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Wow, does that work on vendor's custom skin shaders/layers as well?
Hi! Wasn't sure if you were referring to my post about custom Blender build i.e. Z-Cycles
If so, there are vendor products which are actually Iray Uber Shader underneath.
You can check this by asking people who already own the shader to see if the material is actually displaying as Iray Uber when applied.
Those shaders will be compatible with Z-Cycles.
However, for actual custom shaders, they are not compatible and will have to converted to Iray Uber Shader to render in Z-Cycles.
After Z-Cycles is released, if there is enough interest, it's possible to implement custom shader support besides Iray Uber.
I don't know why Blender's material slot system is the way that it is, perhaps there's a good reason, but some shuffling is required to know what material slot is what across models. I'll soon have a one-click (two clicks) script that will append or link materials from the Daz Importer created .blend file with all the converted materials to the scene imported via Alembic. Just some kinks I have to work out. I am amazed at the work our @Padone and Thomas have done, and can only imagine how JClave's work will look... the following was done without any adjustments at all.
But for now, you can mass append all the materials from your Daz Importer scene and apply them to you Alembic imported model; all the material slots will be there and the naming convention between Daz Importer and Alembic Exporter seem to be the same. That'll be a pain, but it will work until I finish the script.
No, I was trying the Alembic exporter mentioned above. I get a mesh in the Blender viewport plus a folder containing all the textures but the textures are not being applied to the figure correctly at the moment. I'm probably doing something wrong or trying something which probably doesn't work - like using reduced size textures after running Scene Optimizer. I'll play some more.
Thanks - I was trying to follow what you had already posted in the Alembic thread so I also replied to that - as it is more of an Alembic issue rather than an IRay skins issue. Anyhow, I posted this image which shows the big problem I'm having at the moment (not a materials issue but looks like mesh to me). Here's a link to my post but I'll post the image here too.
https://www.daz3d.com/forums/discussion/comment/5822426/#Comment_5822426
@marble The texture directory is only for when you want to do your materials from scratch. But now that the Daz Importer is so good, I really see no need to set them up manually any more.
But it looks like you're getting along fine. I'll have the normals issue fixed soon, and maybe the texture script done as well.
Thanks - I've responsed in the Alembic thread but just to reiterate - your efforts are much appreciated.
Thank you everyone for the help, although I haven't quite found the solution I need, I have learnt new and very useful things from every suggestion so that itself is awesome!
Her settings have given me much better results and I will definitely be referring to this video for future cases. Zero poke through but unfortunately the clothing I'm using is still getting too lumpy, although MUCH better than before, it still looks like screwed up newspaper with a variety of settings, high steps, high subD clothing so I'm unsure if its something I am still missing or if its the way blender reads/calculates the mesh?
Shrikwrap modifier also worked great but I still got a little too much of the "scrunched up newspaper" look on what should be very smooth clothing and also things that should not shrink like collars were effected too much and just disappeared. This could be because by this stage I am unable to transfer the correctives and keep getting an error when trying as I have already gone through the process as far as converting to rigify. Maybe if I transfer the correctives before I convert to rigify this might help?
I'm doing animations but for some clothing its only a very small section that is clipping, like the shoulders of a vest, where its too small to hide the mesh underneath but small enough that a minor, quick adjustment like this could be the best way in this particular case. Very interested in your HD mesh import method though so I'll be going through that video soon. Since I'm animating will that still work well or is it a method only suited for static renders?
Thanks again everyone and please let me know if I've missed anything!
As best as I know you can't transfer correctives after rigify, at least I'm not able to do it. That's why rigify is in the finishing section. I have to say that most daz correctives are very minimal though. Apart those in the elbow and other few that really matter. For example below there's the G8F wearing the G3F dark storm pants where I only imported the jcms for the right leg. I didn't transfer the jcms to the pants so you see the artifacts in the right leg. The left leg without any jcm doesn't have artifacts of course since it only uses the base weightmap.
So you see that avoiding jcms unless needed may also be a viable way and you have the benefit of simplifying the figure for animation since less drivers and morphs are needed this way. Then in my opinion the best option is always to delete the unnecessary geometry, that you can do as a final step to optimize your figure.
Exclude areas you don't want to be affected by the shrink wrap.
Create a Vertex Group in Object Data Properties, and assign the vertices you want to be affected to it, then apply that group in the specific section in the Shrink Wrap Modifier.
Sometimes applying it as a Shape Key (think of these as something akin to morphs in Studio) and dialing it in in varying amounts can get a better result than at full.
Moving the Shrik Wrap before or after a sub division modifier can affect it a little, as can a smooth modifier.
One think that is important to note is that it matters where modifiers are in the stack; sometimes they need to be in a certain order to work, and others they just work better in a certain order.
Unfortunately deleting geometry won't work in this case and I'm trying to keep as much detail and realism in the model as possible, but thanks for the help!
I was thinking there might be a way to weight paint just the section of clothing I wanted the shrinkwrap modifier to effect, is that kind of what you mean?
It works in a similar way.
Select the mesh, and then Tab into Edit mode; select the vertices you want to be affected.
Under Oject Data Properties (triangle icon in the right under Properties), add a Vertex Group (rename or not depending on your needs).
Assign the vertices you've selected to that Vertex Group.
The Shrinkwrap allows you to select a vertex group as a bounding area. After you've assigned them, if not correct you can add and remove as required.
EDIT:
1 - is selecting the vertices
2 - where the Vertex Group option is; depending on what the object is, there could be many other groups there. If you add one, it will be at the end of the list,
3 - the plus symbol adds a group
4. used to assign vertices to the group; you can remove, and also select/deselect the vertices assigned.
Great, I'll give it a shot, thanks!
I have been using the BVH retargeter a little and it has worked great for me so far, very simple. I'm using IPIsoft mocap. I export the default IPI rig from IPIsoft mocap studio and the BVH retargeter retargets them to Genesis characters in Blender quickly with no hassle. Just select the character then click "import and retarget" in the retargeter and then select your BVH file, that's it. There are a few more options that I guess are for troubleshooting when the first option doesn't work, I haven't explored them very much.
For those interested,
Here's an update on Z-Cycles progress - a custom Blender build that integrates Iray Uber Shader Nodes for Cycles rendering.
I have done a WIP render comparison between Victoria 8 in Iray vs Victoria 8 in Z-Cycles.
The eyes and eyelashes need work. But the rest is nearly there.
@JClave That looks good. The specularity is not exactly the same as well as the shadows. Look at the lips and the ear. But this may be due to a slightly different camera angle or light setup. Also the tone mapping in cycles is different so the colors may not always look exactly the same.
Overall I believe that's great. Waiting for beta testing ..
Thanks. Good observation.
Close-up render showed that I need to apply bump map properly, which I haven't got around to yet.
Shadow is most definitely due to lighting position which was hand adjusted for both. My other render test showed identical shadows.
Beta release will be available before the end of September :)
Also waiting for @TheMysteryIsThePoint's latest Alembic exporter, so that my material parser can correctly handle duplicate material names.
I'm on it. Shouldn't be later than next weekend.
Have you been able to get this to work with Geo Grafts? I know when Geografts are exported out of Daz it exports the main HD mesh as one with the geos attatched while the base has no attatched geografts. So the problem comes when it comes to rebuilding the subdivide as it gives and error of not valid. Also Merging the Geo Grafts separatley hasn't worked out well either no quite sure if there is a solution to getting this to work.
Just wanted to leave a big thank you for the Diffemorphic script! I really like the results and how easy it is to bring a scene to Blender and go for a render. I'm especially happy that it works perfectly on linux after having adjusted the paths. That is really really great! This finally seems to make renders great again for me! :)
I'm getting really dark grey scleras in Cycles no matter how much light, samples or paths used and I forgot how I fixed it last time, does anyone know the fix? Thanks.
Be sure to get the latest development version. Then try the global illumination preset for cycles to check if there's something wrong with your render settings. As a final trick you can use the brighten eyes option in the global settings but this shouldn't be necessary.
Also there's a issue in cycles vs iray since refraction shadows are computed with caustics and are much slower to converge in cycles. I have some ideas for better refraction but need some time to sort them out for Thomas.
Thanks @Padone !