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There's no reason why the asset browser shouldn't work. You just have to mark the asset as usual. As for the keyframes it works fine here, you may try describing the exact steps to follow to reproduce the issue.
heres my setup(does not matter if i use the easy or manual method, same result)
-use dbz
-merge bones layers and toes -use mhx as rig type(ik)
-select the back bone(key shaped in the back)
-rotate it forward 20 degress
-create pose asset
-reset everything and delete all keyframes
-now make a t pose in 1st frame and insert it with whole characters key set
-on 2nd frame apply the slightly bent pose and insert key again
-if you move to other frame the pose with automatically bend more(like 40 degress more)
-same thing with the fingers i tried reenabling the addon, delet weing it in blender addon menu and any folder left in blender appdata and installing again. same result .
also instead of mhx using the rigify options does not work for me. the legs dont bend at all in ik
What I see in your steps that may cause issues.
alright i figured the mhx part. visual keying in the edit>preference>animation tab should be disabled otherwise its messed up.the riggify rig is still not working for me though. the legs dont bent in the knee and it only shrinks whem you move the feet up. the blender riggify armature is working fine but not the generated rig in converting to riggify option
edit:why did my post took HOURS to get posted? is this how it works here? if so my goooodnes what a mess
As for rigify it relies on pre-bended limbs for ik to work so you have to use the "optimize pose for ik" tool. Or pre-bend the legs yourself in the daz rig before converting to rigify.
I decided to have another go at exporting to Blender and updated my add-ons for Blender 3.2 and DAZ Studio 4.20. I followed the procedure for setting up the Global settings and tried an export of a character. When I try to view the character in Blender's Material Preview she is all solid black (Render preview shows her all a violet colour). So I started over with a base character, no geografts or geoshells and that looks fine in Blender so I'm guessing the problem is Geoshells. I've looked on the Diffeomorphic web site but have not been able to find a solution (although I am not sure what to look for).
I saw a post earlier in this thread about the black material being something to do with HD export but I am definitely setting my character to Base resolution before export. The shells come with the Meipe Geografts (GP, Headlights and the male grafts). As far as I am aware they are all base res anyway so HD isn't a factor. I'm not sure what material settings to use, for example - BSDF or Principled - but I have tried both and the problem is the same.
BY the way, the Diffeo web site shows an option in the Global settings for Merge Shell Materials but I don't have that option.
LATER EDIT: So I tried it with a base G8F, then added the GP graft, then added the Headlights grafts. All look fine in Blender. Seems to be something I have on my character. I'll do some more experiments.
Hmm, okay glad to know I'm not the only one experiencing this black skin issue, I was just coming on here to find out if anyone has experienced it. I'm using Kento 8.1, took off all HD maps and such, so I know it's not that. He looks great in Eevee but in Cycles his skin is black with red areas where there is strong SSS (I'm assuming). I've tried unplugging all the different nodes to no avail, the only one that kind of worked was taking out the volume node. The skin looked kind of normal but it still looked really off. It worked fine if I put a different character's materials on him, like Wufei, so there's something in Kento's that it doesn't like and I just have his body, that's it transferred over. I bought Kento for his skin materials as well lol, hopefully someone has an idea of how to fix it.
Yes, I've tried with other character skins and it is not consistent. Doesn't seem to handle SSS very well either. And a big difference between Principled and BSDF. Actually a whole lot worse that I remember in earlier versions of Diffeo when the Cycles look was closer to IRay.
@marble @benniewoodell Just tried Kento 8.1 and he works fine here, there's no black skin whatsoever with any material option. So please describe the exact steps to get the issue, and/or provide a duf scene as simple as possible reproducing the issue.
Be sure to get the latest diffeomorphic development version, that's acually 1.6.2.1034. Be sure to update both the blender script and the daz script. Also please state your blender and daz studio versions.
my steps, daz studio 4.20, blender 3.2, duf scene attached:
Hey @Padone, thanks so much for checking Kento for me. I just downloaded the scene you had attached here and when I bring it into Blender, I get the black skin. And I have the most up to date development version of diffeo, Daz 4.20, and Blender 3.2. I'm stuck out of town in a hotel with COVID (yay for today being day five of self isolation and my symptoms being gone so I can leave tomorrow) and I'm on my laptop that I never use for Daz, so I had to install everything yesterday just so I had something to do. At first I thought it might be Blender 3.2, but then I tried the Wufei skin and it transferred perfectly fine, so it can't be that.
I attached my scene here, but it's going to be the same as yours at this point since your file showed up black. I'll try when I get back home Tuesday and see on my other computer if it works. I've found that for whatever reason, if something doesn't work on one computer, it might on another. I'll keep you updated if it works in a couple of days. Thanks!
I'm glad to hear that you're out of covid !
As for Kento that's odd he works fine for me. What's your exact version of the plugin ? Do you have any error in the console or the errors.txt file ?
Glad to hear that!
How much have you modified your character skin, @benniewoodell ?
I checked my character which was turning black and found that I was using the BJ Neomi skin but when I tried that skin on a new G8F figure, it was not black in Blender. Went back to my faulty character and found that it had been modified when I was trying out Skin Builder 8 (which I didn't like so returned but I am considering buying it again). So I got a Blender error for that character:
MISSING ASSETS:
/Runtime/textures/%21SB8_Texture_Saves/143653%26%26SB%26%26_TorsoB_1002.jpg
Actually there were several such errors for all parts of the body. I'm assuming that those files have gone since I uninstalled Skin Builder 8.
The Noemi skin unmodified does not give an error.
Thanks @Padone and @TheMysteryIsThePoint! I had a negative test today, so that's even better! Now I don't have to worry about my pops when I get home.
@Padone, I don't know where I can see that, it just shows 1.6.2 in the blender add-on, and the download file name is Diffeomorphic-import_daz-b7df1df32254 It's whatever the development version plug-in number was Saturday night, so it's probably the one you listed above unless a new update came out since Saturday. But I just re-imported it and this is what came up as the warning upon importing in the txt file:
MISSING ASSETS:
/data/daz%203d/built-in%20content/daz%20iray%20pbrskin/pbrskin.dsf
So that's probably the issue, it's the pbrskin file that it can't find, but all my daz stuff is in one folder on this laptop, I don't have any external drives set up so the paths are correct. I also just went and uninstalled and reinstalled the G8 starter essentials just in case a pbr file wasn't installed right through DIM and it still came up as black. So I don't know. I'm getting back to Chicago tomorrow, I'll try this on my main PC and let you know if it worked there.
@Marble I didn't do anything to the skin other than double click on the Kento skin materials in Daz. I rarely do a lot of modifications because when I buy a character, I'm seeing them as a specific character for a project, so I just want what's there. The most modifications I make on characters generally is if I want them to have a more toon look as opposed to realistic.
The pbrskin definition is in the default resources, not in the g8f pack, but if you don't have that it shouldn't work in daz studio too. Anyway the error tells you it's because diffeo can't find the asset. Below it's my global settings if it may help. But I always do manual install not DIM or Connect so yours may vary.
Okay, so I got back home today and tried on one of my desktops and the PBR path is set up properly on that computer as Kento's materials transferred over perfectly. I'm going to look into what's going on with the laptop and check my paths to yours, @Padone, thanks for posting that, this way if I go on another trip or something and need to use my laptop, I can.
But wow, I'm blown away by how good he looks in Blender! Plus I picked up that new gobos add-on that was released like a week or two ago on the Blender Market and I believe that made all the difference in this image. I'm stoked. I have three shots animated already, now I can render them out! Thanks for all your help, now I know what the issue is with the laptop and I'll figure it out.
You're welcome and good luck with your work.
@benniewoodell
You have mentioned that you are learning Maya.
Are you still using it for animating
and exporting motion back to Daz studio?
Hi there,
I have been using Diffeomorphic for a while and it works fine (thanks again for all the work you put into it!).
I now have a few quick questions.
1) Most of them time imported characters with Principled method because Padone recommended that it might be easier if one is familiar with the Principled BSDF shader in Blender. I recently tried out the BSDF option again, and I felt in some cases the skin looks more natural and better with the BSDF option. Even when I played with the Subsurface parameter in the Principled BSDF shader I could not get it looks as natural as with the BSDF option. So can that be true, that the BSDF does especially let the skin look better and more natural? Pardone also mentioned that BSDF might be better here (https://www.daz3d.com/forums/discussion/575326/skin-properties-missing-when-exported-to-blender) I really have a hard time finetuning the BSDF nodes in the Blender Shader editor though, I have now ideas what these nodes are and how to for example change SSS or skin color. Is there a detailed explanation somewhere about that?
2) I read in that post linked above you recommend using the latest beta version - where can I find that? I can only find 1.6.1 on the website (which I already haved installed). And do I also need to update the Daz Diffeomorphic plugin in DAZ (and where can I get the updated version too)?
3) I also found the Decal feature which looks super helpful and I got it to work. For some reason I don't see the option for Set Shell Visibility to control the visibility of the decals. Has this been moved? I only have the options in the attached picture.
Thanks a lot, and keep up that awesome work (this is by far the best Blender addon ever :))
Hey @wolf359! Yeah, I'm taking animation classes through Animation Mentor and they teach everything in Maya, so I've been really delving into that program. What's neat is all the principals and techniques they're teaching, I can do in Blender, I just might have to figure out the different terminology or whatever between the programs. Plus, I see on Artstation in the jobs section for animators so many people wanting Maya animators that I figure I should know the program so I can get some more gigs. After I learn Maya, I'm going to tackle UnReal 5 just so I know it to have the widest possible range to be hired.
And yeah, I'm still animating with Maya and bringing the keys back into Daz to render there in iray. I have a couple of clients who want the files in Daz and the rendering to be done in the program, and we both know how stupidly difficult it can be to properly animate in Daz without wasting hours trying to get something perfect that would take all of two seconds with a proper rig in Blender or Maya, so I animate in Maya and bring the keys back into Daz. I actually have come to love animating in Maya, but have found very little joy in setting up materials and rendering, so I'll still be sticking with Blender for my personal projects since the MHX rig is incredibly close to the rigs I'm animating with for class minus one or two little details that I can easily live without.
@julian
1) Yes the bsdf option is for maximum fidelity with iray so materials look better. This is a complex setup though and not intended to be easily edited by the user. For easy edit there's the principled option, but this has limits because the principled shader can't mimic all the iray features, so it's not as good as bsdf.
2) The development version is linked in the main page. https://diffeomorphic.blogspot.com/p/daz-importer-version-16.html
3) Decals have a influence channel that you can use. See the picture.
Okay perfect, thanks for the quick reply.
1) So the BSDF option is best option to get good looking skin in Cycles, since it is closest to Iray (for which probably most creators made the model and textures)?
Would it make sense to import both material options and mix them, so I have the body/skin as the BSDF shader, and for example cloth that I want to edit more as the Principled option? What would be the best way to do that? Import the same model twice with the two different material options, after that delete one model but keep the materials? Or might there be an option to just import the materials with the other option?
2) The development version is also running stable on Blender 3.1 / 3.2?
Hey, I have blue seams appearing around the genitalia of my character, next to the connected skin. I don't think I can share the image here. I wanted to know what is the procedure to get ride of them? I have already merge the geografts.
@julian 1) to mix bsdf and principled you can import two versions then swap materials in blender 2) yes
@astroyelemagicien that's usually due to random walk sss, try burley instead
Okay great, will try that out.
1) May I ask what you would recommend for the SSS Method? I heard Christensen-Burley would be the most accurate?
2) And for Refractive what would you recommend? Will there also be a big difference between BSDF and the Principled option?
3) The same question for hair - are the big difference between the three options (Hair BSDF, Principled Hair, Principled?
4) With all of the import methods, the eyes of the characters are always quite glossy and too reflective - is that normal? With the Principled method I found out that I had to turn down the clearcoat / subruface paramteres of eye moisture / pupils - but no idea how to do that in the BSDF shader setup, is there a way to fix that too?
5) When I use the BSDF method the SSS looks pretty great and balanced, I just noticed that especially the nose is often "brighter" with more SSS happening. I turned down the DAZ Translucent Fac in the shader editor for the face group but that is of course applying to the whole face. When I turn it down so the face so the face group has less SSS the face gets brighter and does not look as good as before with the more SSS (but the nose looks better :)). I guess it makes sense that the nose is impacted most because the skin is a lot thinner there - but is there another way to control just the nose? With the ears that have a dedicated material group it is no problem.
Thanks so much for your help!
@julian
1) Go for burley since random walk is only good for manifold/closed meshes and may cause artifacts in daz figures. If it was for me there wouldn't be a random walk option but some users insisted for it so Thomas followed.
2) Yes the principled refraction is limited compared to bsdf. For example principled can't have colored reflections.
3) Those are for SBH hair, and in that case again bsdf is more similar to iray than principled. But eevee only works with principled (I do mean principled, not principled hair that's only supported by cycles). For transmapped hair bsdf is better than principled because it has a better anisotropy.
4) Yes you can play with the glossy color and the other parameters in the daz refraction group.
5) You can add your own map to the fac in the daz translucent group.
Perfect, thanks so much for your replies, I really appreciate the help! So overall it is always better to have the BSDF method cause it is closer to Iray and covers more details than the Principled (only for for hair where I would need Principled if I need it for Eevee).
Quick question about 5) how would I do that and create my own tranlucency map? I just need the tip of the nose to have a bit less SSS. I don't really know how to create a map so I can control the nose (I thought about it and maybe the way to do is to have a white map and just have the nose part a bit darker and put that into the fac of the tranlucency?) If you can point me into a direction where I can learn to do that, I would really appreciate it.
Yes you paint your map over the daz template and plug it in the translucent node. There are also a number of nodes that can be useful to tune the map, as bright/contrast for example. You can do the same for any channel you wish to control.
As for bsdf vs principled. In general you go for bsdf to get the best iray fidelity with cycles. You go for principled when you work with eevee where matching iray would not be possible anyway because of the eevee limitations. Or you go for principled when you're not interested too much in matching iray and you want to edit your own materials instead.
Great, thanks for your reply.
Just a quick follow up question, what map do I need to take to paint over? I guess it needs to be a black and white map (where full white would be a fac of 1 with full SSS and black 0 with no SSS). Just not sure which map I have to take to edit since there is of course no map plugged into the fac.
Also another quick question, I saw one can also important face mocap data with FaceCap or Live Link, but both of them need an Apple device, right? Is there maybe also a way to import normal webcam video data or from an Android phone? :)
As far as I understand things, the reason the iPhone is able to give the mocap data is because it utilizes the facial recognition software in the iPhone itself and there is no equivelent in an Android phone. So unless something has come out in the last six months that I'm not aware of, you need an iPhone or iPad to access the app that's used to give the FBX keys.