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

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

«1…30313233343536…49»

Comments

  • DM3DDM3D Posts: 133
    September 2015
    ttnn said:
    DM3D said:
    …The script creates the scene.obj and scene.mat files
    along with the scene.bat and scene.py files…
    …
    Any thoughts?

    What I do is, open Blender; then, in a Text Editor window,
    bring in the scene.py file and Run that. That’s it!

    As for the Km ignored, yes, I get that too.
    What effect does it have? frown Dunno!

    OK...I tried to run the py script from the Blender text editor and it seems to be failing on this line which occurs elsewhere in the script also.  It is definitely appears to be a mat node setup issue:

    mcjBlendBot.loadfix( "Z:/DAZ 3D/temp/scene.obj", "CYCLESMATS", "C:/matLib.blend", True )
    setMatGloss2('short_light_8', 'tube_outer', '', 0, 0.1, 0.1, 0.1, 0.05 )
    setMatGloss2('short_light_8', 'tube_inner', '', NaN, 0.1, 0.1, 0.1, 0.05 )

     

  • mCasualmCasual Posts: 4,607
    September 2015 edited September 2015

     my guess is you have shaders in your scenes like iray or uber or AoA

    and that material has a bizarre specular channel, maybe one with no glossiness slider

    when mcjTeleBlender inquires about the glossy strength, it gets and answer like "NaN"

    so, the short term solution would be to replace all the "NaN" in the scene.py file by 0 or 1

    or

    convert the materials in your scene to the DS Default shader, which on my computer is in the same folder as the iray shader folder

    also possible that in mcjTeleBlender's panels you set the default glossy or roughness  to a value like o.5 or O,5 .... not a number

    ----

    if you can tell me which shaders have the problem, maybe i can add something so mcjTeleBlender will detect this and work around the source of the NotANumber

    ------

    if there's an imagemap on the one of the specular channels of that surface, you can try removing it

    maybe i didnt design mcjTeleBlender to have an image map on that channel

     

     

    DM3D said:
    ttnn said:
    DM3D said:
    …The script creates the scene.obj and scene.mat files
    along with the scene.bat and scene.py files…
    …
    Any thoughts?

    What I do is, open Blender; then, in a Text Editor window,
    bring in the scene.py file and Run that. That’s it!

    As for the Km ignored, yes, I get that too.
    What effect does it have? frown Dunno!

    OK...I tried to run the py script from the Blender text editor and it seems to be failing on this line which occurs elsewhere in the script also.  It is definitely appears to be a mat node setup issue:

    mcjBlendBot.loadfix( "Z:/DAZ 3D/temp/scene.obj", "CYCLESMATS", "C:/matLib.blend", True )
    setMatGloss2('short_light_8', 'tube_outer', '', 0, 0.1, 0.1, 0.1, 0.05 )
    setMatGloss2('short_light_8', 'tube_inner', '', NaN, 0.1, 0.1, 0.1, 0.05 )

     

     

    Post edited by mCasual on September 2015
  • ttnnttnn Posts: 99
    September 2015
    Fascinating. NaN is at the very heart of Blender's history: http://www.blender.org/foundation/history/
  • DM3DDM3D Posts: 133
    September 2015 edited September 2015
    ttnn said:
    Fascinating. NaN is at the very heart of Blender's history: http://www.blender.org/foundation/history/

    Thanks for looking into this issue Jacques.  That is quite interesting.  I'm sure it is a materials issue.  This project just has materials on top of materials for each object.  I think I'll just build everything from scratch to the extent that I need to use this resource in Blender.  Teleblender is still dong a nice job of getting the OBJ files into Blender.   I think the material that I used in that short light tube inner was actually and IRAY ceramics shader.  I'm not sure becuase the objects are renamed from the DAZ project.  As alwyas, thatnks for your reeponse.

    Post edited by DM3D on September 2015
  • mCasualmCasual Posts: 4,607
    September 2015 edited September 2015
    ttnn said:
    Fascinating. NaN is at the very heart of Blender's history: http://www.blender.org/foundation/history/

     

    Post edited by mCasual on September 2015
  • mCasualmCasual Posts: 4,607
    September 2015 edited September 2015

     a first test, all the 46 iRay shaders bundled with DS4.8

    no errors reported

    note that since teleblender was in TB2/Legacy mode maybe it helped avoid problems

    right now i'll try TB3 mode

    --

    if your scene had image maps applied to the specular/glossy channels, this may be the cause of the "crashes"

    --

    DM3D said:
    ttnn said:
    Fascinating. NaN is at the very heart of Blender's history: http://www.blender.org/foundation/history/

    Thanks for looking into this issue Jacques.  That is quite interesting.  I'm sure it is a materials issue.  This project just has materials on top of materials for each object.  I think I'll just build everything from scratch to the extent that I need to use this resource in Blender.  Teleblender is still dong a nice job of getting the OBJ files into Blender.   I think the material that I used in that short light tube inner was actually and IRAY ceramics shader.  I'm not sure becuase the objects are renamed from the DAZ project.  As alwyas, thatnks for your reeponse.

     

    tb2mats.jpg
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    Post edited by mCasual on September 2015
  • mCasualmCasual Posts: 4,607
    September 2015 edited September 2015

    ok second test, all the 46 default iRay shaders

    teleblender3 in TB3 mode ( not in TB2 mode )

    and everything's as it should be

    of course the materials dont look like the iRay-rendered versions, since nothing forces them to

    So, next i'll try adding image maps on the glossy/specular channels of the iRay shaders

     

    asexpecyed.jpg
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    Post edited by mCasual on September 2015
  • mCasualmCasual Posts: 4,607
    September 2015

    ok second test, all the 46 default iRay shaders

    teleblender3 in TB3 mode ( not in TB2 mode )

    and everything's as it should be

    of course the materials dont look like the iRay-rendered versions, since nothing forces them to

    So, next i'll try adding image maps on the glossy/specular channels of the iRay shaders

     

     

  • mCasualmCasual Posts: 4,607
    September 2015

    i added image maps to everything that looked like a specular glossy channel

    and it didnt cause problems

     

    --

    you could check in TB3's "Auxiliary options" panel and make sure "Gloss factor" and "Roughness" have valid numbers as their value

    also you could try resetting teleblender using the "Restore defaults" button

    then set the path to Blender.exe if it needs to be, and set the .obj output folder to somewhere else than the default which is something like c:\

     

  • DM3DDM3D Posts: 133
    September 2015
    mCasual said:

    i added image maps to everything that looked like a specular glossy channel

    and it didnt cause problems

     

    --

    you could check in TB3's "Auxiliary options" panel and make sure "Gloss factor" and "Roughness" have valid numbers as their value

    also you could try resetting teleblender using the "Restore defaults" button

    then set the path to Blender.exe if it needs to be, and set the .obj output folder to somewhere else than the default which is something like c:\

     

    WOW...thanks again Jacques.  You are always so responsive.  I know this takes a lot of time.  I will do some more experimenting on my end.  It appears like you've got mcjTeleBlender performing quite stable, even with the IRAY shaders!

  • mCasualmCasual Posts: 4,607
    September 2015

    welcome

    it's something i had to do someday anyway, since apparently figures and props will start to be distributed with iRay shaders

    maybe maybe i'll make a script that goes through a scene and switches all the shaders to DS Default 

     

    for the shoes below i changed the glossy part of the BlenderCycles material to BSDF Velvet light gray and the Diffuse part was made black

    didnt need to go in the node editor to do this, i used the material pannel

     

     

     

    DM3D said:
    mCasual said:

    i added image maps to everything that looked like a specular glossy channel

    and it didnt cause problems

     

    --

    you could check in TB3's "Auxiliary options" panel and make sure "Gloss factor" and "Roughness" have valid numbers as their value

    also you could try resetting teleblender using the "Restore defaults" button

    then set the path to Blender.exe if it needs to be, and set the .obj output folder to somewhere else than the default which is something like c:\

     

    WOW...thanks again Jacques.  You are always so responsive.  I know this takes a lot of time.  I will do some more experimenting on my end.  It appears like you've got mcjTeleBlender performing quite stable, even with the IRAY shaders!

     

  • X3DX3D Posts: 30
    September 2015

    Hello .. Starting using your excelent plugin mcjTeleBlender3 Beta with G2F, the issues I am getting is the purple figure of despair which is easily fixed within Blender.. file\external data\find missing files etc. But the main issue is when in Daz Studio surfaces/textures that are nested in a tree e.g face\specular\primary-secondary-all .. these textures do not get extracted\exported .. ?

    Daz Studio 4.8

    Blender 2.76

    Thanks Graeme

  • X3DX3D Posts: 30
    September 2015

    I just solved the issue of missing textures when trying to collect all maps by unticking 'collect maps' then utilizing Blender.. file\external data\unpack all into files...

  • mCasualmCasual Posts: 4,607
    September 2015 edited September 2015

     hyphens in path/file names could be a source of problems

    note that there's 2 ways the path/filenames are tranfered from Daz Studio to Blender

    1 - in the .mtl file, and it's Daz Studio's exporter services that does it - then depending on your mcjTeleBlender settings,

    the mtl file may be re-processed by mcjTeleBlender, that's the "Fix .mtl for Blender" checkbox

    2 - for images on channels not handled by Daz Studio's .obj/.mtl exporter, the paths and filenames are passed through the scene.py ( if your exported scene is scene.obj/scene.mtl)

    Scene.py can be opened and edited in notepad, the lines of code related to texture images are easy to spot

    for example, the bump map strengths may be transmitted this way

     

    setBumpMapStrength2('C:/Program Files (x86)/DAZ/Studio/content/Runtime/textures/DAZ/Hair/MitsuHairWhite.jpg', 'A3_Mitsu_Hair', 'Hair', 0.019999999552965164 )

     

    so i could go in that folder and make sure that file exists

    if the path or filename is bizarre and contains rarely seen characters, say, like french or spanish accents, it may be the source of the problem

     

    the .mtl file are also editable using a plain-text editor 

     

    .mtl lines look like

    map_Kd C:/Program Files (x86)/DAZ/Studio/content/Runtime/textures/DAZ/Characters/Aiko/Aiko3/Aiko3BodyM.jpg

     

    Kd is for the diffuse map 

     

    so here too you could go see if there indeed is a file named Aiko3BodyM.jpg in that folder

    note that some older versions of Blender refused to accept that type of path without the use of quotation marks

    but other versions of Blender proscribe them !

     

    there's an option in mcjTeleBlender to turn the quotation marks on or off

     

     

     

     

     

    decadent_uk100_381674c73c said:

    Hello .. Starting using your excelent plugin mcjTeleBlender3 Beta with G2F, the issues I am getting is the purple figure of despair which is easily fixed within Blender.. file\external data\find missing files etc. But the main issue is when in Daz Studio surfaces/textures that are nested in a tree e.g face\specular\primary-secondary-all .. these textures do not get extracted\exported .. ?

    Daz Studio 4.8

    Blender 2.76

    Thanks Graeme

     

    Post edited by mCasual on September 2015
  • X3DX3D Posts: 30
    September 2015

    Thanks for the info mCasual, much appreciated .. I have stumbled upon another issue regarding the texture seams of the figure being very noticable within Blender.

  • X3DX3D Posts: 30
    September 2015

    Seems to be the normal map nodes that offset the smooth interaction between neighbouring textures.. once disabled all is fine.

  • jrfilmjrfilm Posts: 7
    September 2015

    Hi,

    Forgive me if this has been asked or answered before. There is a lot of info here to go through...

    Is it able to interpret and convert the individual specular/glossy settings from Daz into Blender, or do they all have to be the same? 

    Thanks.

  • RAMWolffRAMWolff Posts: 10,334
    September 2015

    Hey Casual,  I sent you a PM... not sure you got it.  Was wondering if you have a PMD to DS script or can make one for the current version of DS?  There is a merchant that is frustrated that she can't get her custom morphs over to DS as they are all saved to PMD files.  Sorry for the OT! 

  • mCasualmCasual Posts: 4,607
    September 2015 edited September 2015

    in mcjTeleBlender3's options, there's an option called "TB2" that's the old way mcjTeleBlender did things

    in TB2 mode the brightness of the "specular color" channel is the only thing you have to control glossiness per material

    this brightness along with the mcjTeleBlender's factors called "Gloss Factor" and Roughness are used to build the materials in Blender Cycles

    ----

    when you're in TB3 mode ( TB2 option off ) then the specular strength and glossiness factors are taken into consideration

    so you have full per-surface control

    ---

    mcjTeleBlender's "Gloss mix" option also has a big influence on how the glossiness will appear

    when gloss-mix option is OFF, in Blender, the output glossy node is ADDed to the diffuse (matte) node

    when gloss-mix option is ON, , in Blender, the output glossy node is MIXed with the diffuse (matte) node, in this case (if i remember well) the specular strength controls the mixing

     

     

    jrfilm said:

    Hi,

    Forgive me if this has been asked or answered before. There is a lot of info here to go through...

    Is it able to interpret and convert the individual specular/glossy settings from Daz into Blender, or do they all have to be the same? 

    Thanks.

     

    demidemo.jpg
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    Post edited by mCasual on September 2015
  • mCasualmCasual Posts: 4,607
    September 2015 edited September 2015

    i always shied away from looking into them PMD files

    maybe they are like PZ2 morph injectors

    i'll check it out tomorrow

    today i hope ( again ) to complete the new shoes for Aiko3

    RAMWolff said:

    Hey Casual,  I sent you a PM... not sure you got it.  Was wondering if you have a PMD to DS script or can make one for the current version of DS?  There is a merchant that is frustrated that she can't get her custom morphs over to DS as they are all saved to PMD files.  Sorry for the OT! 

     

    strapz.jpg
    800 x 800 - 68K
    Post edited by mCasual on September 2015
  • RAMWolffRAMWolff Posts: 10,334
    September 2015

    Thanks Casual,  I appreciate it.  The shoes look awesome! 

  • Alt260Alt260 Posts: 25
    September 2015

    Hi,

    Need help,

    "Use mat-lib"

    Fail again with Blender 2.76-cr2  64 bits.

    OS=Windows 7 Pro 64 bits

    Thank you,

  • mCasualmCasual Posts: 4,607
    September 2015
    RAMWolff said:

    Thanks Casual,  I appreciate it.  The shoes look awesome! 

    there's tools for morphs over here and maybe one of those can convert pmd to INJectors

    http://d3d.sesseler.de/index.php?software=posertool

  • mCasualmCasual Posts: 4,607
    September 2015 edited September 2015
    tan_260_c11cf3e1e0 said:

    Hi,

    Need help,

    "Use mat-lib"

    Fail again with Blender 2.76-cr2  64 bits.

    OS=Windows 7 Pro 64 bits

    Thank you,

    the more complete version of the manual is at

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

    the ''use mat-lib'' section is titled

    Using and re-using a (.blend) material library

    i'll test it to see if it still works, it'a an option i rarely used, so it may be broken

    0 - i installed Blender 2.76 64 bit release candidate

     

    1 - i copy all the mcj______.py files from the folder 

    C:\Program Files\Blender Foundation\Blender\2.75\scripts\modules folder

    to

    C:\Program Files\Blender Foundation\Blender\2.76\scripts\modules

     

    2 - in daz studio i create a plane and a sphere, i make the sphere red

    3 - i start mcjTeleBlender3 and set the render mode to Cycles ( not mat-lib )

    4 - i click mcjTeleBlender3's  "export/open current frame" button 

    fig 1 - Blender Cycles render of the Daz Scene

    5 - in Blender i completely modify the sphere's material

    this material is attached to the object named Sphere and the material name is Default

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    note that Daz Studio renames materials before exporting them, to avoid confusion

    so for instance the material for the blue plane has been exported with the name "Default_Plane"

    It's important to remember this, because ithe "use mat-lib" system uses the material names 

    so if you were to render anotherDaz Studio  scene with a plane, that uses the material "Default"

    but that material gets exported as "Default" or "Deault_Plane2" then the "use mat-lib" function will fail

    because the mat-lib .blend file only contains a material named "Default_Plane"

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Fig 2. The completely modified Sphere material named 'Default'

    6 - i save this scene as myseptember2015testmatlib.blend 

    7 - i close Blender

    8 - back in Daz Studio, i still have mcjTeleBlender3 open, so i select the "use mat-lib" render option

    9 - i click the "browse" button and select my myseptember2015testmatlib.blend 

     

    fig 3 - mcjTeleBlender ready to re-use the materials in the material library

     

    and we have a ..

    10 - So as you may know, mcjTeleBlender produces 4 files when exporting a daz scene

    - the .obj/.mtl files which are in fact exported using Daz Studio's built in .obj exporter

    though the .mtl file may be re-cooked by mcjTeleBlender to make it Blender compatible

    - the .py file which contains a list of things Blender will be asked to perform following the scene import

    - the .bat file which lets you do import/render in standalone mode

    11 - i close Blender

    12 - in windows explorer i double-left-click on the scene.bat file

    and i get to see this very precious information from Blender's "console"

    well actually there's no error message in here !

    looks like mcjTeleBlender simply forgot to tell blender to do the use mat-lib tricks !

    13 - i open scene.py in notepad++

    the line of interest reads

    mcjBlendBot.loadfix( "I:/tmptmp/scene.obj", "USEMATLIBLNK", "I:/z/myseptember2015testmatlib.blend_.blend", True )

    ( that's actually the .blend filename yes )

     

    14 - in mcjBlendbot.py i see that the function mcjUseMatLib.switchToLibraryMaterials( matLibPath ) is called when the USEMATLIB option is on

    so i open mcjUseMatLib and i add somecsode that will let me see if any action is taken ..

     

    15 - looks like, up to that point everything's ok, switchToLibraryMaterials renames the scene materials to avoid material name clashes

    then it builds a list of material names to import, then it calls the function that actually imports the materials

    ... continues in a minute ...

    16 - now here's something interesting

    same scene but, Blender 2.71 32 bit

    AttributeError: Calling operator "bpy.ops.wm.link" error, could not be found

    looks like i will need to improve backward compatibility on that point

     

    17 - New Finding !!

    when i try to manually Append myseptember2015testmatlib.blend_.blend

    to a Blender scene i get the message "Not a library" !!!

    but when i try to append from my old .blend files, it works 

    straindgeu isnt it?

     

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    Post edited by mCasual on September 2015
  • mCasualmCasual Posts: 4,607
    September 2015 edited September 2015

    so if we google for

    Blender Append notalibrary in the last month

    we get Gaia Clary saying

    Hint: The directroy string must be terminated with a trailing "\\". If you do not do that, then you always get an error "not a library". I also found that you only need to supply filename and directory, which makes some sense:

    Post edited by mCasual on September 2015
  • mCasualmCasual Posts: 4,607
    September 2015

    Ladies and gentlemen, we got him

     

        if( bLinked ):
            bpy.ops.wm.link( directory=matLib+"/Material", files=matNamesList )
        else:
            bpy.ops.wm.append( directory=matLib+"/Material", files=matNamesList )

     

    looks like the trailing / is no longer allowed !

    last time i tried, "/Material/" was OK, but now it has to be "/Material"

     

    that's in the mcjUseMatLib.py by the way

     

    so.... i'll download mcjBlendBot from my site, to be sure i got the same as you

    i'll delete 2 characters from mcjUseMatLib.py

    and post an mcjBlendBot update on my site

    and announce it here

     

     

  • mCasualmCasual Posts: 4,607
    September 2015 edited September 2015

    UPDATE UPDATE UPDATE UPDATE mcjBlendBot V3.13 UPDATE UPDATEUPDATE UPDATE

     

    The Use Mat-Lib functionality had stopped working for recent versions of Blender, but i fixed it today

     

    thanks to tan_260_c11cf3e1e0 for pointing this out

     

    only the mcjUseMatLib.py module for Blender needs to be updated 

    the mcjTeleBlender3 script for Daz Studio did not change

    so get mcjBlendBot and unzip it into your folder, tyically

    C:\Program Files\Blender Foundation\Blender\2.76\scripts\modules 

     

    the zip file is in the attachments section

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

    or if you have trouble getting it there you can take it here

    https://sites.google.com/site/mcasualsdazscripts4/mcjteleblender3/mcjBlendBot.zip?attredirects=0&d=1

     

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    Post edited by mCasual on September 2015
  • RAMWolffRAMWolff Posts: 10,334
    September 2015
    mCasual said:
    RAMWolff said:

    Thanks Casual,  I appreciate it.  The shoes look awesome! 

    there's tools for morphs over here and maybe one of those can convert pmd to INJectors

    http://d3d.sesseler.de/index.php?software=posertool

    Hi,

    I've written Ralf to see if he can do something.  All his freebies are for Poser so that's not going to help in DS.  It's OK.  No biggie....

  • mCasualmCasual Posts: 4,607
    September 2015 edited September 2015

     

    i found talk about this by searching injpmd or was it pmdInj in the DAZ3D forum

    http://www.daz3d.com/forums/discussion/13603/injectpmd-plugin-for-ds4-5

    kuroyumes site doesnt seem to be live anymore

    but the java Applet is still downloadable in the wayback machine

    ( maybe it doesnt really convert the PMD, maybe it just inserts lines of code that make Poser and Daz use the PMD upon loading the cr2 figure )

    https://web.archive.org/web/20150402205051/http://www.kuroyumes-developmentzone.com/poser/freebies/

    it's supposed to inject PMDs in the CR2 files if i (quickly) read correctly

     

     

     

     

    RAMWolff said:

     

    I've written Ralf to see if he can do something.  All his freebies are for Poser so that's not going to help in DS.  It's OK.  No biggie....

     

    Post edited by mCasual on September 2015
  • RAMWolffRAMWolff Posts: 10,334
    September 2015

    At one point there was a script for DS but it was never updated to work in the newer ones when the SDK changed so we have been without that functionality.  I kinda thought DS had it internally at this point but perhaps not.  It was just to read and implement what ever was writting into the PMD file.  So if you loaded up a cr2 that had a PMD file with external morph info then the PMD script would automatically kick in and read and apply the morph info during the import iirc....

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