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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

  • Cris PalominoCris Palomino Posts: 12,440
    December 2014 edited December 1969

    Casual said:
    Cris Palomino said:
    Casual, I have seen your thread, but had not read through all of it. Do you have or plan a video that shows how to go from DAZ Studio to Blender with your script? Your work on all of this looks very interesting.

    Thank you.

    just now i found a video that seems to be what you are looking for !

    mcjTeleblender 3 is basically the same as version 2, but with better handling of opacity, glossiness, lights

    but 90% of the buttons and checkboxes/options are the same, so a version 2 tutorial works for version 3

    https://www.youtube.com/watch?v=fqaYsE8UNxY

    Thanks you, Casual. :)

  • mCasualmCasual Posts: 4,607
    December 2014 edited December 1969

    ajd_at said:
    Hi

    PROBLEM in Blender 2.7 in Imported objs.


    Problem Long Load Time in Blender 2.72 and Teleblender(2 & 3) and Underscore in "Names Files" and "materials"


    Export Scene in Teleblender with files image with Underscore (body_Aiko_tex.jpg),

    Scene with 62 references file body_Aiko_tex.jpg,
    Time load in Blender is 20 minutos.

    Solution temporary: rename files image bodyAikotex.jpg in "Maps" (mtl), and delete references in "scene.mtl".
    Time load: 5 segundos

    Affect names files image and names newmtl and obj

    Windows 32 bits
    Daz 3.1

    Thank you these scripts mcasual


    thanks

    i did experience slow-loading in recent renders

    i was thinking ... maybe the bad health of my hard disks was the cause

    but i also had suspicions that Blender's OBJ importer script
    or Blender's texture loader code... was recently modified

    it could also be a change i made in blendbot

    but, in fact i think the problem occurs before blendbot even starts "touching" the imported Scene

    if this is the case, the changes would need to be done either in the way mcjTeleBlender "cooks" the .mtl files

    or i would have to use something else than Blender's built in obj importer

    or i would have to use the old version of Blender's built in obj importer

    Soon ( maybe in 2014 ! ) i will try to look into this

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  • ajd_at_072df9a27dajd_at_072df9a27d Posts: 60
    December 2014 edited December 1969

    I think also affects the files obj, "names material"

    Otherwise

    Cycles is most Fast in Blender 2.72 vs Blender 2.66.

    I'm impressed :)

    I did some tests Render Cycles, and is faster and better quality renders.
    Four times faster

    Worth it Blender 2.72

  • ajd_at_072df9a27dajd_at_072df9a27d Posts: 60
    December 2014 edited December 2014

    Easy Solution Problem Imported Objs in Blender 2.72 (Underscore Filename image)

    Find File "import_obj.py" change to "False" image_search (recursive)

    -------
    -------
    Program Files\blender-2.72\2.72\scripts\addons\io_scene_obj\import_obj.py

    modify Line ine 829

    use_image_search=True,

    To

    use_image_search=False,

    :):):):):)

    Post edited by ajd_at_072df9a27d on December 2014
  • mCasualmCasual Posts: 4,607
    December 2014 edited December 2014

    ajd_at said:
    Easy Solution Problem Imported Objs in Blender 2.72 (Underscore Filename image)

    Find File "import_obj.py" change to "False" image_search (recursive)

    -------
    -------
    Program Files\blender-2.72\2.72\scripts\addons\io_scene_obj\import_obj.py

    modify Line ine 829

    use_image_search=True,

    To

    use_image_search=False,

    :):):):):)

    thanks !
    i'll see if blendbot can specify this when it calls the obj loader

    well lets check it right now ...

    presently at line 477 of mcjBlendBot.py we have

    
     if bMdd:
      io_scene_obj.import_obj.load(bpy.ops,bpy.context,objFile,global_matrix=gm,
    use_split_objects= False,use_split_groups= False)
     else:
      io_scene_obj.import_obj.load(bpy.ops,bpy.context,objFile,global_matrix=gm)
    

    so lets try this

    
     if bMdd:
      io_scene_obj.import_obj.load(bpy.ops,bpy.context,objFile, global_matrix=gm,
     use_split_objects= False, use_split_groups= False, use_image_search=False)
     else:
      io_scene_obj.import_obj.load(bpy.ops,bpy.context,objFile, global_matrix=gm, use_image_search=False)
    

    and it seems to work so far

    though, i dont know if it's just me, but DS4.7's exporter seems slower than all previous versions ( 4.6 and 3.1 etc... )
    when exporting a scene with a figure even a non-textured figure

    painfully slow ... very sad news

    i may end up porting the obj exporter plugin i wrote for DS3 to DS4.7, and include the mdd exporter while i'm at it

    well, i tried this: i was using Ds4.7Pro64bit, so i installed DS4.7Pro32bit
    and the .obj export went super fast ( as it usually did in the past ! )
    so i dont know .... maybe rebooting will solve the issue with Ds4.7Pro64bit

    unless it's a Beta/Non-Beta reason

    Today i want to post the revised BlendBot with "use_image_search=False"
    but i must do it in a way that mcjTeleBlender could force a "use_image_search=True" ... someday

    and come to think of it, i must do it in a way that wont break the older versions of Blender

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    Post edited by mCasual on December 2014
  • ajd_at_072df9a27dajd_at_072df9a27d Posts: 60
    December 2014 edited December 2014

    Test Okok

    with mcjteleblender2 and mcjteleblender3 for Blender 2.68 and Blender 2.72 windows 32 bits

    Great, now work perfectly


    Thanks. :)

    Post edited by ajd_at_072df9a27d on December 2014
  • ajd_at_072df9a27dajd_at_072df9a27d Posts: 60
    December 2014 edited December 1969

    Casual said:
    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 )


    Hello Casual

    where I find the link download "Windows-PC-exe OBJ-sequence-to-MDD converter"?


    Could occupy for movement of characters In DAZ (low poly) and clothing simulation in Blender

    It would be Great

    Thanks.
    :lol:

  • mCasualmCasual Posts: 4,607
    December 2014 edited December 2014

    ajd_at said:
    Casual said:
    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 )


    Hello Casual

    where I find the link download "Windows-PC-exe OBJ-sequence-to-MDD converter"?


    Could occupy for movement of characters In DAZ (low poly) and clothing simulation in Blender

    It would be Great

    Thanks.
    :lol:

    end of 2014 or beginning of 2015
    i want to make it work with mcjTeleBlender
    so Blender would open the first .obj file
    create the Cycles materials
    and load the animation (mdd) data

    in the meantime, i did write and post a script
    that lets you import animated clothing from Poser / Blender etc...
    i didnt know about mdd back then
    it creates a prop with 1 morph per animation frame
    mcjobjstomorphingprop

    http://www.daz3d.com/forums/discussion/1065/

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    Post edited by mCasual on December 2014
  • ajd_at_072df9a27dajd_at_072df9a27d Posts: 60
    December 2014 edited December 1969

    Thanks, Great integration with Teleblender.Se will be able to accomplish great things.

  • DM3DDM3D Posts: 133
    December 2014 edited December 1969

    Hi Casual,

    Just an FYI, I'll be sending a contribution your way! If you have a moment, perhaps you can help me solve this issue with the MATLIB process.

    Please refer to the attached image. I have created a custom eyereflection node that best suites my renders. The eye reflection in the igure shown are actual reflections. I have had a hard time getting this accurate effect with the nodes as created by mcjteleblender, so, I am using the MATLIB feature to fine tune my materials.

    The problem I am having - the rough value in my glossy node needs to be around .025. Every time mcjteleblender exports a file, it uses my node setup for the eyereflection BUT....the rough value is converted from .025 to .150. This happens no matter what I specify as settings in the export control windows for glossy and rough. If I just save the Blender MATLIB file and reopen, the values do not change so I know this is something mcjteleblender is influencing. Can you help?

    eye_reflection_node.jpg
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  • VisioneerVisioneer Posts: 158
    December 2014 edited December 1969

    This is a great plugin, I just found it recently, but I am having a problem with materials having a higher brightness on geografted geometry than the base figure (like on Genesis or Genesis 2 figures.) Is there a quick and easy solution to this? (I am largely a newbie to rendering AND Blender. I never even used Cycles until I found this plugin.)

  • mCasualmCasual Posts: 4,607
    December 2014 edited December 2014

    dcmphoto said:
    Hi Casual,

    Just an FYI, I'll be sending a contribution your way! If you have a moment, perhaps you can help me solve this issue with the MATLIB process.

    Please refer to the attached image. I have created a custom eyereflection node that best suites my renders. The eye reflection in the igure shown are actual reflections. I have had a hard time getting this accurate effect with the nodes as created by mcjteleblender, so, I am using the MATLIB feature to fine tune my materials.

    The problem I am having - the rough value in my glossy node needs to be around .025. Every time mcjteleblender exports a file, it uses my node setup for the eyereflection BUT....the rough value is converted from .025 to .150. This happens no matter what I specify as settings in the export control windows for glossy and rough. If I just save the Blender MATLIB file and reopen, the values do not change so I know this is something mcjteleblender is influencing. Can you help?

    thanks for the gift !

    first the image below is a recap of the way glossiness is transfered from DS to Blender
    ( this may be wrong with TB3 though but it's how it used to be)

    i also found out that in Blender 2.72 the new default glossy method is not Beckman anymore ,
    so i may fix that in the next update blendbot for this too
    but i think GCX is not extremely different from Beckman, contrary to "Sharp"

    i didn't get to the issue yet, but i think i just have to add code in blendbot
    so that the MATLIB mats are marked upon being imported from the .blend file
    so, later on during the process, the attempts to apply the gloss values
    from Daz Studio/mcjTeleblender are not applied to the MATLIB mats

    if you look at the scene.py file generated by mcjTeleBlender

    the line

    setMatGloss('!Aiko_3', 'RCornea', '', 0.5, 0.5019607843137255 )

    is the command that tells blendbot to tweak the material's glossy node

    and in the next version, if the "RCornea" mat is known to be a MATLIB mat, we'll leave Britney alone

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    Post edited by mCasual on December 2014
  • mCasualmCasual Posts: 4,607
    December 2014 edited December 2014

    hmm i dont use those features often

    so, i make a lib_ material and save it as a lib_ .blend

    cocornea.jpg
    800 x 600 - 206K
    Post edited by mCasual on December 2014
  • mCasualmCasual Posts: 4,607
    December 2014 edited December 2014

    well look at that ( possibly since Blender 2.72 )

    the lib_ materials trick is broken !

    so i'll repair that

    and i'll also see about the MatLib issue

    ah now i remember i had to ditch the link_append operator to make matlib work
    so it wont be hard to repair the lib_

    ....

    ... later that day

    done, the _lib way of re-using your custom materials in Blender 2.72 will be functional in the next mcjBlendBot update

    ...

    now on to the MATLIB issue

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    Post edited by mCasual on December 2014
  • mCasualmCasual Posts: 4,607
    December 2014 edited December 1969

    the mcjTeleBlender/BlendBot update will possibly maybe be Saturday

    yop.jpg
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  • ajd_at_072df9a27dajd_at_072df9a27d Posts: 60
    December 2014 edited December 2014

    hello Casual

    In mcjTeleblender2 %scale for the camera does not work if the value is different from 1, for example 10.
    Could also affect the camera ?, as well as for your script "mcjExportCamToBlender". (Teleblender 3 ok)

    Apparently the dynamics clothes in Blender has problems with the scale to 1 (Scene 1 unit = 1 m). (Collision Figure and cloth, Fly out cloth)
    Now try resizing scene in Blender Units in metric as well as scale (2-10), but it did not work,

    The dynamic clothes in Blender work well with clothing scales of 5 o 10 units.

    Blender 2.72 32 bits and DS3.1

    Regards

    Post edited by ajd_at_072df9a27d on December 2014
  • mCasualmCasual Posts: 4,607
    December 2014 edited December 1969

    Visioneer said:
    This is a great plugin, I just found it recently, but I am having a problem with materials having a higher brightness on geografted geometry than the base figure (like on Genesis or Genesis 2 figures.) Is there a quick and easy solution to this? (I am largely a newbie to rendering AND Blender. I never even used Cycles until I found this plugin.)

    i didn't experiment with geo-grafting yet ( and didnt experiment much with Genesis ... yeah i'm quite behind :) )
    just a wild guess - maybe the geo-grafted item doesnt have the same shader as Genesis
    i'm pretty sure Genesis used a special skin shader

    so you'd need to select the grafted object and select the grafted material and apply the same shader as Genesis
    then you can copy-and-paste the material settings from a genesis body part to the grafted object material
    then if need be, change the texture images to what they need to be

  • mCasualmCasual Posts: 4,607
    December 2014 edited December 1969

    ajd_at said:
    hello Casual

    In mcjTeleblender2 %scale for the camera does not work if the value is different from 1, for example 10.
    Could also affect the camera ?, as well as for your script "mcjExportCamToBlender". (Teleblender 3 ok)

    Apparently the dynamics clothes in Blender has problems with the scale to 1 (Scene 1 unit = 1 m). (Collision Figure and cloth, Fly out cloth)
    Now try resizing scene in Blender Units in metric as well as scale (2-10), but it did not work,

    The dynamic clothes in Blender work well with clothing scales of 5 o 10 units.

    Blender 2.72 32 bits and DS3.1

    Regards

    ok i'll see if i can make the same changes to the treatment of cameras in mcjTeleblender2 and mcjExportCamToBlender
    as the changes i made in teleblender 3

  • mCasualmCasual Posts: 4,607
    December 2014 edited December 2014

    concerning the matlib issue

    i added a variable named bMatLib to each material created by blendBot, default value is False

    and if a given material is loaded through use-matlib or through named ( lib_ ) library materials

    then that material's bMatLib variable is set to True

    later on ( 1 second later ) when blendbot receives the command to modify the materials according to Daz Studio's settings

    blendBot will refuse to do so for the materials marked bMatLib=True


    ***
    *** not released yet ***
    ***

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    Post edited by mCasual on December 2014
  • DM3DDM3D Posts: 133
    December 2014 edited December 1969

    Casual,

    You are AMAZING. Thanks for jumping on the MATLIB issue so quickly. I don't mind tweaking the node configuration for a single render but I am hoping to work on some fun animations for short films this coming year and it is important that I can rely on the MATLIB configurations, including glossy to be correctly applied to each file in the animation as it is rendered.

    You put so much time into this! Cycles and Blender are my preferred render engine. I really appreciate the power of Cycles and the node configurations so being able to set up a MATLIB file to control materials that doesn't changed with export is a MAJOR feature for mcjTeleBlender. I'll look forward to your announcement regarding when the updates are available.

    THANK YOU!

  • mCasualmCasual Posts: 4,607
    December 2014 edited December 2014

    while i'm at it
    i also will fix the special blendbot for carrara ( and poser )
    i was quite surprised to see it didn't require much work

    but on this test scene, the old version would fail
    because there's one "texture" in the carrara .obj file that has no "Image" property ... dont quite understand how that works

    oh i think i know .... the default blender cube ... must be the culprit

    and apparently i didnt use the proper scale when exporting the scene as an .obj from Carrara

    which explains why the camera was too close

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    Post edited by mCasual on December 2014
  • mCasualmCasual Posts: 4,607
    December 2014 edited December 2014

    * * * Update * * * BlendBot 3.10 * * * Update * * * BlendBot 3.10 * * * Update * * * BlendBot 3.10 * * * Update * * *

    link to TeleBlender 3's page
    https://sites.google.com/site/mcasualsdazscripts4/mcjteleblender3

    direct link to the zip file
    https://sites.google.com/site/mcasualsdazscripts4/mcjteleblender3/mcjBlendBot.zip?attredirects=0&d=1

    --------

    new : -

    - Blender will not conduct the horribly long "searches for missing images" anymore . This seems to have been introduced in Blender 2.72
    - The materials imported through the "matlib" process or the named-materials ( lib_ ) will be protected against modifications at load time
    - mcjBlendBot for Carrara was tested and made slightly more robust

    i will possibly conduct further tests Sunday, to make sure i didn't break anything

    so there could be a BlendBot 3.11 tomorrow

    but i know for sure i didn't roll-back to an old version ! ( it happened once i think )

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Warning concerning Daz Studio 4.7
    I was not able to figure how to prevent this - The figures with non-visible bones
    suffer material mixups when exported through mcjTeleBlender in Daz Studio 4.7
    So you should avoid using in-visibility on figures tele-ported by mcjTeleBlender

    thinkthrough.jpg
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    Post edited by mCasual on December 2014
  • DM3DDM3D Posts: 133
    December 2014 edited December 1969

    THANK YOU Casual for the mcjBlendbot update!

  • ajd_at_072df9a27dajd_at_072df9a27d Posts: 60
    December 2014 edited December 1969

    Hi Casual

    It would be desirable, rename appName in the script, Teleblender to Teleblender3 (or Teleblender2). And so you can have both versions in DAZ, and have two versions of Blender for mcjBlendbot2 and 3.

    Thanks.

  • VisioneerVisioneer Posts: 158
    December 2014 edited December 1969

    Casual said:
    Visioneer said:
    This is a great plugin, I just found it recently, but I am having a problem with materials having a higher brightness on geografted geometry than the base figure (like on Genesis or Genesis 2 figures.) Is there a quick and easy solution to this? (I am largely a newbie to rendering AND Blender. I never even used Cycles until I found this plugin.)

    i didn't experiment with geo-grafting yet ( and didnt experiment much with Genesis ... yeah i'm quite behind :) )
    just a wild guess - maybe the geo-grafted item doesnt have the same shader as Genesis
    i'm pretty sure Genesis used a special skin shader

    so you'd need to select the grafted object and select the grafted material and apply the same shader as Genesis
    then you can copy-and-paste the material settings from a genesis body part to the grafted object material
    then if need be, change the texture images to what they need to be

    Hey Casual,

    Yeah, the shader settings are the exact same for the geograft and the original Genesis figure, so I fear it must be something else. It's almost like the shader is doubled in spec and ambient when imported into Blender. I'm thinking that the geograft and base Genesis are layer over each other, like when you export an obj file, then import the file into another program. I'm going to try to mess around with some user end options, but that was just a line of thought for the problem. What do you think?

  • ajd_at_072df9a27dajd_at_072df9a27d Posts: 60
    December 2014 edited December 2014

    Hi Visioneer

    I had a similar problem. Solution:

    Daz Studio
    Tab "Surface" for Material geografted -> change Glossiness 50%-5% and Specular Color "Gray".


    Differences Teleblender2 And Teleblender 3

    Teleblender 2
    Only Affected Color Specular .
    Example for color Specular White . in Teleblender Gloss (0.05 default) for all textures in Scene. (brightness medium - low)

    Teleblender 3
    Affected Glossiness(100%) and Color Specular .
    Example for color White and only Textute Selected is Brightness High - Very High.

    Warning: Glossiness 100 % is default for Daz Studio = Brightness High In Blender using Teleblender3

    Post edited by ajd_at_072df9a27d on December 2014
  • mCasualmCasual Posts: 4,607
    December 2014 edited December 2014

    Visioneer said:
    Casual said:
    Visioneer said:
    This is a great plugin, I just found it recently, but I am having a problem with materials having a higher brightness on geografted geometry than the base figure (like on Genesis or Genesis 2 figures.) Is there a quick and easy solution to this? (I am largely a newbie to rendering AND Blender. I never even used Cycles until I found this plugin.)

    i didn't experiment with geo-grafting yet ( and didnt experiment much with Genesis ... yeah i'm quite behind :) )
    just a wild guess - maybe the geo-grafted item doesnt have the same shader as Genesis
    i'm pretty sure Genesis used a special skin shader

    so you'd need to select the grafted object and select the grafted material and apply the same shader as Genesis
    then you can copy-and-paste the material settings from a genesis body part to the grafted object material
    then if need be, change the texture images to what they need to be

    Hey Casual,

    Yeah, the shader settings are the exact same for the geograft and the original Genesis figure, so I fear it must be something else. It's almost like the shader is doubled in spec and ambient when imported into Blender. I'm thinking that the geograft and base Genesis are layer over each other, like when you export an obj file, then import the file into another program. I'm going to try to mess around with some user end options, but that was just a line of thought for the problem. What do you think?

    There's an option in mcjTeleBlender called "Gamma Fix ( Darken )"
    when this option in On, immediately following the .obj import by Blender,
    blendBot goes through the material color values and squares them
    without this fix the colors looked too washed out.

    my scenes are usually simple so i did not encounter the following problem often:
    when more than one object or figure shares the same name and the same material name
    blendBot gets confused and ends up applying the gamma fix twice on some materials
    and not at all on others

    if i remember correctly it's one of the reasons why i added the "Rename Nodes" option
    to mcjTeleBlender. When that option is On, mcjTeleBlender goes through the objects in your scene
    and renames nodes that share the same name to something slightly different.

    maybe this doesn't always work but it's worth a try

    else you could try turning Off mcjTeleBlender 's "Gamma Fix ( Darken )" option
    and tweak the color values by yourself, in the Daz Studio surfaces tab

    now that i'm better at blender-python programming, in 2015 i'll probably change the way
    the "Gamma Fix" is applied, i.e. i'll mark the GammaFixed materials so they don't get GammaFixed twice

    Post edited by mCasual on December 2014
  • mCasualmCasual Posts: 4,607
    December 2014 edited December 2014

    ajd_at said:
    hello Casual

    In mcjTeleblender2 %scale for the camera does not work ... ... ...

    Regards



    ** mcjTeleBlender2 Update **** mcjTeleBlender2 Update **
    ** mcjTeleBlender2 Update **** mcjTeleBlender2 Update **

    note that this update concerns the 'old' version of mcjTeleBlender, the new one is mcjTeleBlender 3

    the scene exporting scale is now properly applied to the camera position

    ( the problem was that the script computed the scaling factor after exporting the cameras instead of before)

    also,

    the mcjTeleBlender 2 script for DS3/DS4 has been renamed to mcjTeleBlender2.dsa
    the mcjTeleBlender 2 script for DS1/DS2 has been renamed to mcjTeleBlender2DS2.ds


    and the mcjTeleBlender2 thumbnail/icon now sports a big 2

    mcjTeleBlender2's home ------> https://sites.google.com/site/mcasualsdazscripts3/mcjteleblender2


    also note that mcjexportcamtoblender a script which lets you export

    animated cameras from Daz Studio to Blender was also updated

    see here http://www.daz3d.com/forums/discussion/17032/

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    Post edited by mCasual on December 2014
  • greg017greg017 Posts: 11
    December 2014 edited December 2014

    Hi Casual
    I found a solution to the Anatomy attachments issue it may be the same as above not sure.
    Anyway here is the solution.
    The Specular image is not being imported into the Maps and then the Nodes are not created.
    This works
    Manually add the Nodes (cut and paste from similar materials works)
    Replace the image texture with the Specular one
    Reset the diffAndGlossyNode to the same as the other materials

    I have tried this on your latest code and it is still the same.
    Once done you can use the matlib technique in later renders and that works fine.

    Thanks Heaps
    Greg
    Oh by the way would it be possible to have a toggle for
    import bpy
    bpy.data.worlds["World"].light_settings.use_ambient_occlusion = True
    It makes the background HDRs work heaps better

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    Screen_Shot_2014-12-22_at_7.45_.03_AM_.png
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    Post edited by greg017 on December 2014
  • ajd_at_072df9a27dajd_at_072df9a27d Posts: 60
    December 2014 edited December 1969

    Thanks Casual

    But the name change would be too great in the script, in order to have so appName two Blender and do not share the same address(path...blender.exe) in regedit. I guess mcj blendbot 2 and 3 are not compatible.

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