Do any of the new blend files from Daz work well?
I've tried several of the blend files now downloadable through Daz, but so far, all of them have required significant work to render correctly. I was really excited about this feature, but it's honestly not significantly better than exporting an OBJ from Daz. In some ways it's worse.
FG Dorm Room looks for baked texture files that don't exist (files with the suffix "_baked"), and Bathroom and Laundry Area Set with Props seems to be missing any and all geometry when I open it. The i13 Foxy Lounge environment had missing baked textures, plus a lot of the glass shaders had diffuse values of above 1, which resulted in the, appearing to almost glow. Lastly, I've yet to find a file where the scale is not off by a factor 10 or more. Is this going to be consistent across all products? Are there plans to fix it? Would I have better luck with the Cinema 4D files?
thanks.
Comments
As I've not been able to determine which of the items I've bought over the years have been updated with these, I have not. I am interested in hearing from the experiences of others. Sounds like it will take some time for this to be "ready for prime-time".
If you have the Daz-Deals browser plugin you can filter by only showing products you own, then set the software filter to Blender.
I have to admit I only tried one (Opulent Spa) and it came out really bad so I didn't try any others. I'm not proficient at Blender, so I thought maybe I was doing something wrong. The textures, positioning and scale were too much for me to try to fix, when diffeomorphic does most of that for me. Plus diffeomorphic doesn't mess with my render settings.
I wonder if a human actually converts these files or if there's some kind of script that does it automatically. I suppose there is another option:
I kid, I kid.
I do not. I guess I have a reason to install it.
Not the ones I looked at.
There was location, translation and rotation issues; serious size issues. And the texturing needed major work for anything othere than a blurry backdrop.
Far easier to import as an obj and then just tweak as needed.
At least that way the scale, location and rotation are sorted at export import, with just a tweak to the rotation needed (Ctrl A select Rotation)
I raised a ticket on those I saw.
I've installed it, but I don't see a way to filter by what I own. Didn't realize how much money I've spent over the years though....
Well, for whatever it’s worth, I finally got Diffeomorphic up and running. It seems to do an extremely good job of bringing environments over with their materials—and not just diffuse mats.
I think that Diffeomorphic is well done and it will certainly improve in the next time. Maybe both bridges can inspire each other.
It should be here:
Oh. I was looking in the add-on settings....wait a minute...MFD is bridge compatible? How??
Oops, I ringed the wrong SW filter - should be the "Blender" one not the "Daz to Blender Bridge" one.
MFD is bridge-compatible in that if your G3 or G8 figure is wearing it then it can be bridged across. It's the "Blender" filter that shows you products which have .blend file versions.
Ah, thanks.That makes more sense.
I do some of the environments on this list interesting. The Sci-Fi Kit 2016 is one I've tried to pull over via Diffeomorphic without success. Now I wonder if I should just export it as an FBX instead.
I just tried The Keep. Extremely disappointed.
Not sure what is the point of having a texture directory if the paths to it are going to be all wrong in the .blend file.
The node setup consisted of just the diffuse color. You've got to be kidding me. What is the point of including the .blend file if I'm better off using Diffeo to convert the materials?
From the log that Blender dumps, it was obvious that these were not native materials at all, but converted from 3DS Max. Poorly converted from 3DS Max.
Most materials and lights import fine. For "old" assets the 3delight materials have to be converted to iray before exporting. Then diffeo tries to read 3delight too but it's a poor attempt. To convert to iray just apply the uber shader in daz studio. Also lights have to be converted to photometric to work fine in iray and cycles. That may be needed to export old 3delight scenes. Finally for the hdri to be imported it has to be enabled and visible in daz studio.
In general new iray scenes should export fine while old 3delight scenes need some work to fit them. But luckily it's the same work that's needed to fit them to iray so it's a win win.
Sci-Fi Kit 2016 has Iray materials and is how I render in Studio. The problem is not the materials, it is the default model itself. Via Diffeo, several walls are missing. Via FBX, there are walls missing and the ceiling floats above the walls.
@brainmuffin Well diffeo gets three main methods to import daz assets. The first is dbz for figures where the figure shape is baked into the dbz file thus the pivots are lost, that's usually not an issue since a figure is driven by the armature. The second is unmorphed unique, that's intended for scenes and preserves the pivots so hierarchy animation can be used, for example a door that opens around the pivot. Finally instances work better with unmorphed shared, yes diffeo imports daz instances too.
So for common scenes you may try unmorphed unique and see if this works better.
https://diffeomorphic.blogspot.com/p/import-into-blender-15.html
I guess I need to upgrade to 1.5 as I don't see those options in 1.4.