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I found another bug in the current dev versions of the daz importer. A lot of hair still keeps all the seperated mesh parts when choosing "separate loose parts" even when "keep mesh hair" isn't selected. Another issue is that some hair (I tested it with body hair) gets only converted to particle hair on one half of the body. I tried the same assets with the 1.6.1 release version and there it works fine.
I've had no real difficulty getting the HD Nipples into Blender, actually. It's only the Golden Palace that's giving me problems. I'm going to try to get a full merged HD mesh into Blender. I've done it before, where it generates the whole mesh, all geografts merged, without the Multires - and without that distored mesh. Getting it to do this seems unreliable, though. I suspect it may have something to do with how the file is saved, but I'm not really sure.
@surody Seems to work fine here, can you make a list of the hairs that don't work ? May be I have some so I can test it.
@highStrangeness We can't post GP images here but I don't get any issue. If it's G81 then you have to fix the shell as explained above.
Right... I know we can't post GP images, given the nudity, of course. In any case I found a way around my problem. The HD Golden Palace generated with the other HD meshes is no different than the base GP mesh. There really isn't any additional HD detail there. So what I did is just delete the distorted HD GP, and replace it with a copy of the base at Multires 3, then merged the geografts with the HD mesh. I can then use that to bake displacement maps.
@highStrangeness Yes that's a issue with the multires modifier that sometime can't unsubdivide certain geometries. But most geografts are base resolution so they don't need to be exported as HD.
https://bitbucket.org/Diffeomorphic/import_daz/issues/382/hd-morphs-break-the-mesh
I hope we'll see a fix to that in the future, maybe past 3.2. If it can be fixed.
And yeah, I didn't need to do much with the copied geograft. Even a geograft with subsurf modifier will merge with a Multires mesh, as long as it's the same subdiv level, as far I know. At least, I didn't have any trouble merging the GP with a subsurf at level 3, with the HD Nipples and main body mesh, both of which have the Multires modifier.
I couldn't reproduce the issue with the same hair I used, I'm not sure what exactly the trigger of the issue was. When it happens again I'll make sure to document it.
There's another issue I have though. In the documentation it says increase tesselation and activate preview for strand based hair. I did this but the hair doesn't really get imported that well. It basically looks like in Daz but without tesselation and preview activated. I tested it with the standard G8.1 male body hair.
@surody The vellus for G81 is not SBH it's dforce. You can tell because there's not a SBH node in the scene editor. So you don't need to tessellate, just export and convert as "line" with the "make hair" tool. If you want the same hair as daz then use zero children for the emitter.
I'm confused, when I turn the lines into particle hair it looks exactly the same and not like the Daz preview?
When I interpolate the hair it looks similar but I get a weird bug. I turned the arm hair into particle hair and as soon as I interpolate it I get hair on the entire body.
@surody I said no children. That is what you get with children particles it's not a bug it's how children particles work in blender. Below what I get with the G81M body hair it's exactly the same in daz and in blender.
steps:
Yea I get the same result but that's not what I want. It only looks like in Daz without preview turned on. I attached the image how it should look like. But I guess that's not possible?
@surody What do you mean by "preview" ? I only get a "line tesselation" here for the viewport and it doesn't look as your picture. It looks as mine above. Are we using the same asset ? I use the G81M body hair SKU 80355.
Unless it's a new 4.20 feature because I use 4.15 to avoid the new iray issues.
The line display isn't how the product is supposed to look like. I can't use it like that, it looks artificial and not natural and the hair distribution is unrealistic. If there's no work around I have to make my own body hair I guess.
@surody Ok now I get what you mean. It seems diffeomorphic ignores the tessellated hair in the dbz if there's a dforce hair available. I'll report this to Thomas and we'll see if he can do something. Thank you for reporting this and for your patience it took a while for me to understand.
No problem and thanks for making it looked at. :)
While working with the hair tools of the daz importer a bit more again I was thinking about a little convenience feature for the conversion workflow. Would it be possible to to add a rename option for the particle hair creation? It doesn't make much sense to offer it without hair resize which puts together all the parts, that's why my suggestion would be to unlock this option when you activate hair resize. I got this idea because sometimes selecting particle hair is really slow and delayed, even if it's not active in the viewport.
@surody We'll see what Thomas can do. As for the rename option seems "silly" to me since you can just rename it in the blender interface. If selecting the particles is slow you probably have some other problems too. It is likely that you just need to activate the simplify option.
https://bitbucket.org/Diffeomorphic/import_daz/issues/928/dforce-hair-doesnt-work-fine
Now I managed to import the mesh hair correctly. You need to update the HD export script with the last commit. Here is what I did.
I haven't tried to convert the hair to particles yet.
Edit: Hair conversion seems to work too, with the strand type set to Tube.
It doesn't work for me. I downloaded the newest daz importer files. In Daz I replaced the scripts and in Blender I made sure I checked add armature to HD meshes. When I import it with that I get the same as before and the HD version of the body hair is "invisible"? I can't see any mesh.
Edit: Never mind, it works. I'm not sure what the issue was, it suddenly works. Maybe I had to restart one of those programs. Thank you Thomas!
@surody You need to use tessellation = 2, with tesselation = 1 nothing is exported.
There're products which utilize geoshells on the character but use their own UVs. The Daz Importer loads them in without their UVs but there's a option to load UVs in manually. I tried that but these kind of geoshells still don't seem to work. The entire body map is just black or white in that case. Are there any ways to make this work? One such product would be Easy Boyshorts for Genesis 8 and Genesis 8.1
I don't think I can link it directly here since there is some NSFW images (censored in the preview though) but if you search for it on Google it's basically the first one.
P.S.: The product uses normal uber iray shader (no adjustments besides the UVs) on a 8.1 character with PBR.
@Padone something really ruins my render times but I can't figure out what.. I'm rendering at evee and with some models it takes 50 second (thats perfect for me) but with some models and some times it takes 5-6 minute or even 10 minute to render daz models. I don't understand what I'm doing wrong. I limited my textures to 2k on wievport settings for evee. Is it normal to take render 5-6 min? If yes why sometimes with some models or same models it tooks 50 second cant understand..Do you know any chance what should I do?
edit: After I disabled my apertment that I imported with daz diffo characters renders like 30 second. So I figured out it is because of apertment not daz characters..But still dont know why it happens. What might causing this..
edit2: After I delete baked light in evee my render time reduced to 20-40 second and it is amazing.. So problem is baked light? Is there something I should be carefull with daz characters and baking light in evee...Because seems like it is the problem.
edit3: This is probly last edit sorry for keep editing.. I deleted my baked light and re baked but performance is amazing I can render in 30 second. I can't understand what is changed.. I did close and opend blender but I dont think it would effect. Something going on and I cant find what is it spesificly. It is amazing now but if I encounter this problem again I dont know how to fix it. Also I dont know how did I fixed it.
@rugeyohe
I'm not an expert as for eevee I'm learning things myself. But I know that baked lights is for environments only. That is, it bakes the global illumination and doesn't make sense to bake it for anything that is animated in the scene. It is meant for static objects that don't change during the animation. You can move the camera of course.
Apart that, what affects the rendering time is textures and geometry. A HD figure will take more time to render. A HD texture will take more vram. Also subdivision takes time, I mean a lot, unless you try the new gpu subdivision in blender 3.1. But to keep subdivision at 1 is always a major speedup if you can. You can use the simplify tab to control all of these parameters overall in the scene. That's what the simplify tab is for.
Then eevee textures are resized with the viewport settings.
https://bitbucket.org/Diffeomorphic/import_daz/issues/377/how-to-resize-textures-with-eevee
@surody We had a report for easy jeans that should be the same thing and turned out to be an issue with a missing path for textures.
https://bitbucket.org/Diffeomorphic/import_daz/issues/903/issue-with-hamleons-easy-jean-panties
It doesn't appear to be the same issue. The original issue report seems to be Genesis 8 with uber iray shader with a uber iray shader geoshell. I tested it with a normal Genesis 8 character (NOT 8.1!) and the Genesis 8 version of those products and it works fine.
In the end I pinpointed the issue. It seems that the daz importer has a difficult time dealing with uber iray geoshells on PBR textures. This means it's definitely on the daz importers end.
Edit: I tried other products with 8.1, for example wet skin. I got the same issue there. The UVs aren't getting loaded. But again, it works with G8, not with G8.1
I did some further testing. It doesn't seem to be iray uber shader on PBR. Some products use a Genesis 8 UV on Genesis 8.1. The Genesis 8 UV doesn't get loaded but when I replace it with the loaded 8.1 UV it still works. This obviously doesn't work for products which have a completely unique UV. The issue seems to be more rooted in loading in UVs. But like I mentioned, when I load in the "Easy Pants" UV manually it still doesn't work because the nodes didn't get set up correctly like they did with a normal Genesis 8 character. There seems to be some conflict which causes issues.
So you can confirm that "Easy Jeans" SKU 147806 doesn't work with G81 ? Because I can test it but not today.
Yes, Easy Jeans doesn't work besides the G8 version on G8.
Ok I will check it and let you know what I find thank you for reporting this.