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

Daz Studio 6 + Diffeomorphic 5.1 + Bforartists Blender fork 5.1.2 works

ValiskaValiska Posts: 175
June 13 edited June 13 in Blender Discussion

Daz Studio version: 6.25.2026.14722

Diffeomorphic version: 5.1.0

Bforartists Blender fork version: 5.1.2

I'm on Windows 11 Professional.

I have successfully installed Diffeomorphic in Daz Studio v6. The extra file menu items installed successfully. I have exported a landscape successfully (ShaaraMuse3D Rusty Blue Rockscape). 

Bforartists is a Blender fork that closely tracks Blender but alters the interface. I've just started checking it out. Diffeomorphic installation is as normal and the import worked fine.

I've been exporting my Daz library as a long-term project, but I've been doing the non-figure parts first. I haven't done more than simple test exports in earlier Daz-Diffeomorphic-Blender versions either. So I'm not commenting on the figure exports, particularly. Just noting that the export workflow is working for me, with the new Daz & Diffeo versions and the Bforartists fork.

Post edited by Valiska on June 13

Comments

  • PadonePadone Posts: 4,244
    June 13

    Ok, thank you for letting us know as we didn't test it in DS6 yet.

  • Singular3DSingular3D Posts: 658
    June 14

    As I do not plan to upgrade to Daz 6 at the moment, I hope the great Diffeomorphic tools stay compatible with Daz 4.23. Thanks for providing such a great tool.

    Started to transfer all my assets starting with V4.2 and M4 to G8 and then to Blender 5.1.2. Refine the stuff in Blender and create a huge asset library. Daz 6 just doesn't provide anything helpful here. Just problems with older stuff and scripts.

     

  • PadonePadone Posts: 4,244
    June 14

    The export script is very simple on the daz side, so if it works fine we're good and compatible with both DS4 and DS6.

  • Silver DolphinSilver Dolphin Posts: 1,651
    June 18

    Thanks, for letting us know Bforartists Blender works with the bridge. I like this fork for Blender. There is more buttons and you can find more things visually.  If you don't want to Iray this is a way to go.

  • sidcarton1587sidcarton1587 Posts: 116
    June 23

    Valiska said:

    Daz Studio version: 6.25.2026.14722

    Diffeomorphic version: 5.1.0

    Bforartists Blender fork version: 5.1.2

    I'm on Windows 11 Professional.

    I have successfully installed Diffeomorphic in Daz Studio v6. The extra file menu items installed successfully. I have exported a landscape successfully (ShaaraMuse3D Rusty Blue Rockscape). 

    Bforartists is a Blender fork that closely tracks Blender but alters the interface. I've just started checking it out. Diffeomorphic installation is as normal and the import worked fine.

    I've been exporting my Daz library as a long-term project, but I've been doing the non-figure parts first. I haven't done more than simple test exports in earlier Daz-Diffeomorphic-Blender versions either. So I'm not commenting on the figure exports, particularly. Just noting that the export workflow is working for me, with the new Daz & Diffeo versions and the Bforartists fork.

    Is there a specific workflow that you are using to export your Daz library? I've been looking for more use cases for my Script Server project and this sounds like something that is open to automation. 

     

     

  • ValiskaValiska Posts: 175
    June 27 edited June 27

    sidcarton1587 said:

    Valiska said:

    Daz Studio version: 6.25.2026.14722

    Diffeomorphic version: 5.1.0

    Bforartists Blender fork version: 5.1.2

    I'm on Windows 11 Professional.

    I have successfully installed Diffeomorphic in Daz Studio v6. The extra file menu items installed successfully. I have exported a landscape successfully (ShaaraMuse3D Rusty Blue Rockscape). 

    Bforartists is a Blender fork that closely tracks Blender but alters the interface. I've just started checking it out. Diffeomorphic installation is as normal and the import worked fine.

    I've been exporting my Daz library as a long-term project, but I've been doing the non-figure parts first. I haven't done more than simple test exports in earlier Daz-Diffeomorphic-Blender versions either. So I'm not commenting on the figure exports, particularly. Just noting that the export workflow is working for me, with the new Daz & Diffeo versions and the Bforartists fork.

    Is there a specific workflow that you are using to export your Daz library? I've been looking for more use cases for my Script Server project and this sounds like something that is open to automation. 

    (I'm having trouble pasting this in where I want it. I hope it comes out formatted OK.)

    First thing: I divided my libraries into about a dozen so I had some hope of finding products and the parts thereof.

    • Smart Content is useless for these purposes because too many items are missing or miscategorized or uncategorized. I use the Content Library.
    • PA-named folders: the organization of Daz content as installed is often markedly unhelpful, since stuff gets stuffed under the Published Artist's name instead of under a name that tells you what it's a model of.
    • There is some consistency in where different kinds of items end up, but not a lot. Settings, usually the simplest kind of item to move, may be stored under Architects, Environments, Environments/Architecture, Props, Props/Architecture, or occasionally Scenes. Vehicles are likely be in Props, Figures, or Vehicles.
    • The relatively recent items are still decidedly better than the old items. In recent years, texture sets and add-ons have mostly been designed for Daz libraries, which means they are right there with the item they belong to. Easy to find once you find the item itself.
    • Poser era stuff is really, REALLY bad.
      • The Poser library organization forces you to break a single product into multiple top-level categories. This sounds like a better idea than it really was. The pieces of products are scattered through multiple high-level directories. The subdirectories they're actually in could be named blasted near anything: the item itself, the figure they belong to, the artist who made them, the figure they belong to THEN the artist who made them then the item itself, etc.
      • The texture setters might be in Poses or Materials and if they're in materials there's a good chance they don't work in Daz Studio, because for some benighted reason, in spite of the fact that it's a simple script conversion, Daz never made the later Poser material setters work. And the subdirectories they're in might, as usual, be named anything.
      • PA names are used but they don't stick to a single version of the name. One PA might have three different spelling-forms of their name, and other products not in any PA folder anyway.
      • Add-ons to products include both texture sets, and additions to the product itself not necessarily produced at the same time. The texture-set maker may well not be the modeller. So you get stuff like:
      1. Original models and supplied textures.
      2. New texture set for original model, the setters for which may be located practically anywhere a texture-setter could conceivably be found.
      3. Add-on for the models including new models.
      4. Texture set for the original model *and* the add-ons. May be anywhere.
      5. Yet another add-on with more models.
      6. Texture set for original model and both add-ons which also may be anywhere.
      7. Now here's the fun part of this: once you manage to track down the texture setters, nothing in the Daz library itself that tells you immediately what variation of the original model set and its add-ons it applies to. In fact, there is nothing to tell you, just from looking at the library with everything installed, that there even might be such a source of confusion.
      8. Unlike Renderosity, Daz rips down the original page for any item that's no longer sold or any PA that's no longer selling, and leaves you with a skeleton page with part of the information about what it does and what it's for missing.
      9. If the product page still exists the software it's useful for gets updated in a fashion that's not very accurate or very useful, being a blanket update to newer versions even when old content has a tendency to break over time.
    • The chaos of bad Poser organization is at its worst for the Millennium figure eras. I have enough for/made at the time of Victoria 4 and Michael 4, and a few things for Millennium 3, to have plenty of examples.
    •  It starts getting better some time for Genesis 1/5, but there's still a lingering habit of putting things that belong to a particular item in another high-level directory in a Daz Studio library, as if it were Poser. Mercifully the very worst of tendency mostly dies with Generation 5, except in the case of the PA folders, which persist and ruin organization to this day.
    • You export the products whose pieces you can easily find first. Then you uninstall each product as you export it. (If you still want to use it in Daz Studio, install it in another library.)  So, as you remove the simpler-to-understand products, you are gradually left with fewer and fewer directories you have to understand and keep track of, in a given library, in order to find and understand the pieces of the insanely disorganized products. By the time you get down to the worst of the worst, there are only a few directories left in the whole library and only a few products they could possibly belong to.
    • Enough of the products are borked, one way or the other, that I wouldn't want to attempt to export a large range of products at once. It'd probably be handy to batch some of what I describe below, but you have to take a look at the results after every set, to make sure you got exports you can use.

    My general procedure for Daz to Blender exports:

    1. Install characters or items for characters in a Daz/Poser library for that generation, or for that kind of item. (I have Millennium 3, Millennium 4, Genesis generations, Main (Settings and general), Nature, Vehicles, Animals 1 (old animals), Animals 2 (newer animals), Hivewire, etc.
    2. Use Daz Install Manager if possible. Don't try to change where DIM puts anything, except make sure it ends up in the right library. Remember old stuff is mostly going to be in Poser libraries, except for some texture-setters that ended up in Daz Studio libraries.
    3. In the case of items that belong to multiple generations, like sets for Victoria 4 and Michael 3, install it in the library of the generation you're working on first. Then you can uninstall it and reinstall it in the other generation's library, to get the other half.
    4.  Find an item you think you've found the pieces of.
    5. Load a version of it you want to save. Save it as a full Scene File.
    6. Save it as a Diffeomorphic *.dbz. No advice from me on options for figures yet, because I really have only done the simplest tests. I almost always export with rigging, no matter what the item is. Clothes of course need the rigging.
    7. Load the exported item in Blender.
    8. If no model appears, you can try a Diffeomorphic import into another version of Blender. Occasionally that works.
    9. If that doesn't work, try an FBX export from Daz Studio.
    10. If that doesn't work, try a Wavefront object export from Daz Studio. You will lose any rigging, but you might get the geometry and the textures.
    11. If that doesn't work either, you're probably not going to get that model. But you could try some of the newer formats I haven't done anything with.
    12. If you get a model with warnings, it's probably complaining about something you can cope with. Save it in Blender.
    13. Blender will show Z-fighting with models where it doesn't show in Daz Studio. You may have to nudge some surfaces or resize something very slightly to stop this.
    14. Find the textures in the Daz/Poser libraries and save them in a subdirectory with the Blender model. Occasionally textures don't show up, or look bad, when they look OK in Daz Studio. You want them handy if you need them. Textures are usually stored under vendor directories in Runtime/Textures. The catch is, they're not necessarily always in one subdirectory. Sometimes the vendor uses some of their own textures from another product which is not in the same directory with the main set. Sometimes some or all of the textures are provided by another PA altogether and her textures are under her name. The easiest way to find all these is to have installed the product and its add-ons with Daz Install Manager. In DIM you can right-click on the product to see the Installed files, and that will show you if you have textures to grab from multiple directories.
    15. DIM is also usually the easiest way to find any UV maps. Otherwise they tend to show up under the product directory, in a high-level directory called Templates then named by vendor or product or vendor/product, or sometimes in Documentation with a similar range of variations.
    16. Put the now-Blender models, textures, uv-maps if any, web pages, add-ons, their web-pages together in a directory. Put one of the best illos for the product at its top level. Set the directory to display the illustration instead of just the folder icon if that works in your system. (It doesn't work reliably in Windows, so I use Directory Opus instead of File Explorer. I use it for everything but it was inspired by the need to be able to tell what's in my graphics folders.)
    17. If the product has multiple textures, or multiple configurations, load up the next configuration, texture set, etc. Export the variation to Blender, save it if it worked well enough as above.
    18. For exporting clothing for most generations, you can just load the clothing and export that.
    19. But Genesis 1/5 and Genesis 9, the unisex base figures, are a pain because the base form of the clothing is usually conformed to the epicene base that is not usually directly useful. In this case you have to load the figure, add the clothing to the male or female version of the figure, and export clothing and figure together. (The clothing will usually revert to epicene base if you remove the male or female version of the figure before you export.) Then, in Blender, you can eliminate the figure itself before saving the clothing, if you don't want large numbers of copies of Genesis 1/5 or 9 stored with the clothing. (I suspect it would be more convenient in the future to keep the model and the clothes together, but this devours drive space, so I don't.)
    20. The most likely thing to be broken in Daz Studio is texture-setters. Sometimes these can be fixed in Daz without too much difficulty (it usually involves Notepad++ and the setter files). Sometimes it's just mislabelling/duplication of colors or something easy to correct. Sometimes it's worse and I figure I'll deal with it manually in Blender.

    I would like to stop saving variations of the same model with different textures, as that takes up a lot of drive space and is tedious. But in the past it's been obvious that I wouldn't be likely to get much use out of the models if I always had to apply the texture variants manually, as that's time consuming. The first time I tried Blender's asset manager for anything, it was more nuisance than help and I abandoned it. I'm going to try it again to see if it'll allow me a reasonably easy way to make texture-setters in Blender. In that case, I could export only variations of products that involved altered geometry, instead of exporting for texture variants.

     

    Post edited by Valiska on June 27
  • PadonePadone Posts: 4,244
    June 28

    Unfortunately blender is not good at handling material sets. There's not even the concept in the UI, it just handles single materials. That's why Thomas provided tools for that, as you can save a material palette to copy and paste. There are possibly other addons to handle material sets but I'm not aware of them.

    https://github.com/Diffeomorphic/import_daz/wiki/Material_Tools_Edit_Material_Make_Palette

    https://github.com/Diffeomorphic/import_daz/wiki/Material_Tools_More_Material_Tools_Copy_Materials

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