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

Daz importer for Blender

«123»

Comments

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,465
    July 2020
    Nath said:
    WendyLuvsCatz said:

    well I lost such a huge amount of space and am having a lot of fun chasing down the files to uninstall 

    the temporary ones in application data, the ones in documents 

    and still space gone

    I cannot afford to lose so much space on my C drive and have it show red

    it seriously needs a purge facility for stuff you don't want to keep

    So... we have a blender importer that eats disk space and cannot import anything other than G3/G8 and clothes/hair. Um, yay?

    well hopefully this can be addressed

    a restart and my PC had its original disc space after deleting those files so a purge is possible

  • MasterstrokeMasterstroke Posts: 2,339
    July 2020

    There is a lot to read about this plug in. Can anybody sum this up for me, please? Does this plug in work with any content or do items have to be somehow ready for export.

  • nonesuch00nonesuch00 Posts: 18,795
    July 2020
    WendyLuvsCatz said:

    for some reason Cycles and Eevee want to use my CPU

    I have these settings

    no idea why it says no openCL device when it has a choice of graphics options

    (tried ticking each and both BTW)

    it used to work a few Nvidia driver updates ago

    As far as I know a software driver via Microsoft Corportation for Windows for openCL for AMD CPUs D.N.E. so to use your Radeon GPU install the AMD ProRender for Blender plugin from AMD. Once you do that you'll have openCL for both your AMD CPU & your AMD GPU.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,465
    July 2020
    nonesuch00 said:
    WendyLuvsCatz said:

    for some reason Cycles and Eevee want to use my CPU

    I have these settings

    no idea why it says no openCL device when it has a choice of graphics options

    (tried ticking each and both BTW)

    it used to work a few Nvidia driver updates ago

    As far as I know a software driver via Microsoft Corportation for Windows for openCL for AMD CPUs D.N.E. so to use your Radeon GPU install the AMD ProRender for Blender plugin from AMD. Once you do that you'll have openCL for both your AMD CPU & your AMD GPU.

    yeah but it should use the openCL on my Nvidia card

    most software I have don't even see the onboard Vega graphics as my monitors not plugged into the motherboard

    the few that do can happily use both but obviously I chose the card

    Cycles is fine by looks its just Eevee and I have the latest Nvidia driver

  • MasterstrokeMasterstroke Posts: 2,339
    July 2020

    Can't get it to work in blender.

    I have it auto installed into "C:\Users\*
    **\AppData\Roaming\Blender Foundation\Blender\DAZ 3D Add-ons".
    The plug in is still not listed in Blender. Went to Blender: Menue/Prefrencies/Add On searching "dazToBlender",
    but without results.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,465
    July 2020 edited July 2020
    Masterstroke said:

    Can't get it to work in blender.

    I have it auto installed into "C:\Users\*
    **\AppData\Roaming\Blender Foundation\Blender\DAZ 3D Add-ons".
    The plug in is still not listed in Blender. Went to Blender: Menue/Prefrencies/Add On searching "dazToBlender",
    but without results.

    did you go to preferences addons browse to and check install for the zip?

    it needs installing not just finding wink

    Post edited by WendyLuvsCatz on July 2020
  • MasterstrokeMasterstroke Posts: 2,339
    July 2020
    WendyLuvsCatz said:
    Masterstroke said:

    Can't get it to work in blender.

    I have it auto installed into "C:\Users\*
    **\AppData\Roaming\Blender Foundation\Blender\DAZ 3D Add-ons".
    The plug in is still not listed in Blender. Went to Blender: Menue/Prefrencies/Add On searching "dazToBlender",
    but without results.

    did you go to preferences addons browse to and check install for the zip?

    it needs installing not just finding wink

    Thank you, That helped. The auto install installed the zip right into add ons, where Blender could not find it. I needed to copy it into documents and install from there, then go to add-on, wher Blender could then finally load it.
    However made it. Thank you smiley

  • gamesfromlovegamesfromlove Posts: 39
    July 2020

    This.
    This is what we were looking for.

    Masterstroke said:
    WendyLuvsCatz said:
    Masterstroke said:

    Can't get it to work in blender.

    I have it auto installed into "C:\Users\*
    **\AppData\Roaming\Blender Foundation\Blender\DAZ 3D Add-ons".
    The plug in is still not listed in Blender. Went to Blender: Menue/Prefrencies/Add On searching "dazToBlender",
    but without results.

    did you go to preferences addons browse to and check install for the zip?

    it needs installing not just finding wink

    Thank you, That helped. The auto install installed the zip right into add ons, where Blender could not find it. I needed to copy it into documents and install from there, then go to add-on, wher Blender could then finally load it.
    However made it. Thank you smiley

    I also did this just now, and 'installed' the zip in Blender with this method. Thank you!

  • ScarecrowScarecrow Posts: 182
    July 2020 edited July 2020
    Padone said:
    Scarecrow said:

     

    Not quite. G3-G8 jcms work fine, but G1-G2 triax can't be imported so deformations are lost. You get anyway a good base to work from.

     

    Morphs can definitely be imported with the diffeomorphic importer. It's another step that's done after importing the character. I have Genesis 2 characters imported to Blender with all the morphs and expressions you could want. 
     

    Post edited by Scarecrow on July 2020
  • PadonePadone Posts: 4,065
    July 2020 edited July 2020
    Singular3D said:

    @ Padone - Just wondered, how Daz to Blender and Diffeo fit together. 

    - Any idea regarding HD morph support in future. At the moment I try to use only SubD Level 1 and incorporate the higher levels based on Displacement and Normal maps.

    - I saw that there is an Open Source solution for skin in Blender 'Dermis' that looks quite promising, as it is based on the Anders Langlands shader. I had some great results in Vray's alSurface shader that is based on the same open source shader. Is there a plan to add a skin conversion to this shader as well?

    1) The daztoblender and diffeo plugins can be used together, they also work in a very different way as far as I can see. That is, daztoblender seems to export intermediate files that's why it is so slow, while diffeo reads the duf directly.

    2) As for HD morphs they're not supported in diffeo, and as far as I can see they're not supported in daztoblender either. With diffeo you can export a static HD mesh that you can then render as is since it includes materials, or bring into a multires modifier, or bake into a normal map.

    3) The uber shader skins are imported fine in diffeo and you get a very similar result as iray. I'm actually working to improve the eevee skins but that's going to take some time and the results will be limited anyway. I don't think conversions to third party shaders will make much sense. As for dermis as far as I can see it works in a completely different way than the uber shader so it's not possible in my opinion to convert iray skins to dermis.

    There's a project by Jessub Kim aka @JClave for a custom version of cycles named z-cycles that will be able to render mdl and thus the uber shader directly. This way we'll have perfect iray materials in cycles.

    https://www.daz3d.com/forums/discussion/comment/5806421/#Comment_5806421

     

    Post edited by Padone on July 2020
  • ScarecrowScarecrow Posts: 182
    July 2020

    Some sets and props and custom characters import fine with the diffeomorphic importer, others just don't work at all. I'm finding that Collada files work quite well for those things. A genesis 2 will import fine as a collada file, you just can't get any morphs that way. 

  • PadonePadone Posts: 4,065
    July 2020

    @Scarecrow If you may want to help please report the issues you find at diffeomorphic so may be we can improve the plugin. Also if you can give some details may be I can help.

    https://bitbucket.org/Diffeomorphic/import_daz/issues

  • ScarecrowScarecrow Posts: 182
    July 2020
    Padone said:

    @Scarecrow If you may want to help please report the issues you find at diffeomorphic so may be we can improve the plugin. Also if you can give some details may be I can help.

    https://bitbucket.org/Diffeomorphic/import_daz/issues

    Well certain characters like Stonemason's prototype didn't work with the diffeo importer, the character showed up, but the rig didn't work right. It imported to Blender fine as a collada file though. I believe the same sort of thing happened with DZfire's weaponmech. I've tried a few environment sets that didn't work also, but I don't recall exactly which ones. These usually work as collada files though so I'm still getting everything I want into Blender.

  • KitsumoKitsumo Posts: 1,222
    July 2020 edited July 2020
    WendyLuvsCatz said:

    for some reason Cycles and Eevee want to use my CPU

    I have these settings

    no idea why it says no openCL device when it has a choice of graphics options

    (tried ticking each and both BTW)

    it used to work a few Nvidia driver updates ago

    As far as I'm aware, recent versions of BlenderCycles don't allow OpenCL rendering with Nvidia cards, it always defaults to CUDA. The manual.

    As far as the Ryzen, there are reports that AMD doesn't support OpenCL on Ryzens in Windows anymore. I can't say for sure because I'm on Linux. I can tell you that my 3400G performs slightly better in CPU mode than in GPU/OpenCL mode. Not a big deal either way, but if you think about it, it's the same compute units doing the work either way, OpenCL is just adding an extra layer of abstraction in that case.

    Post edited by Kitsumo on July 2020
  • Singular3DSingular3D Posts: 630
    July 2020 edited July 2020
    Padone said:
    Singular3D said:

    @ Padone - Just wondered, how Daz to Blender and Diffeo fit together. 

    - Any idea regarding HD morph support in future. At the moment I try to use only SubD Level 1 and incorporate the higher levels based on Displacement and Normal maps.

    - I saw that there is an Open Source solution for skin in Blender 'Dermis' that looks quite promising, as it is based on the Anders Langlands shader. I had some great results in Vray's alSurface shader that is based on the same open source shader. Is there a plan to add a skin conversion to this shader as well?

    1) The daztoblender and diffeo plugins can be used together, they also work in a very different way as far as I can see. That is, daztoblender seems to export intermediate files that's why it is so slow, while diffeo reads the duf directly.

    2) As for HD morphs they're not supported in diffeo, and as far as I can see they're not supported in daztoblender either. With diffeo you can export a static HD mesh that you can then render as is since it includes materials, or bring into a multires modifier, or bake into a normal map.

    3) The uber shader skins are imported fine in diffeo and you get a very similar result as iray. I'm actually working to improve the eevee skins but that's going to take some time and the results will be limited anyway. I don't think conversions to third party shaders will make much sense. As for dermis as far as I can see it works in a completely different way than the uber shader so it's not possible in my opinion to convert iray skins to dermis.

    There's a project by Jessub Kim aka @JClave for a custom version of cycles named z-cycles that will be able to render mdl and thus the uber shader directly. This way we'll have perfect iray materials in cycles.

    https://www.daz3d.com/forums/discussion/comment/5806421/#Comment_5806421

     

    I manually changed the skin materials for Vray and they use the alSurface Shader from Anders Langlands that is also the base for the Dermis shader. As shader settings between characters in Daz are quite different, I may have to tune the shader in Blender anyway. In Vray I got some great results with Alexandra 8 HD, so I will have a look at Dermis. But before that I have to play with Diffeo a bit more.

    I'm not a big fan of the Uber shader anyway.

    Post edited by Singular3D on July 2020
  • Singular3DSingular3D Posts: 630
    July 2020
    Scarecrow said:
    Padone said:

    @Scarecrow If you may want to help please report the issues you find at diffeomorphic so may be we can improve the plugin. Also if you can give some details may be I can help.

    https://bitbucket.org/Diffeomorphic/import_daz/issues

    Well certain characters like Stonemason's prototype didn't work with the diffeo importer, the character showed up, but the rig didn't work right. It imported to Blender fine as a collada file though. I believe the same sort of thing happened with DZfire's weaponmech. I've tried a few environment sets that didn't work also, but I don't recall exactly which ones. These usually work as collada files though so I'm still getting everything I want into Blender.

    I always imported Stonemasons stuff as OBJ, as I wanted to tweak it anyway. E.g. I can set up a hierarchy of objects, when separating the doors to open it by shifting the main axis to the hinges and simply rotate the doors.

  • Panzer EmeraldPanzer Emerald Posts: 727
    July 2020

    I was rather surprised to see this is basically the exact same plugin I'd paid for several months ago... that I didn't end up using more than once because it turned my iMac into a tar pit, speed-wise. 

    Tried this new one again, and while it's somewhat faster-ish on my Mac Pro... I dunno. Not much has changed from the last time I used it, save the difference being it's free. Wouldn't work with the Beta build, so I had to reinstall the current public build and it works.

    I mean... the posing set-up is a lot better (and easier on the eyes) than Diffeomorphic's, but OTOH Diffeomorphic is a lot more lightweight and you can import entire scenes into Blender. I guess both will have their plusses and minuses. Since it's Open Source, I'm curious to see what others will do with it and/or forks they'll make. 

  • AllenArtAllenArt Posts: 7,175
    July 2020
    SDev said:
    AllenArt said:
    SDev said:
    AllenArt said:

    So, I install the Daz to Blender plugin but get nothing in Blender addons as to a Daz to Blender bridge. Is Daz assuming everything is on the C drive again? Because NONE of my software is on my C drive (other than things that won't let me change their path). I have a very small SSD for the C drive.

    Edit: I THINK I  have this figured out. Maybe. Stay tuned. LOL

    ReEdit: That would be nope...not figured out.

    Re-ReEdit: Searched the entire damn computer for the Blender Addon Install File...found it. What a mess.

     

     

    Best approach is to proper set up all your paths. Blender is fully configurable, but it needs time to do so if you are not acquainted with Blender. There are tons of tutorials, discord channels and opportunities. It is easy to get lost.

    So there are a bunch of great places to go first

    - Blenderartist: https://blenderartists.org/

    - Blendernation: https://www.blendernation.com/

    - Blender - latest builds: https://builder.blender.org/download/

    Beginners Tutorial, 

    - Jaynams Youtube Channel: https://www.youtube.com/channel/UCs5J4GVRB8s2P4hE-O0izrg

    - Peter Stammbachs Youtube Channel coming from Modo: https://www.youtube.com/channel/UCQ2NYo3MqqKi96TqQyl5_jQ

    - Master Xeons Page: https://masterxeon1001.com/

     

     

    I found the addon for Blender. It was just put in a place I wouldn't have thought of looking. Took time to find it. It does however make Blender REALLY laggy and so far it's kind of a non-starter.

    Laurie

    Depends which render engine you're using.

    Have a look over at Mitchys thread at Blenderartists, the Author of the tool: https://blenderartists.org/t/daz-to-blender8/1177588

    We were wondering why he has stopped the sales of the addon. Now it is clear :)

    I am pretty sure this won't be the last update. Personally I like how Thomas (diffeomorphic) handles all the files. (DazImporter 1.5). You can selectively import what you need, add custom morphs, and in combination with shape keys+ (free addon), this is a Godsend. 

    Btw, link to DazImport over at Blenderartists: https://blenderartists.org/t/daz-importer/684697

     

    I actually was not rendering, I was looking at the viewport in Workbench. There's something else going on here. I fully intend to have a look at Diffeomorphic at some point :)

  • MasterstrokeMasterstroke Posts: 2,339
    July 2020

    Made it to have my character in Blender. It comes in pretty huge. How do I resize it? The scale icon doesn't do anything.

  • nicsttnicstt Posts: 11,715
    July 2020

    Depends how you import, but scale it by 0.01.

    It should be exported by Daz at 1% though, but again depends how you're exporting.

  • MasterstrokeMasterstroke Posts: 2,339
    July 2020
    nicstt said:

    Depends how you import, but scale it by 0.01.

    It should be exported by Daz at 1% though, but again depends how you're exporting.

    Are there different ways to export it with the DazToBlender script?

  • nicsttnicstt Posts: 11,715
    July 2020
    Masterstroke said:
    nicstt said:

    Depends how you import, but scale it by 0.01.

    It should be exported by Daz at 1% though, but again depends how you're exporting.

    Are there different ways to export it with the DazToBlender script?

    I havn't used it as I use the Diffemorphic one. If it's not the correct scale, I'd see what should be done or what wasn't installed correctly.

  • KitsumoKitsumo Posts: 1,222
    July 2020
    nicstt said:
    Masterstroke said:
    nicstt said:

    Depends how you import, but scale it by 0.01.

    It should be exported by Daz at 1% though, but again depends how you're exporting.

    Are there different ways to export it with the DazToBlender script?

    I havn't used it as I use the Diffemorphic one. If it's not the correct scale, I'd see what should be done or what wasn't installed correctly.

    I tried the Daz To Blender plugin and my figure imported super big, the same as in the tutorial video. So I'm guessing that's what the designers intended.

    It looks like all the script files are plain text, Masterstroke, so If you're feeling adventurous you could search through those and see if there's setting for the scale. I think Windows still searches the content of files for you, so you wouldn't even have to open each file separately. I'm on Linux now, so I can't confirm that.

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,278
    July 2020
    Masterstroke said:

    Made it to have my character in Blender. It comes in pretty huge. How do I resize it? The scale icon doesn't do anything.

    Don't scale it. If you hit n in object mode and look at the dimensions, you will see that it is already properly scaled. If you scale it, any kind of physical simulation, lights included, will not function properly.

    You can just hit the . key to nicely frame the selected objec(s) in the viewport, the / key to frame it and hide everything else, and the home key to frame the camera if you're in camera view.

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,278
    July 2020
    Nath said:

    So... we have a blender importer that eats disk space and cannot import anything other than G3/G8 and clothes/hair. Um, yay?

    I think @wolf359 said FBX export/import actually just works for G2s.

  • nicsttnicstt Posts: 11,715
    July 2020

    If you don't scale it, you're going to potentially run into issues when rendering (and other stuff). Real world lightling relies on real world scales

  • ExitofExitof Posts: 53
    July 2020
    Scarecrow said:

    The importer works pretty simply once you get it installed, you have to install a custom extension in Daz Studio, it adds another command in the file menu that exports data that Blender needs that isn't included in a DUF file.

    Be a pal and specify what this custom extension is, because I'm looking at the examples that Daz provided themselves and it shows a "Scripts" menu sectiont that I don't presently have and do not know where to get. Perhaps that is the "custom extension"? Please specify.

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,278
    July 2020
    nicstt said:

    If you don't scale it, you're going to potentially run into issues when rendering (and other stuff). Real world lightling relies on real world scales

    That was my point, precisely. For me, the object was scaled correctly, but just zoomed in the viewport. I checked it on the n-panel.

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,278
    July 2020
    Exitof said:
    Scarecrow said:

    The importer works pretty simply once you get it installed, you have to install a custom extension in Daz Studio, it adds another command in the file menu that exports data that Blender needs that isn't included in a DUF file.

    Be a pal and specify what this custom extension is, because I'm looking at the examples that Daz provided themselves and it shows a "Scripts" menu sectiont that I don't presently have and do not know where to get. Perhaps that is the "custom extension"? Please specify.

    You don't actually have to install a custom extension. All it does is runs the export_to_blender script. You can go to the Script IDE, open the script, and just run it. The script is in the Diffeo's zip file, and you can put in anywhere.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,465
    July 2020

    finally

    one just needs that run once folder to be in the public build not (or as well as) studio 4 folder under application data roaming DAZ

    now I have the bridge in my beta on both computersyes

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