• 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
  • Menu
  • 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
    • 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

Diffeomorphic DAZ Importer version 1.6.0 released

«1…19202122232425»

Comments

  • PaintboxPaintbox Posts: 1,633
    November 2023

    Padone said:

    @Paintbox when you import as dbz the figure morphs are baked so you don't see them in blender. The idea is that you bake the actor morphs then import the morphs you need for animation as custom morphs. The easy way to do this is with easy import using "daz favorites". There's also "baked correctives" if you need the exact daz morphs for a custom figure.

    You may want to refer to the wiki rather than the old 1.6 documentation.

    https://bitbucket.org/Diffeomorphic/import_daz/wiki/Import/Easy Import DAZ

    That did it, worked like a charm, thanks a million @Padone

    It also helps to work with the current documentation ;)

  • ladywolf1ladywolf1 Posts: 126
    November 2023 edited November 2023

    Hi, when merging dicktator geografts with shell to the base mesh there's a little white part left. I tried different settings but the white part remains from the shell - in addition to this the shell is glossy and flat doesn't have veins or bumps at all like in daz how can I fix this?

    Post edited by ladywolf1 on November 2023
  • PadonePadone Posts: 3,903
    November 2023

    You have to use bsdf as material option and render with cycles to get a material similar to iray. Otherwise you get approximations that you may need to fix by hand. Reason is both the principled shader and eevee have limitations which don't allow to reproduce all the iray materials, especially skins.

    If the issue is still there with bsdf and cycles then file a bug report at bitbucket. Be sure to update to 1.7.2 first.

    https://bitbucket.org/Diffeomorphic/import_daz/downloads/

  • ladywolf1ladywolf1 Posts: 126
    November 2023

    Thanks! I have another issue: beard imported (and parented) from daz in blender doesn't follow correctly the facial movements especially when the mouth opens / smiles. Any solution for this?

  • PadonePadone Posts: 3,903
    November 2023

    You have to transfer the facial morphs to the beard, the addon tries to guess what's a facial mesh and transfer automatically, this works fine for brows and eyelashes but may fail for other meshes so you have to transfer manually, it's setup > morphs > transfer shapekeys.

    https://bitbucket.org/Diffeomorphic/import_daz/wiki/Setup/Morphs/Transfer Shapekeys

  • rugeyoherugeyohe Posts: 49
    November 2023 edited November 2023

    evee got major update so Im wondering do you think  blender 4.0 could work fine with diffeos current version?

    Post edited by rugeyohe on November 2023
  • ladywolf1ladywolf1 Posts: 126
    November 2023 edited November 2023

    Thanks! Another issue just encountered... I imported standard body morphs (spread legs, make hand into fist, shrug etc...) from DAZ to Blender with Diffeo using its own "body morph" tab but only some of the morphs are working. Particularly ALL the basic DAZ morphs related to hands (spread fingers, fist, chop, grab etc...) do not work - some for feet and body do. 

    Any help?

     

    I looked a little bit into this and it seems that when converted to rigify the bones / settings for the hands disappear/don't work anymore hence why the body morph related to hands don't work anymore. I don't know how to fix this :( is it possible? I tried to even import a pose from daz but on the rigify rig doesn't translate (especially the hands like zero)

    Post edited by ladywolf1 on November 2023
  • PadonePadone Posts: 3,903
    November 2023

    @ladywolf1 body morphs and ik are incompatible, you either use one or the other. You can use full body morphs with the daz rig but not with mhx. With mhx you can use the "mhx compatible" body morphs that are basically hands and feet and tongue, but you need to turn off ik for those parts in the mhx options when you generate the rig.

    https://bitbucket.org/Diffeomorphic/import_daz/wiki/Setup/Morphs

    @rugeyohe 1.7.2 is compatible with blender 4, including material conversion to the new principled v2. That said principled has limitations so bsdf is better to convert iray materials.

    https://bitbucket.org/Diffeomorphic/import_daz/downloads/

  • CorneliusCornelius Posts: 134
    November 2023

    Hello everyone! I would need your help. I use the latest "current" version of Diffeomorphic DAZ 1.7.1 and am trying to import this product into Blender (https://www.daz3d.com/lalis-bodystocking-03-with-gloves-for-genesis-81). Unfortunately the product isn't imported well because the shaders don't work, so it gives me the following message: DAZ Importer unsupported or partially supported shaders found.. and then it lists a hundred shaders that are not imported. Do you think it is possible to solve this problem?

  • onetrypwionetrypwi Posts: 13
    November 2023 edited November 2023

    hello all, i am facing a problem, when i try to import two characters into blender one of them gets the materials and UV messed up, im using the latest diffeomorphic version.

     

    for exemple if i import 2 genesis 9 or 2 genesis 8 the uv and materials of one gets messed up, but if i import a genesis 9 and a genesis 8 it doesnt happand.

    so cant we export two of the same genesis into a scene?

    EDIT: specialy if i try to export with exprt hd and export hd uv

    Post edited by onetrypwi on November 2023
  • ladywolf1ladywolf1 Posts: 126
    November 2023

    Hi, got another issue which I can't seem to solve. When importing dicktator, the anus isn't working - or better once imported the morphs to make it work and merged the geograft the glutes cover it - if I try to import the morph for making spread the glutes the body mesh detach from the dicktator mesh creating a gap - any solution please?

  • PadonePadone Posts: 3,903
    November 2023

    @Cornelius No custom shaders are not supported, that means only some basic properties will work. You can try converting to uber by applying the uber shader in daz studio before exporting, sometimes that works fine enough as approximate conversion.

    https://bitbucket.org/Diffeomorphic/import_daz/wiki/Material Methods

    @onetrypwi I can't reproduce the isue here. Please update to 1.7.2 then if the issue is not fixed provide exact steps.

    https://bitbucket.org/Diffeomorphic/import_daz/downloads/

    my steps:

    1. in daz studio load two G8Fs
    2. export to blender as HD, with HD uvs
    3. in blender import as dbz

    @ladywolf1 Update to 1.7.2 then use easy import with "daz favorites" and "merge geografts".

    https://bitbucket.org/Diffeomorphic/import_daz/wiki/Import/Easy Import DAZ

  • CorneliusCornelius Posts: 134
    November 2023

    @Padone I selected the materials and applied the uber shader but the result is terrible.. Maybe it's my lack of expertise on the subject since I've never tried to do this, but in Blender it looks terrible (as in link n.2).

    Original https://i.postimg.cc/Gtb5hp85/Screenshot-2023-11-25-110131.png

    Uber Shader https://i.postimg.cc/nL7R4mqW/Screenshot-2023-11-25-110159.png

  • PadonePadone Posts: 3,903
    November 2023

    Again that is expected since custom shaders are not supported. If the conversion to uber doesn't work then it means you have to fix the specific material by hand, that is where some knowledge of the blender shaders comes in handy. The easy way to fix materials by hand is to use the principled shader.

  • TheKDTheKD Posts: 2,710
    November 2023 edited November 2023

    Cornelius said:

    @Padone I selected the materials and applied the uber shader but the result is terrible.. Maybe it's my lack of expertise on the subject since I've never tried to do this, but in Blender it looks terrible (as in link n.2).

    Original https://i.postimg.cc/Gtb5hp85/Screenshot-2023-11-25-110131.png

    Uber Shader https://i.postimg.cc/nL7R4mqW/Screenshot-2023-11-25-110159.png

    When you added the uber shader, did you hold control down? Maybe a dumb question lol. If you hold control, it leaves the texture maps alone. If you did do that, one thing that looks wrong with it, is the alpha map looks like it didn't get plugged into the right place.

    Post edited by TheKD on November 2023
  • tcgmarktcgmark Posts: 4
    November 2023

    I'm having an issue with the tranfer vertex groups feature in the advanced panel.  Using blender 4.0 and diffeomorphic 1.7.2.1930.  Used to be when i imported HD and base characters, i could transfer vertes groups to the HD from the base with this feature after applying a multires modifier to the HD mesh.  now i get a missing attribute error.

    AttributeError: 'DAZ_OT_TransferVertexGroups' object has no attribute 'transfermethod'

    transfervertexgoups error.jpg
    903 x 617 - 133K
  • CorneliusCornelius Posts: 134
    November 2023

    @TheKD What you suggest is quite interesting; the fact is that I am quite crude on the subject and so I ask you what should I do to maintain active control?

  • TheKDTheKD Posts: 2,710
    November 2023

    Cornelius said:

    @TheKD What you suggest is quite interesting; the fact is that I am quite crude on the subject and so I ask you what should I do to maintain active control?

    Oh I mean the control button or command I think it's called on mac keyboard. A lot of things have use for the modifier button in DS. Holding control while clicking on a shader will give you a popup allowing you to ignore the image maps and just change the shader. Holding control while clickin on new camera will give you an option to copy the active view for the new camera.

  • ThomasLarssonThomasLarsson Posts: 97
    November 2023

    tcgmark said:

    I'm having an issue with the tranfer vertex groups feature in the advanced panel.  Using blender 4.0 and diffeomorphic 1.7.2.1930.  Used to be when i imported HD and base characters, i could transfer vertes groups to the HD from the base with this feature after applying a multires modifier to the HD mesh.  now i get a missing attribute error.

    AttributeError: 'DAZ_OT_TransferVertexGroups' object has no attribute 'transfermethod'

     I don't check this site very often, but I happened to notice this. The bug is fixed in the latest commit.

  • ladywolf1ladywolf1 Posts: 126
    November 2023

    Hi,

    I tried to import the character as HD mesh with dicktator. Everything works in blender except the shell: the shell doesn't seem to transfer when exported in HD - when you select the body and the graft in daz with the geometry editor the shell itself "disappear" and thus nothing gets ported in blender. Any solution?

  • PadonePadone Posts: 3,903
    November 2023

    @ladywolf1 This is a known limitation, shells don't work for true HD meshes you have to use multires. Then dicktator is not HD and doesn't have a shell, that is, the shell is on the figure not the geograft.

  • onetrypwionetrypwi Posts: 13
    December 2023

    @Padone i tryed 1.7.2 and the problem still exists, the problem happands with clothes too, specialy if they share the same UV.

    it happands only when i try to export hd with hd UV, if i export it normally it doesnt hapand, for exemple Hi-Topz Sneakers for Genesis 8 Female

    steps:

    load genesis 9.

    load Hi-Topz Sneakers for Genesis 8 Female worn preload

    change subD level of the shoes to 2

    change the colors to HT color charcoal

    save as a scene uncheked "include backdrop both and render settings" keep compress file checked

    export hd to blender, export hd UVs, eccept.

    on blender using (bsdf (cycles only), sss:christen-Burley, Alternative SSS):

    import DAZ.

    thats all if you see on render or render view one of the shoes will have the materials messed up and will not be like the other shoe.

    if i export it with the normal export to blender, they import correctly, it only happands if i export hd to blender, with or without hd UVs.

    its even more noticeble if i export two genesis 9 with the same skin or the same genesis but copyed 2 times making 2 characters, it cam to the point of one of them having only fingernails for all the materials where should be "body head etc" it was only "fingernails"

     

    sneakers.png
    1348 x 1020 - 1M
  • ladywolf1ladywolf1 Posts: 126
    December 2023

    Padone said:

    @ladywolf1 This is a known limitation, shells don't work for true HD meshes you have to use multires. Then dicktator is not HD and doesn't have a shell, that is, the shell is on the figure not the geograft.

    I'm confused, how am I supposed to bring it to blender then? In DAZ dicktator has a shell for the color, but when exported in HD to blender the shell (and everything related) is not there. How am I supposed to import correctly dicktator (with its color) to blender in HD?

  • tcgmarktcgmark Posts: 4
    December 2023

    ladywolf1 said:

    Padone said:

    @ladywolf1 This is a known limitation, shells don't work for true HD meshes you have to use multires. Then dicktator is not HD and doesn't have a shell, that is, the shell is on the figure not the geograft.

    I'm confused, how am I supposed to bring it to blender then? In DAZ dicktator has a shell for the color, but when exported in HD to blender the shell (and everything related) is not there. How am I supposed to import correctly dicktator (with its color) to blender in HD?

    I was just working with this last night.  i set my materials in general settings tab in the blender plug in to extended principle.  when the scene is imported through diffeomorphic, the geometry shells are converted to material nodes.  If you select the imported graft and look at the materials, you should see them.  they are labeled according to the geometry shell they were made from. 

  • PadonePadone Posts: 3,903
    December 2023 edited December 2023

    @ladywolf1 Yes the daz shell is converted to a blender material layer, as explained by @tcgmark, if this is what you're confused about. This is better because avoids the extra geometry. Please note that shells in iray are needed to add an alternative uv map, while cycles can just use a new uv map node in the same material, hence the optimization.

    @onetrypwi No I can't reproduce the issue following your steps. Please be sure to update the addon to 1.7.2 and do a clean install. If the issue isn't fixed then you may want to open a discussion at bitbucket for Thomas to look at, may be he can have some ideas.

    p.s. There's an issue with multires for the topz snakers, but not related to duplicated objects. We're dealing with it.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/1861/strange-uv-issue-with-some-hd-assets

    Post edited by Padone on December 2023
  • crosswindcrosswind Posts: 8,443
    December 2023 edited December 2023

    ladywolf1 said:

    Padone said:

    @ladywolf1 This is a known limitation, shells don't work for true HD meshes you have to use multires. Then dicktator is not HD and doesn't have a shell, that is, the shell is on the figure not the geograft.

    I'm confused, how am I supposed to bring it to blender then? In DAZ dicktator has a shell for the color, but when exported in HD to blender the shell (and everything related) is not there. How am I supposed to import correctly dicktator (with its color) to blender in HD?

    @ladywolf1 @tcgmark

    Try to change Shell Method in Global Settings to Geo Nodes... - http://diffeomorphic.blogspot.com/2022/05/geometry-nodes-and-shells.html ; It also works with HD export.

    Post edited by crosswind on December 2023
  • 16403753111640375311 Posts: 0
    December 2023

    我使用diffeographic將G8.1 Dicktator導入Daz,但是geoshell沒有紋理,渲染不可見,不是HDmesh嗎?

  • 16403753111640375311 Posts: 0
    December 2023

    I used diffeographic to import G8.1 Dicktator into Daz, but the geoshell has no texture and rendering is not visible, isn't it HDmesh?

  • rugeyoherugeyohe Posts: 49
    December 2023 edited December 2023

    In new version I cant find where is the section of rig select.. Im blind or missed something? I could choose rigify or mhx on previous version but cant seem to find it anywhere? Is that changed?

    or we gone convert it after import.. 

     

    Post edited by rugeyohe on December 2023
  • xblurpxblurp Posts: 12
    December 2023

    Anyone here know how to delete custom morphs you previously applied to the imported mesh? I found that I had imported too many and I've been trying to slim the model down, but the morphs I want to delete from the plugin don't really seem to have an option to delete. Or ones that don't work due to prior inexperience. 

«1…19202122232425»
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.