Daz in Blender

For a while Ive wondered. Why hasnt Daz been made into a full scale plugin for Blender, "merge" the two?

I dont mean to export/import but to pretty much be the Daz library/poses/login/ease of use in Blender?

By "merging" Daz into Blender they could "catch" quite a few Blender users increasing their user base / $ coming in.

Yes I know PA's would have to learn to script for Blender, but again the Blender community is massive in comparison leading to more $ for them as well.

Looking at it from my view its costing them more $ to keep a pure "Daz3d" going, more people=more money.

 

Just my thoughts, was curios if a Daz dev/the communtiy had thoughts on it. 

Comments

  • PadonePadone Posts: 4,069
    edited February 10

    Blender is different in many aspects, plus it updates very frequently and is often not back compatible among major versions. Honestly getting a "daz studio" addon for blender supporting all the features would be a nightmare in my opinion. What we do with Diffeomorphic is to support the basic features to get things work in blender, that's already hard enough.

    p.s. A different story would be to design a new figure "genesis 10" with a new rig system and shaders compatible with blender, that would be some major step as from the G2 triax/3delight to the G8 general weight/iray to the G10 new rig/cycles. This way only G10 would be on blender and much easier to support, but the old content would not.

    p.p.s. Or PAs could just decide to make a blender version of their products, converted and fitted "by hand" eventually using the bridges as starting point. I understand there's nothing preventing this as some blender assets are already on sale in the shop.

    Post edited by Padone on
  • wolf359wolf359 Posts: 3,943
    edited February 10

    I dont mean to export/import but to pretty much be the Daz library/poses/login/ease of use in Blender?

    By "merging" Daz into Blender they could "catch" quite a few Blender users increasing their user base / $ coming in.

    Yes I know PA's would have to learn to script for Blender, but again the Blender community is massive in comparison leading to more $ for them as well.
    Looking at it from my view its costing them more $ to keep a pure "Daz3d" going

     

    This is a completely false assumption.
    Go and spend some time in the Blender community and you will quickly see that the culture there is quite different.
    Blender users very rarely buy prefabricated content or prefabricated characters, they prefer to model and rig their own.
    And for those needing prefabricated content, there already exist a fairly vast ecosystem of blender, native rigs, props and other assets.

    Post edited by wolf359 on
  • While I, too, am in that small number who would like to have Daz functionality brought into Blender (especially as a non-Windows user), I recognize that the odds of that happening are virtually nil.

    What seems much more viable to me would be Daz bringing in the open source Cycles rendering engine from Blender as an alternative to Iray.

    That would free us from being shackled to Nvidia for any serious rendering, as Cycles is cross-platform and supports most modern GPUs.

  • FizzleMyth said:

    ...

    What seems much more viable to me would be Daz bringing in the open source Cycles rendering engine from Blender as an alternative to Iray.

    ...

    Blender is Open Source (GPL); DAZ Studio is proprietary. So that will most likely never happen, at least not without the technical hacks to do so without violating the GPL that would make for a poorer user experience. And that aside from the fact that Cycles supports features that IRay does not, and vice versa.

     

  • TheMysteryIsThePoint said:

    FizzleMyth said:

    ...

    What seems much more viable to me would be Daz bringing in the open source Cycles rendering engine from Blender as an alternative to Iray.

    ...

    Blender is Open Source (GPL); DAZ Studio is proprietary. So that will most likely never happen, at least not without the technical hacks to do so without violating the GPL that would make for a poorer user experience. And that aside from the fact that Cycles supports features that IRay does not, and vice versa.

    It sounds like it might be doable if Cycles was run as a separate headless process and not directly incorporated into Studio (via a statically linked library in a plugin for example). Not easy by any means, to be sure, and likely you would lose a bit in the translation. Still, an interesting challenge. 

     

     

     

  • TheMysteryIsThePoint said:

    Blender is Open Source (GPL); DAZ Studio is proprietary. So that will most likely never happen, at least not without the technical hacks to do so without violating the GPL that would make for a poorer user experience. And that aside from the fact that Cycles supports features that IRay does not, and vice versa.

    You are mistaken. Open Source ≠ GPL. Cycles is under the Apache License V2, which is a non-restrictive license, allowing Cycles to be used by commercial software like Daz without forcing Daz to in turn open source their software.

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,280
    edited February 25

    FizzleMyth said:

    TheMysteryIsThePoint said:

    Blender is Open Source (GPL); DAZ Studio is proprietary. So that will most likely never happen, at least not without the technical hacks to do so without violating the GPL that would make for a poorer user experience. And that aside from the fact that Cycles supports features that IRay does not, and vice versa.

    You are mistaken. Open Source ≠ GPL. Cycles is under the Apache License V2, which is a non-restrictive license, allowing Cycles to be used by commercial software like Daz without forcing Daz to in turn open source their software.

    I'm aware of the many kinds of Open Source licenses other than the GPL. Blender is GPLed, but I just had no idea that Cycles as a subsystem was re-released under Apache v2.0 in 2013, even before I used Blender for the first time. Thanks for pointing that out.

    But even with that being the case, a person could learn how to get their content into Blender with a high degree of fidelity many times over before DAZ integrated Cycles into DAZ Studio.

     

    Post edited by TheMysteryIsThePoint on
  • TheMysteryIsThePoint said:

    But even with that being the case, a person could learn how to get their content into Blender with a high degree of fidelity many times over before DAZ integrated Cycles into DAZ Studio.

    All the Daz-to-Blender tools I’m aware of still involve some complexity to use, and are subject to at least occasional significant hurdles trying to export some elements from Daz. Integrating the Cycles rendering engine into Daz would be of great benefit—to Daz the business and their users.

    As I said before, Iray being locked into Nvidia GPUs is a significant hinderance. Having a GPU-agnostic renderer would be a big improvement.

  • airjoeairjoe Posts: 16

    I'd certainly welcome that. 16 to 24 GB models are far cheaper right now in the AMD and Intel space.

    Maybe G10, right ? :P

  • FizzleMyth said:

    TheMysteryIsThePoint said:

    But even with that being the case, a person could learn how to get their content into Blender with a high degree of fidelity many times over before DAZ integrated Cycles into DAZ Studio.

    All the Daz-to-Blender tools I’m aware of still involve some complexity to use, and are subject to at least occasional significant hurdles trying to export some elements from Daz. Integrating the Cycles rendering engine into Daz would be of great benefit—to Daz the business and their users.

    As I said before, Iray being locked into Nvidia GPUs is a significant hinderance. Having a GPU-agnostic renderer would be a big improvement.

    I have never once encountered a problem with Diffeo that I couldn't resolve, certainly not with the help of people like Padone and Thomas himself. Having your content in Blender also has the added benefit of... being in Blender; one never again has to participate in those discussions of how difficult or roundabout it is to do the simplest operation in DS or what plugin is needed, that would be 3 keystrokes and some mouse movement in Blender. That's worth a lot.

     

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