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And automatic baking of normal maps. Just because I'm trying to keep in this discussion the latest main features Thomas is adding. Please test and report bugs or opinions if any.
http://diffeomorphic.blogspot.com/2020/09/baking-normal-maps.html
Once reconstructed the High Rez geometry with rebuild subdivisions and the multires modifier with the HD information... is it possible now to load in blender HD morphs... For example, a morph with HD veins or HD scars....
thanks for all the hard work.
@marth_e I believe not. You have to load the HD morphs you need in daz studio then export to blender. That is, you cannot use HD morphs the same as regular morphs in blender.
Thanks a lot for the quick tip, Padone. :)
I'm having the same issue now that I did with the older 1.5 dev build when exporting some characters with a Daz subd any higher than 2. It only happens on some characters though and can't see any pattern so far as to why. Memory consumption just keeps growing until all my ram is usd up, my PC freezes up or blender becomes unresponsive before it gets to that stage and crashes before anything even shows up in the viewport. This is on a brand new PC with a 2070S and 32GB ram, one character shouldn't be doing this and most don't, so it seems that for some reason only certain certain characters aren't agreeing with the Diffeo plugin. They're not any of the special Daz Gen 8 characters like CJ 8, Babina 8 etc, just a standard Gen 8, has anyone else had this issue?
Also does SBH mean the hair that doesn't show up in viewport iray, ie: most Dforce hair?
@the5amkebab I can export a sub3 G8F without any issue. If there's some specific figure that doesn't work please specify it and/or update the scene file for others to test. I suspect that the issue could be complex outfits or hair more than the figure itself.
As for SHB yes, it's dForce hair. The dForce setup doesn't get exported though, so to use them in blender you have to setup the simulation yourself.
Do you save a SBH as a scene file and run the Diffeo script?
@nicstt Yes.
Cheers.
For those who tried it, it can give a lot of strands.
I have a script for updating them all to True for simulating - amongst other things.
import bpy
array = ("000", "001", "002", "003", "004", "005", "006", "007", "008", "009", "010", "011", "012", "013", "014", "015", "016", "017", "018", "019", "020", "021", "022", "023", "024", "025", "026", "027", "028", "029", "030", "031", "032", "033", "034", "035", "036", "037", "038", "039", "040", "041", "042", "043", "044", "045", "046", "047", "048", "049", "050", "051", "052", "053", "054", "055", "056", "057", "058", "059", "060", "061", "062", "063", "064", "065", "066", "067", "068", "069", "070", "071", "072", "073", "074", "075", "076", "077", "078", "079", "080", "081", "082", "083", "084", "085", "086", "087", "088", "089", "090", "091", "092", "093", "094", "095", "096", "097", "098", "099", "100")
renderedChildCount = 30
childNbr = 5
for x in range(0,91):
if x == 0:
#bpy.data.particles["ParticleSettings"].material_slot = 'Hair'
bpy.data.particles["ParticleSettings"].use_hair_bspline = True
bpy.data.particles["ParticleSettings"].render_step = 7
bpy.data.particles["ParticleSettings"].display_step = 7
bpy.data.particles["ParticleSettings"].rendered_child_count = renderedChildCount
bpy.data.particles["ParticleSettings"].child_nbr = childNbr
bpy.data.particles["ParticleSettings"].child_radius = 0.018
bpy.data.particles["ParticleSettings"].root_radius = 0.018
bpy.data.particles["ParticleSettings"].roughness_2 = 0.005
bpy.context.object.particle_systems.active_index = x
partName = bpy.context.object.particle_systems.active.name
bpy.context.object.particle_systems[partName].use_hair_dynamics = True
else:
#bpy.data.particles["ParticleSettings."+array[x]].material_slot = 'Hair'
bpy.data.particles["ParticleSettings."+array[x]].use_hair_bspline = True
bpy.data.particles["ParticleSettings."+array[x]].render_step = 7
bpy.data.particles["ParticleSettings."+array[x]].display_step = 7
#
bpy.data.particles["ParticleSettings."+array[x]].rendered_child_count = renderedChildCount
bpy.data.particles["ParticleSettings."+array[x]].child_nbr = childNbr
bpy.data.particles["ParticleSettings."+array[x]].child_radius = 0.018
bpy.data.particles["ParticleSettings."+array[x]].root_radius = 0.018
bpy.data.particles["ParticleSettings."+array[x]].roughness_2 = 0.005 # roughness Random
bpy.context.object.particle_systems.active_index = x
partName = bpy.context.object.particle_systems.active.name
bpy.context.object.particle_systems[partName].use_hair_dynamics = True
The three lines (in two places) deal with setting dynamics to true are:
bpy.context.object.particle_systems.active_index = x
partName = bpy.context.object.particle_systems.active.name
bpy.context.object.particle_systems[partName].use_hair_dynamics = True
Now to avoid the hair 'blowing up'; anyone suggestions on how to stop it?
-It's a pitty that as far as I know the multiresolution modifier in Blender can't support shape keys. There is no way to create shape keys on the higher resolution levels unless you apply the modifier first.
-If the multires modifier could support shape keys then it would be possible to load HD morphs in Blender by:
-Importing the HD geometry with the HD morph loaded in Blender
-Creating the shape key on the multires modifier with the "join as shape key" option
-Having the possibility to have shape keys with a multiresolution modifier could open a whole new world of possibilities. Like creating driven HD morphs directly in Blender for expressions (wrinkles) or complex muscle movements. It would be very similar to what DAZ Studio does right now by allowing PAs, by using a propertary addon, to load morphs on different subdivision levels and not only on the base level like everyone else.
-On the other hand it would be very similar to what Zbrush do, by allowing the creation of layers on different subdivision levels. Having this funcionality on Blender can also open the possibility to sculpt on layers on different subdivisions levels. I just hope Pablo Dobarro could include this option too in the near future.
-Here is a petition to add this funcionality on Blender but, as far as I understand, this has not been implemented yet. If someone can create an addon for this it would be super useful.
https://blender.community/c/rightclickselect/Hdbbbc/
Thanks a ton for this. I will definitely be trying it out.
As far as the hair blowing up, I watched a very good tutorial by Aria Faith Jones and she had some suggestions in there to help. Also, I've noticed that combing/smoothing out the hair particles so they don't intersect with any other meshes or each other (as much as possible) seems to help. I've only messed with it a few times though.
Great stuff.
Is there any way to have Diffeo not import the base resolution? Kind of a pain to delete everything...
It is not all that hard. Right-click on the collection you want to delete in the outliner and select Delete Hierarchy. That deletes the collection and all objects that are not in any other collections.
I'll try that, thanks. I'm a total newbie to Blender.
I tried this and it deletes all the lights in the scene and the camera.
Put the lights and the camera in their own collection first. That's a good idea anyway to keep things tidy.
Engetudouiti came up with a neat trick that lets you import both base meshes and geografts with multires modifiers. Just enter the geometry editor before exporting the HD meshes to Blender.
https://diffeomorphic.blogspot.com/2020/09/hd-meshes-and-geografts-revisited.html
Oh that is neat, will try it this weekend time permitting.