Diffeomorphic DAZ-to-Blender
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Glad you got it working.
Thanks, I have added cubes and adjuted them to shape around hands, and it worked quite well - so will check out proxy simulation as an alternative.
I know the feeling. It is amazing how many times I can try to get something to work and it never does, then I scream somewhere and the Universe smacks me about the head and says "This is how you use, goofball." And behold, it works for me. :-)
@TheKD In the latest commit Thomas fixed the HD normals so it should work now for the common case. Though there may be issues with shells.
ah cool, thanks for the heads up. Be sure to install that before my next workflow development try lol.
I haven't done much cloth simulation in Blender since I got VWD, but back in the day it helped a lot if you scaled characters and clothes x10 bigger or so. I'm not sure if that trick still works, but it's worth a shot if you have problems with cloth sim.
At the rate Thomas is fixing Diffeomorphic, it is becoming the way to transfer. Very nice.
Yeah, it's kinda crazy how quickly he's developing Diffeomorphic (in his spare time, no less!). We're often seeing multiple commits every day, often in direct response to feature requests and bug reports. Then you look at the Github page of Daz's official bridge (which is a complete mess in its current state), and there have been literally no commits since it was initially uploaded a month ago. How is it that one guy, working for free in his spare time, is more productive than a whole team of paid developers? I honestly don't get it...
You're assuming that the Daz team is still actively developing it, which may not be the case.
Yeah, I'm giving them the benefit of the doubt that they actively develop their software. Perhaps I'm being too charitable.
Not quite same as buying out someone else's Plugin and rebranding it as your own Blender export solution.
As far as I can tell, the only bridge that has seen any commits is the Unreal one. None of the others have been touched in 2 months.
No worries. Once I'm done experimenting putting green screen actors in a Studio exported environment, I'll go back to learning how to transfer and rig a character to Blender. My daughter and I may get the motion capture hardware for the XBox One Kinect to Blender.
Sort of hints that's what DAZ developers use at home for a game engine.
I'm trying to update to the latest version. I couldn't get a zip, so I cloned the project. Updating Studio was easy, but how do I update Blender without a zip?
Hm. So I have Blender 2.9 and the Diffeomorphic 1.5.
I am pretty sure I set everything up correctly, but when I try to import I'm receiving this error. I'm afraid I have no idea what it means. Anybody have any clues?
Traceback (most recent call last):
File "C:\Users\Computer\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\Diffeomorphic-import_daz-d734b1ccea5b\error.py", line 247, in execute
self.run(context)
File "C:\Users\Computer\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\Diffeomorphic-import_daz-d734b1ccea5b\daz.py", line 48, in run
getMainAsset(self.filepath, context, self)
File "C:\Users\Computer\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\Diffeomorphic-import_daz-d734b1ccea5b\main.py", line 62, in getMainAsset
main = parseAssetFile(struct, toplevel=True)
File "C:\Users\Computer\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\Diffeomorphic-import_daz-d734b1ccea5b\files.py", line 283, in parseAssetFile
return asset.parse(struct)
File "C:\Users\Computer\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\Diffeomorphic-import_daz-d734b1ccea5b\files.py", line 105, in parse
asset = self.parseUrlAsset(nstruct)
File "C:\Users\Computer\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\Diffeomorphic-import_daz-d734b1ccea5b\asset.py", line 176, in parseUrlAsset
asset.update(struct)
File "C:\Users\Computer\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\Diffeomorphic-import_daz-d734b1ccea5b\node.py", line 586, in update
Channels.update(self, struct)
File "C:\Users\Computer\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\Diffeomorphic-import_daz-d734b1ccea5b\channels.py", line 74, in update
self.setExtra(extra)
File "C:\Users\Computer\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\Diffeomorphic-import_daz-d734b1ccea5b\node.py", line 565, in setExtra
self.strand_hair = extra["data"]
KeyError: 'data'
location: <unknown location>:-1
I removed all plugins: Studio and Blender, and installed from scratch, then re-saved the duf; re-exported the script info and then imported again.
I've had no issues since doing that, although the build I'm using is from either 3/4 days ago.
Had my first try at converting a mesh hair to particles. Introducin queen it, cousin it's little known second cousin.
You need to change the diameter of the hair.
These are the settings I change, with a quick script
I find these are the ones I change most, and as some hair conversions can produce a lot of seperate particle systems, I got fed up of changing them manually.
Just change the two number by the For brackets to the first and the last +1
import bpy
array = ("000", "001", "002", "003", "004", "005", "006", "007", "008", "009", "010", "011", "012", "013", "014", "015", "016", "017", "018", "019", "020", "021", "022", "023", "024", "025", "026", "027", "028", "029", "030", "031", "032", "033", "034", "035", "036", "037", "038", "039", "040", "041", "042", "043", "044", "045", "046", "047", "048", "049", "050", "051", "052", "053", "054", "055", "056", "057", "058", "059", "060", "061", "062", "063", "064", "065", "066", "067", "068", "069", "070", "071", "072", "073", "074", "075", "076", "077", "078", "079", "080", "081", "082", "083", "084", "085", "086", "087", "088", "089", "090", "091", "092", "093", "094", "095", "096", "097", "098", "099", "100")
renderedChildCount = 30
childNbr = 5
for x in range(0,14):
if x == 0:
bpy.data.particles["ParticleSettings"].material_slot = 'Hair'
bpy.data.particles["ParticleSettings"].use_hair_bspline = True
bpy.data.particles["ParticleSettings"].render_step = 7
bpy.data.particles["ParticleSettings"].display_step = 7
bpy.data.particles["ParticleSettings"].rendered_child_count = renderedChildCount
bpy.data.particles["ParticleSettings"].child_nbr = childNbr
bpy.data.particles["ParticleSettings"].child_radius = 0.018
bpy.data.particles["ParticleSettings"].root_radius = 0.018
bpy.data.particles["ParticleSettings"].roughness_2 = 0.005
else:
bpy.data.particles["ParticleSettings."+array[x]].material_slot = 'Hair'
bpy.data.particles["ParticleSettings."+array[x]].use_hair_bspline = True
bpy.data.particles["ParticleSettings."+array[x]].render_step = 7
bpy.data.particles["ParticleSettings."+array[x]].display_step = 7
#
bpy.data.particles["ParticleSettings."+array[x]].rendered_child_count = renderedChildCount
bpy.data.particles["ParticleSettings."+array[x]].child_nbr = childNbr
bpy.data.particles["ParticleSettings."+array[x]].child_radius = 0.018
bpy.data.particles["ParticleSettings."+array[x]].root_radius = 0.018
bpy.data.particles["ParticleSettings."+array[x]].roughness_2 = 0.005 # roughness Random
Hello, been trying to import this Lion with fur into blender, but hair just imports as vertices, tried version 1.4.2 and 1.5. Any idea why this is happening, or how to fix it? It renders well on Daz, but in Blender it's invisible.
My guess is that Diffeomorphic cannot convert whatever the imported mesh is. There may be another way that blender can do it, but I don't think diffeomorphic can in this case.
From the Diffeomorphic site:
The DAZ importer can convert certain types of mesh hair to particles. It only works if the hair solely consists of stripes, whose UV coordinates are arranged vertically. Fortunately, most hair meshes in DAZ Studio are made in this way.
Ok, now I see the geograph was the problem.I was able to import.
Weird question: Is there any way to turn off seeing the rigging?
Select it, hit 'h' to hide. Or, select it, hit 'm' to move it to its own collection, then hide the whole collection. I often do this with items I don't think I'll use but don't want to delete.
@Igralh
Thank you!
Another question (sorry, I'm learning), is it not possible to export SBH?
Pretty easy: Just toggle show/hide it as shown in the attachment. If you would like to toggle/untoggle the visibility via quick menu, just hover over the armature eye, right click and add this feature to the quick menu.Pressing "q" or "qq" (depending on some addons) will show up all your added quick options. (See attachment 2) Alternatively you might add a shortcut for this action. Blenders reconfig possibilities are wonderful.
HTH!
Ps:Don't forget to save your startup file if you would like to have added this feature for the next start :)
PPS: Tja mei, via Discord ging des schneller :P
I'm pretty sure that what you see are the hair guides for strand-based hair, minus the connecting edges. Actually, I'm surprised that you got anything at all. I played around a little bit with strand-based hair in DS 4.12 beta, but then it was stored in an undocumented binary format and nothing could be done with it. But now Daz has apparently converted the guides to meshes, without faces but with edges. At least that what I get when I test with Mohawk hair. It should be possible to convert the hair guides into particle hair in Blender. Working on that.
Thanks!!!
Does any one know why the skins are using Burley and not Random Walk as SSS? Isn't it supposed to be much better?
@Leonides02
As for burley vs random walk. That's because the materials are supposed to mimic iray as best as possible and burley mimics iray better than random walk. Plus random walk doesn't work with eevee so for consistent results with cycles we don't use it. If you make your own materials that are not a conversion from iray and you use cycles, then definitely go for random walk.
One issue with random walk is also that it gets artifacts with disconnected meshes inside the same object. For example eyes and teeth in the genesis figure. So if you use random walk you have to separate disconnected meshes into multiple objects to avoid artifacts. While burley works fine.