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@surody For now I'm staying with 4.15 to avoid the new iray issues. Since you use 4.20 I've a question please. Is it correct that the uber shader changed name from "Iray Uber" to "Iray Uber (MDL)" ? This could very well confuse the plugin if Thomas is using the shader name to understand what to do. Is the "PBRSkin" shader name changed as well ?
Will install 4.20 as beta and update the required drivers but not soon since I'm in production.
The shader in the file browser is called "!Iray Uber Base" but I guess someone would've to look into the code to confirm if a change happened or not. Not sure how to do that. I looked into the .duf file of the iray uber shader though and in there it says "uber_iray"
Thank you. The name "Iray Uber (MDL)" is what I got in your screenshot but it's probably just the label for the interface that's changed. If the duf file in 4.20 gets "uber_iray" then it's fine because that's what the importer looks at.
@surody Ok I made a test scene using your material presets. I only changed the missing textures and everything seems to work fine here. It's in the attachments so you can compare and see if anything differs. May it be that the issue is in the textures, as a particular jpeg format not supported by blender ? Or something in the texture names that blender doesn't like ?
Below the rendering first iray then cycles. Test scene included overlay-shell-2.duf with textures.
edit. Nope, tried with the same texture names and works fine.
@Padone The opacity maps aren't downloadable as JPGs, it downloads them as WEBPs
@Padone I created my own textures and just replaced the product images with it. It works and seems to correctly generate nodes within Blender. I tried around if it's maybe the naming of the products textures but after naming them the same like your textures it still doesn't seem to work. I noticed that when copying the textures to another place and load them in they suddenly behave different in Daz Studio and I had cases where the eyes were just completely black with the same textures. This let's me get to the conclusion that it may be most likely a Daz bug. Why exactly the bug occurs with those textures is still something I don't understand. I checked if there's changes on the layer editor and/or image editor within Daz but I couldn't notice something.
A little sidenote: Is it intended that imports get loaded in with the cycles factor on the translucency node being 0?
@surody
As for webp it depends on the browser I guess, here with IE they download as jpeg.
As for being something with that specific textures it's my same conclusion. Not sure why. I too checked the image editor.
Yes the default cycles factor for translucency is zero, meaning that it uses volumetrics instead of sss, as iray does. The sss factors were introduced on user request to allow for manual tweaking a sss material instead of using volumetrics. This makes little sense to me since if one wants manual tweaking then there's the principled option that's much easier. But Thomas decided otherwise.
edit. May it be that you downloaded flowerpower with daz connect and it's somehow encripted or on a unlisted folder ? If so you could try with manual install instead and see if it works that way.
Speaking of importing Daz figures into Blender, I need some help with Xin's HD Morphs addon. I have it installed, but... well, I don't know really know to use it. I can't find useful information on how to get it working, on Diffeo's blogspot site. There doesn't seem to be a step-by-step tutorial there, or at least I can't find it.
Until recently I would just pose characters in Daz, import into Blender, set up textures, and render them, as is, without modifying the pose. However I realized that's not the ideal method, and I've learned that it's possible to do just about everything inside Blender. Worse, it's even less practical for me, as I'm primarily a Linux user, and keep Windows on a second SSD, dual-booting. I'd prefer not to reboot and go back and forth between the OS's if I don't have to, anyway.
So, is there a good tutorial out there on how to use it? Preferably not video, all I need is a step-by-step instruction manual or something like it.
Edit: I should clarify I'm trying to get an HD multires modifer onto my G8.1F, and then add shapekeys, then sculpt the multires to add details to the figure, to improve realism. I'm trying to work towards more photorealistic renders here, and basically revamping my entire workflow, as I need to do more to get the results I desire.
You don't need the HD addon for that. Just export as HD from daz and you'll get the multires version. The HD addon by Xin is mainly intended to export HD normal maps for eevee.
You find the docs in "test0.7z" as explained by Xin.
https://bitbucket.org/Diffeomorphic/import_daz/issues/814/blender-addon-to-generate-rigged-hd-meshes
Well, I know. But I tend to have trouble when importing from Daz as usual, with the Diffeo importer. There usually is some distortion in the mesh geometry. Although I do know about the geometry mode export fix as suggested here:
http://diffeomorphic.blogspot.com/2020/09/hd-meshes-and-geografts-revisited.html.
If I don't use that method, the multires modifer will not generate on import, even if I have that option selected in the global settings for the importer. Last night I tried to import my G8.1F figure doing it, and the script had problems with the Golden Palace geograft, as well, although the multires did generate on the body of the figure. I'm going to try again here, and see if I can get it to work properly though. Basically, the problems I had were the reason I wanted to try HD Morphs addon instead.
The issue with multires doesn't depend on the diffeomorphic addon. It's a limit with the multires modifier itself that can't unsubdivide certain geometries. While others are unsubdivided but not with the same base resolution topology. So yes there are limits with multires but usually works fine.
https://bitbucket.org/Diffeomorphic/import_daz/issues/733/bad-hd-mesh
https://bitbucket.org/Diffeomorphic/import_daz/issues/382/hd-morphs-break-the-mesh
I'm gonna keep testing when I find time and keep you updated. I want to at least verify the issue. If it's on Daz Studios end I can open a ticket and hope it's fixed in 2 years.
Right, and I remember hearing about this, too. I suppose hoping that the HD Morph addon would do better might not be so realistic. Regardless, is there a workaround? What about transfering a shapekey with the HD mesh's shape to the base resolution mesh, with multires? I just want to know how others handle these problems.
Dicktator and other geoshels doesnt work anymore. I dowloaded new version to use soft body simulation but I cant use geoshells like dicktator cause they all black. I dont know how to fix it... I think there is no texture on geoshelss or something else.. Im not that expert but I was using other versions very good. Only problem is geoshels are black on new version..
When you import HD expressions or any HD morph they're already transferred to the base mesh. This is what the new morph system in 1.6 was for. But this is limited to the base mesh since multires doesn't support HD shapekeys. Again this is a limit with multires itself, not with diffeo.
The alternative is to bake to displacement with the addon by Xin.
https://diffeomorphic.blogspot.com/p/hd-meshes-version-16.html
Works fine here. If it's HD you have to enter the geometry editor in daz studio before exporting. As explained in the docs.
https://diffeomorphic.blogspot.com/2020/09/hd-meshes-and-geografts-revisited.html
I never done this before but all my dicktator imports was working fine. I still cant make it work even if I try your method it still says lower res sub couldnt build.. I dont understand why everything looks good just geoshell is black what should I do?
@rugeyohe
That's the message you get when multires can't handle the geometry. There's nothing you can do. But it is impossible that the same scene worked before, unless it may depend on the version of blender if they changed something in blender 3.
You may provide a test scene as simple as possible in duf format for us to test. Please use G8M as figure and dicktator as geograft with nothing else unless necessary to trigger the issue.
I think its about 8.1 or something else because now I tried with genesis 8 and it works perfect. I was also using genesis 8 before so probly thats why it worked.
@rugeyohe I see when multires doesn't work the HD is black. I'm not sure if Thomas did this on purpose to better show the broken HD to the user, so I reported this. Let's wait for the reply may be it's a bug.
https://bitbucket.org/Diffeomorphic/import_daz/issues/733/bad-hd-mesh
thank you
I'm not sure it has been reported but if you have OCIO installed via an environment variable, import will fail.
It seems the plugin can't find the "non-color" and "linear" color spaces in your blender installation. Are you sure you installed OCIO correctly ?
https://blender.stackexchange.com/questions/234413/how-to-disable-aces
Yes I think so, the environment variable is used by various software for backend color management without issue so far (Maya, Photoshop OCIO plugin, Affinity iirc).
Looking at the link you posted, I'll try this repo others methods this week end (https://github.com/Ginurx/Blender-ACES-Config), can't do much right now. Thank you.
I don't think HD Morphs is going to be a solution here, as I have two geografts on my figure. Apparently it only will allow for one.
However, it is possible to get the whole figure mesh, with the geografts merged at subdiv3 (which is what I saved it at), into Blender, if I don't save in Daz with the Geometry Mode fix. When it imports, the HD mesh is merged - would I be able to bake displacements from that, without a Multires modifier? Otherwise I'm stuck again because I don't know how I'm supposed to get the subdiv 3 detail onto the base figure.
I have never seen this ACES stuff and have no idea what it means. The plugin only uses sRGB and Non-Color which are found in the standard Blender builds. However, the latest dev version allows for alternative color spaces, and if none of the alternatives work the colorspace setting is ignored. This should prevent the crash, but there will still be artefacts if we don't distinguish between srgb and linear colors. If you tell me what they are called in ACES lingo I can add them as alternatives.
you can bake from multires to base mesh
https://diffeomorphic.blogspot.com/p/hd-meshes-version-16.html
I know that, but I don't even have a workable multires to bake from, in the first place. Every time I try importing with the two geografts (GP & HD Nipples 2.0) I get distortions in the mesh, from the Multires, as I already said. So can I do the same with a full (non-Multires) G8.1F mesh at subdiv3?
Edit: Later I will I try converting the whole, merged mesh to Multires with the 'Make Multires' tool in the Importer and see if that work - right now I don't have time to mess with it.
The GP shell works fine with G8 but is to be fixed for G81 since it doesn't hide the correct materials, that's a bug with GP not with diffeo, other than that works fine here. I don't know HD nipples but the other 3FW products are notorious to be difficult to get in blender because they're too complex, so a number of steps are necessary to make them work. You may try with Meipe's instead.
By default for Daz, non-data textures should use rec709 textures output, and linear rec709 linear, but preventing the crash is all I needed. Then it's not much of a problem imho. Thank you.