Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.
Comments
I baked HD details on a male character and use the displacements on female with UV swap. It works when I reconnect the displacement to the active UV set but it's some work doing it for multiple maps everytime.
@thanhtutaung2003 There's belly and glutes too. But you can only use morphs, not geografts.
http://diffeomorphic.blogspot.com/2022/01/softbody-simulations.html
@surody Unfortunately at this time it's normal that baked HDs take a lot of manual work. There are no tools to streamline the process.
Yea... I can see that making daz importer just search for existing UV nodes could cause problems in certain situations. I guess it's not really streamlineable. But I'd have another request: Would it be possible to make adding displacement nodes automatically switch to "displacement and bump" or at least add a option to switch it when applying those maps?
@surody Iray doesn't displace bump maps so the correct setup is "displacement only".
I see, but when I add vector displacement maps it's still set to bump only.
@surody As I said HD maps take a lot of manual work, including setting the material displacement mode. That is, diffeomorphic actually is "compatible" with the HD addon by Xin, but doesn't "support" it apart loading the maps.
Since we're on the subject here of HD and such, I had found this during the Blender Market sale last week, I put it in my wishlist because I wanted to get Flip Fluids and Grassblade Pro and didn't have much extra cash to get something as an experiment, but I was wondering if using something like this would give the look and feel of HD without having to use HD, and be less heavy on resources?
Blender Skin Sculpting Brushes - Blender Market
This could very well be just as resource heavy as using HD, I honestly don't know as I'm trying to figure out some new things in Blender, but I thought maybe one of you guys might know if it could work or not.
To sculpt with great detail I recommend multires 4 or higher. If you want to be less resource heavy bake the HD morphs/details as vector displacement maps.
@benniewoodell Yes that's an option but doesn't concern diffeomorphic. I mean the purpose of diffeomorphic is to import from daz, then you can use any extra tool you wish that you find at blender market or elsewhere. Then a similar feature is used in the daz pbrskin shader, so if you import a G81 figure you'll get it.
I got some suggestion how to improve SSS further. Especially in light it's becoming obvious that the SSS could need some adjustment. I added a vector math and multiplied the values of the radius. That node could also get used in the daz importer UI to adjust the radius value and not touch the colors. I tried using the "DAZ SSS Fix" node and increased the SSS amount but that doesn't have the same result at all. It becomes rather just brighter instead of redish. For the radius values I used 0.00482, 0.00169, 0.00109. Those are the recommended values for standard skin. The way I added the vector math node is perhaps not the best but it works and seems to improve it.
The "sss fix" doesn't work fine. I advised Thomas to mark it as experimental and explained the reasons that are the same you're pointing out. Your method to deal with the radius is not good for an automatic conversion so it can't be used, that is, not all the skins are "reddish" or get the same sss amount. If you use the "standard" sss the radius is better, you may need to adjust the sss factor for some skins but overall it works fine.
Then the sss skin is always intended to be fine tuned by the user since an automatic conversion from iray is not possible in general. You need the volumetric skin for that.
That skins have to get fine tuned anyway depending on skin tone was something I was already thinking about but I think the standard setting is generally pretty low for the SSS solution.
Anyway, I've a question about HD geografts. When I change the subD of the geograft to the subD of the character in geometry edit mode like described on the blogspot and export it as HD it doesn't load the geoshell textures. Within Daz geoshells are visually turned off during geometry edit for some reason so I assume that's the issue. Is it possible to export with geografts in HD and contain the geoshell textures of those geografts?
I know a work around where I load it as base mesh first to get the textures and then copy it over and load the missing UV set but maybe there's a better way?
IIRC this is a known issue, HD geografts will not export the shell correctly. That said most geografts are not HD and you don't need to subdivide. Shells don't need to be exported as geometry so it doesn't matter if they're hidden by the geometry editor. See below at the end of the discussion for an explanation by Thomas.
https://bitbucket.org/Diffeomorphic/import_daz/issues/529/dickdator-uv-map-can-not-find-a-solution
I don't think the 3rd party genital geografts are HD but it still doesn't work to export correctly. No matter what I try it doesn't export the textures, materials and UVs are missing. Also: When I turn off multires and import it with subD it doesn't load any vertex groups on the HD mesh. The reason why I'd want to do that is because motion blur and Daz characters are bugged when using characters in base mesh/multires. I pinned down the issue to the messy mesh around the fingernails which causes glitches. Not sure if that is a cycles specific thing but I wouldn't be surprised if it isn't since Daz 3D hesitates to implement motion blur even though iray technically can do it. You probably would point me to the xin addon then but the xin addon doesn't work well with geografts and importing morphs to it.
Perhaps I wasn't clear sorry. You have to use multires with the geografts at base resolution for everything to work fine. Then if multires isn't compatible with motion blur you may open a ticket with the blender team.
Or another way you can try is to bake to displacement maps instead of using multires. You don't need the Xin addon for this, the Xin addon is needed for HD morphs that's another thing.
https://diffeomorphic.blogspot.com/p/hd-meshes-version-16.html
That HD export with geografts doesn't work with subD is a limitation or a bug? If I find time I may open a ticket on the Blender forum to maybe fix the motion blur issues. But this issue is so extremely specific, it's hard to create simple test scenes. It's really just those Daz characters.
Some morphs that are driven by bone rotation/bend are important for realism when posing since the default Daz JCMs are kind of dumb.
For example, these:
https://www.daz3d.com/skin-folds-creases-hd-for-genesis-3-and-8-bundle
https://www.daz3d.com/auto-shape-enhancer-for-genesis-8-male
How do you set up these ERC type morphs in Blender with Diffeo? Does one just import as custom morph?
@surody Multires works fine, apart when the HD geometry can't be unsubdivided that's a limit with multires. True HD doesn't work with the geograft shells, this is a limit/bug Thomas is aware of but didn't find any way to fix, as reported in the link I provided above. That said true HD is more the field of the Xin plugin.
@lilweep You need the Xin plugin for HD morphs to work. But it's a lot of manual work, basically you have to convert the HD morphs to displacement maps then link the maps in the material editor.
https://diffeomorphic.blogspot.com/p/hd-meshes-version-16.html
Wondering if any thought has been given to setting up the Blender materials using UDIMs?
Just thinking this might be more intuitive material set up for bulk-editing all the skin settings at same time etc.
Unfortunately the blender team is not going to support the "non standard" way daz is using for the udim texture names. So you have to follow the procedure described in the docs and copy the textures locally to allow for the udim textures in blender.
http://diffeomorphic.blogspot.com/2019/12/udim-support.html
https://developer.blender.org/T77989
Oh, cool, that will help with my workflow. (I clearly skipped over reading about those settings.)
My Multires modifier is on 2 and I am unable to increase it to 3.
In the past when i imported via diffeo, this setting was at 3. (Its level 3 SubD in the Duf file used to import via Diffeomorphic).
Edit: Nevermind, i have revisited the multires modifier a few minutes later and now it says 3 instead of 2. So maybe just really delayed response or something.
You need to transfer the morphs to the mesh. The easy import offers to that automatically when importing but if you have to do it manually you select the cloth, then shift select the body mesh as active selection and then you transfer the morphs.
I got a question about "Scan Morph Database". I never really tried it so far and wanted to look into it now. When I select G81F or G8F for example and scan it, afterwards it still says it requires a G8F scan?
I tried scanning a specific character now and I get this error:
I had the same bug saying the database needs to be scanned again, that was fixed in recent commits, try download the most recent Diffeomorphic: https://bitbucket.org/Diffeomorphic/import_daz/downloads/
https://bitbucket.org/Diffeomorphic/import_daz/commits/
Fixes for issue 1176:
1. Load Action does not fail if not character if found when scanning database.
2. Convert Morphs To Shapekeys has option how to name shapekeys.
3. Transfer Animations recognizes both kinds of naming conventisions.
I had a relatively new version. I download the newest dev one now and tried it. I still get a error and I can't find ways to generate a file for G8F, I only have one for G81F but when I try to load expressions on G81F it says G8F is missing.
The morph database is useful because it can "optimize" the morph chains. That is, if you have A driving B driving C usually you need to load all of them for the figure to work. With the database diffeomorphic will try to bake the morph chain in a single morph, when possible. Personally I tend to import as few morphs as possible for the figure to work, so I mostly don't need the new features.
@surody Will look into it and let you know what I find. The last time I tried everything worked fine here.