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Floyd's looking handsome with his wrinkles :)
Just one thing, it seems to import two floyds, one of them in non-hd the other one in HD. Make sure to hide this one (circled) and untick "show in renders".
So wait, this imports two meshes. One HD for rendering, and the other a base mesh for animating/posing, and the HD mesh follows the base mesh? Do I have that right? If so, what (if any) subdivision level is the HD mesh imported as? This could be really useful if it's more than 0, and Floyd up there looks pretty great… for a Floyd. ????
forgot to mention that I did change the nodes in blender, so don't be misled thinking the materials are imported like that lol.
A bit too waxy/wet looking but still good
Thanks nonesuch00.
This is unrelated to the plugin, but I have an issue that stumps me. I made 2 eye tear geometry that link to the same material, yet they look completely different. One looks wet while one looks like a mirror or something. Their geometry is almost the same. Anyone blender experts have any idea what's going on?
@marble I don't know if Thomas is interested or has any time for a blender to daz plugin with basic features. If you ask me I believe certainly he could do a great job. Eventually I plan to open a discussion about this on diffeomorphic since I'd be interested myself.
@SadRobot The HD option imports two meshes. The base resolution and the HD. The HD is imported at the viewport resolution in daz studio and is intended to allow for normal or displacement baking on the base resolution. This avoids to go through obj and also has the advantage of preserving iray materials so if your goal is just to render HD in cycles you're done. Of course this is just a first step and bug fixes or enhancements may come.
@davidtriune It's hard to tell without a scene file. You may check for geometry normals and/or duplicated polygons. If the material and render settings are the same it is likely to be a problem with the geometry. Remember that refraction needs a surface in and a surface out so a double sided geometry may be the issue in this case.
Turns out it worked after flipping normals so thats nice.
I've been using this a lot lately and just figured out the rigify conversion, awesome for IK where Daz seriously lacks. I see animations can be imported or retargeted but what I want to do is the opposite, I want to animate in Blender using the rigify converted rig but I want to then import that scene or animation (whichever is easier) back into Daz to render in Iray. I've been rendering animation in Blender but some things just look a lot better in Iray, is there a way to do this? I know it can be done with iclone, I just don't know how and that has its own "diffeomorphic" type plug in or bridge for that kind of thing.
Why render in iray once you've got it in Blender?
I render in Blender, and prefer it to Iray, and find the results I'm getting faster.
I've been rendering in Blender but some things I prefer and need rendered in Daz Iray for consistency with projects already rendered.
Is there a bug with the latest development build? I installed it because I thought the casper ghost skin issue was fixed but when I imported and rendered the white as a sheet skin is still default but memory consumption and render times have gone through the roof, even with an RTX 2070 Super and 32 GB ram what used to be a 5 min render on E-Cycles is now taking 30 minutes, some have just crashed completely after saying a whole day remaining lol. Removing and installing the older version I had just to be safe.
@the5amkebab The latest build seems fine to me. Please report a bug with a minimum test scene at diffeomorphic so may be Thomas can help better.
As for the white skin in blender you can use different viewport shadings. The "solid" mode doesn't use the rendering materials and it's not intended for preview. You can use the "material preview" or "rendered" modes instead.
https://docs.blender.org/manual/en/latest/editors/3dview/display/shading.html
I'm thinking I've noticed one. The torso texture is different to the other textures - like it has a lot more SSS - despite the settings being the same.
I'm trying to get consistent results so am both sure it's a bug and that I can submit what is wrong. Trouble is it's on my own skin shader. Works great in release build, just not in latest dev build.
Sorry Padone, I might not have explained clear enough, I'm talking about a full render. I'm pretty familiar with blender now to know the difference between viewports and their shading, I mean a full render of a character imported without me making any adjustmenmts on top of what the diffeo plug in does. The reason I tried the latest dev build was because I thought by reading here and on the blog that the pale, sand paper-ish looking skin out of the box had been fixed to resemble more like iray but I have obviously misread something or I am missing an extra step somewhere? Even when I used the latest build and the different skin import options (SSS, Volume, BSDF, Principled) they all still came out very pale compared to Daz whereas the exampols I've seen you post here look like that issue was fixed? https://bitbucket.org/Diffeomorphic/import-daz/issues/24/i-believe-i-nailed-v8-aka-true-iray-skins
You see I'm not getting the same, darker, more in line with iray result that you have here on the torso images in the above link, regardless of whether I use the stable build or latest dev builds I am still getting that corpse look lol. What step am I missing?
Nicstt - is this the same issue you're having or do you mean something else?
Thanks again.
Ok, operator error, my bad. I swear I had the 2nd most recent dev build all this time but I was still getting the results of the stable build, I must have missed a step somewhere. Does the Daz plug in duf file need to correspond with the blender plug in version or does the basic data exporter remain the same regardless of plug in version?
Amazing what you've done with the skin conversion, I can't believe how good Eevee looks too, here's an E-Cycles with 24 light paths and an Eevee example too, other parameters are in the image title. Thanks again!
@the5amkebab The basic data needs to correspond with the blender plugin. Be sure to update them both. I'm glad you resolved. The latest build is slightly better for cycles. Also more improvements for eevee are on the way but I need some more time for tests before submitting to Thomas.
https://bitbucket.org/Diffeomorphic/import-daz/issues/117/better-volumetric-skin
@nicstt If you provide some data may be I can help.
@wolf359 I'm using 2.83 myself and I got no issues with installing the addon. If you can provide more details may be I can help. Please be sure to get the development version.
@Padone Is it known to work with 2.9? Pablo Vazquez is already saying that there's really no reason not to be using it for non-production, as it already has more bug fixes than 2.83.
I'm using Blender 2.9 with plugin dev build 9720efcf7e19 which at the time of this post is the 2nd latest dev build and its working great so far. I tried the latest dev build but removed it because of what appeared to be a bug which made my PC lag and freeze with huge memory consumption.
Thanks, I'll give it a try and update Blender and the plugin, then.
@TheMysteryIsThePoint @the5amkebab The development version of the plugin is tested with the official stable release of blender that's 2.83.1 at this time. There may be issues with other blender versions so it's up to you if you want to try them.
Over the past couple of years I have told myself that it is time to put some serious effort into learning Blender. One of the things that scared me off and has delayed my resolution is the manipulation of materials in Blender. That node system just scared the bejeezus out of me. However, over the past few days I have dedicated several hours each day to following some tutorials and am now considerably more willing to play with materials in Blender the way I do in the DAZ Studio surfaces tab. One of the things that appear to have taken away some of those scary aspects is the Principled BSDF Shader and I can recommend this tutorial to any other reluctant noobs with similar misgivings. I have not yet reached the point where I can mess around with skins but I'm working towards that goal.
Thanks @Padone its working well so far, I've run into an issue regardless of blender version on the rigify conversion though. It seems to effect only 50% of the models I've imported so I have no idea what is causing it. The IK on the legs works fine until a point is reached where you try to straighten the lower leg while the upper leg is bent forward. When this point is hit, the leg suddenly snaps backwards at the knee bending the opposite way it should. I was going to bring it up on Bitbucket but none of the links to that site work anymore, is it down or is there another site or thread I should be posting these issues?
Thanks.
Is this the same as happens in this video? Skip to 13 minutes and play from there - seems to be what you are describing.
Yes, that's what happens, good find, thanks!
@the5amkebab I'm not an expert on rigify and I really don't like it either because it's too complex for my taste. Also I'm told by Thomas that rigify has issues importing daz poses and animations anyway, so mhx is advised instead.
As for the specific issue may be it can help using "optimize pose for ik" and/or adding limits to the rigify bones. But I'm sure Thomas may help you better there. I don't seem to have issues posting on bitbucket.
http://diffeomorphic.blogspot.com/p/finishing-section.html
https://bitbucket.org/Diffeomorphic/import_daz/issues
@Padone Even with the "Optimize pose for IK" step completed I still got the issue but rotating the hips as in the above video is working in the animations I've tried so far. I didn't realize MHX could import or use imported Daz poses and animations, that's handy! I know nothing about MHX so I'll look further into the documentation on the diffeo blog, thanks.
Quick question about the Blender display that has me stumped before I start. I find that when I import a figure to Blender using the DAZ Importer, it is displayed with a stick or wire view of the armature. No matter what I try (using the H key, for example) I can't hide that armature. The face is completely covered in bone lines. I just want a view of the figure without the rig showing but google has not helped find an answer.
Also: trying to pose by moving the bones and it is incredibly slow compared to DAZ Studio.