• Daz 3D
  • Shop
  • 3D Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Partnerships
    • AI Training data
    • Exporters
    • Daz to Roblox
    • Daz to Maya
    • Daz to Blender
    • Daz to Unreal
    • Daz to Unity
    • Daz to 3ds Max
    • Daz to Cinema 4D
  • 3D Models
    • Genesis 9
    • Genesis 8.1
    • Free 3D Models
  • Community
    • Gallery
    • Forums
    • Blog
    • Press
    • Help
  • Memberships
    • Daz Premier
    • Daz Plus
    • Daz Base
    • Compare
  • Download Studio
ADVANCED SEARCH
  • Menu
  • Daz 3D
ADVANCED SEARCH
Add image
  • Shop
  • 3d Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Partnerships
    • AI Training data
    • Exporters
    • Daz to Roblox
    • Daz to Maya
    • Daz to Blender
    • Daz to Unreal
    • Daz to Unity
    • Daz to 3ds Max
    • Daz to Cinema 4D
  • 3D Models
    • Genesis 9
    • Genesis 8.1
    • Free 3D Models
  • Community
    • Our Community
    • Gallery
    • Forums
    • Blog
    • Press
    • Help
  • Memberships
    • Daz Premier
    • Daz Plus
    • Daz Base
    • Compare

Notifications

You currently have no notifications.

Loading...
    • Categories
    • Recent Discussions
Daz 3D Forums > 3rd Party Software > Blender Discussion

hear ye hear ye true HD characters for diffeo

«12»

Comments

  • PadonePadone Posts: 3,998
    September 2020 edited September 2020

    And automatic baking of normal maps. Just because I'm trying to keep in this discussion the latest main features Thomas is adding. Please test and report bugs or opinions if any.

    http://diffeomorphic.blogspot.com/2020/09/baking-normal-maps.html

    Post edited by Padone on September 2020
  • marth_emarth_e Posts: 187
    September 2020

    Once reconstructed the High Rez geometry with rebuild subdivisions and the multires modifier with the HD information... is it possible now to load in blender HD morphs... For example, a morph with HD veins or HD scars....

     

    thanks for all the hard work.

  • PadonePadone Posts: 3,998
    September 2020

    @marth_e I believe not. You have to load the HD morphs you need in daz studio then export to blender. That is, you cannot use HD morphs the same as regular morphs in blender.

  • marth_emarth_e Posts: 187
    September 2020

    Thanks a lot for the quick tip, Padone. :)

  • the5amkebabthe5amkebab Posts: 103
    September 2020 edited September 2020

    I'm having the same issue now that I did with the older 1.5 dev build when exporting some characters with a Daz subd any higher than 2. It only happens on some characters though and can't see any pattern so far as to why. Memory consumption just keeps growing until all my ram is usd up, my PC freezes up or blender becomes unresponsive before it gets to that stage and crashes before anything even shows up in the viewport. This is on a brand new PC with a 2070S and 32GB ram, one character shouldn't be doing this and most don't, so it seems that for some reason only certain certain characters aren't agreeing with the Diffeo plugin. They're not any of the special Daz Gen 8 characters like CJ 8, Babina 8 etc, just a standard Gen 8, has anyone else had this issue?

    Also does SBH mean the hair that doesn't show up in viewport iray, ie: most Dforce hair?

    Post edited by the5amkebab on September 2020
  • PadonePadone Posts: 3,998
    September 2020

    @the5amkebab I can export a sub3 G8F without any issue. If there's some specific figure that doesn't work please specify it and/or update the scene file for others to test. I suspect that the issue could be complex outfits or hair more than the figure itself.

    As for SHB yes, it's dForce hair. The dForce setup doesn't get exported though, so to use them in blender you have to setup the simulation yourself.

  • nicsttnicstt Posts: 11,715
    September 2020

    Do you save a SBH as a scene file and run the Diffeo script?

  • PadonePadone Posts: 3,998
    September 2020

    @nicstt Yes.

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

    @nicstt Yes.

    Cheers.

    For those who tried it, it can give a lot of strands.

    I have a script for updating them all to True for simulating - amongst other things.

     

    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(0,91):
        
        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
            
            bpy.context.object.particle_systems.active_index = x
            partName = bpy.context.object.particle_systems.active.name
            bpy.context.object.particle_systems[partName].use_hair_dynamics = True

        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

            bpy.context.object.particle_systems.active_index = x
            partName = bpy.context.object.particle_systems.active.name
            bpy.context.object.particle_systems[partName].use_hair_dynamics = True

    The three lines (in two places) deal with setting dynamics to true are:

            bpy.context.object.particle_systems.active_index = x
            partName = bpy.context.object.particle_systems.active.name
            bpy.context.object.particle_systems[partName].use_hair_dynamics = True

    Now to avoid the hair 'blowing up'; anyone suggestions on how to stop it?

    Post edited by nicstt on September 2020
  • marth_emarth_e Posts: 187
    September 2020 edited September 2020
    Padone said:

    @marth_e I believe not. You have to load the HD morphs you need in daz studio then export to blender. That is, you cannot use HD morphs the same as regular morphs in blender.

    -It's a pitty that as far as I know the multiresolution modifier in Blender can't support shape keys. There is no way to create shape keys on the higher resolution levels unless you apply the modifier first.

    -If the multires modifier could support shape keys then it would be possible to load HD morphs in Blender by:

        -Importing the HD geometry with the HD morph loaded in Blender
        -Creating the shape key on the multires modifier with the "join as shape key" option

    -Having the possibility to have shape keys with a multiresolution modifier could open a whole new world of possibilities. Like creating driven HD morphs directly in Blender for expressions (wrinkles) or complex muscle movements. It would be very similar to what DAZ Studio does right now by allowing PAs, by using a propertary addon, to load morphs on different subdivision levels and not only on the base level like everyone else.

    -On the other hand it would be very similar to what Zbrush do, by allowing the creation of layers on different subdivision levels. Having this funcionality on Blender can also open the possibility to sculpt on layers on different subdivisions levels. I just hope Pablo Dobarro could include this option too in the near future.

    -Here is a petition to add this funcionality on Blender but, as far as I understand, this has not been implemented yet. If someone can create an addon for this it would be super useful.


    https://blender.community/c/rightclickselect/Hdbbbc/

    Post edited by marth_e on September 2020
  • Krys KryngleKrys Kryngle Posts: 311
    September 2020
    nicstt said:
    Padone said:

    @nicstt Yes.

    Cheers.

    For those who tried it, it can give a lot of strands.

    I have a script for updating them all to True for simulating - amongst other things.

     

    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(0,91):
        
        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
            
            bpy.context.object.particle_systems.active_index = x
            partName = bpy.context.object.particle_systems.active.name
            bpy.context.object.particle_systems[partName].use_hair_dynamics = True

        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

            bpy.context.object.particle_systems.active_index = x
            partName = bpy.context.object.particle_systems.active.name
            bpy.context.object.particle_systems[partName].use_hair_dynamics = True

    The three lines (in two places) deal with setting dynamics to true are:

            bpy.context.object.particle_systems.active_index = x
            partName = bpy.context.object.particle_systems.active.name
            bpy.context.object.particle_systems[partName].use_hair_dynamics = True

    Now to avoid the hair 'blowing up'; anyone suggestions on how to stop it?

    Thanks a ton for this.  I will definitely be trying it out. 

    As far as the hair blowing up, I watched a very good tutorial by Aria Faith Jones and she had some suggestions in there to help.  Also, I've noticed that combing/smoothing out the hair particles so they don't intersect with any other meshes or each other (as much as possible) seems to help.  I've only messed with it a few times though. 

  • Leonides02Leonides02 Posts: 1,379
    September 2020

    Great stuff. 

    Is there any way to have Diffeo not import the base resolution? Kind of a pain to delete everything...

  • ThomasLarssonThomasLarsson Posts: 97
    September 2020
    Leonides02 said:

    Is there any way to have Diffeo not import the base resolution? Kind of a pain to delete everything...

    It is not all that hard. Right-click on the collection you want to delete in the outliner and select Delete Hierarchy. That deletes the collection and all objects that are not in any other collections.

     

    delete.png
    387 x 235 - 22K
  • Leonides02Leonides02 Posts: 1,379
    September 2020
    ThomasLarsson said:
    Leonides02 said:

    Is there any way to have Diffeo not import the base resolution? Kind of a pain to delete everything...

    It is not all that hard. Right-click on the collection you want to delete in the outliner and select Delete Hierarchy. That deletes the collection and all objects that are not in any other collections.

     

    I'll try that, thanks. I'm a total newbie to Blender.

  • emoryahlbergemoryahlberg Posts: 133
    September 2020 edited September 2020
    ThomasLarsson said:
    Leonides02 said:

    Is there any way to have Diffeo not import the base resolution? Kind of a pain to delete everything...

    It is not all that hard. Right-click on the collection you want to delete in the outliner and select Delete Hierarchy. That deletes the collection and all objects that are not in any other collections.

     

    I tried this and it deletes all the lights in the scene and the camera.

    Post edited by emoryahlberg on September 2020
  • NathNath Posts: 2,940
    September 2020
    emoryahlberg said:
    ThomasLarsson said:
    Leonides02 said:

    Is there any way to have Diffeo not import the base resolution? Kind of a pain to delete everything...

    It is not all that hard. Right-click on the collection you want to delete in the outliner and select Delete Hierarchy. That deletes the collection and all objects that are not in any other collections.

     

    I tried this and it deletes all the lights in the scene and the camera.

    Put the lights and the camera in their own collection first. That's a good idea anyway to keep things tidy.

  • ThomasLarssonThomasLarsson Posts: 97
    September 2020 edited September 2020

    Engetudouiti came up with a neat trick that lets you import both base meshes and geografts with multires modifiers. Just enter the geometry editor before exporting the HD meshes to Blender.

    https://diffeomorphic.blogspot.com/2020/09/hd-meshes-and-geografts-revisited.html

    Post edited by ThomasLarsson on September 2020
  • TheKDTheKD Posts: 2,711
    September 2020
    ThomasLarsson said:

    Engetudouiti came up with a neat trick that lets you import both base meshes and geografts with multires modifiers. Just enter the geometry editor before exporting the HD meshes to Blender.

    https://diffeomorphic.blogspot.com/2020/09/hd-meshes-and-geografts-revisited.html

    Oh that is neat, will try it this weekend time permitting.

«12»
Sign In or Register to comment.
Adding to Cart…

Daz 3D is part of Tafi

Connect

DAZ Productions, Inc.
7533 S Center View Ct #4664
West Jordan, UT 84084

HELP

Contact Us

Tutorials

Help Center

Sell Your 3D Content

Affiliate Program

Documentation Center

Open Source

Consent Preferences

JOIN DAZ

Memberships

Blog

About Us

Press

Careers

Bridges

Community

In the Studio

Gallery

Forum

DAZ STORE

Shop

Freebies

Published Artists

Licensing Agreement | Terms of Service | Privacy Policy | EULA

© 2025 Daz Productions Inc. All Rights Reserved.