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OK. But the author is marketing the product in English, so I don't think they can complain if they get queries in English. If I marketed something in imperfectJapanese I wouldn't expect Japanese-speaking customers to contact me in English. I am sure lots of screenshots would help along with keeping the vocabulary simple and avoiding idioms, if my experience working with non-native speakers is any guide.
I don't have this product, I'm afraid, so cannot help directly. I use either Thomas Larsson's Daz Importer (http://diffeomorphic.blogspot.com/p/daz-importer-version-14.html) or mcjTeleBlender (https://sites.google.com/site/mcasualsdazscripts4/mcjteleblender3) by mcasual. Both of these are free, and furthermore not limited to Genesis 8. I am not sure that either of these people have English as their first language but both seem well able to respond to queries in English. I can certainly vouch for the fact that the Daz Importer will import a (scene containing a) G8 figure with no issues, including a posable rig.
Objectively, is rendering in Blender better than using Daz Iray?
From my perspective, if you're using a lot of assets from the DAZ store to save time (in an effort to finish projects before you're dead), then no. The best part about Iray is that assets in the DAZ store come with materials already setup for it, IMHO.
- Greg
Blender 2.81 has been released! Quite a bit of new stuff to 'play' with: sculpting, remeshing, RTX support, denoising etc etc...some many features, so little time.
https://www.blender.org/download/releases/2-81/
Holy !@#$%!!!!!
With Optix in 2.81, I'm seeing render times go from 10:45 down to 5:19 with no others changes made. I'd say Ton was not exagerating.
Site must be overloaded connection keeps timing out
That's what I thought was going to happen, on release day, but it downloaded in just several seconds.
I get a Blender popup on startup that say my GPU support in Blender is buggy and lacking (Intel HD Graphics 4000) which is quite nice because I don't have to search around to find the status of support for that GPU anymore. They have made good progress on supporting it though. It'll never be fast but it may eventually be correct at least.
Got it and had no connection issues nor download lags.... There is this too
The cycles denoiser is much better, that means it renders much faster. The actual iray denoiser doesn't use the albedo and displacement buffers and it only relies on the beauty canvas so it's more an advanced blur filter than a denoiser and it can't preserve details unless you use a high number of iterations, that's nonsense.
I've been trying (as in trial version) the Topaz Gigapixel AI product. It is a combined denoiser and resizer and seems very good - much better than the IRay denoiser. You can control the amount of blur removal and noise removal and it is, of course, postwork. Takes a few seconds to work on an image. I've been rendering at half size and using it to both denoise and enlarge. Big time saver. They have a 30 day trial.
What makes the real difference with denoisers is to use the albedo and displacement buffers as extra information to retain details. Since iray doesn't use and can't export either, there is no way for any post denoiser to be as good as it can be with the beauty canvas alone. Thus it will never be as effective as cycles. Unless they change something.
For example you can use the intel denoiser both with iray as external, and with cycles as integrated. Again the difference is that cycles pass the albedo and displacement while iray doesn't. So even using the same denoiser the results are completely apart.
All I'm saying is that I've tried the Topaz product and the results are much better than I managed with either the IRay or the Intel denoisers. Someday I'll be familiar enough with Cycles to produce something approaching the quality I get from IRay at the moment but that is not proving a simple task for me.
As for everything in cycles you can define maps for the effect to take place at different degrees, or remove it where's not needed. Just plug the map to the sss input. The diffeomorphic plugin uses the maps from daz studio, so it may not get the same effect. As I said before there are issues with sss yet.
Hey guys,
I'm so sorry if this has been addressed before, I don't really know the exact terminology and such, so I'm just blindly looking at tutorials and I'm just getting super lost and I hope someone can point me in the right direction to at least know what to Google, if nothing else. So I want to take Polish's Luxury SUV and bring it to Blender with a different paint job for the car making it orange that I did in Daz with shaders. I've tried exporting it as an OBJ and an FBX, and neither of them come into Blender looking orange, the FBX is actually blue. But I understand textures might not go from program to program, and that's fine if it's not possible to do that, but what am I trying to research to get the car painted the way I want it, without looking like someone took a marker and colored it orange in Blender. I found the base color section and changed it to orange, and it just looks horrible, flat, unphotorealistic, kind of like a child colored it in a coloring book, which I've seen amazing renders from Blender so I know it's possible to make this absolutely steller, but I see tabs for UV editing, textures, shader mixers, and there's nodes, and I'm kind of overwhelmed at where to start. I've been trying to make this work since about 8pm last night with like a five hour break for sleep. The tutorials I've found online for cars were for Blender 2.79 and earlier, and I'm using 2.8 which are causing more problems lol. Oye.
And the reason I'm not just doing this in Daz is I'm never happy with the grass in Daz, and I'm making an establishing shot for a film I did where a car is driving past the camera, and the camera pans up and we see the sign for the town. So I made some great looking grass in Blender that looks incredibly realistic through a tutorial, but I can't get the camera to match between Daz and Blender, so I can't simply comp them together, so now I need to bring the car into Blender to make it work. I tried exporting the grass out of Blender, and all I got was a blank plane, so I picked my battle and thought the car would be easier to figure out, and here we are.
So yeah, if anyone knows which direction to point me in to get this going, whether it be I need materials, shaders, texters, UVs, it could be one or a concotion of all of them, I would greatly appreciate any and all help. Thank you!
Maybe this will work:
Ooohhhh, that just might do the trick! Let me play around with this and hope for the best. Thank you!
Honestly, I'd just re-texture the whole thing in Blender. The obj will have preserved your UV maps from Daz. Try BlenderKit, Poliigon, or Quixel for textures and don't forget to include imperfections. BlenderKit is extremely well integrated and you may find something witihin tweaking distance of what you need among the free options. Poliigon has really high quality textures and Andrew is a prince of a guy that deserves your money, and Quixel is reasonably well integrated, and oh my god their library is huge... I usually get tired of looking before they run out of textures to show.
Glad you find them useful.
I generally select an object, and click on the "Shading" tab at the top. Move the mouse over the area that comes up and hit ctrl-Space to maximize the area. The you can choose which slot to work on at the dropdown at the top. I think with the Blenderkit addon, you just click on the material you want to assign, and it sets up the nodes for you, just like in Daz's Surfaces tab. Quixel Bridge imports the material into your scene, but you have to select it from the dropdown for the slot you're on.
Let me know if that's not clear.
Maybe what we need is a skin kit for Daz figures in Blender? A Cycles skin shader that can be applied would be ideal but in place of that a skin kit that works for Cycles and Evee? I redo textures and shaders on all my surfaces inside Blender all the time it just looks better but I'm not a skin creator so a Blender skin that could be appled to Daz male and female charcters would be very usefull.
I'm not sure how a Blender skin kit would differ from a Daz one; can you explain further what your idea is? I can't speak for EEVEE, but I've gotten satifactory results from just using the texture maps from Skinbuilder 8 with just color, SSS, specular, and bump and a few color ramps. How is skin different from any other material? Or do you mean something that makes that process easier?
So I’ve been playing around with Blender and I bought Auto Rig Pro. It actually does a really good job of rigging a high-resolution (subdivision 1 or 2 if your feeling gutsy) obj export from Daz.
Rigging the eyes (at least on G8) is a little tricky. I ended up seperating each eye into its own object, setting the origin to center of mass (surface) and then tracking it to the appropriate eye IK bone thing. Expressions are much harder to do here, but one thing that you can do is export the ones you know you’ll want to use from Daz as separate OBJ's and then use blend-shapes to animate facial expressions.
I like this becaue Blender gives me a lot more control over animation and a lot more ability to have things like references in the viewer. I may even purchase the X Muscle System add-on and start playing around with muscle deformation and fat jiggling.
EDIT: I forgot to mention that it's a neat alternative to Dforce, too. Since your character exists in the A-pose (or T-pose for earlier generations) you can basically just export clothes from Daz and then use the cloth simulation to drape them on your character. If you do your posing on frame 12 or so, you’ll get pretty nice results.
Hope a bit of thread necromancy isn't minded too much...
I was wondering about scaling when exporting Gen 8 figures to Blender. I want to start work on a project, which is a ~15 foot tall mech (think Scopedog from VOTOMS), so I need G8M in Blender as a reference for overall size (especially since he has to fit inside the thing). However, at 100% size export from DS (and at default scene scale in Blender of 1.0), G8M is absolutely ginourmous when brought into the deafult scene.
Should I leave the DS and Blender scaling as-is and just model to fit the imported figure? Eventually, I'd like take the model into Substance and then back to DS to rig & render
I tend to export to Blender at 0.0002% and re-import at 5000% since that works well with Blender's default scale. But I think you can also change Blender's scale itself if you want to fit it to DS (I've no idea how though - I started by using the 'blender' export option from DS and just stuck with that scaling after that). So long as you export and import at reciprocal scales (e.g. 100 to 100 or 0.0002 and 5000) it doesn't really make a difference.
Edit: I was thinking from the point of view of getting something back into DS at the right scale (so using G8 as a reference scale for example) - if you're only importing to Blender for use there, then see the post below.
Daz uses centimeters and Blender uses meters, so technically the correct scale is .01 moving to Blender. It does actually matter because of two things I can think of:
1) Point lights with inverse-squared fall-off will fall off way too fast. One might be tempted to just bump up the intensity, but then the difference in brightness between near surfaces will be way too great compared to if they were scaled correctly and closer together. It will look off.
2) Physics sims will have to be adjusted in time otherwise they'll seem too slow if your model is bigger than it should be. Note that the default collision distances for cloth collisions, cloth self collisions, and collisions objects are all set ridiculously high. In practice, I've got best results by setting them all to zero and let Blender default them to the minimum and instead use the collision quality parameter to fix any funniness in the sim.
You can check to see if your scale is in the ballpark by selecting your character, hitting n for the numeric window, and note the Z dimension. It should be the height of your character in meters.
Might I ask how you're getting the cloth simulation to work a little more? This has been the only thing I can't get to work in Blender. I have a kimono on a character and I have her arm raised, but every time I try the cloth sim, it either explodes or falls off. I've figured out the pinning thing to keep it from falling off, but now it just inflates or fully explodes and I don't know what's going on. I know without seeing my settings it's hard to guesstimate what's going on with me, but what's your process for getting it to work if you don't mind me asking?
Is that kimono a bought product or something you have made yourself?
I have seen objects falling off, or disappear into the body, but I don't recall any explossions.