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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: 4,300
    September 2014 edited September 2014

    jerrycrow said:
    hi casual~
    i found another scale problem.

    it's bump value (and normal?).

    if scale 1% export >> bump value 0.005,
    scale 2% export >> bump value same as scale 1%(0.005 not 0.010)

    am I wrong? check please~
    (sorry my bad english)

    Thanks always.

    if it was a displacement it would matter but for bump maps it's a bump-map strength, so i prefer not to multiply it by the scale

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

    Casual said:
    jerrycrow said:
    hi casual~
    i found another scale problem.

    it's bump value (and normal?).

    if scale 1% export >> bump value 0.005,
    scale 2% export >> bump value same as scale 1%(0.005 not 0.010)

    am I wrong? check please~
    (sorry my bad english)

    Thanks always.

    if it was a displacement it would matter but for bump maps it's a bump-map strength, so i prefer not to multiply it by the scale

    Thank you for answer

  • RoygeeRoygee Posts: 2,243
    September 2014 edited December 1969

    Sorry to bump this - just making sure that I get informed of postings (somehow I got dropped off the notifications) and waiting the great news for the upgrade :)

    Thank you so much for all your hard work, Casual!

  • mCasualmCasual Posts: 4,300
    September 2014 edited September 2014

    Roygee said:
    Sorry to bump this - just making sure that I get informed of postings (somehow I got dropped off the notifications) and waiting the great news for the upgrade :)

    Thank you so much for all your hard work, Casual!

    Welcome.

    been thinking about a "what's new" page on my site

    ( in part because i don't maintain my big index pages ! )

    hey i could make a what's new D|S script with the sole purpose of browsing to the "what's new" page on google

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

    Hello casual..

    Today I tested area light.
    Thank you. It's great!

    but light direction needs to be flipped.

    !up.jpg
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    Post edited by HellKorea on September 2014
  • mCasualmCasual Posts: 4,300
    September 2014 edited September 2014

    a new version will be posted tonight with the inverted arealight vector

    you could also do the patch manually

    line 1010 of mcjTeleBlender 3 reads

    var vY = q.getYAxis();

    by adding this at line 1011 it inverts the up-vector

    vY.negate();

    but i also want to fix two problems that occurred :

    - the grass lawn was tiled in DS and not tiled in Blender!

    - when Blender's default "World" is not blank ( it was a Blender "sky" ), it seems to prevent mcjBlendBor from creating Background Environment Textures

    so the update should fix those 3 things

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    o1.jpg
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    Post edited by mCasual on September 2014
  • RoygeeRoygee Posts: 2,243
    September 2014 edited December 1969

    been thinking about a “what’s new” page on my site

    That would be really great, Casual :)

  • mCasualmCasual Posts: 4,300
    September 2014 edited September 2014

    the new version will also

    - not export the "Blocker" lights, ( which are only there for Daz Studio's openGL needs i think )

    - not export the AreaLight plane itself, by making it invisible before the .obj export

    actually ... i prefer to leave it as the user's responsibility to hide the plane or not

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    Post edited by mCasual on September 2014
  • mCasualmCasual Posts: 4,300
    September 2014 edited December 1969

    Update - TeleBlender and BlendBot 3.06 beta - Update - TeleBlender and BlendBot 3.06 beta -


    mcjTeleBlender now makes the AreaLights point the same way they do in Daz Studio

    note that anything labeled "arealight" is exported as an arealight by TeleBlender

    so you could create a primitive-plane, label it "my AreaLight" and it will be exported as an area light

    but the real areaLights like the Uber AreaLight Plane, also have a special "Color" and "Intensity" channel in their material
    and teleBlender does use those settings during the export

    the "Blocker" lights, will no longer be exported, in DS they are just there for OpenGL reasons i think

    if you don't want the areaLight geometry ( a simple plane ) to be exported,
    it will be your responsibility (and prerogative ) to hide it before the export

    mcjBlendBot will now detect if you are importing your scene into a Blender-cycles-enabled
    scene and appropriately handle your World Environment ( sky spheres )

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

    The "Blocker" is to tell the Render engine that I light is in the scene and therefore to turn off the Preview light. :)

    Again no big deal but do you intend to add a Light Fall Off Node for Area lights if Fall OFF is turn ON for the DS Area Light. You will find the Node under "Colour > Light Fall Off.

  • mCasualmCasual Posts: 4,300
    September 2014 edited December 1969

    nakamuram002 said:
    ..... There is no World Output node ...

    don't know if that was the problem but before this morning
    when you specified you were importing your daz scene into a pre-existing .blend scene
    teleBlender always attempted to create Blender-Internal-Renderer environment spheres

    but this morning's version will detect if your .blend scene is Cycles-Render compatible
    and create the appropriate world environment

    As for the .hdr equirectangular issue ... i'll check this soon, it may be a Daz Studio version 4.6 issue

    i know that recently i tested 16bit tif displacement maps, which worked in DS 3 but don't seem to work in DS 4.5+

  • mCasualmCasual Posts: 4,300
    September 2014 edited December 1969

    Szark said:
    The "Blocker" is to tell the Render engine that I light is in the scene and therefore to turn off the Preview light. :)

    Again no big deal but do you intend to add a Light Fall Off Node for Area lights if Fall OFF is turn ON for the DS Area Light. You will find the Node under "Colour > Light Fall Off.

    i don't think i ever tweaked areaLight falloff in DS

    but Blender's AreaLights dont seem to have this feature so i couldnt really transfer it

    i saw just now that the SpotLights have a "Blend" property i'll have to see what it does and maybe update the SpotLight export

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

    No problem just thought I would ask. The Fall Off node can easily be added in the Node Editor.

  • HellKoreaHellKorea Posts: 17
    September 2014 edited December 1969

    Casual said:
    Update - TeleBlender and BlendBot 3.06 beta - Update - TeleBlender and BlendBot 3.06 beta -


    mcjTeleBlender now makes the AreaLights point the same way they do in Daz Studio

    note that anything labeled "arealight" is exported as an arealight by TeleBlender

    so you could create a primitive-plane, label it "my AreaLight" and it will be exported as an area light

    but the real areaLights like the Uber AreaLight Plane, also have a special "Color" and "Intensity" channel in their material
    and teleBlender does use those settings during the export

    the "Blocker" lights, will no longer be exported, in DS they are just there for OpenGL reasons i think

    if you don't want the areaLight geometry ( a simple plane ) to be exported,
    it will be your responsibility (and prerogative ) to hide it before the export

    mcjBlendBot will now detect if you are importing your scene into a Blender-cycles-enabled
    scene and appropriately handle your World Environment ( sky spheres )


    Thank you so much for update.

  • HellKoreaHellKorea Posts: 17
    October 2014 edited December 1969

    Hi Casual.
    I had modified some codes.
    because Arealight has scale problem.

    is it alright?

    Thank you.
    ===================

    function writeAreaLights( file, spacer, t, bRxtras )

    ....

    node.setVisible( false );
    var areaSize = getAreaSize( node );
    var areaSizeX = 0.01 * areaSize[0];
    var areaSizeY = 0.01 * areaSize[1];
    var blR = getBlenderEulerY( node, t );

    >> var areaScale = 100/round(blenderFactor);
    >> var areaIntensityScale = areaScale * areaScale;

    file.writeLine(
    spacer +
    "addAreaLight( "
    + quoted( "AreaLight" + i ) + ", "
    + round( pos.x / blenderFactor ) + ", "
    + round( -pos.z / blenderFactor ) + ", "
    + round( pos.y / blenderFactor ) + ", "
    + round( blR.x ) + ", "
    + round( blR.y ) + ", "
    + round( blR.z ) + ", "
    >> + round( intensity * areaIntensityScale )
    + ", " + round( gamma(color.red) )
    + ", " + round( gamma(color.green) )
    + ", " + round( gamma(color.blue) )
    >> + ", " + round( areaSizeX * areaScale )
    >> + ", " + round( areaSizeY * areaScale )
    + " )"
    );

  • mCasualmCasual Posts: 4,300
    October 2014 edited December 1969

    jerrycrow said:
    Hi Casual.
    I had modified some codes.
    because Arealight has scale problem.

    is it alright?

    Thank you.
    ===================

    function writeAreaLights( file, spacer, t, bRxtras )

    ....

    node.setVisible( false );
    var areaSize = getAreaSize( node );
    var areaSizeX = 0.01 * areaSize[0];
    var areaSizeY = 0.01 * areaSize[1];
    var blR = getBlenderEulerY( node, t );

    >> var areaScale = 100/round(blenderFactor);
    >> var areaIntensityScale = areaScale * areaScale;

    file.writeLine(
    spacer +
    "addAreaLight( "
    + quoted( "AreaLight" + i ) + ", "
    + round( pos.x / blenderFactor ) + ", "
    + round( -pos.z / blenderFactor ) + ", "
    + round( pos.y / blenderFactor ) + ", "
    + round( blR.x ) + ", "
    + round( blR.y ) + ", "
    + round( blR.z ) + ", "
    >> + round( intensity * areaIntensityScale )
    + ", " + round( gamma(color.red) )
    + ", " + round( gamma(color.green) )
    + ", " + round( gamma(color.blue) )
    >> + ", " + round( areaSizeX * areaScale )
    >> + ", " + round( areaSizeY * areaScale )
    + " )"
    );

    i'll probably add this feature after i make sure it doesn't break backward compatibility

  • mCasualmCasual Posts: 4,300
    October 2014 edited October 2014

    mcjBlendBot Update

    someone using MacOS reported that Blender displays a warning about
    reduced performance due to a missing bl_info

    i can reproduce this error message on Windows 7
    only if i manually install mcjBlendBot in Blender's User-Preferences panel
    Note that i never needed to do this to get mcjBlendBot to work

    but anyway i updated mcjBlendBot
    i added a bl_info section and fake register/unregister functions

    bl_info = {
        "name": "mcjBlendBot",
        "description": "Post obj-import services mostly to build node-based materials for Cycles.",
        "author": "mCasual/Jacques",
        "version": (1, 0),
        "blender": (2, 60, 0),
        "location": "TextEditor - toolbar",
        "warning": "",
        "wiki_url": "",
        "category": "Import-Export"}
    
    def register():
     print( "" )
     
    def unregister(): 
     print( "" )

    so this may get rid of the error messages
    BUT
    maybe Blender/Mac goes through all the python scripts in the modules folder
    and attempts to read their bl_info
    since none of my "modules" have the bl_info section (except, now, mcjBlendBot )... possibly Mac-Blender will still not be happy

    i think that the "performance" issue Blender warns us about is not really true,
    i mean i think if it slows down your work, it's by approximately 1 millisecond at load time
    it's probably more a matter of enforcing uniform coding practices

    ========
    only mcjBlendBot.zip was modified

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

    Post edited by mCasual on October 2014
  • Alt260Alt260 Posts: 25
    October 2014 edited October 2014

    Hi,

    For mcjTeleBlender2 and mcjTeleBlender3,

    Whit Blender 2.71 the "Use mat-lib" work, but for Blender 2.72b it fail to work, it will not import the materiel.
    And also will not build Cycles nodes.

    Do I have a easy way to fix that "Use mat-lib" option for mcjTeleBlender3?

    Thanks you,

    OS Windows 7 Pro 64 bits
    Daz3d 4.6 64 bits
    Blender 2.72b 64 bits

    Post edited by Alt260 on October 2014
  • mCasualmCasual Posts: 4,300
    October 2014 edited October 2014

    alt260 said:
    Hi,

    For mcjTeleBlender2 and mcjTeleBlender3,

    Whit Blender 2.71 the "Use mat-lib" work, but for Blender 2.72b it fail to work, it will not import the materiel.
    And also will not build Cycles nodes.

    Do I have a easy way to fix that "Use mat-lib" option for mcjTeleBlender3?

    Thanks you,

    OS Windows 7 Pro 64 bits
    Daz3d 4.6 64 bits
    Blender 2.72b 64 bits

    i'll get Blender 2.72b and fix this today the update will most probably be in the mcjBlendBot package

    note : mcjTeleBlender3 produces a .bat file in the same folder where you specified the .obj scene/file is exported - launching Blender using this batch file gives you access to blender's "console" window, which is like an MSDOS window. Using this you can see error messages generated during your scene file import - sometimes that's enough information to figure what to do.

    But in the case of the 2.72b incompatibility it's something i have to fix in code
    i have to find the standardized compatible way to "append" the material library (.blend) materials

    272b.jpg
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    Post edited by mCasual on October 2014
  • mCasualmCasual Posts: 4,300
    October 2014 edited December 1969

    according to this forum exchange at http://blender.stackexchange.com/

    i just have to re-create the link-append operator using the link or the append operators

    the daz script mcjTeleBlender has an option called mat-lib linked, normally this would be a solution

    but in a test i did just now, there's another bug to fix using that route !

    answers.jpg
    750 x 626 - 126K
  • mCasualmCasual Posts: 4,300
    October 2014 edited October 2014

    i found the solution to the emerging Blender 2.72 mat-lib incompatibility

    since Blender 2.72 does not have a link_append operator anymore
    and since, anyway, i was using the link_append operator with the ( link=False ) setting

    i replaced this line in mcjUseMatLib.py

        bpy.ops.wm.link_append( directory=matLib + "/Material/", link=False, files=matNamesList )
    

    with this line

        bpy.ops.wm.append( directory=matLib + "/Material/", files=matNamesList )
    

    and it seems to work fine !

    the new version of mcjBlendBot is not posted yet !

    i want to fix another bug i think i experienced a few minutes ago

    plus, i didn't fully test the mat-lib functionality itself,

    beachscrews.jpg
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    Post edited by mCasual on October 2014
  • Alt260Alt260 Posts: 25
    October 2014 edited December 1969

    Hi Casual,

    Thank's for your fast answer to my issues, I will be waiting for your update to be ready.
    Have a nice day.

  • mCasualmCasual Posts: 4,300
    October 2014 edited October 2014

    the bug i mentioned was that mcjTeleBlender3's "use mat-lib linked" option was not taken into account by mcjBlendBot !
    so if someone selected that option, mcjBlendBot did .... no post-obj-import processing ... no cycles materials ... then failed

    so i'll re-implement this in mcjBlendBot

    expect the mcjBlendBot update in the next 30 minutes .... ( most probably )

    according to my archives the "use mat-lib linked" option was introduced ... in July 2013

    then somewhere down the road it disappeared ! :)

    so i re introduce it somewhere near the bottom of mcjBlendBot.py

     # post load processing
     if( postLoadProcessor == "CYCLESMATS" ):
      mcjMakeCyclesNodes.fixObjectsExcept( aObjectsBefore )
      mcjAddMappersToTexImgs.addMappingToAllObjects()
     elif( postLoadProcessor == "BLENDERFIX" ):
      mcjFixBlenderMats.fixObjectsExcept( aObjectsBefore, bGammaFix )
     elif( postLoadProcessor == "USEMATLIB" ):
      mcjUseMatLib.switchToLibraryMaterials( matLibPath )
    


    elif( postLoadProcessor == "USEMATLIBLNK" ):
    mcjUseMatLib.switchToLibraryMaterialsLinked( matLibPath )

    
     else :
      print( "no post-load processing" );
     mcjMatsFromFilename.switchToNamedMaterials();
    


    then in mcjUseMatLib.py

    
    
    def switchToLibraryMaterialsLinked( matLib ):
         switchToLibraryMaterialsCommon( matLib, True )
    
       
    def switchToLibraryMaterials( matLib ):
         switchToLibraryMaterialsCommon( matLib, False )
    
       
    def switchToLibraryMaterialsCommon( matLib, bLinked ):
    .
    .
    .
    
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    Post edited by mCasual on October 2014
  • mCasualmCasual Posts: 4,300
    October 2014 edited December 1969

    UPDATE - UPDATE - UPDATE - UPDATE - UPDATE - UPDATE - UPDATE - UPDATE -

    for those using the "use mat lib" and "use mat lib linked" options

    you need to download and install mcjBlendBot.zip and install it over the old copy
    ( meaning in a folder like

    only mcjBlendBot.py and mcjUseMatLib.py modules were fixed

    so there's no need to re-download the daz script

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

  • mCasualmCasual Posts: 4,300
    October 2014 edited December 1969

    alt260 said:
    ..... .

    UPDATE - UPDATE - UPDATE - UPDATE - UPDATE - UPDATE - UPDATE - UPDATE -

    mcjBlendBot.zip ( version 3.08 )

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

  • Alt260Alt260 Posts: 25
    October 2014 edited December 1969

    Hi Casual,

    Thank's for the fast fix, it work again now.
    Have a nice day, ;)

  • mCasualmCasual Posts: 4,300
    October 2014 edited December 1969

    non-critical - Update - - Update - - Update - - Update - - Update - - Update -

    2014 October 26

    to avoid Blender warning messages

    added a bl_info header to all of mcjBlendBot's modules

    also added a dummy register/unregister function.


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

    only mcjBlendBot.zip needs the update, the daz studio script mcjTeleBlender is unchanged

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  • DM3DDM3D Posts: 133
    October 2014 edited December 1969

    Casual,

    Its been a while but I just wanted to tell you how impressed I am with the updates to mcjTeleBlender. I'd be more than happy to support your hard efforts with a registration fee. You've put a LOT of hard work into this and it is evident.

    This product gives those of us that love the control and flexibility of Blender an option beyond Reality and Luxrender which I've tried but I much prefer mcjTeleBlender!!!

    THANK YOU!

  • mCasualmCasual Posts: 4,300
    October 2014 edited October 2014

    dcmphoto said:
    Casual,

    Its been a while but I just wanted to tell you how impressed I am with the updates to mcjTeleBlender. I'd be more than happy to support your hard efforts with a registration fee. You've put a LOT of hard work into this and it is evident.

    This product gives those of us that love the control and flexibility of Blender an option beyond Reality and Luxrender which I've tried but I much prefer mcjTeleBlender!!!

    THANK YOU!

    well just a small one-time gift certificate would be enough :) so my 3D assistant Amy could get new shoes or something :)

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    Post edited by mCasual on October 2014
  • L.Grafx_84422e3e84L.Grafx_84422e3e84 Posts: 1
    October 2014 edited December 1969

    Hello all :cheese:

    Firstly, I'd like to thank you Casual for this AMAZING work on getting Daz Studio figures into Blender.. I'll soon be able to express my gratitude better once my finances clear up so I can help support what you're doing here. In the meantime, I have a few questions which I've skimmed through this thread for and didn't find any answers.

    I've actually had success with pretty much any/all models such as G2F/M, V6/M6, etc. using the latest McjTeleblender 3 and McjBot (on both Windows and MacOS) with Blender 2.72b. Sometimes there are minor issues when loaded into Blender such as the eyes, finger/toe nails, lips and hair loading in as black textures; but I've found out how to fix those issues by setting the "Fac" value in each texture to 0. The main problem I'm having, and the actual reason I'm posting, is because I'm having major issues with some clothing. Of course, they load/pose fine in Daz but when imported to Blender via McjTeleblender, I get poke-through/holes. Mainly in tighter fitting clothing such as stockings/socks and sometimes with shoes. So, I was wondering if anyone has been having this issue and may know of a solution or setting to make the clothing export as fit in Daz?

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