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

Diffeomorphic DAZ-to-Blender

«1…6789101112»

Comments

  • nicsttnicstt Posts: 11,715
    September 2020
    Rufus Coppertop said:

    nicstt said:

    Rufus Coppertop said:

    I'm finding it to be absolute junk.

    Having gone through the installation process as described here...........http://diffeomorphic.blogspot.com/p/daz-importer-version-14.html

    .......... I have the Export to Blender option in the menu and the Daz Options in the Blender menu.

    Okay - I totally take back the "it's junk" comment. It worked and if I were quite a bit more athletic and had a camera, I'd post a little vid of myself screeching "Yippeee" and doing somersaults.

    Thanks to all for replies and advice.

    Yippee etc!

    Glad you got it working.

  • nicsttnicstt Posts: 11,715
    September 2020
    Padone said:
    nicstt said:

    I find the eyes, mourth, fingers and toes can cause issues with the sim in Blender

    For blender simulations it is generally better to use proxies. That is, you simulate a cage mesh then transfer the simulation on the hi-poly mesh with a deform modifier. Same for collisions. Then the daz figures base meshes may be good or not, depending on your needs.

    Thanks, I have added cubes and adjuted them to shape around hands, and it worked quite well - so will check out proxy simulation as an alternative.

  • brainmuffinbrainmuffin Posts: 1,267
    September 2020
    Rufus Coppertop said:

    Many thanks to Diffeomorphic for this utility. Apologies for claiming it's junk.

    I know the feeling. It is amazing how many times I can try to get something to work and it never does, then I scream somewhere and the Universe smacks me about the head and says "This is how you use, goofball." And behold, it works for me.  :-)

  • PadonePadone Posts: 4,001
    September 2020

    @TheKD In the latest commit Thomas fixed the HD normals so it should work now for the common case. Though there may be issues with shells.

  • TheKDTheKD Posts: 2,711
    September 2020
    Padone said:

    @TheKD In the latest commit Thomas fixed the HD normals so it should work now for the common case. Though there may be issues with shells.

    ah cool, thanks for the heads up. Be sure to install that before my next workflow development try lol.

  • MendomanMendoman Posts: 404
    September 2020

    I haven't done much cloth simulation in Blender since I got VWD, but back in the day it helped a lot if you scaled characters and clothes x10 bigger or so. I'm not sure if that trick still works, but it's worth a shot if you have problems with cloth sim.

  • brainmuffinbrainmuffin Posts: 1,267
    September 2020

    At the rate Thomas is fixing Diffeomorphic, it is becoming the way to transfer. Very nice.

  • hookflashhookflash Posts: 169
    September 2020
    brainmuffin said:

    At the rate Thomas is fixing Diffeomorphic, it is becoming the way to transfer. Very nice.

    Yeah, it's kinda crazy how quickly he's developing Diffeomorphic (in his spare time, no less!). We're often seeing multiple commits every day, often in direct response to feature requests and bug reports. Then you look at the Github page of Daz's official bridge (which is a complete mess in its current state), and there have been literally no commits since it was initially uploaded a month ago. How is it that one guy, working for free in his spare time, is more productive than a whole team of paid developers? surprise I honestly don't get it...

  • GordigGordig Posts: 10,599
    September 2020
    hookflash said:
    brainmuffin said:

    At the rate Thomas is fixing Diffeomorphic, it is becoming the way to transfer. Very nice.

    Yeah, it's kinda crazy how quickly he's developing Diffeomorphic (in his spare time, no less!). We're often seeing multiple commits every day, often in direct response to feature requests and bug reports. Then you look at the Github page of Daz's official bridge (which is a complete mess in its current state), and there have been literally no commits since it was initially uploaded a month ago. How is it that one guy, working for free in his spare time, is more productive than a whole team of paid developers? surprise I honestly don't get it...

    You're assuming that the Daz team is still actively developing it, which may not be the case.

  • hookflashhookflash Posts: 169
    September 2020
    Gordig said:
    hookflash said:
    brainmuffin said:

    At the rate Thomas is fixing Diffeomorphic, it is becoming the way to transfer. Very nice.

    Yeah, it's kinda crazy how quickly he's developing Diffeomorphic (in his spare time, no less!). We're often seeing multiple commits every day, often in direct response to feature requests and bug reports. Then you look at the Github page of Daz's official bridge (which is a complete mess in its current state), and there have been literally no commits since it was initially uploaded a month ago. How is it that one guy, working for free in his spare time, is more productive than a whole team of paid developers? surprise I honestly don't get it...

    You're assuming that the Daz team is still actively developing it, which may not be the case.

    Yeah, I'm giving them the benefit of the doubt that they actively develop their software. Perhaps I'm being too charitable. wink

  • wolf359wolf359 Posts: 3,929
    September 2020 edited September 2020
    hookflash said:
    Gordig said:
    hookflash said:
    brainmuffin said:

    At the rate Thomas is fixing Diffeomorphic, it is becoming the way to transfer. Very nice.

    Yeah, it's kinda crazy how quickly he's developing Diffeomorphic (in his spare time, no less!). We're often seeing multiple commits every day, often in direct response to feature requests and bug reports. Then you look at the Github page of Daz's official bridge (which is a complete mess in its current state), and there have been literally no commits since it was initially uploaded a month ago. How is it that one guy, working for free in his spare time, is more productive than a whole team of paid developers? surprise I honestly don't get it...

    You're assuming that the Daz team is still actively developing it, which may not be the case.

    Yeah, I'm giving them the benefit of the doubt that they actively develop their software. Perhaps I'm being too charitable. wink

    Thomas Larson has Pride of ownership and is a Blender user

    Not quite same as buying out someone else's Plugin and rebranding it as your own Blender export solution.
    Post edited by wolf359 on September 2020
  • j cadej cade Posts: 2,310
    September 2020
    hookflash said:
    Gordig said:
    hookflash said:
    brainmuffin said:

    At the rate Thomas is fixing Diffeomorphic, it is becoming the way to transfer. Very nice.

    Yeah, it's kinda crazy how quickly he's developing Diffeomorphic (in his spare time, no less!). We're often seeing multiple commits every day, often in direct response to feature requests and bug reports. Then you look at the Github page of Daz's official bridge (which is a complete mess in its current state), and there have been literally no commits since it was initially uploaded a month ago. How is it that one guy, working for free in his spare time, is more productive than a whole team of paid developers? surprise I honestly don't get it...

    You're assuming that the Daz team is still actively developing it, which may not be the case.

    Yeah, I'm giving them the benefit of the doubt that they actively develop their software. Perhaps I'm being too charitable. wink

    I imagine it's more that the "paid team" are the same paid team that are developing the bridge for Maya and 3dsmax and unreal and DS itself. Nor do we know how many people make up said team, but I do not think it's a huge number.
  • hookflashhookflash Posts: 169
    September 2020
    j cade said:
    hookflash said:
    Gordig said:
    hookflash said:
    brainmuffin said:

    At the rate Thomas is fixing Diffeomorphic, it is becoming the way to transfer. Very nice.

    Yeah, it's kinda crazy how quickly he's developing Diffeomorphic (in his spare time, no less!). We're often seeing multiple commits every day, often in direct response to feature requests and bug reports. Then you look at the Github page of Daz's official bridge (which is a complete mess in its current state), and there have been literally no commits since it was initially uploaded a month ago. How is it that one guy, working for free in his spare time, is more productive than a whole team of paid developers? surprise I honestly don't get it...

    You're assuming that the Daz team is still actively developing it, which may not be the case.

    Yeah, I'm giving them the benefit of the doubt that they actively develop their software. Perhaps I'm being too charitable. wink

     

    I imagine it's more that the "paid team" are the same paid team that are developing the bridge for Maya and 3dsmax and unreal and DS itself. Nor do we know how many people make up said team, but I do not think it's a huge number.

    As far as I can tell, the only bridge that has seen any commits is the Unreal one. None of the others have been touched in 2 months.

  • brainmuffinbrainmuffin Posts: 1,267
    September 2020

    No worries. Once I'm done experimenting putting green screen actors in a Studio exported environment, I'll go back to learning how to transfer and rig a character to Blender. My daughter and I may get the motion capture hardware for the XBox One Kinect to Blender.

  • nonesuch00nonesuch00 Posts: 18,714
    September 2020
    hookflash said:
    j cade said:
    hookflash said:
    Gordig said:
    hookflash said:
    brainmuffin said:

    At the rate Thomas is fixing Diffeomorphic, it is becoming the way to transfer. Very nice.

    Yeah, it's kinda crazy how quickly he's developing Diffeomorphic (in his spare time, no less!). We're often seeing multiple commits every day, often in direct response to feature requests and bug reports. Then you look at the Github page of Daz's official bridge (which is a complete mess in its current state), and there have been literally no commits since it was initially uploaded a month ago. How is it that one guy, working for free in his spare time, is more productive than a whole team of paid developers? surprise I honestly don't get it...

    You're assuming that the Daz team is still actively developing it, which may not be the case.

    Yeah, I'm giving them the benefit of the doubt that they actively develop their software. Perhaps I'm being too charitable. wink

     

    I imagine it's more that the "paid team" are the same paid team that are developing the bridge for Maya and 3dsmax and unreal and DS itself. Nor do we know how many people make up said team, but I do not think it's a huge number.

    As far as I can tell, the only bridge that has seen any commits is the Unreal one. None of the others have been touched in 2 months.

    Sort of hints that's what DAZ developers use at home for a game engine. 

  • brainmuffinbrainmuffin Posts: 1,267
    September 2020

    I'm trying to update to the latest version. I couldn't get a zip, so I cloned the project. Updating Studio was easy, but how do I update Blender without a zip?

  • Leonides02Leonides02 Posts: 1,379
    September 2020

    Hm. So I have Blender 2.9 and the Diffeomorphic 1.5.

    I am pretty sure I set everything up correctly, but when I try to import I'm receiving this error. I'm afraid I have no idea what it means. Anybody have any clues?

     

    Traceback (most recent call last):
      File "C:\Users\Computer\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\Diffeomorphic-import_daz-d734b1ccea5b\error.py", line 247, in execute
        self.run(context)
      File "C:\Users\Computer\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\Diffeomorphic-import_daz-d734b1ccea5b\daz.py", line 48, in run
        getMainAsset(self.filepath, context, self)
      File "C:\Users\Computer\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\Diffeomorphic-import_daz-d734b1ccea5b\main.py", line 62, in getMainAsset
        main = parseAssetFile(struct, toplevel=True)
      File "C:\Users\Computer\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\Diffeomorphic-import_daz-d734b1ccea5b\files.py", line 283, in parseAssetFile
        return asset.parse(struct)
      File "C:\Users\Computer\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\Diffeomorphic-import_daz-d734b1ccea5b\files.py", line 105, in parse
        asset = self.parseUrlAsset(nstruct)
      File "C:\Users\Computer\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\Diffeomorphic-import_daz-d734b1ccea5b\asset.py", line 176, in parseUrlAsset
        asset.update(struct)
      File "C:\Users\Computer\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\Diffeomorphic-import_daz-d734b1ccea5b\node.py", line 586, in update
        Channels.update(self, struct)
      File "C:\Users\Computer\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\Diffeomorphic-import_daz-d734b1ccea5b\channels.py", line 74, in update
        self.setExtra(extra)
      File "C:\Users\Computer\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\Diffeomorphic-import_daz-d734b1ccea5b\node.py", line 565, in setExtra
        self.strand_hair = extra["data"]
    KeyError: 'data'

    location: <unknown location>:-1

  • nicsttnicstt Posts: 11,715
    September 2020

    I removed all plugins: Studio and Blender, and installed from scratch, then re-saved the duf; re-exported the script info and then imported again.

    I've had no issues since doing that, although the build I'm using is from either 3/4 days ago.

  • TheKDTheKD Posts: 2,711
    September 2020 edited September 2020

    Had my first try at converting a mesh hair to particles. Introducin queen it, cousin it's little known second cousin.


     

    queen it.jpg
    2160 x 3840 - 1M
    Post edited by TheKD on September 2020
  • nicsttnicstt Posts: 11,715
    September 2020 edited September 2020

    You need to change the diameter of the hair.

    These are the settings I change, with a quick script

     

    I find these are the ones I change most, and as some hair conversions can produce a lot of seperate particle systems, I got fed up of changing them manually.

    Just change the two number by the For brackets to the first and the last +1

    import bpy

    array = ("000", "001", "002", "003", "004", "005", "006", "007", "008", "009", "010", "011", "012", "013", "014", "015", "016", "017", "018", "019", "020", "021", "022", "023", "024", "025", "026", "027", "028", "029", "030", "031", "032", "033", "034", "035", "036", "037", "038", "039", "040", "041", "042", "043", "044", "045", "046", "047", "048", "049", "050", "051", "052", "053", "054", "055", "056", "057", "058", "059", "060", "061", "062", "063", "064", "065", "066", "067", "068", "069", "070", "071", "072", "073", "074", "075", "076", "077", "078", "079", "080", "081", "082", "083", "084", "085", "086", "087", "088", "089", "090", "091", "092", "093", "094", "095", "096", "097", "098", "099", "100")

    renderedChildCount = 30
    childNbr = 5

    for x in range(0,14):
        
        if x == 0:
            bpy.data.particles["ParticleSettings"].material_slot = 'Hair'

            bpy.data.particles["ParticleSettings"].use_hair_bspline = True
            bpy.data.particles["ParticleSettings"].render_step = 7
            bpy.data.particles["ParticleSettings"].display_step = 7
            
            bpy.data.particles["ParticleSettings"].rendered_child_count = renderedChildCount
            bpy.data.particles["ParticleSettings"].child_nbr = childNbr

            bpy.data.particles["ParticleSettings"].child_radius = 0.018

            bpy.data.particles["ParticleSettings"].root_radius = 0.018
            
            bpy.data.particles["ParticleSettings"].roughness_2 = 0.005

        else:
            bpy.data.particles["ParticleSettings."+array[x]].material_slot = 'Hair'
            
            bpy.data.particles["ParticleSettings."+array[x]].use_hair_bspline = True
            bpy.data.particles["ParticleSettings."+array[x]].render_step = 7
            bpy.data.particles["ParticleSettings."+array[x]].display_step = 7
            #
            bpy.data.particles["ParticleSettings."+array[x]].rendered_child_count = renderedChildCount
            bpy.data.particles["ParticleSettings."+array[x]].child_nbr = childNbr

            bpy.data.particles["ParticleSettings."+array[x]].child_radius = 0.018

            bpy.data.particles["ParticleSettings."+array[x]].root_radius = 0.018
            
            bpy.data.particles["ParticleSettings."+array[x]].roughness_2 = 0.005 # roughness Random

     

    Post edited by nicstt on September 2020
  • lgralhlgralh Posts: 0
    September 2020

    Hello, been trying to import this Lion with fur into blender, but hair just imports as vertices, tried version 1.4.2 and 1.5. Any idea why this is happening, or how to fix it? It renders well on Daz, but in Blender it's invisible.

    Screenshot_143.png
    1917 x 910 - 1M
  • Krys KryngleKrys Kryngle Posts: 311
    September 2020
    lgralh said:

    Hello, been trying to import this Lion with fur into blender, but hair just imports as vertices, tried version 1.4.2 and 1.5. Any idea why this is happening, or how to fix it? It renders well on Daz, but in Blender it's invisible.

    My guess is that Diffeomorphic cannot convert whatever the imported mesh is.  There may be another way that blender can do it, but I don't think diffeomorphic can in this case.

    From the Diffeomorphic site:

    The DAZ importer can convert certain types of mesh hair to particles. It only works if the hair solely consists of stripes, whose UV coordinates are arranged vertically. Fortunately, most hair meshes in DAZ Studio are made in this way.

    image

  • Leonides02Leonides02 Posts: 1,379
    September 2020

    Ok, now I see the geograph was the problem.I was able to import. 

    Weird question: Is there any way to turn off seeing the rigging?

     

     

  • Krys KryngleKrys Kryngle Posts: 311
    September 2020
    Leonides02 said:

    Ok, now I see the geograph was the problem.I was able to import. 

    Weird question: Is there any way to turn off seeing the rigging?

     

     

    Select it, hit 'h' to hide.  Or, select it, hit 'm' to move it to its own collection, then hide the whole collection.  I often do this with items I don't think I'll use but don't want to delete.

  • PadonePadone Posts: 4,001
    September 2020

    @Igralh

  • Leonides02Leonides02 Posts: 1,379
    September 2020
    Krampus said:
    Leonides02 said:

    Ok, now I see the geograph was the problem.I was able to import. 

    Weird question: Is there any way to turn off seeing the rigging?

     

     

    Select it, hit 'h' to hide.  Or, select it, hit 'm' to move it to its own collection, then hide the whole collection.  I often do this with items I don't think I'll use but don't want to delete.

    Thank you!

    Another question (sorry, I'm learning), is it not possible to export SBH?

  • SDevSDev Posts: 158
    September 2020 edited September 2020
    Singular3D said:

    Weird question: Is there any way to turn off seeing the rigging?

    Pretty easy: Just toggle show/hide it as shown in the attachment. If you would like to toggle/untoggle the visibility via quick menu, just hover over the armature eye, right click and add this feature to the quick menu.Pressing "q" or "qq" (depending on some addons) will show up all your added quick options. (See attachment 2) Alternatively you might add a shortcut for this action. Blenders reconfig possibilities are wonderful.

    HTH!

    Ps:Don't forget to save your startup file if you would like to have added this feature for the next start :)

    PPS: Tja mei, via Discord ging des schneller :P

    Vis.jpg
    438 x 534 - 101K
    Vis2.jpg
    438 x 534 - 116K
    Post edited by SDev on September 2020
  • ThomasLarssonThomasLarsson Posts: 97
    September 2020
    lgralh said:

    Hello, been trying to import this Lion with fur into blender, but hair just imports as vertices, tried version 1.4.2 and 1.5. Any idea why this is happening, or how to fix it? It renders well on Daz, but in Blender it's invisible.

    I'm pretty sure that what you see are the hair guides for strand-based hair, minus the connecting edges. Actually, I'm surprised that you got anything at all. I played around a little bit with strand-based hair in DS 4.12 beta, but then it was stored in an undocumented binary format and nothing could be done with it. But now Daz has apparently converted the guides to meshes, without faces but with edges. At least that what I get when I test with Mohawk hair. It should be possible to convert the hair guides into particle hair in Blender. Working on that.

     

     

  • Leonides02Leonides02 Posts: 1,379
    September 2020
    SDev said:
    Singular3D said:

    Weird question: Is there any way to turn off seeing the rigging?

    Pretty easy: Just toggle show/hide it as shown in the attachment. If you would like to toggle/untoggle the visibility via quick menu, just hover over the armature eye, right click and add this feature to the quick menu.Pressing "q" or "qq" (depending on some addons) will show up all your added quick options. (See attachment 2) Alternatively you might add a shortcut for this action. Blenders reconfig possibilities are wonderful.

    HTH!

    Ps:Don't forget to save your startup file if you would like to have added this feature for the next start :)

    PPS: Tja mei, via Discord ging des schneller :P

    Thanks!!!

    Does any one know why the skins are using Burley and not Random Walk as SSS? Isn't it supposed to be much better?

  • PadonePadone Posts: 4,001
    September 2020 edited September 2020

    @Leonides02

    As for burley vs random walk. That's because the materials are supposed to mimic iray as best as possible and burley mimics iray better than random walk. Plus random walk doesn't work with eevee so for consistent results with cycles we don't use it. If you make your own materials that are not a conversion from iray and you use cycles, then definitely go for random walk.

    One issue with random walk is also that it gets artifacts with disconnected meshes inside the same object. For example eyes and teeth in the genesis figure. So if you use random walk you have to separate disconnected meshes into multiple objects to avoid artifacts. While burley works fine.

    Post edited by Padone on September 2020
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