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@es_b199eb1e The dbz is automatically saved in the same folder as the duf, since it has to go with it.
@artxtap No.
I used Diffeomorphic for the first time. There are no IK/FK on hands and foot. Can I add IK/FK myself?
I also tried to animate in rigify but stretching hands and legs seemed wierd. I am used to animate with bones that's why I want to add IK/FK to bones.
have not tried it yet but,
https://www.daz3d.com/forums/discussion/67464/getting-objects-from-blender-to-ds/p3
back to daz not with Diffeomorphic, but yes there is a way. not tried by me yet.
I'm struggiling with exporting shape keys to blender with diffeomorphic. I have tried blender bridge but couldnt do it so I tried diffeomorphic and I like it. It does import basic expression animations but problem is I cant import my other morhps. When I say morphs I mean face expressions genital morphs like up down erection no erection or anus open anus close..
I read all pdf provided on diffeomorphic blog but couldnt really understand whats going on.. It says I should import custom morphs with Import custom button but it doesnt work it does now add anything to custom morph pannel.
I bought many expression bundle but if cant use it in blender there is no purpose to have them.. So what Im doing wrong can you help?
I just click import custom morphs button than I choice my dson user file but nothing happens.
@ske0001 I believe you're looking for the Simple IK option. Or you can also add IK goals and Winders.
https://diffeomorphic.blogspot.com/p/rigging-section-version-16.html
https://diffeomorphic.blogspot.com/p/advanced-rigging-section-version-16.html
@rugeyohe Custom Morphs should work fine they do for me, including geograft morphs. You have to load the geograft morphs before merging the geograft. Also be sure to get the latest development version.
https://diffeomorphic.blogspot.com/p/morphs-section-version-16.html
https://diffeomorphic.blogspot.com/p/finishing-section-version-16.html
https://bitbucket.org/Diffeomorphic/import_daz/downloads/
with some help I figure out how to do that but I have another problem right now. I import dicktator with my character and everything is fine but cant get textures right..I mean I have the texture but no normal map or height because there is no veins. Only basic texture. What should I do? I tried to add normals but it uses same texture with torso so idk how to do that it wont effect anything.
@rugeyohe To import HD details you have to use the HD version of the exporter. Or use the addon by Xin to convert HD to normal maps that can be used with base resolution figures.
https://diffeomorphic.blogspot.com/p/export-from-daz-studio-version-16.html
https://bitbucket.org/Diffeomorphic/import_daz/issues/357/blender-addon-to-generate-rigged-hd-meshes
For the torso-back, torso-middle, and torso-front, you'll need to use a mix shader to combine your character's torso with the DTater shader set-up and mix them with one of the supplied transparency maps.
The DTater shader set-up can be used for all other DTater materials without mixing with the torso, but you have to make sure you are using the correct UV input for all the maps (diffuse, normal, spec, etc.). You also have to make sure the correct UV Map has been imported on the right in the UV Map panel. Usually Diffeo imports these by default, but you can manually import if you need to (before merging gens).
The second image is only meant to show the UV input for the DTater materials. The node set up is an old one and a disastrous mess. Please don't laugh. :)
Just to be clear, diffeomorphic already supports the geograft shell and transparency map so there's no need for custom materials to import dicktator or any other geograft. Then of course anyone can do his own materials may you need it for some reason or just for fun.
Stable version 1.6.1 has been officially released. It can be downloaded from
https://www.dropbox.com/s/ufps8ip4xqxyqy3/import_daz_mhx_rts_v1_6_1.zip
The most important improvements are
There are some new features too, but the above is most important. I'm getting an increasing number of reports about bugs in 1.6.0 that have already been resolved in the development version, so it is time to phase out the old version.
There may be conflicts with previously installed versions during installation. The announcement explains how to first remove them so version 1.6.1 can be installed cleanly.
I figured out about dicktator. Its working but only in cycles not in evee cant see any veins.. Is there any way to make it work in evee?
@rugeyohe Well eevee gets limitations over cycles of course, and true displacement is not supported. Unless you use a displace modifier instead of the displacement output. Again, you can convert the HD details to normal maps for eevee by using the HD addon by Xin.
https://docs.blender.org/manual/en/3.0/render/materials/components/displacement.html
https://docs.blender.org/manual/en/3.0/modeling/modifiers/deform/displace.html
Could you tell me how do you solve the dicktator issue?(morph) I'm faced with the same problem
and as for your problem I that's becasue the shader for eevee and cycles are different.
You can check Shader Editor for more detail.
@hh1535357 What u mean with morphs? import morphs? Dicktator morphs ddint worked very well on me so I edited them my self.
@Padone I see that addon but really couldnt understand how to use he didnt explained anything or its too pro level for me. Is there anyone or any video explains how to use that addon?
@rugeyohe The instructions are in test0.7z, it is also explained by Xin in his first comment.
Hello! I am having issues with how a certain model populates/renders in blender after using this importer.
I am attempting to use this asset in blender. https://www.daz3d.com/storybook-mouse-for-genesis-81-males
I purchased directly from the Daz store, opened the asset into a blank Daz scene, saved without making any changes, and sent directly to blender.
The first attachment is how the render from Daz appears and the second is how a render appears from blender. Obviously the second photo from blender is missing a lot of the nice fur texture and details from Daz.
I initially tried this with blender 2.9 and importer 1.6.0. I then updated both blender (to 3) and importer (1.6.1) and the issue persists.
I do notice in the description of the asset some of the fur is using Dforce. I checked to make sure simulation data is being imported and have render settings and light settings set to automatically update on import.
I want the render from blender to match Daz as closely as possible and to keep all of that detail in the fur. Any help or advice would be greatly appreciated. I have piddled around extensively trying to figure it out and just about drove myself crazy.
You may try converting the hair as a separate step so you have more control on the options.
https://diffeomorphic.blogspot.com/p/hair-section-version-16.html
Hey guys,
I have a problem when I import a DAZ character with Diffeomorphic to Blender. My characters always look way too dark. It seems the textures are there and mapped correctly, but everything is way darker than when I import the character with the DAZ bridge or manually with an OBJ file. Any idea how to fix that?
Attached a screenshot with the exact same lightning in the same scene, on the right the DAZ Bridge import, on the left the import with Diffeomorphic. Also, when I tried to change anything in the Diffeomorphic menu, like changing the skin color, nothing happens. I selected the main Genesis mesh, but no changes. I also tried to change the color through the Material Editor where I was able to change the color for all skin under diffuse (it was more like a Tint though that colored it differentl). I also followed this tutorial (https://diffeomorphic.blogspot.com/2021/06/voluminosity-and-material-editor.html) because I felt there might be something off with the SSS but there is no SSS Color option under Translucency anymore. Another think I noticed, when I turned the Transparent light bounces to 0 under the render settings, nothing changed on the skin and the rest of the materials, only on the hair and the eye lashes. On the model that I imported with the DAZ plugin, nearly everything turned black so I guess there is something different with the alpha channels.
I don’t know what else to do, would really appreciate your help, I have been trying for several hours and don't know how to fix that.
The daz bridge doesn't convert materials, it only passes some textures to the daz custom shader. That's why the materials are different. The diffeomorphic materials are to be compared with iray in daz studio, not with the daz bridge. Then if you want to edit the materials yourself to fit your needs I suggest to use the principled option in the global settings. This way diffeo tries to use the principled shader that's more limited than iray so some approximations are done, but it's much easier to edit. The principled option may also be more similar to the daz bridge if this is what you're looking for.
https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/principled.html
Awesome, thanks so much, this helped a lot. I had to turn the SSS down quite a bit but after that it looks very similar to how it looks in DAZ!
I have a few quick follow up questions.
1) The hair I did not get to work properly yet. When I use the DAZ Bridge with the IrayUber Shader it looks really good but I don't get it to work with the Principled BSDF. Is there anything I need to change? Attached a screenshot how it comes in with the standard settings. I also played around, reduced the SSS and increased Transmission, but does not look close to the setup with the IrayUber shader. Transluent bounces are also turend up quite a lot in the render settings so this should not be the problem.
2) When I imported a model I noticed that the base Genesis character and the suit I put over it are merged. In the DAZ Bridge addon they are still seperate. Is it normal that the Genesis model and the suit over it are merged? I actually think this is quite handy because for animation I won't have any overlapping faces. Just curious why that is and if it is also possible to import the seperate meshes?
3) Another think I noticed, when I use the Easy Import my HDRI changes to a simple background and an alpha transparent background - is it possible to deactivate that so I have the world settings I had before the import?
1) Be sure to get the latest diffeomorphic version. You can also choose among the different material conversions if you find it difficult to customize the principled version. Judging from your picture you need more samples and/or the denoiser in cycles.
2) To separate the armatures uncheck "merge rigs" in the easy import options.
3) It's in the global settings, world = "never" doesn't import any daz environment.
Great, thanks so much for the quick help! And great job with the addon, thanks so much for developing such an awesome tool!
I see that there's a save pose option that lets you send poses back to daz. My question is: can this be done with IK? Or is this FK posing only? I want to export characters to blender so I can pose with Ik, then send the poses back to render in daz.
@rahat123. You have to convert the pose to FK before saving the preset. This can be done for both mhx and rigify. The result in DS may be off, especially with rigify, since that rig is quite different from the daz rigs.
@rahat123 You can use the simple-ik rig for a perfect conversion, since that uses the daz rig directly and there's no need for retargeting.
Hey, first off I'd like to say well done on the work so far, Diffoemorphic has been an absolute godsend for me with my AMD machine, allowing me to render in about 1/4 the time in Blender than in Daz, even after converting and adjusting.
One problem I'm having, however, is with hair. Every time I try to turn Daz hair into particle hair via Diffeomorphic, I'm getting these errors. I've tried various hairs, dforce and non dforce, long, short, a wide variety of settings and it all comes out the same.
Any idea what I might be doing wrong here? I've resorted to trying to manually recreate the hair from scratch in Blender, but obviously that's not a very viable option for a large number of hairs.
Thanks again!
be sure to use the latest version when reporting bugs
Anyone know the cause for error:
Loading C:\Users\FuckinWindows\Desktop\Annie Export.duf
Parsing data
UnGeometry: studio_geometry_channels
UnGeometry: studio_geometry_channels
Preprocessing...
Found UV set 'Golden Palace' in '/data/meipex/goldenpalace/goldenpalace_genitalia_v2/UV Sets\Meipex\Base\Golden Palace.dsf#Golden Palace'
Fitting objects with dbz file...
Zero verts: GoldenPalace_Shell
Mismatch Strand-Based Hair 2, Vellus 2.1 by Causam3D - Body Hair G8.1: 1477893 != 0. (OK for hair)
Mismatch Strand-Based Hair, Vellus 2.1 by Causam3D - G8.1 Face: 66933 != 0. (OK for hair)
Building objects...
Python: Traceback (most recent call last):
File "C:\Users\FuckinWindows\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\Diffeomorphic-import_daz-91eeaa2bfcf2\error.py", line 208, in execute
self.run(context)
File "C:\Users\FuckinWindows\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\Diffeomorphic-import_daz-91eeaa2bfcf2\main.py", line 216, in run
self.loadDazFile(filepath, context)
File "C:\Users\FuckinWindows\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\Diffeomorphic-import_daz-91eeaa2bfcf2\main.py", line 142, in loadDazFile
asset.build(context)
File "C:\Users\FuckinWindows\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\Diffeomorphic-import_daz-91eeaa2bfcf2\cycles.py", line 85, in build
self.tree.build()
File "C:\Users\FuckinWindows\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\Diffeomorphic-import_daz-91eeaa2bfcf2\cycles.py", line 389, in build
self.buildShells()
File "C:\Users\FuckinWindows\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\Diffeomorphic-import_daz-91eeaa2bfcf2\cycles.py", line 468, in buildShells
node = self.addShellGroup(shell, push)
File "C:\Users\FuckinWindows\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\Diffeomorphic-import_daz-91eeaa2bfcf2\cycles.py", line 365, in addShellGroup
group.addNodes((shmat, shell.uv))
File "C:\Users\FuckinWindows\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\Diffeomorphic-import_daz-91eeaa2bfcf2\cgroup.py", line 122, in addNodes
self.buildLayer(uvname)
File "C:\Users\FuckinWindows\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\Diffeomorphic-import_daz-91eeaa2bfcf2\cycles.py", line 481, in buildLayer
self.buildNormal(uvname)
File "C:\Users\FuckinWindows\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\Diffeomorphic-import_daz-91eeaa2bfcf2\cycles.py", line 632, in buildNormal
if not self.isEnabled("Normal"):
File "C:\Users\FuckinWindows\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\Diffeomorphic-import_daz-91eeaa2bfcf2\cycles.py", line 264, in isEnabled
return self.material.enabled[channel]
KeyError: 'Normal'
location: <unknown location>:-1
Actually, went to troubleshoot, deleting things one by one and trying, seems to be the golden palace geograph that is causing the failure. Bummer. It seems to work properly in the stable build, but not development. Although, that's on cursory glance, I haven't started doing any of the rig merges and stuff yet, ran outta time to play for the night.
There's a bug in the latest commit that needs to be fixed it's already reported. Meanwhile you can use a previous version.
edit. Thomas fixed the new commit.
yeah just saw on the repository, was about to report that here in case someone missed it. Golden palace doesn't work for some reason, but the newgens one is working again.