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

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

«1…31323334353637…49»

Comments

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

    right now i got  the daz3 version from DeltaX15's 4Shared stash

    at Nerd3D's web site i saw that working with PMDs had issues that took years to solve so it's probably not super easy

    standard morph injection (pz2) have de problem that you can only inject on channels that pre-exist on the cr2 file

    the PMDs have functions to create new channels on-the-fly

    --

    if the objective is to distribute morphs, then the java applet that inserts commands in the CR2 to load the PMD is not really of use

     

    here i see that there is/was a 2012 beta version of the plugin injectPMD by DeltaX10 for DS4

    she says one way to do it, is, if the DS4 version or the DS3 version works, save it as a character preset which can then be distributed/sold to DS4 users

    http://www.alizea3d.com/tips-tricks-poser-daz-studio/how-to-use-my-custom-fit-morphs-in-daz-studio-and-poser/

     

    i tried the DS3 injectPmd plugin just now and it wanted me to specify a Pz2 (pose injector?) file - i must say i was expecting it to ask for the PMD

    so i suppose the PZ2 file contains the reference to the PMD file, plus the listing of the morph channels and how they connect the morphs to those dials ( full body morphs etc )

    so the PMDs would be like just deltas 

     

     

     

    RAMWolff said:

    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....

     

    Post edited by mCasual on September 2015
  • 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

     

    Post edited by mCasual on September 2015
  • RAMWolffRAMWolff Posts: 10,333
    September 2015

    Thanks for the link.  I have some reading to do before bed!  :-)

  • Alt260Alt260 Posts: 25
    September 2015 edited September 2015

    Hi mCasual,

    Thank's for the fast fix, do you think it could be add as a Blender addons?

    So that the Blender team do not mess up the script at each new update they make.

    I always use "Use mat-lib", because I use my SSS skin nodes. So I do not need

    to rewrite them all at each new scene.

    Have a nice day, smiley

     

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    Post edited by Alt260 on September 2015
  • eiliestleiliestl Posts: 100
    September 2015

    Couldn't download from the link . Please post new link. 

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

    ( duplicate post removed by me )

     

     

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

    Couldn't download from the link . Please post new link. 

     

    if you go here

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

    at the bottom of the page you have the downloads in the "attachments" section

    if you click on the down-pointing arrows you should be able to download each file

    if you click anywhere else, and it's tempting to do so, it will not work

     

    in the case of the mcjBlenBot update, if that's all you need because you already have the mcjTeleBlender3 script

    then this link works for me

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

     

    i simply copied it from the site's down-pointing arrow

     

  • mCasualmCasual Posts: 4,607
    September 2015

     mmmmmaybe someday i'll look into it, but i think it will complicate my life if i start doing that

    eiliestl said:

     

    tan_260_c11cf3e1e0 said:

    Hi mCasual,

    Thank's for the fast fix, do you think it could be add as a Blender addons?

    So that the Blender team do not mess up the script at each new update they make.

    I always use "Use mat-lib", because I use my SSS skin nodes. So I do not need

    to rewrite them all at each new scene.

    Have a nice day, smiley

     

     

  • Alt260Alt260 Posts: 25
    September 2015

    Ooooh, sorry I do not want to complicate your life.

    Have a nice day, wink

     

     

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  • marblemarble Posts: 7,500
    October 2015

    Hi, I admit that I have not read through the long thread but perhaps someone can answer these simple questions? 

    - The original post looks long out of date so where is the latest version of this script?

    - Does it work with Mac OS X? There is a tutorial for configuring an older version on a Mac but I'm not sure this still applies to the latest.

    - Will it render a complete scene directly after export from DAZ Studio or does the user need to spend a lot of time setting up materials with that daunting node system that Blender uses?

    - Is there a gallery of finished renders I can look at? I've searched on Google but can't seem to find any good examples.

     

    Thanks.

  • ttnnttnn Posts: 99
    October 2015

    A link to the latest version is right on this here page 34.

    Yes, it does work on Mac OS 10.6.8:
    bring the scene.py file into the Text editor, and execute that;
    then you can render without messing with the Cycles nodes.

    Gallery of examples: search DeviantArt for teleblender or for mcjteleblender ! cool

  • marblemarble Posts: 7,500
    October 2015
    ttnn said:

    A link to the latest version is right on this here page 34.

    Yes, it does work on Mac OS 10.6.8:
    bring the scene.py file into the Text editor, and execute that;
    then you can render without messing with the Cycles nodes.

    Gallery of examples: search DeviantArt for teleblender or for mcjteleblender ! cool

    Doh! Right here on this page and I didn't spot it! Thanks :)

    I have Blender but I'm a complete beginner with it so I don't know what a scene.py is nor how to edit it. I guess I need to read a lot more about Blender.

     

     

  • marblemarble Posts: 7,500
    October 2015

    Is this still valid for this latest version?

    http://hype3d.com/better-daz-studio-renders-with-mcjteleblender2-and-blender-on-the-mac/

  • ttnnttnn Posts: 99
    October 2015

     

    marble said:

    ...I have Blender but I'm a complete beginner with it
    so I don't know what a scene.py is nor how to edit it...

    scene.py is a file that Jacques’ script will generate.

    Tell DAZ Studio, in mcjTeleBlender’s panel, to save that file in a logical place;
    then open Blender, clear the default scene, look for the Text Editor,
    and tell it to open your scene.py file. As soon as you see it, click on Run!
    You will now have your DAZ Studio scene in Blender, with materials translated to Cycles.

    If you’re new to Blender, you have a lot of reading to do.
    Blender is not amenable to trial-and-error:
    you need to memorize a dozen keyboard shortcuts, asap,
    and then a few dozen more as you progress.
    Fortunately, Blender (as opposed to DAZ Studio, alas!) is well documented:
    start with the official manual.

  • marblemarble Posts: 7,500
    October 2015

    Yes, I have been using Blender for fixing clothing poke through (Sculpt mode) but have never done any modelling or rendering. I'm not great with keyboard shortcuts but it is one of those things I have to get used to if I want to use Blender.

  • marblemarble Posts: 7,500
    October 2015
    ttnn said:

    Gallery of examples: search DeviantArt for teleblender or for mcjteleblender ! cool

    This artist seems to have got the hang of it ... http://witdizain.deviantart.com/

     

     

  • ttnnttnn Posts: 99
    October 2015
    marble said:
    ttnn said:

    Gallery of examples: search DeviantArt for teleblender or for mcjteleblender ! cool

    This artist seems to have got the hang of it ... http://witdizain.deviantart.com/

    And this lady here is a professional programmer: http://parrotdolphin.deviantart.com/art/Blender-Cycles-Test-2-517490444

    BTW, for fixing poke-through and tightening fits, chek out the Blender Shrinkwrap modifier. wink

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

    normally, all the things that worked in TeleBlender 1 and 2 still work in TeleBlender 3, and the "manual" you have is basically the 3 web pages

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

    https://sites.google.com/site/mcasualsdazscripts3/mcjteleblender2

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

    mcjteleblender1 and 2 would probably still work with older versions of Blender and Daz Studio 3, but Daz Studio 4 would possibly make them fail

    mcjteleblender3 has been more intensively maintained and can cope with the ( detrimental from TeleBlender's point of view ) iRay shaders

     

    dont forget to check my youtube channel, many of the most recent videos had some rendering done with mcjTeleBlender/Blender cycles

    and hundreds of my 3000 images at DeviantArt were done with blender, though a few of them were done using LuxRender

    and more recently a few were done with iRay

    http://mcasual.deviantart.com/gallery/55910215/Top-18-Downloads-Updated-Sep-23

     

    eiliestl said:

     

    marble said:

    This artist seems to have got the hang of it ... http://witdizain.deviantart.com/

     

     

     

    Post edited by mCasual on October 2015
  • ttnnttnn Posts: 99
    October 2015 edited October 2015
    mCasual said:
    • • • don't forget to check my youtube channel • • •

    Oh, Jacques, you are ONE OF A KIND!

    Alas! The World needs more of you. angel

    Post edited by ttnn on October 2015
  • marblemarble Posts: 7,500
    October 2015 edited October 2015

    OK - so I followed the instructions on this site: http://hype3d.com/better-daz-studio-renders-with-mcjteleblender2-and-blender-on-the-mac/

    I installed both scripts (the one for DAZ Studio plus the addons for Blender). I followed the procedure to the point where I hit "Run" for the Blender text block.  Then I got this error (click attachment for full view):

    Screen Shot 2015-10-05 at 11.44.18.png
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    Post edited by marble on October 2015
  • ttnnttnn Posts: 99
    October 2015

    When you installed the Blender addons, did you first unzip, or did you ask the User Preferences to do the unzipping?

    Letting the User Preferences do the unzipping has the advantage that it places the .py files in a place that it will subsequently find.

  • marblemarble Posts: 7,500
    October 2015
    ttnn said:

    When you installed the Blender addons, did you first unzip, or did you ask the User Preferences to do the unzipping?

    Letting the User Preferences do the unzipping has the advantage that it places the .py files in a place that it will subsequently find.

    I'm not sure what you mean by User Preferences. I downloaded two zip files and unzipped them. Then I moved them into my Library. I'm not on that computer at the moment but I'll post a screen shot of where I put them shortly.

  • marblemarble Posts: 7,500
    October 2015

    Ah - I think I see what has happened. When I install later versions of Blender it keeps the folders from previous versions so I think I put the files in the folder for the wrong version. I've moved them now so I'll try again.

     

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  • marblemarble Posts: 7,500
    October 2015 edited October 2015

    Right ... now it works. However, there is a lot of tweaking to materials and lights to be done. For example I have a carpet and wallpaper that are highly reflective instead of matte. And the lips are coming out dark red instead of pinkish. One of the characters has hair that looks shiny white instead of brown and hair-like.

    Is it best to start over and tinker with the materials in DAZ Studio or can that be done in Blender? Are there recommendations for setting up the materials (these are NOT converted to IRay, by the way). I know that the script is supposed to convert the materials but I never expected perfection. I'm impressed at how quick it was though - faster than 3Delight even (5 minutes for Cycles, 12 minutes for 3Delight).

    Post edited by marble on October 2015
  • marblemarble Posts: 7,500
    October 2015 edited October 2015

    wrong thread ... sorry

     

    Post edited by marble on October 2015
  • daveleitzdaveleitz Posts: 459
    October 2015
    marble said:

    Right ... now it works. However, there is a lot of tweaking to materials and lights to be done. For example I have a carpet and wallpaper that are highly reflective instead of matte. And the lips are coming out dark red instead of pinkish. One of the characters has hair that looks shiny white instead of brown and hair-like.

    Is it best to start over and tinker with the materials in DAZ Studio or can that be done in Blender? Are there recommendations for setting up the materials (these are NOT converted to IRay, by the way). I know that the script is supposed to convert the materials but I never expected perfection. I'm impressed at how quick it was though - faster than 3Delight even (5 minutes for Cycles, 12 minutes for 3Delight).

    I know you stated that you haven't read through the entire thread, but I made some comments about my experiments with reworking materials on pages 9 and 10.  Blender and this script have been updated quite a bit since then, so I don't know how much things have improved in the last couple of years.  In my experience, it takes far more effort tweaking the scene in Blender than simply learning how to use Iray, and I do know how to use Blender quite well.  From what I've read of recent posts, including yours, this script still doesn't know how to handle more advanced 3delight materials and their textures in a way comparable to what's expected in DAZ Studio.  The time you gain in render speed will be eclipsed by the amount of time you spend reworking node setups to get things looking better than the average video game from 2010.  You could experiment with the material nodes, of course, and it would be an excellent way of learning that particular aspect of Blender.

  • marblemarble Posts: 7,500
    October 2015
    daveleitz said:
    marble said:
    I know you stated that you haven't read through the entire thread, but I made some comments about my experiments with reworking materials on pages 9 and 10.  Blender and this script have been updated quite a bit since then, so I don't know how much things have improved in the last couple of years.  In my experience, it takes far more effort tweaking the scene in Blender than simply learning how to use Iray, and I do know how to use Blender quite well.  From what I've read of recent posts, including yours, this script still doesn't know how to handle more advanced 3delight materials and their textures in a way comparable to what's expected in DAZ Studio.  The time you gain in render speed will be eclipsed by the amount of time you spend reworking node setups to get things looking better than the average video game from 2010.  You could experiment with the material nodes, of course, and it would be an excellent way of learning that particular aspect of Blender.

    Yes, I am giving Iray another try so I have another thread going with questions about that. But Iray doesn't work too well with my puny GPU so I have to rely on CPU only which was extremely slow when I tried it shortly after 4.8 was released.

    I see what you are saying about the materials and shaders though. I have used some shaders from a product called The Fabricator and , even set to Matte in DS they are coming out as highly reflective in Cycles. Skin tones are not too faithful either - especially lips. But I put all that down to my inexperience.

    However, now that I've got a couple of Cycles renders under my belt, I'm off to try Iray again and see if I can get a little more speed out of my CPU.

  • marblemarble Posts: 7,500
    October 2015 edited October 2015

    Mistake again :(

     

    Post edited by marble on October 2015
  • ttnnttnn Posts: 99
    October 2015 edited October 2015
    marble said:

    ...For example I have a carpet and wallpaper that are highly reflective instead of matte...

    Is it best to start over and tinker with the materials in DAZ Studio or can that be done in Blender?

    Your first order of tinker is in the TeleBlender plugin itself, on the DAZ Studio side.
    Take a good look at P.33 of this very forum thread:
    http://www.daz3d.com/forums/discussion/comment/907353/#Comment_907353

    Post edited by ttnn on October 2015
  • mCasualmCasual Posts: 4,607
    October 2015 edited October 2015

    in all modes ( TB2/TB3) the brightness of the specular color ( in the Daz Studio Surfaces panel )  is what has the most influence on the glossy strength 

    so if the specular color for a given surface is pure bright white then the material will come out very glossy once in Blender

    when mcjTeleBlender is in legacy/TB2 mode, the two settings named 

    "Gloss Factor" and  "Roughness" are combined with the specular color to give the final glossy effect

    the default values for these is 0.025 and 0.3

    i also turn ON mcjTeleBlender's "Default glossy is Beckman"

    when your mcjTeleBlender is not inTB2 mode, then each surface's "specular strength" and "glossiness" are taken in consideration

    Once you have found the proper adjustments for your materials you could save them as presets

    -----

    once you're in blender, if you select your objects you have access to the Materials panel, if you select a specific material

    you can expand the glossy section of the shader and adjust the glossy color ( different shades of gray give different glossy strength )

    and the roughness, when roughness is at 0 you get basically a mirror

    ---

    if teleblender has the "Gloss mix" option ON, then there will be a Mix shader that controls the ratio of matte-to-glossy

    ---

    mcjTeleBlender's huge time saving feature is that it builds the shader trees for you

    once you get to know it, it can give renders  as good as octane and iRay and luxrender

    and you have all the modeling tools at your disposal to fix the geometry in your scene and can add particle effects, modifiers ....to infinity!

    Per-material settings that influence glossy

     

    marble said:
    daveleitz said:
    marble said:
    ... highly reflective in Cycles
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    Post edited by mCasual on October 2015
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