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

Blender to Daz plugin not exporting info/data from Shading section

tam_c3df5332fctam_c3df5332fc Posts: 138
July 31 edited July 31 in Blender Discussion

Hey everyone,

For those who will ask:
OS  Windows 11 Pro - Processor 12th Gen Intel(R) Core(TM) i9-12900K, 3200 Mhz, 16 Core(s), 24 Logical Processor(s)

The main reason that I purchased this plugin is because they said:
BaseColor, Metallic, Specular, Roughness, Transmission, Emission, Normal and Alpha), Blender PrincipleBSDF materials (which will be converted to the Daz UberIray material) and the textures, which will be exported with this pattern...

But when I select one item, click on the "Selected" button - it sends the object to Daz a completely white colored object appears

I have tried to go to the UV editing> UV> Unwrap> Smart... - no difference - still a completely white colored object

The following images attached are -

1) after export to Daz 

2) from Blender with the Material Render on

3) as you can see these beautiful nodes did not transfer at all - you think at least some type of color then I do something

I have tried this with Daz 4.23 and Daz 4.20

I have tried with Blender 5.0 and 4.3 to no avail

can anyone give me any suggestions to fix this issue or some kind of work around

I am so disappointed right now - I wish I would have gone out and purchased a huge dilicious sandwich but instead I am hungry and disappointed

No matter what item that I select and transfer over - same result - no shading info is transfered

Does the size of the merge texture count - even though none of these items have textures

Thanks in advance

 

Screenshot 2026-07-30 174834.png
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Screenshot 2026-07-30 174855.png
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Screenshot 2026-07-30 174944.png
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Post edited by tam_c3df5332fc on July 31

Comments

  • PadonePadone Posts: 4,273
    July 31

    That is a great addon you didn't waste your money. The description clearly states that only the principled shader is exported, as it is common in blender export tools. All other shaders and nodes will not be exported, that means most blender scenes I'm afraid. One thing you can try is to bake the materials to principled before exporting.

    https://superhivemarket.com/products/simplebake---simple-pbr-and-other-baking-in-blender-2

  • tam_c3df5332fctam_c3df5332fc Posts: 138
    August 1

    Thank you for responding @Padone

    So what is the difference between simplebake and switching your render to Cycles, followed by selecting an object, then clicking the Bake button

    Because I have tried that, followed by UV> Unwrap> Smart UV Project - but still to no avail

    Do I have to have different settings in the Bake section

    By the way, most of the time I receive a notification - no active image...

    If my elements have no textures, then what am I baking?

    Thanks once more
     

    Screenshot 2026-08-01 063007.png
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    Screenshot 2026-08-01 063344.png
    574 x 668 - 59K
  • PadonePadone Posts: 4,273
    August 1

    There's plenty of tutorials if you want to learn baking by hand in blender, that's completely a viable way if you have some time to learn and some time to bake. Otherwise get the addon. I'm not going to start a tutorial here how to bake by hand in blender, as it is complex and long enough.

    The ones by Ryan are good tutorials.

  • tam_c3df5332fctam_c3df5332fc Posts: 138
    August 1 edited August 1

    Thank you @Padone
    There have been many things that I discovered throughout this process
    1) You have to individually select each element/object - UV> Unwrap> Smart UV Project
         you cannot do a select all and unwrap to have one giant UV - has to be each part has
         it's own UV
    2) Before baking, if you do not actually have any textures attached to an object/element
        then you have give it a "fake" image texture - basically add an image texture node
        without selecting an actual image and do not connect that image node to anything - it can hang by itself
    3) Now, you are able to bake - once you have a baked (4 - basecolor, normal, ao and roughness) 
        then you can do the export of the object/element to Daz

    I literally just rendered this latest attached test image as I was typing this response - now just because I have done all 
    this work, it is still far from over, because during the export - for whatever reason, Daz is not seeing my "bake" directory 
    so I literally have to go and re-attach base, normal, top color and top roughnes


    Maybe you cannot see from the image, but that bottom middle bar at the bottom of the trolley tray - I connected all the baked images
    and it looks worse with all those connections

    With that said, the color that was passed to Daz were the result of the two first steps - before I would just receive a solid white piece
    from Blender to Daz plugin - as you can see, it has passed the textures

    Hope that helps someone who was searching for some answers

    Screenshot 2026-08-01 135241.png
    2223 x 1567 - 547K
    Post edited by tam_c3df5332fc on August 1
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