial render using mcjTeleBlender3
they are still tests to do, but we're close to a release
things to do -
1 - make the ambient color and strength behave like in TB2 : only activated if an image-map is applied
2 - connect the normal map to the bsdf diffuse and bsdf glossy normal inputs only if there indeed is a normal map
because i apparently cant plug anything there without having an effect
TeleBlender 3 which will include a TeleBlender 2 Legacy mode
will use Node Groups, which will make Material tweaking much easier
Looking good!!!
...on an unrelated but related note, a Blender user posted a method to get shadows from an environment using render layers and the compositor. I am still trying to figure it out, but he posted an example blend file, and I changed the light to the environment, and I do get shadows on the render layers. Here is a link:
https://developer.blender.org/T34272
Looking forward to the new release, and thank you for keeping a version 2 mode available, just in case we need it.
As a B.I. user who hasn't migrated to Cycles yet, I love mcjTeleBlender2 for interactive DS/Blender work-flow that allows me to FreeStyle render my DS scenes/camera setups, along with Blender's toon shading network. Keep up the excellent work.
3doutlaw:
Thank you for posting the link. When I get into Cycles rendering, this looks like it will be useful.
yay ! substantial progress
here you see the upcoming teleblender 3 created two "NodeGroups" one for the shader one for the bump map
only meaningful properties are exposed, which will really improve tweaking activities
---
fig 2 - wet cy !
a fix here and there, then the re-integration of the teleblender-2 style Cycles node-trees, then we're at the Nirvana i mean at the release date
( actually the PSY's "Gentleman" song says "west side" not "west PSY" , it's sad i know, i thought it was "wet PSY" too )
Fig 3 - Textbook example of a situation that mcjTornare can solve !
Fig 4 - The normal-color group-input will be removed, now using a strength value, the normal map input remains
the bump color value is also superseded by a strength value - the Bump map input remains
Fig 5 - bump strength is not exported through the .obj file but rather through the scene-specific python script produced by mcjTeleblender
same goes for the glossiness map and normal map
fig 1 - the "diff spec remix" input lets you select if the specular is added or mixed with the diffuse
in Daz Studio mcjTeleBlender3 you'll have a checkbox to select which one is used for all exported materials
but once you're in Blender you'll be able to change this per-material
the teleblender 3 functionality is pretty much completed
the python source code is more tidy than before
next i want to re-introduce the teleblender 2 node-trees,
so you can take a Daz Studio scene from 2 years ago
and render exactly the same way as it did 2 years ago
------
fig 2 - the pretty much finalized shader node group for teleblender3
Are node groups optional? I understand Cycles Nodes pretty well. Now I will have to understand how Teleblender's Node groups work. Is it possible to modify the Node Groups?
i may make the node-groups optional later
----
when you're in the node editor you see 3 nodes:
the "shader group" node-group-node
the "bump group" node-group-node
the output node
and up to 8 image-map nodes with their UV coordinate nodes
if you click on the upper-right-corner of the "shader group" node-group-node, it expands and you can see the node-tree it contains
you can then reconfigure this node-tree, add nodes, remove nodes change links, just like you did before for each mat.tree
but, changes to this group-node will affect all the materials in the scene since they all re-use that same node-group
If you want to modify only one specific material tree, you can link the node-group's internal
tree sockets to the node-group's input and output sockets,
then click on the Tab key to un-expand the shader group
then modify your material's 3-nodes ( plus image maps ) tree
----
in python, instead of adding nodes and links to the each material.node_tree
i add them to one node-group's groups and links
my new buildBranch function is universal
it can build networks in the node-groups, as shown above or it can
build them in a mat.tree
mynodes and mylinks are tables containing all the information needed to build a network
on second thought i'll make the "don't use node groups" option part of the initial release of teleBlender 3
Fig 1
Not there yet but, that's a No-Node-Group mat tree created by the upcoming TeleBlender 3
i learned new python things ! ( about custom attributes )
Interesting... Is that a JSON representation of shader nodes and shader groups, Casual?
That's part of Blender interface.
i didn't try to follow a format,
i quickly wrote a python script that saves a selected mat.tree as a nodes table and a links table
so the "shaders" are less hard-coded in python
doesn't handle all types of nodes but it could
the complete TeleBlender 3 Shader Tree tables is shown here
https://sites.google.com/site/mcasualsdazscripts4/bric-a-brac
------
and this is the new No-NodeGloup mode in action !
there will be a checkbox in mcjTeleblender 3 to select if the node trees use NodeGroups or not
fig 2
exact same scene as in the above post
but with the Use-Node-Groups option turned on