Not sure if I am doing something wrong, or if it is a bug. Have tried 5 different hair sets so far, and all of them have an issue with the haircap being visible/opaque. Far as I can tell shader is set up properly, and using the right maps. UV's look like they are where they should be.
Not sure if I am doing something wrong, or if it is a bug. Have tried 5 different hair sets so far, and all of them have an issue with the haircap being visible/opaque. Far as I can tell shader is set up properly, and using the right maps. UV's look like they are where they should be.
I usually just scale the cap on the y access by one or two clicks on the left arrow in the object properties tab and the cap disappears and it doesn't affect the hair itself.
The scalp in its most basic form is a hair material mixed with a transparency shader, and the opacity/transparency map controls how they are mixed. In the example I have attached, the white part of the opacity map allows the hair material map to show through. Black will show no hair material but full transparency, and the grays in between will be a mix between transparency and the hair material map.
@TheKD I can't test SBH because I'm on 4.11 until daz fixes 4.12. I see Thomas did some updates so be sure to get the latest commit. Also, from what I see in the diffeo page, it seems to me that there are bugs to fix yet since both the simple and interpolated options have issues. So I guess this is a work in progress aka experimental feature.
All the hairs I tried so far are just the oldschool transmapped hairs. Have never really had good experience with sbh for humans in any program so far, so I basically ignored it in DS. I was a bit curious at first, but the whole peasants not getting access to dynamics sealed the deal for me lol. Still haven't been able to figure out why every single haircap is looking like that though. I think next thing to try is importing into vanilla blender, maybe it's something in e-cycles messing it up.
OK, that does seem to be it, it's not perfect in vanilla render, but it's a hell of a lot better than the e-cycles one.
The black marks are where the skull cap mesh is intersecting with the character mesh. You can apply a 'shrinkwrap' modifier to the skull cap mesh and apply it to the character mesh. If you wrap it 'inside', the skull cap mesh will wrap to the inside of the character mesh and be totally hidden. Play around with the other outside settings, just keep the distance value low so it stays close to the character mesh.
The black marks are where the skull cap mesh is intersecting with the character mesh. You can apply a 'shrinkwrap' modifier to the skull cap mesh and apply it to the character mesh. If you wrap it 'inside', the skull cap mesh will wrap to the inside of the character mesh and be totally hidden. Play around with the other outside settings, just keep the distance value low so it stays close to the character mesh.
That is a good trick. Made the cap a vertex group and shrunkwrap it with a .002 offset on inside. Worked well. Didn't make the hairline look all glowy like when I just used the move tool with soft selection to do it. Another issue bites the dust. Getting closer to a blender workflow! Will have to try the trick in ecycles tomorrow after work, might work there too. Thanks, I really like this hair set for my warrior elf.
Yeah, you right, took a few tries, but it did work OK too with a tiny offset outside. At least on regular blender, have to test see if it helps in ecycles too. Will probably have to use inside offset there, as the thing is coming out opaque lol..
Did something major change during the past few months in DS? I tried to import a few other elfs into my scene that I built last winter/spring. Every single one caused diffeo to completely spaz out with a bunch of errors, then not load in any mesh, only a group that was empty. But once only the elf I been using in the most recent renders was in the scene, it started working. Bummer, I deleted all the old ones, so I don't forget and waste another whole day scratching my head lol. I hope whatever happened don't happen again!
Just curious if anyone has the Red Crow Inn environment set and has tried to import it into Blender via the Diffeomorphic tool. I normally have no problems with environments being brought in, but this one, for some reason, only brings in a table, leaves, and the staircase. Wondering if it's just something on my end or if anyone else is also experiencing it and maybe what the problem might be.
Yeah, similar behavior lol. Maybe it has an issue with all the groups and instances or something.
Okay, I'm not doing something wrong then as I never rule out user error on my end lol. Thank you so much for double checking and letting me know :) Could be the groups and instances, I didn't realize how many there were until I started turning things off in Daz to set up some renders.
Yeah, I took like 45 mins, ungrouped everything, still messed up. Only a table showed up lol. Then I got rid of the instances, then everything came in. A door came in buried in the floor for some reason, but all the actual geometry is there, I think.
Yeah, I took like 45 mins, ungrouped everything, still messed up. Only a table showed up lol. Then I got rid of the instances, then everything came in. A door came in buried in the floor for some reason, but all the actual geometry is there, I think.
Wonderful! I'll gladly take the time to remove all the instances to render this in cycles. Thank you so much for testing this, it is very much appreciated!
There is a script called instance to objects, but it doesn't seem to be working for me anymore. I think if you are going to take the time to delete the instances, it might be worth taking a bit more time, and replacing the instances with real copies. Definately a project, I think I am going to do that at some point. There is a ton of instances though lol.
Most parts of the red crow inn should come in with the latest commit. Some tables are missing, though. The is due to limitations of Blender's instancing systems. In DS, an instance is a node that can itself be instance, but in Blender only meshes can be instanced.
Oh, so the problem isn't instnaces, it's instances of instances? Also, wow thomas, thanks. That was pretty fast fix.
Yep, hell of a lot more comes through now. Anyone know why sometimes scenes imported have elements that end up in a different place than export? I haven't been able to pin down anything in common with things that have it happen so far. Sometimes it will be like a weapon coming in with a character, other times it will be like a part of the scenery or props.
Also as for instances in scenes you may try the unmorphed option that usually works better. The reason is that the dbz option does some simplification with pivot points that's good for figures driven by an armature, but not so good for scenes. At least this was true a while ago before the last commit, it is some time that I don't play with instances.
edit. Just tested the latest commit and reported a bug to explain how it works. This may also be useful to anyone interested.
One more thing I remember noticing about the whole pivot issue, is it reacts differently with parented props when using the HD export import. In that test scene I was doing with my elf, she had a sword and scabbard parented to a plate on the armor, and a buckler shield, parented I think to her hand and scaled. In HD import, one version imported the shieild in the correct place, but scale was wrong, the other was scaled right but floating off in space somewhere. The sword and scabbard one version was placed right, and one version was floating off in space. Not sure if that info will help, but I figured it couldn't hurt to give it lol
Most parts of the red crow inn should come in with the latest commit. Some tables are missing, though. The is due to limitations of Blender's instancing systems. In DS, an instance is a node that can itself be instance, but in Blender only meshes can be instanced.
Oh wow, that was super fast, thank you, Thomas, I'll download the latest commit this weekend and check it out!
And thank you, @Padone, for that bit of info as well! I will for sure be giving that a try tomorrow night when I have a free moment as well. I still have sooooooo much to learn :)
This is to point out that Thomas did a great job on pivots and hierarchies. Now everything seems to be imported fine both with the dbz and unmorphed options. Plus there's some cleanup on HD and base meshes when they mix together in the same scene. Get the new commit and have fun.
This is to point out that Thomas did a great job on pivots and hierarchies. Now everything seems to be imported fine both with the dbz and unmorphed options. Plus there's some cleanup on HD and base meshes when they mix together in the same scene. Get the new commit and have fun.
Thanks for the heads up. That was one of the few issues I was having. It wasn't super hard to correct them, but nice to know less work needed in my pipeline now. Also thanks to Thomas for keeping this thing improving every day.
I have some issue with diffeo and I can't find a solution in the manual so maybe someone here could help me :D
I animated a character in daz and I would like to import this animation into blender. So far evertyhing works fine but when I import the action, I lose the hand and face expressions. I guess it's because I need to import expressions and bodymorph first for my character so diffeo can extrapolate daz datas to shapekeys ? Problem is, when I import expressions it doesn't add the keyframes so I have to re-do it in blender. And When I import bodymorph the action doesn't apply correctly. the character is like stuck in place (in the pose of the first frame of the animation) and barely move. Does someone have a solution or do I have to correct manually ? For the expressions it's okay but for the hand, it's really convenient to have daz shapekeys to control the movement so at least I'm trying to figure out how to import bodymorphs without loosing everything :p
Beside that diffeo is really amazing, great job !! Blender bridge is doing a goodjob but Diffeo is clearly on an other level expecially for material convesion <3
So, it's probably my ignorance, but whenever I try to use Diffeo v1.5 (or earlier) with any female genital geograft it produces really funky bending in 'that' region when the legs are posed out to the side. I could have sworn it used to work... but I've tried Daz's anatomy as well as Golden Palace, and after I merge Geografts, it results in the lumpy shapes around the edges of the anatomy region. I looked at the weights and they look 'ok' to my eye, so not sure what is causing this. I do not have this issue when using the official Daz to Blender bridge and I know, overall, Diffeo is superior, but I just can't get this work. Any thoughts/help?
@brainmuffin There's a problem with the c++ exporter because it can't work fine with the geometry editor. I believe @TheMysteryIsThePoint is dealing with it, though it's some time now. Unfortunately using the geometry editor is necessary to export HD geografts, so it can't be avoided.
It has been several weeks, but wasn't I supposed to test something in C++ on my Mac?
@brainmuffin Do you have a development environment set up? If so, I can pull out the HD exporter code into a separate project, and then your task will be to get that to build. I can help with general C++ stuff, but won't be of any use with Mac specific stuff that differs from POSIX.
I'm hoping that whatever dev environment Macs use is more UNIX than Visual Studio, and the Makefile I use on UNIX will largely work... please let me know.
Sorry, I haven't done much coding on this nor Sagan lately. Let's get back into it.
@Padone, can you send me a duf and precise steps to recreate the issue? I've never used the Geometry Editor extensively, nor Geografts and I didn't follow what you and Thomas were saying.
Edit: Nevermind, I found cube.duf and Thomas's directions.
Comments
Not sure if I am doing something wrong, or if it is a bug. Have tried 5 different hair sets so far, and all of them have an issue with the haircap being visible/opaque. Far as I can tell shader is set up properly, and using the right maps. UV's look like they are where they should be.
I usually just scale the cap on the y access by one or two clicks on the left arrow in the object properties tab and the cap disappears and it doesn't affect the hair itself.
The scalp in its most basic form is a hair material mixed with a transparency shader, and the opacity/transparency map controls how they are mixed. In the example I have attached, the white part of the opacity map allows the hair material map to show through. Black will show no hair material but full transparency, and the grays in between will be a mix between transparency and the hair material map.
@TheKD I can't test SBH because I'm on 4.11 until daz fixes 4.12. I see Thomas did some updates so be sure to get the latest commit. Also, from what I see in the diffeo page, it seems to me that there are bugs to fix yet since both the simple and interpolated options have issues. So I guess this is a work in progress aka experimental feature.
All the hairs I tried so far are just the oldschool transmapped hairs. Have never really had good experience with sbh for humans in any program so far, so I basically ignored it in DS. I was a bit curious at first, but the whole peasants not getting access to dynamics sealed the deal for me lol. Still haven't been able to figure out why every single haircap is looking like that though. I think next thing to try is importing into vanilla blender, maybe it's something in e-cycles messing it up.
OK, that does seem to be it, it's not perfect in vanilla render, but it's a hell of a lot better than the e-cycles one.
Ecycles
Vanilla Blender
The black marks are where the skull cap mesh is intersecting with the character mesh. You can apply a 'shrinkwrap' modifier to the skull cap mesh and apply it to the character mesh. If you wrap it 'inside', the skull cap mesh will wrap to the inside of the character mesh and be totally hidden. Play around with the other outside settings, just keep the distance value low so it stays close to the character mesh.
That is a good trick. Made the cap a vertex group and shrunkwrap it with a .002 offset on inside. Worked well. Didn't make the hairline look all glowy like when I just used the move tool with soft selection to do it. Another issue bites the dust. Getting closer to a blender workflow! Will have to try the trick in ecycles tomorrow after work, might work there too. Thanks, I really like this hair set for my warrior elf.
Before
Shrinkwrap
I use shrinkwrap but have it outside, and the cap then adds good effects; or at least it does when working.
Yeah, you right, took a few tries, but it did work OK too with a tiny offset outside. At least on regular blender, have to test see if it helps in ecycles too. Will probably have to use inside offset there, as the thing is coming out opaque lol..
Did something major change during the past few months in DS? I tried to import a few other elfs into my scene that I built last winter/spring. Every single one caused diffeo to completely spaz out with a bunch of errors, then not load in any mesh, only a group that was empty. But once only the elf I been using in the most recent renders was in the scene, it started working. Bummer, I deleted all the old ones, so I don't forget and waste another whole day scratching my head lol. I hope whatever happened don't happen again!
Just curious if anyone has the Red Crow Inn environment set and has tried to import it into Blender via the Diffeomorphic tool. I normally have no problems with environments being brought in, but this one, for some reason, only brings in a table, leaves, and the staircase. Wondering if it's just something on my end or if anyone else is also experiencing it and maybe what the problem might be.
Yeah, similar behavior lol. Maybe it has an issue with all the groups and instances or something.
Okay, I'm not doing something wrong then as I never rule out user error on my end lol. Thank you so much for double checking and letting me know :) Could be the groups and instances, I didn't realize how many there were until I started turning things off in Daz to set up some renders.
Yeah, I took like 45 mins, ungrouped everything, still messed up. Only a table showed up lol. Then I got rid of the instances, then everything came in. A door came in buried in the floor for some reason, but all the actual geometry is there, I think.
Wonderful! I'll gladly take the time to remove all the instances to render this in cycles. Thank you so much for testing this, it is very much appreciated!
There is a script called instance to objects, but it doesn't seem to be working for me anymore. I think if you are going to take the time to delete the instances, it might be worth taking a bit more time, and replacing the instances with real copies. Definately a project, I think I am going to do that at some point. There is a ton of instances though lol.
Most parts of the red crow inn should come in with the latest commit. Some tables are missing, though. The is due to limitations of Blender's instancing systems. In DS, an instance is a node that can itself be instance, but in Blender only meshes can be instanced.
Oh, so the problem isn't instnaces, it's instances of instances? Also, wow thomas, thanks. That was pretty fast fix.
Yep, hell of a lot more comes through now. Anyone know why sometimes scenes imported have elements that end up in a different place than export? I haven't been able to pin down anything in common with things that have it happen so far. Sometimes it will be like a weapon coming in with a character, other times it will be like a part of the scenery or props.
Also as for instances in scenes you may try the unmorphed option that usually works better. The reason is that the dbz option does some simplification with pivot points that's good for figures driven by an armature, but not so good for scenes. At least this was true a while ago before the last commit, it is some time that I don't play with instances.
edit. Just tested the latest commit and reported a bug to explain how it works. This may also be useful to anyone interested.
https://bitbucket.org/Diffeomorphic/import_daz/issues/217/parenting-and-pivot-issues
This is good to know, thanks. And thank you Thomas.
One more thing I remember noticing about the whole pivot issue, is it reacts differently with parented props when using the HD export import. In that test scene I was doing with my elf, she had a sword and scabbard parented to a plate on the armor, and a buckler shield, parented I think to her hand and scaled. In HD import, one version imported the shieild in the correct place, but scale was wrong, the other was scaled right but floating off in space somewhere. The sword and scabbard one version was placed right, and one version was floating off in space. Not sure if that info will help, but I figured it couldn't hurt to give it lol
Oh wow, that was super fast, thank you, Thomas, I'll download the latest commit this weekend and check it out!
And thank you, @Padone, for that bit of info as well! I will for sure be giving that a try tomorrow night when I have a free moment as well. I still have sooooooo much to learn :)
This is to point out that Thomas did a great job on pivots and hierarchies. Now everything seems to be imported fine both with the dbz and unmorphed options. Plus there's some cleanup on HD and base meshes when they mix together in the same scene. Get the new commit and have fun.
https://bitbucket.org/Diffeomorphic/import_daz/issues/217/parenting-and-pivot-issues
Thanks for the heads up. That was one of the few issues I was having. It wasn't super hard to correct them, but nice to know less work needed in my pipeline now. Also thanks to Thomas for keeping this thing improving every day.
Hi people :)
I have some issue with diffeo and I can't find a solution in the manual so maybe someone here could help me :D
I animated a character in daz and I would like to import this animation into blender. So far evertyhing works fine but when I import the action, I lose the hand and face expressions. I guess it's because I need to import expressions and bodymorph first for my character so diffeo can extrapolate daz datas to shapekeys ? Problem is, when I import expressions it doesn't add the keyframes so I have to re-do it in blender. And When I import bodymorph the action doesn't apply correctly. the character is like stuck in place (in the pose of the first frame of the animation) and barely move. Does someone have a solution or do I have to correct manually ? For the expressions it's okay but for the hand, it's really convenient to have daz shapekeys to control the movement so at least I'm trying to figure out how to import bodymorphs without loosing everything :p
Beside that diffeo is really amazing, great job !! Blender bridge is doing a goodjob but Diffeo is clearly on an other level expecially for material convesion <3
So, it's probably my ignorance, but whenever I try to use Diffeo v1.5 (or earlier) with any female genital geograft it produces really funky bending in 'that' region when the legs are posed out to the side. I could have sworn it used to work... but I've tried Daz's anatomy as well as Golden Palace, and after I merge Geografts, it results in the lumpy shapes around the edges of the anatomy region. I looked at the weights and they look 'ok' to my eye, so not sure what is causing this. I do not have this issue when using the official Daz to Blender bridge and I know, overall, Diffeo is superior, but I just can't get this work. Any thoughts/help?
Thx!!
Nevermind...it was my ignorance... ;)
It has been several weeks, but wasn't I supposed to test something in C++ on my Mac?
@PixelReaper Actually Thomas is working on poses so unfortunately the latest commits are not stable yet for importing poses and animations.
https://bitbucket.org/Diffeomorphic/import_daz/issues/230/pose-transform-at-least-for-armature-hip
https://bitbucket.org/Diffeomorphic/import_daz/issues/235/import-pose-not-working-correctly
@brainmuffin There's a problem with the c++ exporter because it can't work fine with the geometry editor. I believe @TheMysteryIsThePoint is dealing with it, though it's some time now. Unfortunately using the geometry editor is necessary to export HD geografts, so it can't be avoided.
https://bitbucket.org/Diffeomorphic/import_daz/issues/191/possible-speedup-for-the-hd-exporter
@brainmuffin Do you have a development environment set up? If so, I can pull out the HD exporter code into a separate project, and then your task will be to get that to build. I can help with general C++ stuff, but won't be of any use with Mac specific stuff that differs from POSIX.
I'm hoping that whatever dev environment Macs use is more UNIX than Visual Studio, and the Makefile I use on UNIX will largely work... please let me know.
Sorry, I haven't done much coding on this nor Sagan lately. Let's get back into it.
@Padone, can you send me a duf and precise steps to recreate the issue? I've never used the Geometry Editor extensively, nor Geografts and I didn't follow what you and Thomas were saying.
Edit: Nevermind, I found cube.duf and Thomas's directions.