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

Diffeomorphic import - texture/material issues?

TurnerTurner Posts: 116
October 2023 edited October 2023 in Blender Discussion

First, thanks for the awesome plugin.

Just started using it, and on import I seem to be missing some textures/materials/channels, or perhaps something isn't set up correctly?
In this image, the bangs (kin hair) card (I assume) is throwing a solid shadow, and the skin material is missing. I assume the kin hair itself is causing the shadow issue.
Also, can we adjust the eyes to be less bloodshot & "glassy"? (I think the eyes may have to do with some subsurface setting, but not sure.)
Any suggestions?

Post edited by Turner on October 2023

Comments

  • Singular3DSingular3D Posts: 566
    October 2023

    Which version of Blender do you use? Which version of Diffeomorphic? Did you adjust the path for Daz in the Blender Diffeo Settings? Did you use Easy Import?

    In the shading tab of Blender, you can see, if the textures are assigned correctly.

    This is probably just a minor issue andmaybe caused by some missing settings. 

  • TurnerTurner Posts: 116
    October 2023 edited October 2023

    Hmmm...

    Thanks for the note -

    Blender is 3.4.1, importer is 1.7.1.

    All paths were set up (this morning, in fact) according to the instructions.

    Obviously, here, Blender thinks "fingernails" is the right material.

    Also, most don't have any texture assigned to them.


    Post edited by Turner on October 2023
  • PadonePadone Posts: 3,872
    October 2023

    Obviously, here, "fingernails" is just one of the materials assigned to the selected mesh. If blender can't find the textures it means you didn't assign the daz studio folders in the global settings, be sure the names are the same in daz studio ad blender.

    https://bitbucket.org/Diffeomorphic/import_daz/wiki/Install/Setting up the DAZ root paths

  • crosswindcrosswind Posts: 8,419
    October 2023

    Which character did you use ? That seems like the Base figure.

    This is a default result of a character based export / import via DDI. There should be no issue with 3.41 and 1.7.1 as I've been using these settings from 3.0 / 1.6.

     

    SNAG-2023-10-23-0062.png
    1927 x 1395 - 999K
  • TurnerTurner Posts: 116
    October 2023 edited October 2023

    Padone said:

    Obviously, here, "fingernails" is just one of the materials assigned to the selected mesh. If blender can't find the textures it means you didn't assign the daz studio folders in the global settings, be sure the names are the same in daz studio ad blender.

    https://bitbucket.org/Diffeomorphic/import_daz/wiki/Install/Setting up the DAZ root paths

    Yes - sorry, meant to say it thinks it's missing (fingernails).

    When I hit "Load Rooth Paths" the window closes - I assumed it knew where the location of my .json file was based on exporting it using "Save Paths". (Also, since other materials were showing up.)  I tried exporting it to another location but it didn't update, so I assume a restart is in order.

    Post edited by Turner on October 2023
  • TurnerTurner Posts: 116
    October 2023 edited October 2023

    YES!! Restart... I was able to select my .json file. Thanks for your help. The hair is still not rendering correctly, but I think that's a separate issue.

    Post edited by Turner on October 2023
  • TurnerTurner Posts: 116
    October 2023

    crosswind said:

    Which character did you use ? That seems like the Base figure.

    This is a default result of a character based export / import via DDI. There should be no issue with 3.41 and 1.7.1 as I've been using these settings from 3.0 / 1.6.

    Hi Crosswind - yes, this is the Genesis 9 base with kin hair.

    What do you mean by this being a "default" result? (As you see above, restarting my PC - rather than just Blender - allowed me to pick the .json file (maybe a conflict with another addon?), though some materials appeared without doing so, and the hair still doesn't render correctly in Cycles.

     

  • PadonePadone Posts: 3,872
    October 2023

    Diffeomorphic will warn you if the render settings are not enough for a usual daz scene, and there's the option in the global settings to let the addon "upgrade" the render settings for you. Nevertheless for transmapped hair it is usually the transparent bouncings, you may need 64 or more depending on the hair complexity. Or you can use the full global illumination preset for the best quality.

    render properties > light paths > max bounces

  • TurnerTurner Posts: 116
    October 2023 edited October 2023

    Padone said:

    Diffeomorphic will warn you if the render settings are not enough for a usual daz scene, and there's the option in the global settings to let the addon "upgrade" the render settings for you. Nevertheless for transmapped hair it is usually the transparent bouncings, you may need 64 or more depending on the hair complexity. Or you can use the full global illumination preset for the best quality.

    render properties > light paths > max bounces

    Thanks Padone - I enabled warnings, but didn't get any.
    I tried setting it up with full GI & bounces set to 64, but no luck. May dig around in nodes a bit.

     



     

    Post edited by Turner on October 2023
  • crosswindcrosswind Posts: 8,419
    October 2023

    Turner said:

    crosswind said:

    Which character did you use ? That seems like the Base figure.

    This is a default result of a character based export / import via DDI. There should be no issue with 3.41 and 1.7.1 as I've been using these settings from 3.0 / 1.6.

    Hi Crosswind - yes, this is the Genesis 9 base with kin hair.

    What do you mean by this being a "default" result? (As you see above, restarting my PC - rather than just Blender - allowed me to pick the .json file (maybe a conflict with another addon?), though some materials appeared without doing so, and the hair still doesn't render correctly in Cycles.

     

    Hi, Turner. Sorry, I meant with default Global Settings but setting up the corract Daz Libs path(s) is still the prerequisite, as you've done it correctly.

    As for the hair render issue, I'm not sure as I don't have that hair but more likely it seems a geometry or shader issue. You may check and tweak first.

  • PadonePadone Posts: 3,872
    October 2023

    then try 128, if the hair is very complex 64 may not be enough

  • crosswindcrosswind Posts: 8,419
    October 2023

    I tried OOT's much complex hair with nearly 1Mil polygons and more surfaces, there's no such an issue even with very low settings in Light path.

    This kin hair seems just a mesh hair.. weird. If there's a separate surface or vertex group on that 'black bang', you may hide it, and may check if it uses the same shader setup as other slots.

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,076
    October 2023

    Turner said:

    I tried setting it up with full GI & bounces set to 64, but no luck. May dig around in nodes a bit.

    The total bounces is still set to 32.

  • PadonePadone Posts: 3,872
    October 2023

    The transparent bounces are independent from the total, that is, we can have 16 total and 128 transparent for example.

    https://docs.blender.org/manual/en/latest/render/cycles/render_settings/light_paths.html

  • crosswindcrosswind Posts: 8,419
    October 2023

    Well, Cycles is not like Iray.... high bounces value there will result in very slow rendering....

    And I really don't think these settings can resolve OP's issue...

  • PadonePadone Posts: 3,872
    October 2023

    It is also possible to use a "probabilistic termination" for transparency and bounces in general, I never used it so don't know how good it is.

    render > sampling > advanced > min bounces

    https://docs.blender.org/manual/en/latest/render/cycles/render_settings/light_paths.html

    Light paths are terminated probabilistically when specifying a minimum number of light bounces lower than the maximum. In that case, paths longer than minimum will be randomly stopped when they are expected to contribute less light to the image. This will still converge to the same image, but renders faster while possibly being noisier.

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