...not sure if the "weighted" or tri-ax features of genesis will make the trip...
In my limited experience transferring morph targets from one generation to another,
in DAZ Studio, I have found that General Weight gives much smoother results, so,
when I develop a character in DS, I promptly convert to “weighted”.
Thanks so much mCasual for the amazing TeleBlender. I'm amazed that you included export for lights and individual objects, rather than what I was using which was one big OBJ. And equally amazed that you even generate Cycles nodes for the surfaces. Wow.
I realize that the Iray shader nodes are different from the Cycles shader nodes, so it seems reasonable that the resulting shaders in Cycles, including emissives, don't match the Studio versions.
I'm curious...are there any basic rules regarding what is not transferred in the process? I'm trying to figure what I need to do to make my Cycles renders look similar to my Iray renders.
And I think I installed the .py scripts correctly into the correct Blender location, but is there any way to be sure they're being accessed correctly?
teleblender initially only supported the DSDefault shader which is the shader you get when you create a primitive for example
when teleblender encounters a shader like the uber skin shader or an iray shader, it attempts to find the same material parameters as the DSDefault shader
but since there's no law on the way the material properties are named/labeled it doesnt always work
which is why i often say, when the target renderer is Cycles, it's a good idea convert all materials in the scene to the DsDefault shader
so you increase chances all the parameters will make the trip to Cycles
in the case of the DsDefault shader the Ambient channels are converted into emissive in Blender/Cycles
in the future i may add the (simple to do ) feature where the iRay emissive channel is detected and transmitted to Blender Cycles
i always told people to install the mcjBlendbot zip in C:\Program Files\Blender Foundation\Blender\2.79\scripts\modules
which is probably not a relevant location, but it worked for the last what 5 years
but ( a test i did just now ) if you install the mcjBlendBot package in C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons
it still works and when you go in Blender's Files/User Preferences / AddOns you will see mcjBlendBot's components are registered as addons
Thanks so much mCasual for the amazing TeleBlender. I'm amazed that you included export for lights and individual objects, rather than what I was using which was one big OBJ. And equally amazed that you even generate Cycles nodes for the surfaces. Wow.
I realize that the Iray shader nodes are different from the Cycles shader nodes, so it seems reasonable that the resulting shaders in Cycles, including emissives, don't match the Studio versions.
I'm curious...are there any basic rules regarding what is not transferred in the process? I'm trying to figure what I need to do to make my Cycles renders look similar to my Iray renders.
And I think I installed the .py scripts correctly into the correct Blender location, but is there any way to be sure they're being accessed correctly?
Great, thanks. Yeah I re-installed the Blendbot .py scripts in the addons folder and they do show up in Preferences/Addons in Blender. However they aren't checked, so I checked the all to enable. I hope that was right. I did get a couple error messages when checking a couple of them.
I'll see if that makes much difference, but thanks much for the info on using DSDefault shaders. I'll have to give that a try.
I'm looking forward to the day, many years in the future, when all 3D apps in the universe use the same shading system so all of this import-export stuff goes away.
OK i found out that the problem arises when you use the iRay materials
because the eyereflection and cornea materials use the iRay Water shaders, those shaders dont use cutout or opacity channels, they count on the iRay renderer to create the water effect by its own means ....
so i changed the eyereflection and cornea shaders to Daz Default shader (DS Default) and set their opacity strength to 0%
in the case of the eyelashes, they use the Uber iRay shader and the opacity map is on a channel named cutout
in this case the problem is that the built-in DS4.9 obj/mtl exporter which teleblender uses, does not write the opacity map nor the opacity strength to the .mtl file
so here too i changed the eyelashes shader to DsDefault and applied the opacity map to the opacity channel
Note that the iRay materials and/or the hair texture maps are so big i had to use the Cycles CPU renderer
since i use the "collect maps" option, i could go in the Maps folder an resize them , then restart the Blender import using the .bat file produced by teleblender
G2F with the iRay materials but fixed eyelashes, cornea and eyeReflection materials
…OK i found out that the problem arises when you use the iRay materials …
so i changed the eyereflection and cornea shaders to Daz Default shader (DS Default)
and set their opacity strength to 0%
Wait! Did you make those changes in DS or in Blender?
…G2F with the iRay materials but fixed eyelashes, cornea and eyeReflection materials rendered in Blender using mcjTeleBlender.
Great! Again, thank you, and congratulations!
The most important ingredient for success in these matters, aside from motivation, is TIME.
For the first time since I was less than seven years old, I am now in charge of my own time
(or, maybe, something like 80% of it), and that is allowing me to stuff a lot more details into my head
than I could, otherwise. Details of the kind that you point out.
and once you're done you can make everything hidden unhide
Thanks. I just tweaked the DAZ script that exports selected objects, and made some modifications so it imports directly into Blender using its default import settings. Seems to work okay. But knowing me I won't be able keep myself from spending the day trying to figure out how to correctly apply the materials using the Blender Principled shader.
mCasual, I've been working on finding a way to convert the DAZ Studio Iray shaders (from content purchased in the store), to work with the Blender Principled BSDF shading system. Do you (or anyone else) have any thoughts on how do-able this would be? It seems that both use the Metalness/roughness workflow, but I don't see a direct relationship between the Iray shader channels being used in Studio with the Blender Principled channels.
i will eventually add this to mcjteleblender because the realtime blender renderer ( the name of which i forget ) is supposed to require something similar to the principled shader
my implementation will mostly be centered around making daz default shader properties be transmitted to the blender principled material trees
i'll possibly add subsurface scattering from select iray/3Delight shaders
i'll do this by modifying the code in my mcjMakeCycleNodes.py module
i delete the trees created ( its a recent thing ) by blender's .obj/.mtl importer
then i build blender cycles material trees according to the loaded .mtl and other parameters transmitted through the scene.py
which is a file created at export-time by mcjTeleBlender.dsa
so, it's a game of creating shader nodes and plugging the textures and nodes together, adding UV coordinate mapping etc
note that the .mtl file created by daz studio's exporter lacks things like UV Tiles and other parameters, which is why i transmit those through a scene.py python script file
when the material is iRay it's even worse, Daz's .obj/mtl exporter creates almost blank material descriptions in the .mtl file
------
since the most recent version of blender now creates semi-usable cycles material trees using a simple .obj import
someone (maybe me ) will or did write a script to convert those very very specific trees into principled BSDF based trees
( i say "very very specific" because i dont think a converter would be able to analyse the trees created by teleblender )
i suspect that whoever is in charge of maintaining Blender's .obj importer will (or did) eventually add it as an option to the .obj/.mtl importer
so it would not be a converter it would build principled BSDF based trees from scratch just after loading the .obj/.mtl data
random iRay render that doesnt even relate to this topic
mCasual, I've been working on finding a way to convert the DAZ Studio Iray shaders (from content purchased in the store), to work with the Blender Principled BSDF shading system. Do you (or anyone else) have any thoughts on how do-able this would be? It seems that both use the Metalness/roughness workflow, but I don't see a direct relationship between the Iray shader channels being used in Studio with the Blender Principled channels.
Great, thanks. Yeah I re-installed the Blendbot .py scripts in the addons folder and they do show up in Preferences/Addons in Blender. However they aren't checked, so I checked the all to enable. I hope that was right. I did get a couple error messages when checking a couple of them.
I'll see if that makes much difference, but thanks much for the info on using DSDefault shaders. I'll have to give that a try.
I'm looking forward to the day, many years in the future, when all 3D apps in the universe use the same shading system so all of this import-export stuff goes away.
Thanks again.
Yeah, when hell freezes over. You are talking about money not influencing peoples decisions and that is not going to happen. Oh, thanks for the great script MCJ it is great. Blender is such a great idea and Cycles is a great render engine.
carrara can save scenes as obj/mtl files - Using the same blender python scripts in the mcjBlendBot package, plus one named mcjBlendBotForCarrara you can (still since 201x) have blender cycles material trees built for you.
With the most recent version of blender, if you "manually" import obj/mtl file AND your current renderer is Blender Cycles, then the blender-material trees will be created, but they may not be as good as the ones that mcjBlendBotForCarrara creates.
So in 2017 you have to make sure the current render mode is "Blender Render", then import the obj/mtl scene file, then set the render mode to Blender Cycles, Then use (run) mcjBlendBotForCarrara.
I will also improve the manual page to explain tricks concerning transparencies and textures
i just have to clarify on the blendbotforcarrara page that the place to download it is in the mcjBlendBot.zip which is on mcjTeleBlender's page
then talk about the fact that the carrara-exported obj file must be imported while Blender is in Blender Render mode ( else Blender 2.79 creates it's own cycles mats )
then talk about the way to prepare materials in carrara to avoid the white eyes no eyelashes issue :) ( using the transparency channel instead of alpha )
awh dang it, it doesnt work but i was able to get it earlier ... so, lets not panic
I just wanted to add my personal THANK YOU
to Mcasual!!
As an animator your scripts have made animation in Daz studio
nearly as powerful as my other pro packages
Your decimate script makes imported mocap clean up a breeze
the way it culls down the frame count to something managable for GraphMate
and the "freeze things " script is awesome for removing unwanted animation
from props that have been moved during to timeline
But I think your greatest hidden gem may be your
Cycler script for auto repeating of movement & morph changes
I strongly reccommend animators download & try the cycler script
it is how I got this space ship bridge crewman,in the linked video below, to quake with fear without
any manual keyframing.
I use the Genesis 8 but as mentioned above I have some problems with the eyes on the exported figure. I was able to fix the eyelash thanx to mcasual's post(Applying Bas Mat Eyelash from the materials) but I can't find anything for the eyes. I not really familiar with manipulating shaders in Daz, so can you tell me where can I change exactly to basic shaders? I'm using the basic Gen8 for starters.
Mcj, does your script export SubD level 4 info (geometry from HD morphs especially) in the obj sent to Blender? I need fine details in my exports. Thank you for this amazing tool!
Mcj, does your script export SubD level 4 info (geometry from HD morphs especially) in the obj sent to Blender? I need fine details in my exports. Thank you for this amazing tool!
Hi everyone. First of all, thanks for so wonderful product, mCasual.
Is there any way to make TeleBlender (3.20) sort all materials of the imported object in some predictable order in the blender. In alphabetical order, for example. For now, materials have random position after every export-import operation of the same object. That would be useful to simplify the transfer of all materials in just two clicks (via "Ctrl+L" in blender).
UPD: Well, found an answer by myself, that button was right there all the time... Sorry for the dumb question.
but i am getting white eye other then everything is textured.anyone know how to fix
I got the same problem until soneone on Deviantart suggest not using iRay material. So I made a test with non iRay material and now I got quite normal eyes. I need to fix iris because they are too dark and there is no transparency.
This is really a great script !!!!!!!!!!! Thanks to the creator !
Comments
In my limited experience transferring morph targets from one generation to another,
in DAZ Studio, I have found that General Weight gives much smoother results, so,
when I develop a character in DS, I promptly convert to “weighted”.
P.S. THANK you for your updates!
Thanks so much mCasual for the amazing TeleBlender. I'm amazed that you included export for lights and individual objects, rather than what I was using which was one big OBJ. And equally amazed that you even generate Cycles nodes for the surfaces. Wow.
I realize that the Iray shader nodes are different from the Cycles shader nodes, so it seems reasonable that the resulting shaders in Cycles, including emissives, don't match the Studio versions.
I'm curious...are there any basic rules regarding what is not transferred in the process? I'm trying to figure what I need to do to make my Cycles renders look similar to my Iray renders.
And I think I installed the .py scripts correctly into the correct Blender location, but is there any way to be sure they're being accessed correctly?
Thanks again !!!
teleblender initially only supported the DSDefault shader which is the shader you get when you create a primitive for example
when teleblender encounters a shader like the uber skin shader or an iray shader, it attempts to find the same material parameters as the DSDefault shader
but since there's no law on the way the material properties are named/labeled it doesnt always work
which is why i often say, when the target renderer is Cycles, it's a good idea convert all materials in the scene to the DsDefault shader
so you increase chances all the parameters will make the trip to Cycles
in the case of the DsDefault shader the Ambient channels are converted into emissive in Blender/Cycles
in the future i may add the (simple to do ) feature where the iRay emissive channel is detected and transmitted to Blender Cycles
i always told people to install the mcjBlendbot zip in C:\Program Files\Blender Foundation\Blender\2.79\scripts\modules
which is probably not a relevant location, but it worked for the last what 5 years
but ( a test i did just now ) if you install the mcjBlendBot package in C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons
it still works and when you go in Blender's Files/User Preferences / AddOns you will see mcjBlendBot's components are registered as addons
--------
Great, thanks. Yeah I re-installed the Blendbot .py scripts in the addons folder and they do show up in Preferences/Addons in Blender. However they aren't checked, so I checked the all to enable. I hope that was right. I did get a couple error messages when checking a couple of them.
I'll see if that makes much difference, but thanks much for the info on using DSDefault shaders. I'll have to give that a try.
I'm looking forward to the day, many years in the future, when all 3D apps in the universe use the same shading system so all of this import-export stuff goes away.
Thanks again.
Again, THANK you, Jacques!
But, do you know of any reason why G2f eye and eyelash material should fail to transfer properly?
the G2F base character seems to render ok,
V6 Belle Mats
Brianna mats 3
OK i found out that the problem arises when you use the iRay materials
because the eyereflection and cornea materials use the iRay Water shaders, those shaders dont use cutout or opacity channels, they count on the iRay renderer to create the water effect by its own means ....
so i changed the eyereflection and cornea shaders to Daz Default shader (DS Default) and set their opacity strength to 0%
in the case of the eyelashes, they use the Uber iRay shader and the opacity map is on a channel named cutout
in this case the problem is that the built-in DS4.9 obj/mtl exporter which teleblender uses, does not write the opacity map nor the opacity strength to the .mtl file
so here too i changed the eyelashes shader to DsDefault and applied the opacity map to the opacity channel
Note that the iRay materials and/or the hair texture maps are so big i had to use the Cycles CPU renderer
since i use the "collect maps" option, i could go in the Maps folder an resize them , then restart the Blender import using the .bat file produced by teleblender
G2F with the iRay materials but fixed eyelashes, cornea and eyeReflection materials
rendered in blender using mcjTeleBlender
Wait! Did you make those changes in DS or in Blender?
Okay.
That’s okay; I use CPU render all the time. I do have 8 CPUs, and Cycles has become amazingly fast, especially with the improved de-speckle option!
Great! Again, thank you, and congratulations!
The most important ingredient for success in these matters, aside from motivation, is TIME.
For the first time since I was less than seven years old, I am now in charge of my own time
(or, maybe, something like 80% of it), and that is allowing me to stuff a lot more details into my head
than I could, otherwise. Details of the kind that you point out.
Does anyone know if there is an option to export only the selected object(s), rather than the entire scene? I can't find anything.
Thanks
i dont think it exists BUT i have a script that can hide all objects in a scene except the selected one(s) and
once hidden they dont get exported
https://sites.google.com/site/mcasualsdazscripts4/mcjhideallbut
and once you're done you can make everything hidden unhide
unrelated image for no good reason
Gabrielle cosplaying famous people that dont exist, Princess Nibiru
Thanks. I just tweaked the DAZ script that exports selected objects, and made some modifications so it imports directly into Blender using its default import settings. Seems to work okay. But knowing me I won't be able keep myself from spending the day trying to figure out how to correctly apply the materials using the Blender Principled shader.
mCasual, I've been working on finding a way to convert the DAZ Studio Iray shaders (from content purchased in the store), to work with the Blender Principled BSDF shading system. Do you (or anyone else) have any thoughts on how do-able this would be? It seems that both use the Metalness/roughness workflow, but I don't see a direct relationship between the Iray shader channels being used in Studio with the Blender Principled channels.
Thanks.
i will eventually add this to mcjteleblender because the realtime blender renderer ( the name of which i forget ) is supposed to require something similar to the principled shader
my implementation will mostly be centered around making daz default shader properties be transmitted to the blender principled material trees
i'll possibly add subsurface scattering from select iray/3Delight shaders
i'll do this by modifying the code in my mcjMakeCycleNodes.py module
i delete the trees created ( its a recent thing ) by blender's .obj/.mtl importer
then i build blender cycles material trees according to the loaded .mtl and other parameters transmitted through the scene.py
which is a file created at export-time by mcjTeleBlender.dsa
so, it's a game of creating shader nodes and plugging the textures and nodes together, adding UV coordinate mapping etc
note that the .mtl file created by daz studio's exporter lacks things like UV Tiles and other parameters, which is why i transmit those through a scene.py python script file
when the material is iRay it's even worse, Daz's .obj/mtl exporter creates almost blank material descriptions in the .mtl file
------
since the most recent version of blender now creates semi-usable cycles material trees using a simple .obj import
someone (maybe me ) will or did write a script to convert those very very specific trees into principled BSDF based trees
( i say "very very specific" because i dont think a converter would be able to analyse the trees created by teleblender )
i suspect that whoever is in charge of maintaining Blender's .obj importer will (or did) eventually add it as an option to the .obj/.mtl importer
so it would not be a converter it would build principled BSDF based trees from scratch just after loading the .obj/.mtl data
random iRay render that doesnt even relate to this topic
Yeah, when hell freezes over. You are talking about money not influencing peoples decisions and that is not going to happen. Oh, thanks for the great script MCJ it is great. Blender is such a great idea and Cycles is a great render engine.
https://sites.google.com/site/mcasualsdazscripts2/mcjblendbotspecial
Carrara ....
carrara can save scenes as obj/mtl files - Using the same blender python scripts in the mcjBlendBot package, plus one named mcjBlendBotForCarrara you can (still since 201x) have blender cycles material trees built for you.
With the most recent version of blender, if you "manually" import obj/mtl file AND your current renderer is Blender Cycles, then the blender-material trees will be created, but they may not be as good as the ones that mcjBlendBotForCarrara creates.
So in 2017 you have to make sure the current render mode is "Blender Render", then import the obj/mtl scene file, then set the render mode to Blender Cycles, Then use (run) mcjBlendBotForCarrara.
I will also improve the manual page to explain tricks concerning transparencies and textures
Amazing. You're a saint!
i just have to clarify on the blendbotforcarrara page that the place to download it is in the mcjBlendBot.zip which is on mcjTeleBlender's page
then talk about the fact that the carrara-exported obj file must be imported while Blender is in Blender Render mode ( else Blender 2.79 creates it's own cycles mats )
then talk about the way to prepare materials in carrara to avoid the white eyes no eyelashes issue :) ( using the transparency channel instead of alpha )
awh dang it, it doesnt work but i was able to get it earlier ... so, lets not panic
that's in Carrara
The manual for mcjBlendBotForCarrara has been updated
it contains very important notes about the newer version of Blender 2.79
https://sites.google.com/site/mcasualsdazscripts2/mcjblendbotspecial
Here is the web page you see here but as a PDF
https://sites.google.com/site/mcasualsdazscripts8/manual_mcjblendbotforcarraramov292017.pdf?attredirects=0&d=1
Thank you that's wonderful news!
Looks like another Daz to Blender script on the free market: http://diffeomorphic.blogspot.ca/p/daz-importer-version-12.html
it has rigged figures and animation too !
unrelated iRay render
Thanks mCasual! This is awesome, as are all of your incredible endeavors!
double deleted
I just wanted to add my personal THANK YOU
to Mcasual!!
As an animator your scripts have made animation in Daz studio
nearly as powerful as my other pro packages
Your decimate script makes imported mocap clean up a breeze
the way it culls down the frame count to something managable for GraphMate
and the "freeze things " script is awesome for removing unwanted animation
from props that have been moved during to timeline
But I think your greatest hidden gem may be your
Cycler script for auto repeating of movement & morph changes
I strongly reccommend animators download & try the cycler script
it is how I got this space ship bridge crewman,in the linked video below, to quake with fear without
any manual keyframing.
Hey Everyone, a beginner here!
I use the Genesis 8 but as mentioned above I have some problems with the eyes on the exported figure. I was able to fix the eyelash thanx to mcasual's post(Applying Bas Mat Eyelash from the materials) but I can't find anything for the eyes. I not really familiar with manipulating shaders in Daz, so can you tell me where can I change exactly to basic shaders? I'm using the basic Gen8 for starters.
Hi! First of all: Thank you for this amazing tool. I tried using Tele Blender Version 3 and Version 2 with DAZ Studio 4.10 and Blender 278.
Unfortunately Tele Blender does not seem to create any matLib.blend file wether i use Tele Blender Version 3 or 2.
This is the error i get with Tele Blender Version 2 in Blender 278, when trying to run the script:
bos fbx addon for blender?mcjBlendBot.loadfix( "H:/3D/DAZ/Export/scene.obj", "CYCLESMATS", "H:/3D/DAZ/Export/matLib.blend", True )
Thanks for any help.
PS: I checked the box to Collect Maps.
Mcj, does your script export SubD level 4 info (geometry from HD morphs especially) in the obj sent to Blender? I need fine details in my exports. Thank you for this amazing tool!
teleblender uses daz studio's built-in .obj exporter, so if the object survives the standard file/export process it should work wit teleblender
there's an issue with the smoothing ( i think ) modifier wherein you must set something in Daz Studio .... what was it ...
mesh smoothing properties / Interactive update
if this option if OFF the clothes may be obj-exported without smoothing which causes poke-through
Hi everyone. First of all, thanks for so wonderful product, mCasual.
Is there any way to make TeleBlender (3.20) sort all materials of the imported object in some predictable order in the blender. In alphabetical order, for example. For now, materials have random position after every export-import operation of the same object. That would be useful to simplify the transfer of all materials in just two clicks (via "Ctrl+L" in blender).
UPD: Well, found an answer by myself, that button was right there all the time... Sorry for the dumb question.
thanks for this script.
but i am getting white eye other then everything is textured.anyone know how to fix
I got the same problem until soneone on Deviantart suggest not using iRay material. So I made a test with non iRay material and now I got quite normal eyes. I need to fix iris because they are too dark and there is no transparency.
This is really a great script !!!!!!!!!!! Thanks to the creator !