Kitbash3D.com with Daz3d experiences/guide?

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  • a lot of objs import with too much specular into DAZ

  • margravemargrave Posts: 1,822

    WendyLuvsCatz said:

    a lot of objs import with too much specular into DAZ

    The principle behind the PBR workflow is that you can take the texture maps between programs and use those to determine the properties of the material rather than fiddling with a bunch of individual sliders for each render engine.

    However, Daz3D's idea of PBR is to jam a bunch of specialized properties meant for human skin like dual lobe specular into their massive Uber shader, which then necessitates fiddling with a bunch of individual sliders to make it look good.

  • I often use Kitbash3D buildings in my renderings, attached M 8.1 with "Heavy Metal" as a sample, the conversion is a tedious process, luckily I have an older version of MaxonC4D that can open most Kitbash3D files, most successful for me was the export as .dae Format that DAZ Studio can read and the manual setup with Iray Uber shader, it takes it's time but it is worth it. The design of some sets is simply stunning and if you want to have something special for your images, a small building often already is enough cause the sets and buildings are huge in comparison to our "humans" Michael and Victoria. :) Especially the newer sets have PBR textures that can be used very economic with the Iray Uber Shader, but manual work and a bit of understanding for the Iray shader is required. Why DAZ hasn't connected yet with Kitbash3D in any way, who knows, maybe to incorporate actual OBJ/FBX import is not possible with the current DAZ Studio code  - or Kitbash3D don't want to add additional (and exotic) export formats to their sets. 

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  • xyer0xyer0 Posts: 6,036

    I use Poser 11's .fbx import, save as a pz3, and import into Studio. After import, I carefully scale the lot to Genesis proportions, place at ground level, Uber Iray convert, tweak any glaring surface issues, add emission to lights, group each individual building's components, and save. Then begins the tedious process of delete/move to world center/save/load to get each building as a separate asset.

    Daz sells content. If they were interested in helping us get 3rd party content for Studio, they would've fixed their fbx import long ago. 

  • GreymomGreymom Posts: 1,117

    Thanks, xyer0, that's a great tip!  I have Poser11, but never thought of using it for this purpose.

     

  • PixelSploitingPixelSploiting Posts: 898
    edited November 2021

    It's good to keep in mind that those models are huge. They are either life-sized or very close to the correct size. I had Genesis 8 imported into the Blender file with ship parts and the vessels were correctly scaled (buildings too).

    Can end larger than Daz scene grid.

     

    This space tug is one of the smallest ships in the kit and it scales with MV Stella built for Daz characters.

     

     A single building indeed is large enough for an entire scene. A couple of buildings might easily take over 1 GB of geometry memory. For starters. Depending on how much greeble is on them.

     

    Large geometries work just fine with Iray, but all materials also are 4k textures. So if you want to build a distant cityscape with those kits it might be worth it to run the textures through the Scene Optimizer to scale them down.

    Post edited by PixelSploiting on
  • xyer0xyer0 Posts: 6,036
    edited November 2021

    Greymom said:

    Thanks, xyer0, that's a great tip!  I have Poser11, but never thought of using it for this purpose.

    Glad to be of service, @Greymom! That's the only thing I use Poser 11 for nowadays.

    All the buildings in the background of this image are from KB3D:

     

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    Post edited by xyer0 on
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