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

Diffeomorphic DAZ Importer Version 1.5.1

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Comments

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 2,676
    November 2020

    @Padone, @ThomasLarsson

    OK, the bad news is that I'm an idiot. The problem was that I had forgotten to turn interactive mode off, and I was calling getCachedGeometry() immediately after setting the LOD level. It was returning the subdivided geometry before DS had time to revert back to the SubD cage. This is the exact same problem I solved with Sagan (and apparently promptly forgot about again). I don't think the Geometry Editor tool had anything particular to do with it, other than affecting the outcome of the race condition.

    The good news is that I can just steal all the code to manage all of this from Sagan.

    I also got rid of the dialog box, so the plugin behaves more like the script. I'll also need to diff it with the latest version of the script. We're close, gentlemen.

    And a Mac version should be a piece o' cake because there are no external dependencies.

  • PadonePadone Posts: 3,014
    December 2020 edited December 2020

    @TheMysteryIsThePoint

    That's amazing news that will make the HD exporter so fast. Thank you so much for your work on this, can't wait to test.

    Post edited by Padone on December 2020
  • marblemarble Posts: 7,203
    December 2020 edited December 2020

    Just to say that, after a couple of months of avoiding Blender for attempting renders, I've just installed Diffeo with the latest 4.14 of DAZ Studio and exported a character over to Blender. Wow, the improvements over my previous attempts are significant. I rendered a G3M figure in Cycles in 3 minutes on my old GTX 1070 and it was comparable to an IRay render. Then I dropped the samples down to 64 and tried again - 32 seconds! OK, a little noise but fairly acceptable. I then tried with the denoiser on and the noise was gone and the image was only a little softened compared to the awful IRay denoiser in DAZ Studio which eliminates details drastically.

    I also tried Eevee but, while streets ahead of Filament, it is not as consistent with IRay materials as Cycles is. I'm hoping for that to improve as I would like to render animations in Blender some day.

    This is a Cycles render at 64 samples with no denoiser. It rendered in 1 min 20 sec. It is a close-up rather than the full figure mentioned above which took 32 seconds.

     

    Cycles 64 samples.png
    1920 x 1080 - 3M
    Post edited by marble on December 2020
  • nicsttnicstt Posts: 11,714
    December 2020

    Glad you're getting somewhere.

  • Lissa_xyzLissa_xyz Posts: 6,116
    December 2020

    Been in the market for rendering options since my card was put into boomer status by Nvidia, so I can no longer use iray for the time being (770 4gb FTW edition - kepler based). Decided to give this sucker a whirl and it does good.

    Blender 2.91, 1k studio hdri w/ multiple importance enabled. 500 samples, filter glossy @ .50 (not sure if that did anything, but was using an anti-fireflies guide by blenderguru). I need to work on de-noising the eyes.

    albany_cycles-test.png
    600 x 800 - 899K
    blender_MkygyVhep0.jpg
    607 x 106 - 37K
  • brainmuffinbrainmuffin Posts: 1,054
    December 2020

    I downloaded the latest version via git and pushed to my machines. I tried a new conversion of the Spacestation Solaris model, reduced by 2 with the Scene Optimizer in Studio, and these are the errors I get when I import it into Blender 2.91. I'm not sure if these files are being created by the optimizer script or are in the original model itself.

    MISSING ASSETS:
      /data/Petipet/Solaris%20station/Module1/Module1.dsf#Light1
      /data/Petipet/Solaris%20station/Module1/Module1.dsf#Light1a
      /data/Petipet/Solaris%20station/Module1/Module1.dsf#Light2
      /data/Petipet/Solaris%20station/Module1/Module1.dsf#Light2a
      /data/Petipet/Solaris%20station/Module1/Module1.dsf#Light3
      /data/Petipet/Solaris%20station/Module1/Module1.dsf#Light3a

     

  • Krys KryngleKrys Kryngle Posts: 278
    December 2020

    Vaskania said:

    Been in the market for rendering options since my card was put into boomer status by Nvidia, so I can no longer use iray for the time being (770 4gb FTW edition - kepler based). Decided to give this sucker a whirl and it does good.

    Blender 2.91, 1k studio hdri w/ multiple importance enabled. 500 samples, filter glossy @ .50 (not sure if that did anything, but was using an anti-fireflies guide by blenderguru). I need to work on de-noising the eyes.

    Good results.  You probably would not have any fireflies in this scene, but I don't think the filtor glossy setting hurts anything.  I've found it very useful when I have a glass object in a scene, especially an interior render (I watched the same tutorial by blenderguru, very helpful).  The eye cornea/moisture takes a little time to get right, or at least close to right.  

  • TheKDTheKD Posts: 2,597
    December 2020 edited December 2020

    So, I was trying again to use the HD import, when I tried to merge hd geograft to hd main figure, it was coming up with an error of mismatched geometry count I think?

     

    Both the graft, and the girl are at lvl 3 sub on export. I select graft, then girl and hit the merge geograph button. Is there something wrong with that process?

     

    error.png
    413 x 296 - 31K
    Post edited by TheKD on December 2020
  • Krys KryngleKrys Kryngle Posts: 278
    December 2020

    TheKD said:

    So, I was trying again to use the HD import, when I tried to merge hd geograft to hd main figure, it was coming up with an error of mismatched geometry count I think?

     

    Both the graft, and the girl are at lvl 3 sub on export. I select graft, then girl and hit the merge geograph button. Is there something wrong with that process?

    See if there is a Multi-Res modifier on either the character or the geograft.  If so, set the Multi-Res value to the same for both meshes.  16,556 sounds like 1 subdivision, but I can't remember.   

  • Lissa_xyzLissa_xyz Posts: 6,116
    December 2020

    Krampus said:

    Vaskania said:

    Been in the market for rendering options since my card was put into boomer status by Nvidia, so I can no longer use iray for the time being (770 4gb FTW edition - kepler based). Decided to give this sucker a whirl and it does good.

    Blender 2.91, 1k studio hdri w/ multiple importance enabled. 500 samples, filter glossy @ .50 (not sure if that did anything, but was using an anti-fireflies guide by blenderguru). I need to work on de-noising the eyes.

    Good results.  You probably would not have any fireflies in this scene, but I don't think the filtor glossy setting hurts anything.  I've found it very useful when I have a glass object in a scene, especially an interior render (I watched the same tutorial by blenderguru, very helpful).  The eye cornea/moisture takes a little time to get right, or at least close to right.  

    Yea, I haven't really dove into eye materials. It's on my bucket list though (including char modeling in general).

  • gmooh3232gmooh3232 Posts: 3
    December 2020

    When using the development version, any updated version for several weeks, I am not getting an armature in the HD collection.

    If I use the stable version I do get an armature.

     

    screen.png
    682 x 684 - 62K
  • PadonePadone Posts: 3,014
    December 2020

    @gmooh3232 The HD exporter has been simplified to avoid duplicates. The armature will affect both the base and HD versions.

  • MacislavMacislav Posts: 120
    December 2020 edited December 2020

    Has anyone succeeded in importing the Bend Control for Genesis 8 with corresponding bone drivers into blender or is this not possible yet?

    Post edited by Macislav on December 2020
  • Krys KryngleKrys Kryngle Posts: 278
    December 2020

    Not sure about Bend Control.  Seems like some work and some don't, depending on how they operate (morph driven morphs, bone driven morphs, standard slider morphs, etc).  I'm no expert, just kinda guessing.

    Ultimate Natural Bend Morphs are JCM's so the bones drive the morph, and we have been able to import those with Diffeomorphic.

    https://www.daz3d.com/forums/discussion/447876/diffeomorphic-morph-drivers#latest

     

     

  • brainmuffinbrainmuffin Posts: 1,054
    December 2020

    brainmuffin said:

    I downloaded the latest version via git and pushed to my machines. I tried a new conversion of the Spacestation Solaris model, reduced by 2 with the Scene Optimizer in Studio, and these are the errors I get when I import it into Blender 2.91. I'm not sure if these files are being created by the optimizer script or are in the original model itself.

    MISSING ASSETS:
      /data/Petipet/Solaris%20station/Module1/Module1.dsf#Light1
      /data/Petipet/Solaris%20station/Module1/Module1.dsf#Light1a
      /data/Petipet/Solaris%20station/Module1/Module1.dsf#Light2
      /data/Petipet/Solaris%20station/Module1/Module1.dsf#Light2a
      /data/Petipet/Solaris%20station/Module1/Module1.dsf#Light3
      /data/Petipet/Solaris%20station/Module1/Module1.dsf#Light3a

     

    Anyone have an idea how I can fix this? Having a partially textured space station looks odd. These are not actual files, so I'm not sure what was being converted.
  • TheKDTheKD Posts: 2,597
    December 2020

    It might be getting confused with the scene optimizer paths maybe? I would try loading it without optimizer reductions, see if it still spits out those errors to rule it out.

  • brainmuffinbrainmuffin Posts: 1,054
    December 2020

    TheKD said:

    It might be getting confused with the scene optimizer paths maybe? I would try loading it without optimizer reductions, see if it still spits out those errors to rule it out.

    Alright. I'll try that and see if there are errors.
  • brainmuffinbrainmuffin Posts: 1,054
    December 2020

    brainmuffin said:

    TheKD said:

    It might be getting confused with the scene optimizer paths maybe? I would try loading it without optimizer reductions, see if it still spits out those errors to rule it out.

    Alright. I'll try that and see if there are errors.
    Same error. I tried all three of the Preload scenes. Same errors on them.
  • TheKDTheKD Posts: 2,597
    December 2020

    Darn, was hoping it was an easy fix. The only thing that is popping out at me is the naming convention. "Module1.dsf#Light1"  the "#Light1" part appended at the end looks odd to me, but I am also not a coder so it might be completely normal lol. Someone with much better knowledge than me would have to pipe in.

  • brainmuffinbrainmuffin Posts: 1,054
    December 2020

    TheKD said:

    Darn, was hoping it was an easy fix. The only thing that is popping out at me is the naming convention. "Module1.dsf#Light1"  the "#Light1" part appended at the end looks odd to me, but I am also not a coder so it might be completely normal lol. Someone with much better knowledge than me would have to pipe in.

    I also looked in the Module1.dsf source file. It has a Light and Light2, but not the others. I'm even less sure what is going on.

  • PadonePadone Posts: 3,014
    December 2020 edited December 2020

    @brainmuffin Also unix is case sensitive while windows is not, don't know if this is it. If the scene optimizer is the issue you may try the blender simplify tab instead.

    simplify.jpg
    307 x 302 - 23K
    Post edited by Padone on December 2020
  • ThomasLarssonThomasLarsson Posts: 77
    December 2020

    The syntax "Module1.dsf#Light1" is completely normal; it is DS's way of saying "the asset Light1 in the file Module1.dsf".

    The plugin usually doesn't have any problems with case-sensitive paths. I was running unix and DS under wine for half a year and the only thing that gave me a headache was when a path resolved to multiple existing case-sensitive paths, like Runtime/Textures and runtime/textures both exist. But that confused DS as well.

    You might turn up the verbosity value in the global settings dialog. The higher the value the more info will be printed in the terminal window, and at some point a missing asset will trigger an error and a log file is printed. It is called daz_importer_errors.txt and should be located in either your home or documents directory.

  • PsyckosamaPsyckosama Posts: 491
    December 2020

    How do you merge multiple geografts on the same figure?

  • PadonePadone Posts: 3,014
    December 2020 edited December 2020

    Select all the geografts, then merge. Nested geografts are also supported, that is, a geograft grafting to another geograft. In this case you have to first merge the nested geograft. The reason why the plugin doesn't merge the geografts automatically is to allow loading morphs before merging.

    Post edited by Padone on December 2020
  • nicsttnicstt Posts: 11,714
    December 2020

    Is there a way to use Diffeo to take clothes into Blender that bind them to the character like they would be if imported at the same time.

    Easy to send as objects, but looking for alternatives.

  • brainmuffinbrainmuffin Posts: 1,054
    December 2020

    ThomasLarsson said:

    The syntax "Module1.dsf#Light1" is completely normal; it is DS's way of saying "the asset Light1 in the file Module1.dsf".

    The plugin usually doesn't have any problems with case-sensitive paths. I was running unix and DS under wine for half a year and the only thing that gave me a headache was when a path resolved to multiple existing case-sensitive paths, like Runtime/Textures and runtime/textures both exist. But that confused DS as well.

    You might turn up the verbosity value in the global settings dialog. The higher the value the more info will be printed in the terminal window, and at some point a missing asset will trigger an error and a log file is printed. It is called daz_importer_errors.txt and should be located in either your home or documents directory.

    Ok, I'll see if I can get more information.
  • PadonePadone Posts: 3,014
    December 2020

    @nicstt Blender may be able to fit clothing to some extent by using the shrinkwrap modifier, but in general it doesn't work the same as the daz studio autofit. Not that autofit is excellent, it has bad issues as well.

  • nicsttnicstt Posts: 11,714
    December 2020

    No the shrink wrap wouldn't work, it's ok (sometimes) fixing swimwear and other close, conforming items - especially socks, stockings and tights

  • Krys KryngleKrys Kryngle Posts: 278
    December 2020

    nicstt said:

    No the shrink wrap wouldn't work, it's ok (sometimes) fixing swimwear and other close, conforming items - especially socks, stockings and tights

    If you want to merge rigs, you can export the clothing from DAZ to a new blender file and save it.  Then you can import the clothing with the rig into your current blender file, then merge rigs like normal.  Definitely extra steps, but that is the only way I know to keep the clothing rig and merge with the character.

    I just started experimenting, but I've found that parenting the imported clothing to the armature follows the pose somewhat, then do some sculpting to fix it up.  I'm sure there are better ways, I just haven't found them yet.  I just bought simply cloth so I can run sims in Blender for clothing.  I'll let you know how it goes...

  • PadonePadone Posts: 3,014
    December 2020

    @nicstt May be you can also use the laplacian deform first to shape the clothing, then shrinkwrap to fit it. Personally I find shrinkwrap very effective and also better than the daz smoothing. In general it is easier to fit the clothing in daz then export to blender though. That is, use daz studio as a figure generator then blender to customize the figures, animate and render.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/226/importing-the-daz-smoothing-modifier

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