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

Diffeomorphic DAZ Importer version 1.6.0 released

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Comments

  • rugeyoherugeyohe Posts: 49
    October 2022

    I really tried to make skin look similar with diffeomorphic but I couldnt. It doesnt look good when I tried to make it on princple bdsf(cant remmber name bdsp pdsm?) I do want to do that because I need to adjnust roughness up and down sometimes. I want some dynamic freedom but it is impossible in diffeo node setup it is too compilected. I coludnt even found how to change roughness like I do in princplbe. Do you have any node set up with princlple or how can I change it in diffeo node set up. I also add some details sometimes with subtance painter so it would be awesome to work on princlple but yeah like I said it never looks good as diffeo. 

    So can anyone teach me how to adjust roughness specular in diffeo node setup whenever I want or can anyone share princble node setup for the sake of simpfly and flexiblty. Thanks.

  • surodysurody Posts: 261
    October 2022 edited October 2022

    rugeyohe said:

    I really tried to make skin look similar with diffeomorphic but I couldnt. It doesnt look good when I tried to make it on princple bdsf(cant remmber name bdsp pdsm?) I do want to do that because I need to adjnust roughness up and down sometimes. I want some dynamic freedom but it is impossible in diffeo node setup it is too compilected. I coludnt even found how to change roughness like I do in princplbe. Do you have any node set up with princlple or how can I change it in diffeo node set up. I also add some details sometimes with subtance painter so it would be awesome to work on princlple but yeah like I said it never looks good as diffeo. 

    So can anyone teach me how to adjust roughness specular in diffeo node setup whenever I want or can anyone share princble node setup for the sake of simpfly and flexiblty. Thanks.

    You should take a look at the manual for the daz importer addon. It tells you under the 'material' section how to adjust shaders more easily.

    Post edited by surody on October 2022
  • PadonePadone Posts: 3,980
    October 2022 edited October 2022

    As for diffeomorphic, the principled method uses sss to approximate iray and it is expected that it has to be fixed by hand. For most skins it is enough to adjust the sss amount to get something similar to iray. You can also try the sss fix in the global settings that uses a different method to try to match the skin color better.

    Post edited by Padone on October 2022
  • rugeyoherugeyohe Posts: 49
    October 2022 edited October 2022

    Hi again! Do I miss something or importing 8.1 genesis characters  has some problems? They don't have torso and head materials. I mean they do have but they don't show up in blender. I checked their uv but it looks okay so I couldn't understand what is the problem.

    Also when I import hair has some weird issue with alpha channel probably? I tried to use princpble with textures but it looks same. It looks fine in material weivport but when I switch to render wiev it is happening. How can I fix it? Some render settings? Because like I said it looks great in material weiv..

     

     

    zzzd.png
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    Post edited by rugeyohe on October 2022
  • PadonePadone Posts: 3,980
    October 2022 edited October 2022

    @rugeyohe That may happen when using shells. That is, blender only imports the surfaces visibility and ignores the face groups. So in some cases you may have to fix the shell before exporting. Also of course be sure to have a up to date version of the plugin.

    Post edited by Padone on October 2022
  • rugeyoherugeyohe Posts: 49
    October 2022 edited October 2022

    @Padane Are you talking about hair fix or body? I don't understand how should I fix shell? It does work great with genesis 8 but it only happens on 8.1 models. Can you explain clearly what should I do?

    Also for hair I removed everything and kept only body and hair but it still happens. But I discovered something if I look the hair in specific angle and hair doesn't have anything behind it looks great. But if it has something behind like body mesh or other hair it gets weird. Here is example of images same mesh same hair with different angles. I also use latest version of plugin. So If you be more beginner friendly and explain how should I fix those issues I would be greatfull.

    1 What should I do to fix 8.1 characters body and head material problem rest is fine.

    2 How to fix hair

    Edit: Isnt that lastest version? https://diffeomorphic.blogspot.com/p/daz-importer-version-16.html

    I also use blender 3.3 should I go to 3.0? Do you think it can cause it?

    Another Edit: I tested in evee and it looks fine it only happens in cycle so probably something with render settings? ı guess Im really stuck

    Another Edit 2: I fixed hair by scaling transparent in light paths settings it does fix if you make transparent 30 so 14 15 not enough. But head and body issue exist with genesis 8.1 so Im still here.

    1.png
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    2.png
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    Post edited by rugeyohe on October 2022
  • PadonePadone Posts: 3,980
    October 2022 edited October 2022

    Yes the transparency setting depends on the complexity of the hair, you may need 16 or 32 or 64. Please reply to the questions below so I can help better. To get the latest plugin use the development version.

    1. Are you using shells for the G8.1 figure ?
    2. Are you able to create and use shells in daz studio ?
    3. Please post a picture showing the issue with body and head.
    Post edited by Padone on October 2022
  • rugeyoherugeyohe Posts: 49
    October 2022 edited October 2022

    @Padone

    1. Yes I'm using golden place shells for genitals.

    2. Yes I can create and use in daz studio without any problems.

    3. Here images

    And about hair alpha trans problem.

    I tried another hair with 30 transparency and it looks good but hair sculpt is very visible. I even filled transparency 1000 but it is still there. I don't understand what is wrong I'm trying different things and ways but still couldn't find it. It looks good on empty scene but when put her in interiors her sculpt becomes visible I guess it is about lights? If I can find what causing this I can fix it.. So I post her image too.

    Edit: I also share same g8.1 character without shell and it looks good so probably something wrong with shell thing? But same shell works very well on g8 characters it only happens on8.1

    vv.png
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    vvv1.png
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    vvv2.png
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    Post edited by rugeyohe on October 2022
  • PadonePadone Posts: 3,980
    October 2022 edited October 2022

    @rugeyohe To fix the issue with the shell, in daz studio go to the shell parameters and be sure that the surfaces visibility is disabled except for the geograft. This is because blender ignores the face groups and only imports the surfaces.

    Or you can delete the shell group in blender for the offending materials.

    daz-shell.jpg
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    Post edited by Padone on October 2022
  • rugeyoherugeyohe Posts: 49
    October 2022 edited October 2022

    @Padone

    Thank you I will try that but I have another problem right now. I think it happened after I change my render settings so IDK what causing this. There are purple or blue lines between uv seams. Do you know what causes this? I guess it probably happens because of volume because when I set my volume to 0 in light path it disappears but dont I need volume? What to do?

    Note: It didn't happen when I tried to import with principled materials selected but Im not satisfied with look when I use principle so I prefer bdsf.

     

    aq.png
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    Post edited by rugeyohe on October 2022
  • PadonePadone Posts: 3,980
    October 2022

    It is a bug in blender 3.3, use blender 3.2 or use the sss skin

    https://bitbucket.org/Diffeomorphic/import_daz/issues/1168/

  • rugeyoherugeyohe Posts: 49
    October 2022 edited October 2022

    @Padone

    I think teeth mesh are defformed by subdivide modifer. I mean when you import model and use default subdiive modifer that comes with import it makes teeth so smooth and lose their shape.Porlby because of Catmull-Clark option in subdivide. So idk what can be done with teeths.. 

    edit: I tried to separate teeth mesh from main mesh and it looks fine I gues.

     

    Post edited by rugeyohe on October 2022
  • PadonePadone Posts: 3,980
    October 2022

    If you use the mouth HD morph you have to export as HD, or disable mouth HD.

  • middlemonster_753a5ed4c8middlemonster_753a5ed4c8 Posts: 1
    October 2022

    Padone said:

    If you use the mouth HD morph you have to export as HD, or disable mouth HD.

    I am a little confused about how to Import a character with HD morphs into Blender.

    Using your instructions (from the links below), I was able to export a non-HD character (base Genesis 8 Female) from Daz and Easy Import it into Blender.
    https://diffeomorphic.blogspot.com/p/export-from-daz-studio-version-16.html
    https://diffeomorphic.blogspot.com/p/import-into-blender-version-16.html

    Unfortunately, when I attempt to HD export a HD character from DAZ using your instructions (from the below link), I get a handful of errors when trying to use Easy Import in Blender.
    https://diffeomorphic.blogspot.com/2020/09/hd-meshes-and-geografts-revisited.html

    Loading D:\Blender Stuff\Comics\Characters\Lindsey\Nymph\Nymph.dufParsing dataPreprocessing...Fitting objects with dbz file...Highdef Genesis8Female 3 1048762Highdef Breastacular_A2_2453 3 155201Zero verts: Breastacular ShellHighdef GoldenPalace_2254 3 143185Zero verts: GoldenPalace_ShellHighdef Lower15_5656 1 15756Zero verts: Genesis8Female_ShellHighdef straight eyebrow 4_12720 1 34344Highdef LLF-DazStudioFemaleHair_758 2 336455Highdef UH Tree Horns_47982 1 182692Highdef AKSF_SDsleeves_9042 1 35920Highdef CopperwhirlSkirt 1 54192Highdef AKSF_SDoversleeves_25128 1 99792Highdef LuminoWings_11852 1 45244Building objects...Python: Traceback (most recent call last):  File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\error.py", line 208, in execute    self.run(context)  File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\main.py", line 124, in run    self.loadDazFile(filepath, context)  File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\main.py", line 217, in loadDazFile    asset.build(context)  File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 84, in build    self.tree.build()  File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 354, in build    self.buildLayer("")  File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 448, in buildLayer    self.buildBump()  File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 580, in buildBump    self.bumpval,self.bumptex = self.getColorTex("getChannelBump", "NONE", 0, False)  File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 761, in getColorTex    tex = self.addTexImageNode(channel, colorSpace, isMask)  File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 1577, in addTexImageNode    group.addTextureNodes(assets, maps, colorSpace, isMask)  File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cgroup.py", line 1345, in addTextureNodes    self.mixColor(map, texnode, outnode)  File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cgroup.py", line 1386, in mixColor    setFactor(map.transparency, texnode, "Alpha", mix)  File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cgroup.py", line 1365, in setFactor    self.links.new(node.outputs[0], mix.inputs[0])AttributeError: 'NoneType' object has no attribute 'outputs'location: C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\modules\bpy\ops.py:132Error: Python: Traceback (most recent call last):  File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\error.py", line 208, in execute    self.run(context)  File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\main.py", line 124, in run    self.loadDazFile(filepath, context)  File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\main.py", line 217, in loadDazFile    asset.build(context)  File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 84, in build    self.tree.build()  File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 354, in build    self.buildLayer("")  File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 448, in buildLayer    self.buildBump()  File "C:\Users\joshd\AppDatPython: Traceback (most recent call last):  File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\error.py", line 208, in execute    self.run(context)  File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\main.py", line 506, in run    self.easyImport(context)  File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\main.py", line 516, in easyImport    bpy.ops.daz.import_daz(  File "C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\modules\bpy\ops.py", line 132, in __call__    ret = _op_call(self.idname_py(), None, kw)RuntimeError: Error: Python: Traceback (most recent call last):  File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\error.py", line 208, in execute    self.run(context)  File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\main.py", line 124, in run    self.loadDazFile(filepath, context)  File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\main.py", line 217, in loadDazFile    asset.build(context)  File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 84, in build    self.tree.build()  File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 354, in build    self.buildLayer("")  File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 448, in buildLayer    self.buildBump()  File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 580, in buildBump    self.bumpval,self.bumptex = self.getColorTex("getChannelBump", "NONE", 0, False)  File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 761, in getColorTex    tex = self.addTexImageNode(channel, colorSpace, isMask)  File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 1577, in addTexImageNode    group.addTextureNodes(assets, maps, colorSpace, isMask)  File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cgroup.py", line 1345, in addTextureNodes    self.mixColor(map, texnode, outnode)  File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cgroup.py", line 1386, in mixColor    setFactor(map.transparency, texnode, "Alpha", mix)  File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cgroup.py", line 1365, in setFactor    self.links.new(node.outputs[0], mix.inputs[0])AttributeError: 'NoneType' object has no attribute 'outputs'location: C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\modules\bpy\ops.py:132location: <unknown location>:-1

     

  • PadonePadone Posts: 3,980
    October 2022 edited October 2022

    Please be sure to update to the dev version, both the blender and daz scripts. Then re-export the dbz.

    note. important. The documentation is by Thomas, as well as the plugin. I just help here and there.

    Post edited by Padone on October 2022
  • surodysurody Posts: 261
    October 2022

    I got a question about the bone scaling functionality within Blender. In Daz you can scale every bone separately but when I try to scale for example the left shoulder in Blender, it scales up the entire bone chain. Is that some Blender limitation or is it possible to do it like in Daz. If not, maybe someone knows a work around? 

  • StrixStrix Posts: 13
    October 2022

    surody said:

    I got a question about the bone scaling functionality within Blender. In Daz you can scale every bone separately but when I try to scale for example the left shoulder in Blender, it scales up the entire bone chain. Is that some Blender limitation or is it possible to do it like in Daz. If not, maybe someone knows a work around? 

    Are you trying in edit mode (TAB after selecting the bone chain)?

  • surodysurody Posts: 261
    October 2022

    nellis1603 said:

    surody said:

    I got a question about the bone scaling functionality within Blender. In Daz you can scale every bone separately but when I try to scale for example the left shoulder in Blender, it scales up the entire bone chain. Is that some Blender limitation or is it possible to do it like in Daz. If not, maybe someone knows a work around? 

    Are you trying in edit mode (TAB after selecting the bone chain)?

    Editing bones in edit mode doesn't do anything for me because I also want to scale the mesh.

  • PadonePadone Posts: 3,980
    October 2022 edited October 2022

    @surody In pose mode you can choose the scale propagation for each bone. I also reported to Thomas, thank you for pointing this out.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/1218/fix-for-scale-propagation

    bone-scale.jpg
    338 x 255 - 18K
    Post edited by Padone on October 2022
  • surodysurody Posts: 261
    October 2022

    I found the setting to have it like in Daz. It's set to "Full" under "inherit scaling" as standard. When I change it to "None" I can scale the bones and the mesh one by one. Maybe it can be changed to be standard at import? I can't see why inherting scaling within a bone chain should be necessary.

     

     

    bone_scaling.png
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  • darcydettmanndarcydettmann Posts: 12
    November 2022

    Someone know if there is any way to convert the dforce fur from RawArt Wolfbeast to show up in Blender? I'm trying, but its not working at all...

  • PadonePadone Posts: 3,980
    November 2022

    You have to enable tessellation in the viewport then export with diffeomorphic.

  • surodysurody Posts: 261
    November 2022

    I got a question, I split G8 and G8.1 into separate folders, could this cause a issue with scanning data base? I mentioned a short while ago that I struggle to scan G8, only G8.1 works.

  • PadonePadone Posts: 3,980
    November 2022 edited November 2022

    @surody Please report the database bug in the tracker with a detailed description so Thomas can look at it. Persoanlly I don't use the database since I limit the morphs to the standard figure so don't need to optimize anything.

    note. Please note that the databse is optional, it only serves to optimize the expresison morphs. But expressions will work also without the database, though they will not be optimized and you'll get the same as daz studio with morphs driving other morphs. You don't need the database to use diffeomorphic.

    Post edited by Padone on November 2022
  • darcydettmanndarcydettmann Posts: 12
    November 2022

    Padone said:

    You have to enable tessellation in the viewport then export with diffeomorphic.

    Trying it, but no working. Just to be sure, were a found this setting. Maybe i just turning the wrong option on.

  • PadonePadone Posts: 3,980
    November 2022

    Below's an example with the Pixie hair that comes with G9. If you can import the Pixie hair then it's the same for all dforces.

    pr-hair.jpg
    445 x 321 - 45K
  • surodysurody Posts: 261
    November 2022 edited November 2022

    darcydettmann said:

    Padone said:

    You have to enable tessellation in the viewport then export with diffeomorphic.

    Trying it, but no working. Just to be sure, were a found this setting. Maybe i just turning the wrong option on.

    There was a issue in the newest dev commit which prevented HD imports. I reported it to Thomas and he said it should be fixed now. Please download the newest version and try again.

    Post edited by surody on November 2022
  • surodysurody Posts: 261
    November 2022

    Here's a example, I only used tesselation 1 to reduce the export and import time a bit.

    subd1.png
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  • rugeyoherugeyohe Posts: 49
    November 2022

    @Padone Do you have any advice for bending knees and elbows? When you do that they look weird. I don't know if it is about weight painting. Should I use shape keys to fix them?

  • PadonePadone Posts: 3,980
    November 2022 edited November 2022

    @rugeyohe You have to import the jcms. The fast way is to just check them in easy import.

    https://diffeomorphic.blogspot.com/p/morphs-section-version-16.html

    Post edited by Padone on November 2022
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