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

hear ye hear ye HD morphs for diffeo

PadonePadone Posts: 1,754
February 19 edited February 19 in Blender Discussion

This is exciting news thanks to an amazing addon by Xin that works together with diffeo.

With diffeo we already can import the HD shape, it is converted to multires so to get HD quality together with animation speed. What we can't do, or couldn't, was to import HD morphs, because the blender multires doesn't support HD shapekeys, that is, we can only morph the base resolution mesh.

Now Xin provides an addon to convert HD morphs to vector maps, normal maps, or true HD morphs. This is a work in progress so you can help testing and/or providing your suggestions for things to be improved. We do not want to miss suggestions from the talended daz artist out here.

https://bitbucket.org/Diffeomorphic/import_daz/issues/357/it-is-possible-to-read-dhdm-files-directly

 

Vector maps are good to be used with multires to get real displacement, so details will bump out of the mesh, and it is good for animation because it's fast. But it only works in cycles because eevee doesn't support true diplacement.

Normal maps are good for eevee, the HD morph will not have true displacement, but the result is good enough for HD expressions and skin details. Of course this is also so good for animation and you get the amazing speed of eevee as an added bonus.

True HD gets the true HD geometry the same as daz, it is also what the daz bridge does. It is not good for animation because it is so heavy, the same as daz. But it gets the maximum quality and can be good to render still pictures and comics.

 

Below a little example it's G8F with the Angry HD expression in eevee, with normal maps.

angry-hd-eevee.jpg
480 x 270 - 14K
Post edited by Padone on February 19

Comments

  • SDevSDev Posts: 76
    February 19

    Whow, great news Padone! 

  • marth_emarth_e Posts: 108
    February 22

    Great news, Padone. Thanks for sharing!


    I didn't understand well... Does this mean then that the new Xin addon allows to create shape keys with a multiresolution modifier?

     

  • PadonePadone Posts: 1,754
    February 22 edited February 22

    @marth_e We already create shape keys with multires, that's not the point. With multires we get the face expressions as base mesh morphs, they work but they lack the HD details. With vector maps we can add a displacement texture to the base mesh, thus adding the missing HD details.

    Post edited by Padone on February 22
  • marblemarble Posts: 5,144
    February 22

    I think it is time for some talented YouTuber to make a good, start-to-finish Diffeo tutorial. I got lost a while back and don't understand many of the terms being bandied about now. I can see diffeo becoming a kind of exclusive tool for the tech-gurus and beyond the ken of mere mortals.

    Any volunteers?

  • TheKDTheKD Posts: 2,379
    February 22

    That would be super cool. It would be a lot of work, and probably quite a few videos to demonstrate all the things and methods available though. Like one video to show how to import a posed for single renders. One that whos how to import zero posed and pose within blender. Etc etc.

  • marblemarble Posts: 5,144
    February 22

    TheKD said:

    That would be super cool. It would be a lot of work, and probably quite a few videos to demonstrate all the things and methods available though. Like one video to show how to import a posed for single renders. One that whos how to import zero posed and pose within blender. Etc etc.

    Yeah, I am a bit of a tutorial junkie - so much so that I look for a tutorial whenever I install anything on my PC. When it comes to Blender, there are so many things it can do, it is difficult to know what to look for and that's before we start with add-ons like Diffeomorphic. But I'd like to know more about how to get my characters over including geoshells and geografts and morphs and HD and posed and animated and how to drape the clothes and hair and ... and ... and ... 

  • marth_emarth_e Posts: 108
    February 22

    marble said:

    I think it is time for some talented YouTuber to make a good, start-to-finish Diffeo tutorial. I got lost a while back and don't understand many of the terms being bandied about now. I can see diffeo becoming a kind of exclusive tool for the tech-gurus and beyond the ken of mere mortals.

    Any volunteers?

    Agree!! The same happened to me! Having some videotutorials would be awesome to better understand all the new features!

  • TheKDTheKD Posts: 2,379
    February 23

    If I am not making something, I am watching a tutorial lol.

  • PadonePadone Posts: 1,754
    February 23

    Yep, I agree some videos will be nice, though Thomas does a good job with the blog in my opinion. I have little free time and I like better to test or improve features rather than making docs. But I'll be glad to provide information and advice for what I know, to anyone who'd like to make videos.

    The hard part is that diffeo is evolving very fast, the same as blender. So videos may become old very fast too. This is also why a blog is much easier to maintain.

    As for diffeo being a tool for "nerds", honestly I feel the same sometime. Some simplification would probably benefit usability. But, being it an addon for blender, I feel it starts with "nerds" anyway. I mean, blender itself gets much more complexity than diffeo.

  • Singular3DSingular3D Posts: 307
    February 23

    I'd love to get some tutorials, but I understand that things are evolving rapidly.

    Nevertheless Diffeo for Dummies would be great.

  • KrampusKrampus Posts: 127
    February 24

    Wow.  This works great!  I spent way too many hours reading about vector displacement and how to bake those maps in Blender.  It can be done, I got it to work, but still had some issues with seams. 

    This add-on is so fast and easy. Very much appreciated.

    Two things I noticed so far that may help others:

    In the node editor, I think color space should be set to linear.  This worked for me.  The tutorial has it set to non-color. 

    Also, you can add a displacement modifier and plug in the newly created vector displacement map.  The advantange is that you can see the effects in the 3d viewport without having to render.  Use the settings in the attached screenshot. You'll have to make a new vertex group or it will apply to the whole model.

     

    untitled_Base.png
    1280 x 1920 - 4M
    untitled_HD.png
    1280 x 1920 - 4M
    Capture.JPG
    1953 x 1315 - 227K
  • gerstergerster Posts: 814
    1:02AM

    Padone said:

    This is exciting news thanks to an amazing addon by Xin that works together with diffeo.

    With diffeo we already can import the HD shape, it is converted to multires so to get HD quality together with animation speed. What we can't do, or couldn't, was to import HD morphs, because the blender multires doesn't support HD shapekeys, that is, we can only morph the base resolution mesh.

    Now Xin provides an addon to convert HD morphs to vector maps, normal maps, or true HD morphs. This is a work in progress so you can help testing and/or providing your suggestions for things to be improved. We do not want to miss suggestions from the talended daz artist out here.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/357/it-is-possible-to-read-dhdm-files-directly

     

    Vector maps are good to be used with multires to get real displacement, so details will bump out of the mesh, and it is good for animation because it's fast. But it only works in cycles because eevee doesn't support true diplacement.

    Normal maps are good for eevee, the HD morph will not have true displacement, but the result is good enough for HD expressions and skin details. Of course this is also so good for animation and you get the amazing speed of eevee as an added bonus.

    True HD gets the true HD geometry the same as daz, it is also what the daz bridge does. It is not good for animation because it is so heavy, the same as daz. But it gets the maximum quality and can be good to render still pictures and comics.

     

    Below a little example it's G8F with the Angry HD expression in eevee, with normal maps.

    why is tue hd not good for animations? If the hd is multi res, the animation could be done with the basemesh?

    Or is it about render performance? Multires renders slower than vector or normal maps?

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