Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.
Comments
I would love to see that, but I would think that the fact that Blender is updated often would be the reason that Daz wouldn't attempt it. Plus I just don't see them caring enough to bother ;). Poser was one thing - the assets to another hobbyist program is something that could benefit Daz, at least at one point in time, but Blender? I think most ppl that use Blender buy the assets they use that they don't make themselves at places like The Squid or Sketchfab but probably have never even heard of Daz Studio ;). This isn't knocking DS or the hobby that we enjoy - it's just me trying to be realistic...lol. I would really, really, really like a bridge to Blender tho :P
Laurie
I came here from Blender, and still use Blender. I would love a decent bridge, and would be happy to pay good cash for it.
I came here as although my modelling skills were decent, the exception was people, those look more like aliens - and sadly not the selling type. :D
I can't speak for others, but at least I use principled shader only for those "simple" surfaces like metals, wood etc. When it comes to SSS or Translucency like in character skins, I just like to have more control, so I usually try build my old node setup. When it comes to exporting my characters from DS, I really don't like any of those premade setups, so I use mcjteleblender's library function for that. First I build my character's shader in Blender how I like it, then save it like CharacterXLibrary.blend. When I export from Daz, I just use that library and Teleblender maps all the surfaces and maps for me automatically, so I only need to build that skin shader setup once. Only limitation there is, that you can only export one character at the time and you have to change the library for each character....unless you rename all your characters' material zones like William_Arms, William_Torso etc... then you can build multi character library and export several characters at once. Maybe there is easier/smarter way, but that's been working for me.
Could you explain that process of applying a saved skin shader to a character in a little more detail, Mendoman? Someone asked me if you could save full character material sets in Blender like in DAZ Studio with MATs, and I didn't know if it was possible. I know you can Append materials from other saved scenes, but I don't know yet if there's a way to apply settings to a complete set of surfaces on an object simultaneously. Thanks very much.
That MaleImagery fellow that makes his clothing in Marvelous Designer & then renders it in Blender would also be a good person to ask. It would be interesting to compare the two approaches. Maybe they are the same.
@SnowSultan
Well, it's really easy actually:
1) First I export my character ( with clothes/hair etc ) and make my own shader setups for all items.
2) Save the .blend file for example MaterialLibrary.blend
3) Next time I export from DS with Teleblender, I use Matlib option in Auxiliary tab, and choose the saved .blend file as my library
If you want to have character library of several characters, I "think" you need to rename all the material zones in Daz studio before that first export, so that every character has their own materials zones and Teleblender knows what to map. I think I tested it, and if you have several characters with material named Torso, they all get that same shader I made for torso. If you made William_Torso and Ellie_Torso, then both characters get their own shader. Heh, I hope that was clear enough, I really don't know the specifics any better and it's kinda hard to explain :)
Although if your characters' share some materials, like their eyes are green, they can share that eyes_green shader or eyemoisture pr whatever that is common for all characters. If you have individual material zones for all of your characters, then you can use just one character library in Blender, where you add all your different characters, and you can export all of them at once. Like this:
Of course naming convention of those material zones is up to you, and you can use own system. That's just an example how I use it.
Edit: Oh, and in you shaders in Blender you should use the images from My Daz Library/runtime/textures.. , so you don't have to worry about what images Teleblender transfers. Just use the originals since they are always there when you export your character.
Edit2: And that use mat-lib linked does almost the same, but instead of making individual materials for each character, it links the existing materials from your library. I think linked materials are not editable in your new scene, but it saves space when you save your new .blend file with your character. So when you save the new scene with your character, it does not have it's own shaders and lots of images, but instead it just has links for your character library. It should save some HDD space.
Some experiments with wireframe modifier on low resolution version of Oaklyn - https://www.daz3d.com/oaklyn-for-genesis-8-female-centaur
Rendered in Blender 2.8 with Eevee.
Strange anatomy
IBM. HP. Oracle. Microsoft. Just like all these behemoths saw the Linux light, one can be forgiven for believing that it is inevitable that Daz is eventually going to see the Blender light.
Just one more Eevee render of her.
Sorry but that link says the video has been taken down. Do you have a different link?
Thanks Mendoman, I wasn't sure what that mat-lab option was actually for, and your explanation was just fine. It does seem like an odd workaround though, and having to save all of your characters in one or several files in order to automatically apply materials will create giant files that would likely be awkward to edit if necessary. I know they didn't design anything with DAZ figures in mind, but some of these decisions still baffle me.
Knowing this, I might take a break from Blender again until true MAT-like presets can be saved and applied to figures and objects. Posing accurately is still too difficult in Blender compared to Studio, and if the materials aren't coming over properly, it's just too much work to do anything involving multiple figures and complicated scenes. Thanks very much for explaining this and for everyone's help so far.
Or Blender will eventually make DAZ Studio redundant. I've never tried posing in Blender but I'm guessing it falls short of the DAZ Studio features at the moment. Maybe someone will develop those features, however.
It falls short in having enough realistic models, free or paid, that the DAZ 3D store has mostly. I don't know that that will ever be effectively remedied by Blender volunteers or hobbyists making money on the side in the various Blender Stores and free sites.
This, exactly. I really hope that Daz one day realizes that their core business is selling the best, most awesomest models, not trying to compete with the likes of Blender. With the momentum behind Blender at this point, Daz will never reach feature parity. I wish they would just embrace Blender and make it easier to get content into it.
While it doesn't have obvious labels like Bend, Twist, and Side-To-Side, the same functionality is there by rotating around local axes intead of world axes, i.e. rxx, ryy, and rzz instead of rx, ry, and rz. And then you can even pose by typing with your left hand, and moving the bone with the mouse in your right. One could argue that that is even better.
And a comparison between IK controls need not even be made.
Since they're locking features to PAs and can't even export properly to Poser I guess that's not their priority. Nevertheless fbx export is not too bad. And the blender and maya plugins aren't bad either. Though of course it's not a full solution, especially for materials.
Does anyone happen to have the correct import/export settings handy for sending a Genesis 8 figure out of Studio to Blender and importing it back to Studio after making a morph in Blender? I followed a tutorial and everything seemed to go OK until it got imported back into Studio and I got the "wrong geometry" message. Probably just a simple setting, but there are additional options in 2.8 that weren't in the tutorial that might be causing the issue.
I'm using latest Studio, Blender 2.80. Thanks in advance.
Blender plugin?
Diffeomorphic and Teleblender I'm assuming.
Laurie
I sometimes get that message if I forget to set to base resolution before exporting from DAZ Studio.
Yes, I assumed so too but I thought that it was DAZ produced (official) plugins (like FBX and Maya) only under discussion.
Or you forget about the eyelashes, as they need removing.
Here is what I use to make morphs in Blender 2.80. When I remember to do it, I check the number of verts before exporting from Blender just in case I have accidentally changed the number.
I had one box checked that isn't in Andya's examples, but I think the real problem was that I might have accidentally exported a ground plane along with the figure and not noticed. :P Thank you very much, those settings worked fine here and were exactly what I needed.
Do you know if setting the subdivision to 2 in Blender displays the figure at the same resolution as viewing the figure at "High Resolution" in DAZ Studio (so you can check how your morphs will really look when rendered back there)?
Certainly looks very similar. Blender uses the OpenSubdiv libraries. I would guess DS uses something else but the result seems to be much the same. I can't see any significant difference. YMMV with more complex objects esp. if the topology isn't great.
I believe "high resolution" in Daz just turns subdivision on. You still have to choose the level, even if it is zero (which isn't, even as the name might suggest, the same as base resolution).
Unfortunately, there are two problems.
First, the algorithms are different. The model as it is exported will look ever-so-slightly different from the model as it is imported. But it's barely noticeable, even on close inspection.
The second problem is the biggie: With models meant to be used at base resolution with no subdivision at all, the vertices describe the points that the faces should actually pass through. So the artist models with that in mind. But models intended to be subdivided, the vertices describe the points that INFLUENCE the faces, but the faces rarely ever actually pass through these points. This vertices are called the "SubD Cage". So the artist instead models with that in mind.
The problem is that Daz doesn't actually have proper subd cages. They just reuse the base resolution model as the subd cage. So, you can't have it both ways: the model is going to look "wrong" either at base resolution, or when it is subdivided. For example, convex regions of high curvature tend to shrink into the cage mesh, and can be quite pronounced around the ears, nose, and especially the lips and teeth.
Things are simply never going to be vertex exact. That's kind of why I've resolved myself to 60 gigabyte Alembic files, and thank god that Alembic is so efficient.
LOL, yeah....almost ;). Actually, I like it too, which is saying a lot. I always found it a bear to use. Not that it still doesn't have its moments, but on the whole it's a really good release.
Laurie
Base Resolution is 16368 polys.
High Resolution at default is 1 subdivision which is 65472 polys.
Lowering the resolution to zero, while set to Hi Res, takes it to 16368 polys.
If you create a morph on the hires and try to mlp it onto the base back in Studio, you will get a warning about the geometry and fail.
If you create a morph with hires set to zero and mlp it onto the base back in Studio, it will succeed.
I believe that Dynamic Smoothing doesn't give a completely identical result to what you will see in Studio. The same may be in Blender. I don't know if I can agree that the vertices are not the same. Perhaps I don't understand. Thevert order is obviously maintained or the morph wouldn't work.
Donald is talking about the vertex positions, not the vertex count
For the HR model , poly and vertex count is the same in DS and blender after subd . But the subd operation is applied differently - so the vertex positions are not the same - it's not vertex exact
Minor differences here and there, but sometimes important ones too. Fastest/easiest way to see is look at the normal looking teeth in DS , and the gapped teeth in blender
For the morph itself, it depends on what was actually done. There are always going to be differences, and sometimes they are significant
Most of my morph work has been in ZBrush, so I haven't seen these variances. Does this only occur in Blender?
The amounts were also meant to inform Snow Sultan because he wasn't sure if HiRes in Studio would be two levels of subd in Blender.