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Daz 3D Forums > 3rd Party Software > Blender Discussion

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

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Comments

  • mCasualmCasual Posts: 4,265
    September 2014 edited September 2014

    ladaga said:
    I apologize for the wrong link to download MDD Importer for DAZ Studio 4.6 and for my english:) Instead of that, use this.
    http://amarijun.wordpress.com/2014/08/23/mdd-importer-for-daz-studio-4-6/
    also recorded a short video tutorial on how to use the plugin.
    http://www.youtube.com/watch?v=6cqpa7mUZhU&feature=youtu.be
    please explain how to use the plug-in for the successful transfer of the animation in blender?

    example 2,

    i loaded Md3_output_frame0.obj in daz studio

    applied a texture

    added a light

    exported the scene for a single-frame-render using mcjTeleBlender

    as you can see the exporter/importer system created a material suitable for Blender-Cycles renders

    since Daz Studio's OBJ exporter did not make any effort to preserve the vertex count and the vertex order
    we can not apply the MDD to the dress - Blender displays an error message

    we delete the dress that came from Daz Studio ( but this did not delete the materials !!!

    we import Md3_output_frame0.obj using Blender's importer

    it's very important to activate the "vertex order" option during the import

    we apply the blender-cycles-dress material to Md3_output_frame0.obj

    we apply the "mesh cache" modifier to the dress, we specify we will use Md3_output.mdd

    and we now can render the whole animation using Blender Cycles

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    Post edited by mCasual on September 2014
  • HellKoreaHellKorea Posts: 17
    September 2014 edited December 1969

    Thank you for quick update..

    There is another problem.

    TeleBlender does not export "Specular Strength" image map.
    would you fix it? please~

    Thank you again.. I love mcjTeleBlender.

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  • mCasualmCasual Posts: 4,265
    September 2014 edited September 2014

    you know what i did just now ?

    i wrote a Windows-PC-exe OBJ-sequence-to-MDD converter

    as you know, mcjTeleBlender and other programs, can export animations as a sequence of obj files

    once converted to MDD format,

    in blender, you can import only the first frame's OBJ file

    the whole scene is one big mesh

    then you load the mdd file ( as a mesh cache modifier )

    which is a bit like 1 morph channel per animation frame added to the big mesh

    and there you have it an animated scene, which can be rendered

    it's not "rigged" so you cant change the Figure poses, but you can add objects and lights and cameras, tweak the materials etc

    ----

    so, very soon i'll publish the free PC-Windows Obj-to-Mdd utility

    and i'll share my C source code which is only 160 lines long for now


    -----

    in the example below the figure is a low poly Aiko3-like figure
    so it works quite well
    but for figures like Victoria 4, or the real Aiko3 or Genesis etc .... the data load on Blender will be quite severe
    ( 100K data points per frame )

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    Post edited by mCasual on September 2014
  • mCasualmCasual Posts: 4,265
    September 2014 edited September 2014

    jerrycrow said:
    Thank you for quick update..

    There is another problem.

    TeleBlender does not export "Specular Strength" image map.
    would you fix it? please~

    Thank you again.. I love mcjTeleBlender.

    maybe if you place that map on the Specular color channel you'll get the desired effect

    it was set up like that in TB2 because the Daz Studio obj/mtl exporter exports only the Specular
    Color map. The .obj format doesn't support specular strength maps

    since TeleBlender3 can export maps separately ... yes soon i may export them too

    Post edited by mCasual on September 2014
  • HellKoreaHellKorea Posts: 17
    September 2014 edited December 1969

    Casual said:
    jerrycrow said:
    Thank you for quick update..

    There is another problem.

    TeleBlender does not export "Specular Strength" image map.
    would you fix it? please~

    Thank you again.. I love mcjTeleBlender.

    maybe if you place that map on the Specular color channel you'll get the desired effect

    it was set up like that in TB2 because the Daz Studio obj/mtl exporter exports only the Specular
    Color map. The .obj format doesn't support specular strength maps

    since TeleBlender3 can export maps separately ... yes soon i may export them too

    ok. i got it. Thank you for explain.

  • siocsioc Posts: 300
    September 2014 edited September 2014

    Trouble with TeleBlender3.1 beta

    I just tried the new beta export with cycles choice and all default values and ... no lights exported.

    In that scene I have a distant light and a spot light (both with luxus settings)

    Any idea ?

    Post edited by sioc on September 2014
  • SzarkSzark Posts: 10,633
    September 2014 edited December 1969

    I think but I am not 100% certain, that your issue is Luxus Settings, have you tried with removing the Luxus settings?

  • siocsioc Posts: 300
    September 2014 edited December 1969

    So I tried to investigate more:

    I removed Luxus parameters => same trouble.

    I deleted all lights and added a distant light => same trouble.

    Save and restart Daz Studio (tried with both 'stable' and beta) using the file with the new light => same trouble

  • SzarkSzark Posts: 10,633
    September 2014 edited December 1969

    Worth a try though. I will have to leave this with Casual. Also I just realised I have never had any lights exported in my scenes either but for me that isn't a problem as I mainly use Area and HDRI's. For the Sun I use this http://blenderartists.org/forum/showthread.php?297721-Script-Connect-Sun-with-Cycles-Sky-Texture&p=2617757&viewfull=1 to line up the Sky Texture and Sun

  • siocsioc Posts: 300
    September 2014 edited September 2014

    I reinsalled mcjBlendBot and that fixed it... Weird

    And no normal map, wasn't that one of the new supported futures ?

    Post edited by sioc on September 2014
  • mCasualmCasual Posts: 4,265
    September 2014 edited September 2014

    Lighting study , just the basic setup
    i may improve on it later

    outside the window there's a large emissive panel, strength = 1
    behind the camera there's a pink spotlight
    H.S.V. = 0.999 0.0500.300
    Strength 80

    there's a 4 m. x 4 m. white plane as the floor

    there's a strength 80 sunlight behind the window light panel but i think it doesn't contribute much since it's blocked

    the environment light is the beach sphere very weak 0.05 strength


    Based on a photo of Jen Selter
    http://www.jenselter.com
    http://instagram.com/p/q44p1PGkTX/?modal=true http://www.jenselter.com

    ==========

    Fig 2 - the areaLight plane object's Ray Visibility was set to not cast shadows
    then a sun light with power 3.33 and size 0.3 was positioned to cast light perpendicular to her chest

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    Post edited by mCasual on September 2014
  • mCasualmCasual Posts: 4,265
    September 2014 edited December 1969

    sioc said:
    I reinsalled mcjBlendBot and that fixed it... Weird

    And no normal map, wasn't that one of the new supported futures ?

    i had them, then i basically re-designed the whole thing and forgot to put them back in

    the normal maps will be back today (99% sure about that )

  • mCasualmCasual Posts: 4,265
    September 2014 edited December 1969

    sioc said:
    So I tried to investigate more:

    I removed Luxus parameters => same trouble.

    I deleted all lights and added a distant light => same trouble.

    Save and restart Daz Studio (tried with both 'stable' and beta) using the file with the new light => same trouble


    for standard daz studio lights it should work
    as long as you updated the mcjBlendBot files in the Blender/scripts/modules folder for the current version of Blender you are using
    also there's 2 checkboxes in TB3's "auxiliary" Tab

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  • nakamuram002nakamuram002 Posts: 429
    September 2014 edited December 1969

    Why not export all cameras in the DAZ Scene? I think the original mcjTelebelender did that...

  • mCasualmCasual Posts: 4,265
    September 2014 edited December 1969

    nakamuram002 said:
    Why not export all cameras in the DAZ Scene? I think the original mcjTelebelender did that...

    i'll add it as an option checkbox,

    only the user-created cameras, and the perspective camera, not the orthogonal ones

    eventually i could add animated cameras like what mcjExportCamToBlender does http://www.daz3d.com/forums/discussion/17032/

    for orbiting cameras, or ... upcoming ... to render obj-sequences converted to MDD format( or directly to Blender's mesh-cache modifier )

  • mCasualmCasual Posts: 4,265
    September 2014 edited September 2014

    i strayed into the world of bra-rchitecture but am re-focusing on TeleBlender 3 ...

    expected release in the night

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    Post edited by mCasual on September 2014
  • mCasualmCasual Posts: 4,265
    September 2014 edited September 2014

    upcoming version
    all the cameras will be exported
    the camera names will be exported and used in Blender
    this will remain compatible with old blendBots

     
    if 'addCamera2' in dir( mcjBlendBot ):
     addCamera2( 4.022, -0.002, 2.67, 68.683, 0, 89.77, 137.143, True, "Camera_Main" )
    else:
     addCamera( 4.022, -0.002, 2.67, 68.683, 0, 89.77, 137.143 )
    addCamera2( 2.637, -2.602, 1.454, 80.49, 0.003, 42.926, 59.429, False, "Camera_Pose" )
    addCamera2( 3.703, 1.001, 1.828, 74.875, 0.003, 101.94, 59.429, False, "Camera_side" )
    addCamera2( 0.054, -0.407, 0.792, 98.71, 0.004, -5.363, 59.429, False, "Camera_Hands" )
    
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    Post edited by mCasual on September 2014
  • mCasualmCasual Posts: 4,265
    September 2014 edited September 2014

    as long as you are using the newer version of mcjBlendBot with mcjTeleblender 3 Beta

    https://sites.google.com/site/mcasualsdazscripts4/mcjteleblender3

    the normal maps applied to the surfaces with the Default Daz material do work

    next i'll see if it's the case when the normal map is part of a ''shader''

    =====

    Fig 3 - the Normal maps for Shader materials like AoA's SSS shader will be exported to Blender and used by blender
    as long as the shader uses the property name "Normal Map"

    ....... in teleblender 3 beta 3.02 posted veryverysoon

    the other shaders i have dont use normal maps

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    Post edited by mCasual on September 2014
  • mCasualmCasual Posts: 4,265
    September 2014 edited September 2014

    UPDATE TB3.02 beta UPDATE TB3.02 beta UPDATE TB3.02 beta UPDATE TB3.02 beta UPDATE TB3.02 beta

    Teleblender 3.02 Beta and mcjBlendBot were updated

    there's now an option to export all cameras

    but i have to fix something i forgot about : apparently, when exporting into an existing Blender scene, the default camera setting doesn't seem to be acknowledged by blender )

    and better support for Shaders with 'Normal Maps' as long as that shader uses the very specific name "Normal Map"

    note that this is TB3's Home > https://sites.google.com/site/mcasualsdazscripts4/mcjteleblender3

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    Post edited by mCasual on September 2014
  • siocsioc Posts: 300
    September 2014 edited September 2014

    Sorry, but I still have issues:

    why the camera focal change (50 mm in daz => 45.71 mm in blender) ? I got that before and after mcjBlendBot update.

    Post edited by sioc on September 2014
  • HellKoreaHellKorea Posts: 17
    September 2014 edited September 2014

    Thank you update..

    but.. there is error.
    in mcjMakeCyclesNodes.py

    >>> "links.new( mulNode.outputs[0], glossNode.inputs[0] )"

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    Post edited by HellKorea on September 2014
  • mCasualmCasual Posts: 4,265
    September 2014 edited September 2014

    sioc said:
    Sorry, but I still have issues:

    ‘Normal Maps’.

    In daz studio with as shader the "Daz Studio default", I have a normal map image in the surface of an object and no normal map in blender.

    I have the same result with both TB2 Legacy Mats and new one.

    Also why the camera focal change (50 mm in daz => 45.71 mm in blender) ? I got that before and after mcjBlendBot update.

    about the focal lengths - in Daz Studio the focal length is relative to the vertical aperture of the camera for a backplate 35 mm tall
    in Blender the focal length is relative to the horizontal apperture of the camera for a backplate 32mm wide

    in your case apparently you were using a square screen ratio, so 50 mm * 32mm/35mm = 45.71mm

    using the way mcjTeleBlender computes it, so far i always had almost-pixel-perfect results

    it's important to use the default Export scale of 1% in teleblender's "Aux Settings" tab

    ----

    for the normal maps - see Figure 2 - the material editor is where you can see if the normal map was imported
    you can then check if the specific image is the problem, maybe its the normal strength that is too low
    Note that in TeleBlender's Aux Settings tab, there is a setting called "Normal Maps Strength" the default value is 0.5
    For now i dont think ( not sure ) if TeleBlender uses it, but in the next version it will

    if you exit blender and re-launch it using the .bat file created by mcjTeleBlender ( in the same folder where your .obj files are written to ) , you will have access to the Blender Console, and in it you can see messages that are displayed during the import process - if you see an Error message, please tell me what is written

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    Post edited by mCasual on September 2014
  • mCasualmCasual Posts: 4,265
    September 2014 edited September 2014

    jerrycrow said:
    Thank you update..

    but.. there is error.
    in mcjMakeCyclesNodes.py

    >>> "links.new( mulNode.outputs[0], glossNode.inputs[0] )"

    thanks !

    i didnt test the mix node a lot [ insert Sir Mix-a-Lot pun here ]

    i see it has serious problem

    i'll fix it today

    .....

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    Post edited by mCasual on September 2014
  • mCasualmCasual Posts: 4,265
    September 2014 edited September 2014

    coming up in the next minutes - i fixed the renders for TB3 & Glossy Mix renders

    ( thanks JerryCrow )

    but i still have to fix the issue where you have a pre-existing scene with non-glossy-mix materials

    and you are importing a daz scene with glossy-mix materials

    ( normally mcjBlendBot is supposed to leave pre-existing materials alone ! )

    --

    oh i also see TeleBlender and BlendBot should not attempt to tweak materials in Blender that are not even exported from DS because they are invisible in the Daz Scene

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    Post edited by mCasual on September 2014
  • mCasualmCasual Posts: 4,265
    September 2014 edited September 2014

    Important Update TeleBlender 3.03 Beta and mcjBlendBot

    2014 September 15 6:45 PM - Version 3.03 beta -

    https://sites.google.com/site/mcasualsdazscripts4/mcjteleblender3

    TeleBlender 3 with GlossMix was repaired

    i added a bOld property to all objects, so "old" objects in the initial .blend scene are tagged as old
    and disregarded when processing the objects imported from Daz Studio

    mcjTeleBlender now saves the Normal Map Strength value on exit

    mcjTeleBlender now doesn't attempt to get mcjBlendBot to fix objects and materials
    that are not actually exported from Daz Studio

    Both your mcjBlendBot and the mcjTeleBlender script need this update

    Thanks to everyone for pointing the things that need fixin' like that coffee machine in the little café just around the bend

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    Post edited by mCasual on September 2014
  • siocsioc Posts: 300
    September 2014 edited September 2014

    empty

    Post edited by sioc on September 2014
  • mCasualmCasual Posts: 4,265
    September 2014 edited September 2014

    sioc said:
    Thanks for the focal explaination.

    I reinstalled my blender then your scripts to be sure I didn't broke something.

    Sorry but I still got the trouble see the screen-shots below

    And the normal map image (V4C_MAT_RIBBED_NML.jpg) is not copied in the \Maps subfolder of the script export

    thanks for posting the screen copy, looks like it;s the bump map that's causing the problem
    i should be able to correct the problem !

    it's normal that the normal map is not collected in the maps folder
    because map collection is handled by Daz Studio's obj/mtl exporter

    so until i post the fixed code for the bump map
    if you remove the bump map from that material
    you should be able to see the normal map and avoid the error

    Post edited by mCasual on September 2014
  • siocsioc Posts: 300
    September 2014 edited September 2014

    empty

    Post edited by sioc on September 2014
  • mCasualmCasual Posts: 4,265
    September 2014 edited December 1969

    sioc said:
    I updated my previous post :) You answered too fast :p

    I removed from the scene the objects having bump map

    I do the test with the same cloth I had trouble with last time I asked for help and you made me add the normal map by hand.

    well i was looking for the exact line number where the bump map error occured, did you keep the old image? :)

  • siocsioc Posts: 300
    September 2014 edited December 1969

    sure :

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