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Golden palace and the other geografts from Meipe work fine here with the new commit.
Upon further testing, it seems to be just a problem that happens with a G8.1F based person and golden palace. In veiwport looks normal, but when rendering, it has a pure white torso. On a G8F based person, it works as expected in viewport and render. For newgens, both G8F and G8.1F is working as expected in viewport and render.
That is a known issue with some geografts by Meipe because the "shell fix" tool doesn't always work fine with 8.1 figures. This is a bug in the script by Meipe. You have to fix the shell as explained below.
https://bitbucket.org/Diffeomorphic/import_daz/issues/790
Thanks, completely missed that thread.
So, total noob here in regards to Diffeomorphic. First of all, I am in awe of Thomas Larsson and all those involved with the construction and development of Diffeomorphic, so a huge thank you (is there a donation page?). This almost seems like a lifetime committment for them. At first I was a bit terrified of it. It looked like it was completely beyond my skill set, but I wasn't happy with Daz animation, nor the way Daz characters ported into iClone 7, and so I and wanted a piece of software that could render my Daz characters as close to what I was achieving in Daz, with the ability to animate, so I persevered. I've been taking Blender courses like crazy these days because it looks like the way forward, and I really wanrt to get my head around it....they weren't kidding when they said it is a steep learning curve. Before trying Diffeomorphic I had seen many tutorials on how to optimize the skin of genesis 8 figures. It began to worry me because my knowledge in Blender with shaders is still very minimal...however, when I followed all the instructions to bring a character into Blender from Daz I got the attached result in Cycles (Eveee was completely different with horrible blotchy red skin)....but this is, by far, so much more than I expected! So my question is, should I still seek out a tutorial to optimize the skin, rig etc. It seems from the YouTube videos I have seen (probably outdated) there still seems to be a lot of work to be done to the model after the Diffeomorphic transfer. Is this still the case with the new version, and if so would anyone be able to point me to some good tutorials to achieve this?
Don't know what videos you're referring to but I'd suggest to stick with the diffeomorphic official documentation that's up to date and clear enough. Videos may or may not be up to date and/or precise. You can use them as introduction.
That said, there are two options for materials: bsdf and principled. As for bsdf the materials are converted from iray, so they use the same iray behavior that may not be optimal in blender. For example skins in iray use volumes because there's no sss shader. The principled option is more optimized to blender but can't always convert iray correctly so you may need to fix some materials.
So, yes of course it is possible to change by hand both the materials and the rig if you want to export to game engines or to better optimize them for blender. While if you just want to enjoy a good conversion from daz to blender then diffeomorphic does the job.
Thanks Padone, much appreciated. I'm very happy with the results, I just wanted to check that there wasn't anything else I should be doing.
Did the way the Daz importer handles geo shells get reworked? In the newer dev. versions it seems that geoshells are either applied empty and it's just completely black because there's no nodes or in case of geoshells which are layered it seems that they are not getting merged and basically only one layer gets applied. I don't have these issues in the 1.6.1 release version. One example where the geoshell just appears as completely black would be this product:
https://www.daz3d.com/breast-utilities-2-for-genesis-8-and-81-females
and on this product the layering doesn't work:
https://www.daz3d.com/flower-power-eye-builder-merchant-resource-for-genesis-81-females
I've to note that I still have to do manual adjustments in Blender to the breast geoshell but in the newest dev. version of the daz importer it's missing all nodes.
@surody Nothing is changed as for shells and they seem to work fine here. Please provide a test scene as simple as possible in duf format showing the issue.
I'll do further testing and provide something more detailed.
I'm having an issue trying to import things into Blender (using the most recent 3.1 version). I keep getting this error message when I try to import a file into the program. I've read the documentation, but it only makes my head hurt more. How do I fix it so that this error doesn't pop up. (for the record I'm also using the most recent version of the addon too)
I attached 2 images showing the difference between release version and dev. version of the daz importer. The one with the black chest is the dev. version and the nodes on the other image was created with a 1.6.1 release version or at least a earlier version, I'm not sure.
It never was perfect with the Breast Utility 2 product but it worked with a few manual adjustments. I don't know how to provide a .duf file when I use products like this.
@melgone22 You need to export the dbz from daz studio as explained in the docs.
@surody From the product page I see breast utilities 2 uses its own custom shader. Custom shaders are not supported by diffeomorphic. But sometime you can convert a custom shader to uber in daz studio and it works fine anyway, this you can export.
https://www.daz3d.com/breast-utilities-2-for-genesis-8-and-81-females
Even though it isn't really supported, it semi worked a few iterations ago but now it doesn't work at all anymore. Here's another issue with this product:
https://www.daz3d.com/flower-power-eye-builder-merchant-resource-for-genesis-81-females
I attached 2 pictures, one Daz and one Blender. It doesn't correctly apply the Geoshells anymore. It uses 3 Geoshells layered over each other in Daz. It worked perfectly a few daz importer iterations ago but now something seems broken.
Is it cycles or eevee ? Because eevee is limited with refraction and you have to adjust complex eyes yourself. Also with multiple eye shells you may have to increase the default trasmission bounces for cycles to work. Try with the "full global illumination preset" and see if it works.
As for a few versions ago to work "better" with non-supported shaders, it could be that some features we fixed or improved caused this. You can't have it all.
edit. Then there's the new emission in daz studio 4.20 that's multiplied with opacity, so new assets behave differently from old assets. This is an iray inconsistency the plugin can't deal with the same as daz can't. If some eye textures use emission, as it seems in your example, they may be affected and you may have to fix them yourself. For now the plugin stays with the old iray so old assets work fine, while daz studio 4.20 gets the new iray so new assets work fine.
I find the Diffeomorphic blog very confusing. I installed the add on in Blender, but I can't figure out how to export to it from Daz. There seems to be a daz plug in, but where is the download for it?
https://diffeomorphic.blogspot.com/p/setting-things-up-version-16.html
Okay, I found the scripts folder and put it in the Daz scripts folder. Nothing shows up in the content tab/Daz studio formats/My Daz 3d Library/scripts folder. I merged the folder with the scripts folder. I extracted the files and places them in the daz scripts folder. Either way, nothing happens. The plug in is not visible in the scripts launcher in the top bar, either.
Interestingly, I can't find the Daz to Blender Bridge script in the content/.../ scripts folder either, but it is in the launch tab.
I have a completely factory file system for DS. Any idea where the folder I'm supposed to use actually is?
In daz: Edit->Preferences->Content Tab->Content Directory Manger (at the bottom) ->Daz Studio Formats and take a look which folder you have there as directory. You should put the scripts in there or change the directory.
I tried this and found three folders. Tried putting the Diffeo Scripts folder in the first one: ...Documents\DAZ 3D\Studio\My Library, but nothing shows up in Daz. Tried the other two, no joy.
I can't figure out how to set a path, I'm just loading the file into places mentioned (can't open from Daz) in the preferences screen. Is there a reason that the Diffeo plugin doesn't just auto-load into whatever directory is Daz' default? Then power users could change it, but it would be helpful if it loaded into someplace Daz can find it.
Daz's own Bridge obviously does this, unfortunately the product doesn't seem to like blender 3.x.
Maybe if someone who has the default Daz installation can tell me the location into which they put the Diffeo folder, I could find it on my computer.
You need to put the files into the script folder of course. I have most of my content on the "I" partition, for me it's: I:\Daz Content\Scripts
It's a pre 4.20 product and the shells I used don't have emission. I tried "full global illumination" but since there's no emission there was no point I guess. I created a character with the 1.6.1 release version and did a node comparison with the current dev version. I can't really imagine that this is intended because one of the 2 shells barely gets any nodes generated. Both geoshells have similar shaders in Daz, the only difference is basically opacity maps and textures. (no emission)
@honzo It shouldn't really matter where you place the daz scripts you can run them from anywhere I guess. Also you don't need to make the menus you can run the scripts directly from the daz folder that's easier. Mine below.
C:\Users\Alessandro\Documents\DAZ 3D\Studio\My Library\Scripts
@surody It seems the diffuse channel is missing. Unfortunately I don't have the flower power eyes so I can't test it. Will do some tests and see if I can setup a scene for Thomas reproducing the issue. Please also try yourself with some standard content may be you're more lucky.
edit. I made a simple test scene with a shell with overlay as in your example but the diffuse channel is correctly applied here. I don't know what it may be that triggers the issue in the flower power eyes. I discovered another issue though.
https://bitbucket.org/Diffeomorphic/import_daz/issues/920/shells-are-missing-the-uv-tiles
edit. Can you post a picture of the daz material for the iris shell ? Particularly the diffuse section.
I found the issue I think. Daz importer seems to fully ignore the base color change and maps in Daz Studio. At least in this case. Either it's Geoshell specific or diffuse maps overwrite base color maps.
@surody I see there's a "exclude from white mode" there that's not the standard daz uber. What shader is that ? Again if it is a custom shader then it's not supported. You can try to convert it to uber first then export to blender.
Then your shell 01 example is the same as mine that I posted above, apart that mine is the standard uber and it works fine.
White Mode, and the option to exclude certain surfaces from it, is a new feature in 4.20.x.x (and possibly 4.16.x.x). It's a way to do clay renders without having to strip the textures.
Thank you Richard. Then if the rest of the uber shader is the same this shouldn't be an issue. Still I don't see anything odd in the daz materials .. would really need a duf file with some standard content showing the issue to investigate it.
@surody Can you upload the material preset ? Even if I don't have the product I can replace the missing textures and see what I get.
I added 2 material presets, shell 1 and 2. Shell 1 has 0.010 offset and Shell 2 has 0.011 offset. Both material presets only touch the iris and pupils
Got it thank you.