mcjTeleBlender:Daz Studio scenes/animations w/Blender's Cycles Engine

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Comments

  • mCasualmCasual Posts: 4,172
    edited December 1969

    curveface said:
    “Problem: Unable to open C://scene.mtl” ....

    when you click the script’s “Export” buttons, the script saves the entire scene as an .obj file
    this obj file is accompanied by a .mtl file and a .bat file

    after you render the scene in Blender and optionally save your blender scene file, you could brose to this location and delete the obj/mtl/bat/bpy files

    the location of the .obj file can be anywhere on your hard disks ( if windows allows it )


    the C:/scene.obj is basically a fake location and filename and should be replaced by something valid

    using the “browse” button next to the “Export scene as obj” box

    sometimes the issue is that Windows prevents non-administrators from writing in the C: root directory

    other times it's just that c:/scene.obj or C://scene.obj is not a valid path for your Windows/Linus/Mac and needs to be replaced by something valid by using the "browse" button to select/specify the location of the .obj/mtl files

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  • grinch2901grinch2901 Posts: 1,175
    edited December 1969

    I want to thank you Casual for this great tool. I've been playing with it for a day or so and it works really well. Still trying to get my arms around Blender so I can do more (add lights, adjust the camera views, basic stuff that is frustratingly hard to figure out in Blender). None of that is the fault of your scripts, though.

    The materials in particular are the toughest nuts. I don't quite know how one would do animations given the tweaking I've had to do to several surfaces in just one transfer. For example, take the render below. I had to adjust the glasses to a glass material, I had to reduce the gloss on the stockings and addded an anisotropic to blur it a little more like nylon does. Not hard but lots of individual surface domains to tweak. So if I was doing it frame by frame, wow. I think I ought to read the manual fully to see all the things I'm not doing right! But for a first pass render I'm impressed with it. Thanks again!

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  • mCasualmCasual Posts: 4,172
    edited January 2014

    I want to thank you Casual for this great tool. I've been playing with it for a day or so and it works really well. Still trying to get my arms around Blender so I can do more (add lights, adjust the camera views, basic stuff that is frustratingly hard to figure out in Blender). None of that is the fault of your scripts, though.

    The materials in particular are the toughest nuts. I don't quite know how one would do animations given the tweaking I've had to do to several surfaces in just one transfer. For example, take the render below. I had to adjust the glasses to a glass material, I had to reduce the gloss on the stockings and addded an anisotropic to blur it a little more like nylon does. Not hard but lots of individual surface domains to tweak. So if I was doing it frame by frame, wow. I think I ought to read the manual fully to see all the things I'm not doing right! But for a first pass render I'm impressed with it. Thanks again!

    great looking scene and welcome

    for animations with tweaked materials you just have to use mcjTeleblender's "use mat-lib" option
    roughly it means
    1 - export the first frame of the animation
    2 - modify the materials in blender to your liking
    3 - save this blender scene as a blender file, for example : mymatlib.blend
    4 - enable mcjTeleblender's "use mat-lib" option and specify you want to use mymatlib.blend as the library
    5 - export the animation

    to add things like lights, and objects, you have to use mcjTeleblender's "scene file" option
    1 - export the first frame of the animation
    2 - add lights (normally i use cubes with an emissive material - it's a good idea to rename the light/cubes to something else than Cube")
    3 - delete everything in the scene except your lights and added things
    4 - save the blender scene as a blender file for example mydecor.blend
    5 - enable mcjTeleblender's "blend scene" render option and specify mydecor.blend as the scene file to re-use
    6 - export the animation


    note : if there's lots of un-animated objects in your scene, don't delete them in Blender, but make them invisible in Daz Studio, this way Daz wont include them in the export process and it will re-use the ones in the blender scene file

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    Post edited by mCasual on
  • 3dOutlaw3dOutlaw Posts: 2,019
    edited December 1969

    3doutlaw said:
    I had made a poser Python script to work with mjcTeleBlender, link here: http://3doutlaw.com/home/?page_id=631&did=17

    I have not used it in a while, but it did work when I made it :)

    Hello, hey! When I click download, all that appears is a page full of text. Where am I going wrong?

    Sorry, have not visited this thread/script in a while, cause I went back to DS, and am doing more "toon" renders...

    I added a tutorial, so that its easier to get running, If it does not work for anyone, let me know and I can try and fix it.

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  • edited December 1969

    Quick dumb question... Will this run on a Mac?

  • mCasualmCasual Posts: 4,172
    edited December 1969

    Quick dumb question... Will this run on a Mac?

    i'm 99% sure that mac users have been using it - linux also

    indeed just now i see this http://hype3d.com/better-daz-studio-renders-with-mcjteleblender2-and-blender-on-the-mac/

  • LevonasLevonas Posts: 18
    edited February 2014

    Quick tip here for those going for comic book looks;

    1) Get pwtoon and then add the shader, such as clean drawing, to all surfaces in DAZ
    2) using mcjteleblender; Export as a scene file, set the materials process to blender fix, glass 0, rough 0, no gamma fix, current frame, collect maps, export a camera if you wish, etc.
    3) When blender opens up, set up your lighting like you want.
    4) Open up the text editor, hit new, copy & paste then run this script (either right click in the script window and select run script or hit ALT + P while your cursor is the script window) to do a blanket conversion of all textures to a toon with no specular (go ahead and fine tune this as you see fit, even add to it for more control if you want);

    # import the Blender module
    import bpy

    #Iterate over all members of the materials
    for item in bpy.data.materials:

    #Change diffuse shader to toon
    item.diffuse_shader = 'TOON'

    #Set specular value
    item.specular_intensity = (0.000)

    #Set diffuse toon smooth value
    item.diffuse_toon_smooth = (0.100)

    #Set diffuse toon size value
    item.diffuse_toon_size = (1.000)

    5) Render it to see how things look, then tweek the material and texture settings to suit your needs. Its an easy flow to get a clean comic book render that is better IMHO than pwToon alone due to the amount of control given to the blender render engine.
    To take the comic book look a step further, use freestyle in addition to the above steps.
    Happy DAZ Blending!

    Post edited by Levonas on
  • mCasualmCasual Posts: 4,172
    edited March 2014

    Skin shader experiment

    over here : https://www.youtube.com/watch?v=jnX0ZDoUpy4
    Lee Manning shows the skin shader he developed

    mcj Teleblender already builds materials with a texture map and diffuse color,
    and a node for glossiness, so by adding a mix-shader or two and a translucent node we
    can get something similar quickly

    here's a first render and the Blender node tree i made based on the Aiko3 skin

    -----

    if you search youtube you can find skin shader tutorials that use the "real" Subsurface scattering - if i'm not mistaken this works only for CPU-based cycles renders, not GPU accelerated oned

    ----

    using the translucent node as a simili subsurface scattering has the advantage of working in GPU renders, but the jade effect is not as convincing as the real one -- also depending on the lighting we may go ..." hey the head is translucent!"

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    Post edited by mCasual on
  • mCasualmCasual Posts: 4,172
    edited December 1969

    Aiko3 rendered using the aforementioned Skin Shader

    3 area lights setup

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  • 3dOutlaw3dOutlaw Posts: 2,019
    edited December 1969

    As some of you may know, the ability to use Cycles environment, to create a shadows, is not currently working in Blender. To get a shadow (when using an environment for lighting), you need to add a light in addition to your environment (and maybe a shadow catcher), as the environment is not included in the shadow pass.

    There was a bug report filed on this (a year ago), but it was designed that way, so it was moved out of a bug, into a "Todo" list. (http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/ToDo)

    If you want to voice your support for this feature, here is the bug tracker (there is no other way to voice support for a Todo I am aware of...?) entry:

    https://developer.blender.org/T34272

  • edited December 1969

    Hi. I'm one of those "read-more-post-less" guys so this is my first post on a DAZ forum. I think this script is great! I'm wondering if anyone has encountered the problem seen in the following image? Notice the male figure's head and hands are the problem. I'm unsure if the problem is on the DAZ side or Blender side. I'm assuming the I'll have to reassign textures to the pistols. Any suggestions to fix this would be appreciated. I'm an abosulte newb to Blender if that explains anything.

    Regards,

    ML

    p.s. How would one go about fixing the leathery/rubbery look on the clothes to where it's more like the fabric look we get in DAZ?

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  • mCasualmCasual Posts: 4,172
    edited March 2014

    jbhfilm said:
    Hi. I'm one of those "read-more-post-less" guys so this is my first post on a DAZ forum. I think this script is great! I'm wondering if anyone has encountered the problem seen in the following image? Notice the male figure's head and hands are the problem. I'm unsure if the problem is on the DAZ side or Blender side. I'm assuming the I'll have to reassign textures to the pistols. Any suggestions to fix this would be appreciated. I'm an abosulte newb to Blender if that explains anything.

    Regards,

    ML

    p.s. How would one go about fixing the leathery/rubbery look on the clothes to where it's more like the fabric look we get in DAZ?

    looks like the transparency material used for the backdrop ended up assigned to the head

    in blender if you select your figure node and click the little chrome ball button
    you get to edit the materials, maybe in your case you could try changing the transparent material of the face to "diffuse" then make that black
    or change the transparency color to black, or you could check the woman's face shader and see of you can modify the man's shader to be similar

    the expert way to do this is to go in the Node Editor panel though

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    Post edited by mCasual on
  • edited December 1969

    looks like the transparency material used for the backdrop ended up assigned to the head

    in blender if you select your figure node and click the little chrome ball button
    you get to edit the materials, maybe in your case you could try changing the transparent material of the face to "diffuse" then make that black
    or change the transparency color to black, or you could check the woman's face shader and see of you can modify the man's shader to be similar

    the expert way to do this is to go in the Node Editor panel though

    Thank you for your reply, Casual. Unfortunately that didn't seem to do the trick. I will research the node editor.

  • mikey186mikey186 Posts: 79
    edited April 2014

    Sorry for the bump,

    I tried the plugin and it worked last night (came out good). But just today, I loaded an Aiko 3 figure and used the same plugin, but after the plugin is done, Blender loads and it got stuck not responding at start. I looked at the BAT file and I discovered that after it loaded, it got stuck at "1 0" why do I get this or I think there's a bug in blender?

    I have DAZ 4.6 and Blender 2.69

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    Post edited by mikey186 on
  • mCasualmCasual Posts: 4,172
    edited April 2014

    mikey186 said:
    Sorry for the bump,

    I tried the plugin and it worked last night (came out good). But just today, I loaded an Aiko 3 figure and used the same plugin, but after the plugin is done, Blender loads and it got stuck not responding at start. I looked at the BAT file and I discovered that after it loaded, it got stuck at "1 0" why do I get this or I think there's a bug in blender?

    I have DAZ 4.6 and Blender 2.69

    you could try setting the location of the obj file elsewhere than c:\
    Windows tends to prevent things from happening there

    windows may prevent daz/teleblender to write files, it may even block Blender from reading

    also try setting on or off mcjTeleblender's "collect maps" option, sometimes the obj exporter tells Blender to use a given .jpg file while in fact the image file is a png

    you could try removing textured objects in the scene, to find out what's giving Blender problems

    modern Genesis figures tend to have gigantic texture maps like 4000x4000 you could try changing the textures for down-sized copies of those textures - Normally big texture files dont prevent the loading of the scene file , but at render time they do

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    Post edited by mCasual on
  • mikey186mikey186 Posts: 79
    edited December 1969

    thanks and it works! But I'm not using genesis (unless if I know how to resize it WITHOUT destoying the UVs). I'm just using a prop for a scene is all.

    Also, I really like the idea of this plugin. But I do have a suggestion. Would it be possible to export with multiple cameras? It can only export one in this version.

  • mCasualmCasual Posts: 4,172
    edited December 1969

    mikey186 said:
    thanks and it works! But I'm not using genesis (unless if I know how to resize it WITHOUT destoying the UVs). I'm just using a prop for a scene is all.

    Also, I really like the idea of this plugin. But I do have a suggestion. Would it be possible to export with multiple cameras? It can only export one in this version.


    here's mcjexportcamtoblender,

    https://sites.google.com/site/mcasualsdazscripts/mcjexportcamtoblender-ds1-2-3-4

    it even exports camera animations

  • florian.rieplerflorian.riepler Posts: 1
    edited December 1969

    I was wondering why certain models use such ginormous amounts of RAM and e.g. Kelly with hair, underwear and stockings lets blender crash whenever I switch to 3D view (7+ GB RAM and I have only 8 in my rig :blank:) - as it turns out blender adds a new copy of the same texture for each of its entries in scene.mtl, which means that e.g. the stockings' texture gets loaded 23 extra times (!!! :roll:) as *.jpg.001, 002, 003, etc.

    Saving and loading the .blend (without packing of course!) helps most of the time, and I created "clean" mat-libs for my favorite models (with shader node groups for easy tweaking - btw mat-lib ignores my bump-map-settings; I guess that's because it still reads them from scene.py?) anyways, but unlinking all those datablocks with the same textures but only different names (001, 002, 003, ...) is so much work it's crazy ... :sick:

    Is there no way to tell blender "Hey, it's the same texture, you don't have to load it several dozen times!"? :)

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  • mCasualmCasual Posts: 4,172
    edited April 2014

    I was wondering why certain models use such ginormous amounts of RAM and e.g. Kelly with hair, underwear and stockings lets blender crash whenever I switch to 3D view (7+ GB RAM and I have only 8 in my rig :blank:) - as it turns out blender adds a new copy of the same texture for each of its entries in scene.mtl, which means that e.g. the stockings' texture gets loaded 23 extra times (!!! :roll:) as *.jpg.001, 002, 003, etc.

    Saving and loading the .blend (without packing of course!) helps most of the time, and I created "clean" mat-libs for my favorite models (with shader node groups for easy tweaking - btw mat-lib ignores my bump-map-settings; I guess that's because it still reads them from scene.py?) anyways, but unlinking all those datablocks with the same textures but only different names (001, 002, 003, ...) is so much work it's crazy ... :sick:

    Is there no way to tell blender "Hey, it's the same texture, you don't have to load it several dozen times!"? :)

    i was suspecting that it was working this way but was too afraid (kidding sort of ) to look into it.
    but but i did intend to address the issue someday

    so far i simply resized all texture images to 1Kx1K when rendering newer generation figures and their 4kx4k textures

    most of the time the character in my scene is Aiko3

    The initial loading of the images is done by Blender's built-in OBJ importer ( a python script )
    this creates old school Blender-Render materials

    then my blenderBot python script, creates material-node-trees for each blender-render-material and simply plugs the existing loaded textures on the input nodes of those trees

    i could .... ( thinking ) ..... write a python script which would go through the node-trees ( they call them noodles i think )
    and build a list of the textures images and reject the doubles
    so all the nodes which were using image0001.jpg would use the same loaded texture image

    the hope is that when you start a cycles-render, only the loaded-texture-images that are plugged- to a node-tree
    are transfered to the video card memory

    if we're not lucky, even the now-unconnected images are sent to the card


    but it may be possible to destroy them instead of just un-plugging them from the material-node-trees

    .... soon ...

    the other thing i've been thinking about is, a script which would make all objects with identical materials share the same material
    for example, all the limb materials in some figures often use the same texture, same diffuse color, same ...everything
    so adjusting the materials for the limbs would be unified


    ----------------

    figure 1 - test scene for texture-sharing blender-python script development

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    Post edited by mCasual on
  • triangulumtriangulum Posts: 0
    edited December 1969

    Unlucky :long:
    Unlinked all .001, .002 etc. jpgs, assigned the correct ones*, switched to rendered view -> Blender 3.8 GB, VRAM (2 GB) out of memory error ...
    Same procedure but file saved and reloaded: Blender 170 MB (!!!), in rendered view: Blender 1300, VRAM 1030 MB.

    The same thing happens with my mat-lib, although the existing materials with the correct textures are used and the mcjmats which use 001, 002, etc. jpgs aren't even assigned to nodes and have 0 users. I can't believe that they're loaded into VRAM, they're not even cycles materials?! I can't believe that unassigned, user-less textures get loaded ... I have to test that again.
    At least the mcjmats completely disappear once the file is saved and re-opened, because blender then removes stuff with 0 users, which is one and hopefully not the only way to destroy things in blender.

    *I use image.user_clear() for everything in bpy.data.images that doesn't end with .jpg or .png (which isn't necessary but it makes them red so it's easier to see which ones have to be replaced), then go through all my materials and assign the correct .jpgs - manually :lol: It would be awesome to have a script which does that (i.e. just cut off the .001, .002, etc. from the image references in the nodes). That way one could just run the script, save the file and open it again and render :)

    But is there really no way to prevent the OBJ importer from creating texture duplicates in the first place?

  • mCasualmCasual Posts: 4,172
    edited April 2014

    ...

    here's a Blender python script that goes through all mesh-material-nodes
    it memorizes the Image and image-file for each texture node
    if a texture-node is found to use the same file as a previously seen image
    the Image for this texture node is switched to the old one

    i'm not an expert in Python or Blender-python
    but i think i must add a statement to delete or unlink or destroy/zap the Images that i am leaving dangling

    but for now it seems to work for my test scene

    i'll post the script on my google site in a few minutes and post the link here
    -----------------
    https://sites.google.com/site/mcasualsdazscripts3/mcjteleblender2/mcjShareTheTextures.py?attredirects=0&d=1

    ( for anyone interested, to run a python script in Blender,
    you change one of Blender's panels ( area) to a
    Text Editor, load the python script (text)
    and click on the "run script button )

    Note that when Blender is launched by DazStudio+mcjTeleblender,
    you dont have access to Blender's System console.

    One way to remedy this is to close blender, open blender and do a "file/recover last session"

    another way is to run the .bat file which was created by mcjTeleblender

    
    #---------- processMat ----------
    def processMat( mat, mydata ):
     tree = mat.node_tree
     if not tree:
      return;
     nodes = tree.nodes
     links = tree.links
     for node in nodes:
      if( node.type in ['ShaderNodeTexImage','TEX_IMAGE'] ):
       bIsnew = True;
       for duet in mydata:
        if duet[1] == node.image.filepath:
         if node.image != duet[0]:
          node.image = duet[0];
          print( node.image.name, " >>> " , duet[0].name );
         bIsnew = False;
         break;
       if bIsnew == True:
        mydata.append( [ node.image, node.image.filepath ] );
            
    #---------- processObject ----------
    def processObject( o, mydata ):
     materials = o.material_slots
     for m in materials:
      mat = m.material
      if mat:
       processMat( mat, mydata )
        
    #---------- processAllMeshObjects ----------
    def processAllMeshObjects():
     objects = bpy.data.objects;
     mydata = [];   
     for o in objects:
      if o.type == 'MESH':
       processObject( o, mydata );
     n = len( mydata );
     print( n, " unique images" );
    processAllMeshObjects();
    
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,172
    edited April 2014

    Unlucky?

    in the test shown below 64 objects use a 4096x4096 texture

    which must use a lot of memory

    my video card has 1G of ram

    if the images are stored as 4 bytes per pixel

    64 x 4k x 4k x 4 = 4 Gigabytes

    so i'm starting to have doubts ...

    i'm using Blender 2.69

    maybe you're using an older version?

    sometimes when i run out of memory for a render, usually a FullHD render
    i uncheck Blender's "progressive" rendering option
    so it renders 128x128 pixel tiles instead of the whole image
    this seems to save enough memory to let the render proceed

    when this is not enough i use mcjTeleblender's "collect maps" option
    and i go in the Maps folder ( where images are collected )
    and i resize anything larger than 1024x1024 to 1024x1024 pixels

    when that's not enough i render in CPU mode instead of GPU

    i'll repeat my test with 256 objects

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    Post edited by mCasual on
  • triangulumtriangulum Posts: 0
    edited April 2014

    What the ...
    I guess I was completely wrong - I think the errors were caused because the scene used up almost all of my RAM, and when activating rendered view blender ran out of RAM while still loading the scene into VRAM and spit out a CUDA error ...

    So sorry that I bothered you when actually I was using a really badly chosen scene for testing :red:

    Edit: Yes, unlucky, me thinking my CUDA error meant that the VRAM was full which wasn't the case ... :lol:

    But thanks a lot for looking into this issue, because I would have kept searching and searching without your help. :-)

    Post edited by triangulum on
  • mCasualmCasual Posts: 4,172
    edited December 1969

    What the ...
    I guess I was completely wrong - I think the errors were caused because the scene used up almost all of my RAM, and when activating rendered view blender ran out of RAM while still loading the scene into VRAM and spit out a CUDA error ...

    So sorry that I bothered you when actually I was using a really badly chosen scene for testing :red:

    oh it was not a bother since i too was worrying about this being the cause of some render problems

    i know that GPU "programs" often want all the texture images uploaded to the video card memory
    before the render starts -- i think that's the way Blender Cycles works ---

    so the sum of your scene geometry and the texture images must fit on your card's memory

  • triangulumtriangulum Posts: 0
    edited April 2014

    Casual said:

    so the sum of your scene geometry and the texture images must fit on your card's memory

    They fit - the scene is ~1.2 GB;
    But when the data are copied to the GPU, they're also created in RAM, so e.g. blender.exe uses 200 MB and your scene will use 800 MB VRAM -> you activate rendered view -> blender.exe will now use 1000 MB RAM.

    And I simply didn't have enough RAM left for blender.exe to be able to activate rendered view, which gave me the CUDA error and my first and wrong thought was: Not enough memory on the GPU :lol:

    BTW I now save the exported files and reload them - in one scene I tested blender then uses just 200 MB instead of the 3.8 GB right after importing :-) (the GPU part is always the same)

    Oh and I just ordered another 8 GB RAM ;-)

    Post edited by triangulum on
  • mCasualmCasual Posts: 4,172
    edited April 2014

    for the record, the scene with 256 objects with textures based ob a 4096x4096 images did render in GPU mode
    the geometry itself was a moderate 200000 triangles


    Oh my Bob ! it's the flying spaghetti monster ... not

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    Post edited by mCasual on
  • triangulumtriangulum Posts: 0
    edited December 1969

    Still trying to get my arms around Blender so I can do more (add lights, adjust the camera views, basic stuff that is frustratingly hard to figure out in Blender).

    We're in the same boat :lol:
    I felt like a complete idiot ... everything's different in Blender ... even the default mouse keys :)
    Here are the camera shortcuts - extremely helpful and can also be used to set up lights http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Camera

    BTW I can't tell you how often Google sent me to forums with either sparcely sourced or even plain wrong information about Cycles ... it's crazy! Even the self-proclaimed "Gurus" sometimes post videos with node setups that are simply wrong ... Unbelievable!

    It took me what felt like forever* to find out how to correctly set up ordinary specular maps ... they go into FAC of the mix node between diffuse map and glossy shader and can be controlled with a simple math node. [You can control the gloss itself with a map that's plugged into the glossy shader, but that would require a gloss map - that way you could create e.g. metal and leather on the same texture.]
    And you don't set them to "non-color data" like almost everyone is suggesting. Very nice tutorial: https://vimeo.com/54131520

    *The internet is flooded with posts (thanks, smartphones! >:( ) from people who neither double check nor really think about what they're publishing ... And even when they do ... they never come back and post a correction.

  • Curved DesignCurved Design Posts: 57
    edited December 1969

    @3doutlaw - Nice render!

    Today's test is Bree for V5 in the Ultimo Paradiso environment. Subsurface scattering is used, but I've tried to tone it down some more. I think I need just enough SSS to get rid of the plasticy look and provide a bit of backscatter when the lighting is just right. Still a work in progress, though. Bree comes with color subsurface textures for use in DS. From what I've learned, it may be better to let the subsurface shader determine the color of scattering via radius settings. Then a 'color' input, in this case a converted gray scale image, can determine the intensity of the subsurface. There are surely better ways, but this is where I'm at now.

    daveleitz68, love the SSS work you did with Bree for V5 on the beach using the Ultimo Paradiso environment!

    What kind of lighting is set up in that scene? Are you using any emissive area lights? Or any HDR lighting?

  • JOHNGARRETTJOHNGARRETT Posts: 127
    edited December 1969

    Hi guys, I hope everyone is doing well and is making the most out of Daz and Blender.

    I've been getting some really great results out of using the teleblender script in conjunction with Blender, and I thought I'd start posting some of the tips and tricks I use.

    Specifically, I posted a tutorial on my skin settings over on my site here:

    Good Looking Skin from Daz Studio to Blender

    Obviously, everyone has their own methods, but I'm pretty happy with how my renders are turning out, and maybe someone would find this useful.

    I'll attach a couple of examples to this post, and please hit me up with any questions...

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  • mCasualmCasual Posts: 4,172
    edited June 2014

    * * * mcjTeleblender2 update coming up soon * * *

    Daz Studio spotlights will be (optionally ) exported as Blender Spotlights, including correct orientation and spread angle
    Daz Studio DirectLights will be (optionally) exported as Blender Sun Lights including correct orientation
    ...point lights ... ... Blender point lights
    Uber AreaLights .... as Blender Area Lights

    also the Opacity strength of the surface/materials will be added to the material node trees as a transparency shader +mix shader

    previously all transparencies were obtained using maps ( gray images )

    this was because i didn't want to modify Blender's build-in obj importer, to avoid unforeseen problems down the road

    the opacity strength is transfered from Daz Studio the same way texture tiling is : calls to a new function in blenderBot

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    Post edited by mCasual on
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