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

Who said Blender was hard?

«1…64656667686970…72»

Comments

  • pdr0pdr0 Posts: 204
    August 2019
    donalddade said:
     

    My head is spinning. I just exported a charcater from Daz as FBX. It imported into Maya perfectly, except for a glitch with the armature on one of the character's rings. But the rig was there. I assume that I can characterize right there in Maya, just as I do in Motion Builder, retarget mocap data, clean it, and animate right there. JCMs are not necessary for that. If so, I don't need to care about the JCMs because I can just export a BVH back to Daz, and have it apply the JCMs natively. And then finally export Alembic to Blender for sim, VFX and rendering. All this time, all I had to do was export via FBX?! If this works, then that's my work flow, right there... thank you for making the lightbulb go on.

    I use a similar workflow for some projects. Some people have reasons to use FBX instead of BVH when going back to DS. A big one is blendshapes / morphs. eg. In G8, some HD expressions are both bone/joint and blendshape (morph targets) driven. Facial animation, speech visemes, various pose controls , accessory movements like breathing, etc...are also a combination . The morphs that you export in the FBX from DS show up as blendshapes in maya/max/mobu for animation. BVH is only going to transfer bone/joint based movements.

    Both DS's BVH and FBX importer have issues - well known - but the imported FBX is just used as a container for keys. (You ignore what it "looks" like in the DS viewport,  the key data is ok). That FBX is saved out as an animated properties preset for shape/morph keys and bone/joint keys. If you only have bone/joint rotataions, then an animated pose preset is sufficient (if you are not using blendshapes, then actually a BVH is ok if you can get it to work - there have been issues, but apparently newer versions addressed some of those BVH issues). To apply an animated pose or properties preset, you merge it back to target character. Sometimes there are other "gotchas" , such as the naming convention is slightly different - maya or mobu might add a prefix to a blendshape channel - you might have to batch edit or remove prefixes in a text editor, it's very easy to do (and better than the alternative - animating in DS). I'm using older versions, and I typically do this from mobu , there might be a more streamlined way in newer versions. But run some tests end to end before you commit

     

  • SDevSDev Posts: 158
    September 2019

    External DazToBlender8 Thread over at blenderartists.org 

    If you need help with the plugin, or have some questions concerning functions, feel free to join the party and ask Mitchy, the developer, over at https://blenderartists.org/t/daz-to-blender8/1177588

    Cheers,

    Peter

     

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,101
    September 2019
    pdr0 said:

    I use a similar workflow for some projects. Some people have reasons to use FBX instead of BVH when going back to DS. A big one is blendshapes / morphs. eg. In G8, some HD expressions are both bone/joint and blendshape (morph targets) driven. Facial animation, speech visemes, various pose controls , accessory movements like breathing, etc...are also a combination . The morphs that you export in the FBX from DS show up as blendshapes in maya/max/mobu for animation. BVH is only going to transfer bone/joint based movements.

    Both DS's BVH and FBX importer have issues - well known - but the imported FBX is just used as a container for keys. (You ignore what it "looks" like in the DS viewport,  the key data is ok). That FBX is saved out as an animated properties preset for shape/morph keys and bone/joint keys. If you only have bone/joint rotataions, then an animated pose preset is sufficient (if you are not using blendshapes, then actually a BVH is ok if you can get it to work - there have been issues, but apparently newer versions addressed some of those BVH issues). To apply an animated pose or properties preset, you merge it back to target character. Sometimes there are other "gotchas" , such as the naming convention is slightly different - maya or mobu might add a prefix to a blendshape channel - you might have to batch edit or remove prefixes in a text editor, it's very easy to do (and better than the alternative - animating in DS). I'm using older versions, and I typically do this from mobu , there might be a more streamlined way in newer versions. But run some tests end to end before you commit

    Thank you for all of that.

  • RAMWolffRAMWolff Posts: 10,334
    September 2019

    Hi,

    Anyone have any experience with UV Squares add on for Blender 2.8? 

    I got it, installed it and imported in my trainer shorts and can't find the panel that has the controls to try to get my wobbly UV's straightened out.  

    Thanks so much

    Richard 

  • Cris PalominoCris Palomino Posts: 12,000
    September 2019
    SnowSultan said:

    Thanks, I forgot the Bump node had dots for both a height and a normal map.

    Do you happen to know how to use DAZ specularity maps in Blender? I'm used to a PBR workflow where I would have Roughness and Glossiness maps, but I can't seem to find the right setup when all I have is a Specular map.

    So I found this video. Some notes you can see on the video description:

    In this video, you will see how to automatically setup your material from substance painter to Blender. No need for a daily build like I said in the video, just activate Node Wrangler. - Select your Principled Shader - Press CTRL + SHIFT + T - Select your maps and accept.

    I tried with Daz maps and only the SSS map got mapped. So then I went to this site and downloaded this set of PBR maps for https://3dtextures.me/2018/12/20/organic-matter-002/. Used those on a sphere and it worked perfectly, so I'm guessing the maps need to be named correctly. Roughness was specular.

  • Cris PalominoCris Palomino Posts: 12,000
    September 2019

    I just duplicated some Daz model maps.

    I added _COLOR to the diffuse map, _BUMP to the bump map, _ROUGH to the spec map and _SSS to the sss map. They all hooked up fine, bump added a node for bump with the map linked to height. I was pretty impressed how easy it was to do this.

  • andya_b341b7c5f5andya_b341b7c5f5 Posts: 694
    September 2019
    RAMWolff said:

    Hi,

    Anyone have any experience with UV Squares add on for Blender 2.8? 

    I got it, installed it and imported in my trainer shorts and can't find the panel that has the controls to try to get my wobbly UV's straightened out.  

    Thanks so much

    Richard 

    No experience as yet, but the Github page says it is located in the 'N panel' in the UV editor.

    https://github.com/Radivarig/UvSquares

  • Syrus_DanteSyrus_Dante Posts: 983
    September 2019 edited September 2019

    There is an alternative for UV Squares

    TexTools addon for Blender @ BenderNation

    TexTools for Blender @ blenderartists.org

    with alot of features but the equivalent function to UV Squares is called Rectify.

    The tools can be found in the UV/Image Editor T pannel.

    Unfortunately it is not yet compatible with the new Blender 2.8. I still use 2.79 until all addons I regulary use will get updated.

    TexTools for Blender Features

    Size tools

    • Set UV/texture/baking size & padding
    • Crop selection to UV bounds
    • Resize or extend UV canvas
    • swap and change UV channels
    • Reload all Textures

    UV Layout tools

    • Align Verts / Islands
    • Align Island to edge
    • Rotate 90 degree to bounds
    • Align and UV shells by size,
    • Iron Faces: unwraps selected faces to UV Island

    Selection tools

    • Select similar UV islands
    • Select overlapping UV islands
    • Select Island Bounds in 3D view

      Texel Density tools
    • Assign checker maps with non square, square in any sizes
    • Get texel density from objects or selected mesh faces
    • Set texel density to selected objects or selected mesh faces
    • Scale texel density by individual UV islands or as a combined group

    Texture Baking

    • Bake: Select object and press bake: That easy!
    • Anti Aliasing for all bake types
    • Bake to single texture or multiple
    • 18 bake modes: AO, ID map, normal, cavity, worn, gradient Z. And more to come.
    • Automatically group objects by matching names.
    • Supports lowpoly, highpoly to lowpoly, with or without cage and or floating objects
    • Explode: Explode bake pairs
    • Organize: Auto match bake object names by location and bounding box matching

    Youtube reviews of TexTools and other UV tools and technics:

    TexTools for Blender Review

    Texel Density Addon for Blender 2.8!

    UV Pack Master Addon for Blender!

    Quick Tip: UV Scalling in Blender

    Post edited by Syrus_Dante on September 2019
  • RAMWolffRAMWolff Posts: 10,334
    September 2019
    andya_b341b7c5f5 said:
    RAMWolff said:

    Hi,

    Anyone have any experience with UV Squares add on for Blender 2.8? 

    I got it, installed it and imported in my trainer shorts and can't find the panel that has the controls to try to get my wobbly UV's straightened out.  

    Thanks so much

    Richard 

    No experience as yet, but the Github page says it is located in the 'N panel' in the UV editor.

    https://github.com/Radivarig/UvSquares

    Thank you.  I just copied and pasted all that text on the page to a text file for reference.  

  • SnowSultanSnowSultan Posts: 3,700
    September 2019

    Good to know Cris, I'll try it with some renamed DAZ textures later. Thanks for pointing that out.

  • Cris PalominoCris Palomino Posts: 12,000
    September 2019
    SnowSultan said:

    Good to know Cris, I'll try it with some renamed DAZ textures later. Thanks for pointing that out.

    Let me know if it works.

  • ArtiniArtini Posts: 9,905
    September 2019
    Syrus_Dante said:

    There is an alternative for UV Squares

    TexTools addon for Blender @ BenderNation

    TexTools for Blender @ blenderartists.org

    with alot of features but the equivalent function to UV Squares is called Rectify.

    The tools can be found in the UV/Image Editor T pannel.

    Unfortunately it is not yet compatible with the new Blender 2.8. I still use 2.79 until all addons I regulary use will get updated.

    TexTools for Blender Features

    Size tools

    • Set UV/texture/baking size & padding
    • Crop selection to UV bounds
    • Resize or extend UV canvas
    • swap and change UV channels
    • Reload all Textures

    UV Layout tools

    • Align Verts / Islands
    • Align Island to edge
    • Rotate 90 degree to bounds
    • Align and UV shells by size,
    • Iron Faces: unwraps selected faces to UV Island

    Selection tools

    • Select similar UV islands
    • Select overlapping UV islands
    • Select Island Bounds in 3D view

      Texel Density tools
    • Assign checker maps with non square, square in any sizes
    • Get texel density from objects or selected mesh faces
    • Set texel density to selected objects or selected mesh faces
    • Scale texel density by individual UV islands or as a combined group

    Texture Baking

    • Bake: Select object and press bake: That easy!
    • Anti Aliasing for all bake types
    • Bake to single texture or multiple
    • 18 bake modes: AO, ID map, normal, cavity, worn, gradient Z. And more to come.
    • Automatically group objects by matching names.
    • Supports lowpoly, highpoly to lowpoly, with or without cage and or floating objects
    • Explode: Explode bake pairs
    • Organize: Auto match bake object names by location and bounding box matching

    Youtube reviews of TexTools and other UV tools and technics:

    TexTools for Blender Review

    Texel Density Addon for Blender 2.8!

    UV Pack Master Addon for Blender!

    Quick Tip: UV Scalling in Blender

    Excellent tips and addons.

     

  • SnowSultanSnowSultan Posts: 3,700
    September 2019

    Cris: It does work, but we probably got different results right out of the box, so to speak. I put "_COLOR", "_BUMP", "_NORMAL", "_ROUGH", and "_SSS" at the end of my texture map names and it applied them all except the bump. I tried renaming that "_HEIGHT" and it stuck it to a displacement node that wasn't connected to anything. The real problem is that everything came in with ridiculous values; normals were like 3 times as strong as they should be, roughness didn't look natural at all, and I'm not even sure I noticed any SSS.

    I still think all of these converters and quick methods create more headaches than they save time. I'm probably going to stick with manually making one good node setup for skin and just edit it slightly for whatever texture I need. Thanks for pointing that out though, it might work better for true PBR textures right out of Substance Painter or elsewhere.

  • RAMWolffRAMWolff Posts: 10,334
    September 2019
    RAMWolff said:
    andya_b341b7c5f5 said:
    RAMWolff said:

    Hi,

    Anyone have any experience with UV Squares add on for Blender 2.8? 

    I got it, installed it and imported in my trainer shorts and can't find the panel that has the controls to try to get my wobbly UV's straightened out.  

    Thanks so much

    Richard 

    No experience as yet, but the Github page says it is located in the 'N panel' in the UV editor.

    https://github.com/Radivarig/UvSquares

    Thank you.  I just copied and pasted all that text on the page to a text file for reference.  

    Well couldn't figure out how to straighten out a UV island... some shorts I made.  I could do this with the overly expensive one from RizomLabs but for the little bit I'm doing I can't justify the monthly cost so this SEEMED like a good idea.  At first I didn't think the add on was functioning but when selected the waistband poly's and hit the RIP function the waistband lifted off of the rest with no issues but when I hit any of the straightening buttons... nothing happens.  :-(  

    I did post over at the Blender forums at BlenderArtist.org but thought I'd ask here as well in case anyone can instruct me or give me some clues as to what I may need to do to make this work as expected.  

    Thanks so much

    Richard 

     

  • AllenArtAllenArt Posts: 7,172
    September 2019 edited September 2019
    RAMWolff said:
    RAMWolff said:
    andya_b341b7c5f5 said:
    RAMWolff said:

    Hi,

    Anyone have any experience with UV Squares add on for Blender 2.8? 

    I got it, installed it and imported in my trainer shorts and can't find the panel that has the controls to try to get my wobbly UV's straightened out.  

    Thanks so much

    Richard 

    No experience as yet, but the Github page says it is located in the 'N panel' in the UV editor.

    https://github.com/Radivarig/UvSquares

    Thank you.  I just copied and pasted all that text on the page to a text file for reference.  

    Well couldn't figure out how to straighten out a UV island... some shorts I made.  I could do this with the overly expensive one from RizomLabs but for the little bit I'm doing I can't justify the monthly cost so this SEEMED like a good idea.  At first I didn't think the add on was functioning but when selected the waistband poly's and hit the RIP function the waistband lifted off of the rest with no issues but when I hit any of the straightening buttons... nothing happens.  :-(  

    I did post over at the Blender forums at BlenderArtist.org but thought I'd ask here as well in case anyone can instruct me or give me some clues as to what I may need to do to make this work as expected.  

    Thanks so much

    Richard 

     

    You've GOT to watch this video :) And get TexTools.

    Laurie

    Post edited by AllenArt on September 2019
  • RAMWolffRAMWolff Posts: 10,334
    September 2019

    OH MY.. thanks Laurie.  Video was quite well done.  Explained ALLOT! 

  • Cris PalominoCris Palomino Posts: 12,000
    September 2019
    SnowSultan said:

    Cris: It does work, but we probably got different results right out of the box, so to speak. I put "_COLOR", "_BUMP", "_NORMAL", "_ROUGH", and "_SSS" at the end of my texture map names and it applied them all except the bump. I tried renaming that "_HEIGHT" and it stuck it to a displacement node that wasn't connected to anything. The real problem is that everything came in with ridiculous values; normals were like 3 times as strong as they should be, roughness didn't look natural at all, and I'm not even sure I noticed any SSS.

    I still think all of these converters and quick methods create more headaches than they save time. I'm probably going to stick with manually making one good node setup for skin and just edit it slightly for whatever texture I need. Thanks for pointing that out though, it might work better for true PBR textures right out of Substance Painter or elsewhere.

    Good to know, thanks, Snow.

  • ArtiniArtini Posts: 9,905
    September 2019
    AllenArt said:
    RAMWolff said:
    RAMWolff said:
    andya_b341b7c5f5 said:
    RAMWolff said:

    Hi,

    Anyone have any experience with UV Squares add on for Blender 2.8? 

    I got it, installed it and imported in my trainer shorts and can't find the panel that has the controls to try to get my wobbly UV's straightened out.  

    Thanks so much

    Richard 

    No experience as yet, but the Github page says it is located in the 'N panel' in the UV editor.

    https://github.com/Radivarig/UvSquares

    Thank you.  I just copied and pasted all that text on the page to a text file for reference.  

    Well couldn't figure out how to straighten out a UV island... some shorts I made.  I could do this with the overly expensive one from RizomLabs but for the little bit I'm doing I can't justify the monthly cost so this SEEMED like a good idea.  At first I didn't think the add on was functioning but when selected the waistband poly's and hit the RIP function the waistband lifted off of the rest with no issues but when I hit any of the straightening buttons... nothing happens.  :-(  

    I did post over at the Blender forums at BlenderArtist.org but thought I'd ask here as well in case anyone can instruct me or give me some clues as to what I may need to do to make this work as expected.  

    Thanks so much

    Richard 

     

    You've GOT to watch this video :) And get TexTools.

    Laurie

    Good catch. Really nice tutorial.

  • andya_b341b7c5f5andya_b341b7c5f5 Posts: 694
    September 2019
    RAMWolff said:
    RAMWolff said:
    andya_b341b7c5f5 said:
    RAMWolff said:

    Hi,

    Anyone have any experience with UV Squares add on for Blender 2.8? 

    I got it, installed it and imported in my trainer shorts and can't find the panel that has the controls to try to get my wobbly UV's straightened out.  

    Thanks so much

    Richard 

    No experience as yet, but the Github page says it is located in the 'N panel' in the UV editor.

    https://github.com/Radivarig/UvSquares

    Thank you.  I just copied and pasted all that text on the page to a text file for reference.  

    Well couldn't figure out how to straighten out a UV island... some shorts I made.  I could do this with the overly expensive one from RizomLabs but for the little bit I'm doing I can't justify the monthly cost so this SEEMED like a good idea.  At first I didn't think the add on was functioning but when selected the waistband poly's and hit the RIP function the waistband lifted off of the rest with no issues but when I hit any of the straightening buttons... nothing happens.  :-(  

    I did post over at the Blender forums at BlenderArtist.org but thought I'd ask here as well in case anyone can instruct me or give me some clues as to what I may need to do to make this work as expected.  

    Thanks so much

    Richard 

     

    The UV squares addon seems to work i.e. will straighten out your selection - see images for a very quick example.

    uvsquares01.jpg
    1920 x 1024 - 302K
    uvsquares02.jpg
    1920 x 1024 - 295K
    uvsquares03.jpg
    1920 x 1024 - 294K
    uvsquares04.jpg
    1920 x 1024 - 276K
  • RAMWolffRAMWolff Posts: 10,334
    September 2019

    OK, Thanks so much!

  • SnowSultanSnowSultan Posts: 3,700
    September 2019

    I have a few more questions that I have not been able to find answers to so far - I don't think any of them are terribly difficult, so hopefully they won't trouble anyone.

    1. I've given up on converters properly bringing Iray materials over to Blender, they're all insane and take ten times longer to even comprehend than to build a new one yourself. However, I'm not understanding why everyone puts Texture Coordinate and Mapping nodes at the beginning of the node tree. I'm able to get the same results with or without them, and unless you need your texture repositioned (which you would not when using figure or prop maps, etc), I don't quite know why either of these are necessary.

    2. Why aren't people (or converters) using the Principled BSDF shader when building shaders for DAZ products? Is there an advantage to using separate Diffuse, Glossiness, SSS, and Transparency nodes instead of all the built-in ones in the Principled one? Again, I've been able to get what appear to be identical results using both methods so far.

    3. Blender doesn't understand DAZ Studio's Smoothing modifiers to help clothing fit, so they're lost when a scene or figure is exported. Is there a way to bake these modifiers into the clothing so that the fixes are brought over to Blender intact?

    4. Do rigged figures strain the system more than static objects? One DAZ-to-Blender plugin exports the whole scene as static OBJs and another loads native .duf content into Blender, setting up an armature for imported figures. If poseable figures do slow the system down more, could someone point out if there's a way to "flatten" a figure into a less-demanding static mesh inside Blender?

     

    Thanks in advance for any help as always.

     

  • andya_b341b7c5f5andya_b341b7c5f5 Posts: 694
    September 2019

    1. I've given up on converters properly bringing Iray materials over to Blender, they're all insane and take ten times longer to even comprehend than to build a new one yourself. However, I'm not understanding why everyone puts Texture Coordinate and Mapping nodes at the beginning of the node tree. I'm able to get the same results with or without them, and unless you need your texture repositioned (which you would not when using figure or prop maps, etc), I don't quite know why either of these are necessary.

    If you get the results you want without them, then don't use them.  They give you options, and allow you to be specific instead of accepting a default that you may not know.  I don't believe they are expensive computationally.

    2. Why aren't people (or converters) using the Principled BSDF shader when building shaders for DAZ products? Is there an advantage to using separate Diffuse, Glossiness, SSS, and Transparency nodes instead of all the built-in ones in the Principled one? Again, I've been able to get what appear to be identical results using both methods so far.

    I think some 'converters' just haven't caught up yet, the Principled BSDF is fairly new.  Some don't like the way it does SSS or the way it calculates Fresnel and want more control over these things.

    3. Blender doesn't understand DAZ Studio's Smoothing modifiers to help clothing fit, so they're lost when a scene or figure is exported. Is there a way to bake these modifiers into the clothing so that the fixes are brought over to Blender intact?

    I don't think there is a way to bake them, I'd like to know if there is.  For clothing, you can use the Blender cloth sim with collision objects.

    4. Do rigged figures strain the system more than static objects? One DAZ-to-Blender plugin exports the whole scene as static OBJs and another loads native .duf content into Blender, setting up an armature for imported figures. If poseable figures do slow the system down more, could someone point out if there's a way to "flatten" a figure into a less-demanding static mesh inside Blender?

    Posing a rigged figure can get laggy if you have a very high density mesh/high level of subsurf on.  I would turn subsurf down or off when posing.  I don't think there is any difference once it is posed (unless you have an insane number of bones).  If you delete the armature(s), you will have a static mesh.  You could alternatively delete the armature modifier from the mesh, or apply it: either way the mesh is 'static' afterwards.  (Interesting new feature 'pose tool' being developed in the sculpt mode branch which promise to allow you to pose a mesh without it having bones - https://blender.community/c/graphicall/dcbbbc/)

  • pdr0pdr0 Posts: 204
    September 2019
    SnowSultan said:
     

    3. Blender doesn't understand DAZ Studio's Smoothing modifiers to help clothing fit, so they're lost when a scene or figure is exported. Is there a way to bake these modifiers into the clothing so that the fixes are brought over to Blender intact?


    The only way to get this out of DS is with a "baked" format like obj/mdd or alembic . You lose your rigging for whatever you're baking.

    But if your imported character or collider object isn't also baked by DS - there are going to be some differences . You'd have to bake everything to match.  eg. DS's application of subd or HD - is going to be different than blender's subd or lack of HD . It's going to matter more with tight fitting conforming clothing, than say, loose fitting


    Or "recreate" the effect of collision deformer in blender or whatever other program

     

  • SnowSultanSnowSultan Posts: 3,700
    September 2019

    Thanks for the info Andya. The thing I don't get about the material conversions is that they just don't seem to make a lot of logical sense to me.  I know very little about making complex nodes at the moment, but just plugging the textures into their correct slots on the Principled BSDF shader gives better results than the ones the converter makes.

     

    pdro, I'll have to check but I think that the smoothing modifiers are baked in when using teleBlender (because it does convert them all to OBJ), if that's the case, that will probably be the way I'll go. Do you know if there's anything in Studio that is NOT baked in when exporting as an OBJ?

     

  • Cris PalominoCris Palomino Posts: 12,000
    September 2019 edited September 2019

    Couldn't you export the smoothed object as an OBJ and use it as a shape key? Save the smoothed object in A-Pose for the Basis and then in the posed state?

    Post edited by Cris Palomino on September 2019
  • pdr0pdr0 Posts: 204
    September 2019
    SnowSultan said:

     

    pdro, I'll have to check but I think that the smoothing modifiers are baked in when using teleBlender (because it does convert them all to OBJ), if that's the case, that will probably be the way I'll go. Do you know if there's anything in Studio that is NOT baked in when exporting as an OBJ?


    Everything is applied correctly with OBJ; it's basically the finalized version of the mesh .

  • Midnight_storiesMidnight_stories Posts: 4,112
    September 2019

    I think DAZ should put some time into a bridge for blender, as they are never going to update hexagon, why not put some weight behind some free software that will always be updated win win !

  • andya_b341b7c5f5andya_b341b7c5f5 Posts: 694
    September 2019 edited September 2019
    Midnight_stories said:

    I think DAZ should put some time into a bridge for blender, as they are never going to update hexagon, why not put some weight behind some free software that will always be updated win win !

    The Blender preset in the Daz Studio OBJ exporter is broken, and has been for some time - since DS4.8 at least.  Daz clearly don't think that's important enough to fix, so what chance an entire bridge to Blender?

    Post edited by andya_b341b7c5f5 on September 2019
  • andya_b341b7c5f5andya_b341b7c5f5 Posts: 694
    September 2019
    SnowSultan said:

    Thanks for the info Andya. The thing I don't get about the material conversions is that they just don't seem to make a lot of logical sense to me.  I know very little about making complex nodes at the moment, but just plugging the textures into their correct slots on the Principled BSDF shader gives better results than the ones the converter makes.

    Agree that they often don't make sense to me, which is why I presume the authors just haven't got around to updating the code to use the Principled BSDF.  The 'Import Daz' plugin does create node setups using it, or it does by default for me.  They still need tweaking because often don't use all the available maps, but I would adjust them anyway.

  • RAMWolffRAMWolff Posts: 10,334
    September 2019
    Midnight_stories said:

    I think DAZ should put some time into a bridge for blender, as they are never going to update hexagon, why not put some weight behind some free software that will always be updated win win !

    yes

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