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Think of the blend file like a scene file in DS, but searchable. Imagine if in addition to clicking and loading a scene you could right click it, or whatever, and select any element from that scene (if someone wants to add this feature to ds I'd be all for it)
or for a stonemason environment you could load it all in, or load in a single building right out of the same file
For me, this discussion is shining a light on just how useful DS/DAZ's content management actually is - I think it's easy to take for granted. Have you considered exactly what "installing" new content that one has purchased looks like? How much work (time) does it actually entail?
I have a ton of content purchased at DAZ, and 2 of the main reasons I do so is convenience and time savings. Don't get me wrong, I use Blender and like it quite a bit. But as a replacement for DS . . . I'm not really close to being there. To me, any money spent on a beefy GPU to render in Iray will quickly be made up in time saved *not* having to try to manually replicate the content management system somehow, tweak mats, etc.
- Greg
I agree and have often thought that such utility would be great in DS. Not sure that functionality would or could replace a "library", though.
- Greg
I'm inclined to agree although I do think it will be to my eventual benefit to learn how to transfer content to Blender and render in a different engine. I would also like to take advantage of the animation workflow that I'm told is far better in Blender. But yes, the potential time gained from faster renders does seem more than offset by the complexity of Blender for tweaking materials and the manner by which content is loaded and saved.
So far my efforts at rendering in both Cycles and Eevee have fallen short of expectations - especially when we are assured that the diffeo bridge does such a good job of translating materials. I'm sure it does and I truly appreciate the work that has gone into the add-on but I have not yet found my experimental renders to match the quality of IRay. If I were to render everything in Cycles, I doubt that I would complain but I certainly can't yet mix renders from both engines if I am producing a story consisting of successive images. That said, I'm the first to admit that my Blender skills are sub-novice level and I doubt that my first IRay renders were anything to be proud of either.
I prefer iRay in DS, that porting to Blender, sorry to dissapoint to all the community![cheeky cheeky](https://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/tongue_smile.png)
We are calling it a .blend "file" , but a more descriptive term would be "container" , as it holds objects or references to objects (materials, meshes, etc.)
This is the major reason why I'm dead set towards getting a 3090, as the bulk of my artwork rests upon DAZ Studio's shoulders, the program itself is perfect for posing, compositing and rendering scenes with the most versatile, inexpensive and complex character models around! (Turbosquid take note)
Now only if they can improve their IK/animation...
The same is true in Studio. The real difference that Studio has is that it has a robust asset management system. Blender doesn't yet. It is very good at appending - and as far as I'm aware - everything is a data block, which in theory means you can append anything. Basically, if it is in a folder you can append it - sometimes figuring out how to use it once append can be fun. But for the more normal (from a Studio perspective) items are simple to Append.
A subset can be saved by the user (as can a normal save), and both can be merged; many things can be saved by the user - or purchased by them - poses, shaders to name two popular ones as well as props and characters. All can be merged into Studio, although Shaders and poses depend on what is already present.
In Blender you can Append (merge) a material even if there is nothing loaded that can use it; it will lurk until required, but can disappear when closed.
Edit:
There are a couple of extra steps with poses, but once created and saved in the Blend file, appending is just the same.
Click on Append > navigate to the file, open it > Action folder (if there is no action folder then there are no stored poses).
Object Data Properties (image of a dude running) > Pose Library Section > in there you can create, select existing and switch between current ones.
As you can see from the images, there is no pose library currently selected, which is why the image shows new; clicking on the down arrow opens the window to select a library, but as there isn't one present, we can't.
After appending one from the Action folder you can see there is now a library present (i include Rigify in the name so I know it was created when the character had rigify); you will notice the 0 (zero) before the A-Pose - Rigify; this means that it has no fake user and could be deleted when the file is saved. If you have more than one pose library, click on the shield (visible in the fourth image) this will protect the data block, which in this case is a library. An F appears in place of the 0 - not shown. The fourth image shows some of the poses in the library. They can be full or partial poses and named as you see fit.
NOTE: There are no individual poses, only pose libraries; you can chose how many poses to group in the libraries.
Agreed. I produced a comic using DAZ and as much as I'd like to learn Blender, trying to port everything over takes so much damn time. And, sure, I could port the scene once and then try to manipulate everything within Blender, but it's way more time-consuming. As much as many of us like to harp on DAZ, it really is an amazing product if you're producing a series of still CG images.