Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.
Comments
the plugin uses .fbx transfer, so no Hi SubD levels but there is nothing stopping me from subdividing in Maya. Yeah, in your pipeline, the correct morph shape is already in the MDD file. Right now, I have to make my own. It's not difficult, but it just takes away a little of the automation from the transfer process. While I'm at it, I'm making custom blendshapes. I always disliked Genesis' stiff facial expressions.
Wow, you guys have "pipelines"?
I just do stuff
Although I was thinking about getting a "workflow", but it seems like too much work.
Disney uses a combination of autodesk software , Mubdbox and Maya this is s artical on AUTODESK & disney They also rendered in a cpu based Propitory renderman render farm
here are some tool they have released for open soruce if you use any of those programs https://www.disneyanimation.com/technology/opensource
In general it is always a good Idea to actually read the first post
in a new thread before jumping in so "defensively"
Quoting myself
"Hi
Out of pure curiosity I was wondering how many people
NEVER do Final renders (still or animated), in Daz studio??
if not where do you render your Daz Content??.
As all can see the original question stated still or animated.
Hi
a Pipeline is merely a bit CG industry vernacular to describe production sequence
that involves mutiple stages and programs to acheive a final output
typically a "pipeline does involve several operators
However since I am doing the work of several technicians
(including modeling ,animation, previsualization and final rendering, post VFX, film editing and sound design)
I consider my process more of a "pipline" than a "workflow"
for example My "pipeline" might include:
Create character motion in Iclone with realtime Iclone avatar
Save as Imotion
Load genesis figure in Iclone3DXchange
and Convert for motion retargeting with one click
apply previously saved Imotion.
Export BVH .
In Daz studio import BVH to genesis figure
and any Facial animation or lipsynch as required for scene
add clothing/hair as desired.
Export .obj with Collect textures option checked
at Desired level of SubD.
Export MDD file that stores all point level animation Data for the mesh.
In Maxon C4D point .obj importer to "maps" folder
Exported from Daz studio
import associated .obj file with all DS texture maps intact
Place .obj under MDD deformer
Load MDD file exported from Daz studio and mesh is now animated
with original motion created in Iclone Pro
Set up C4D cameras & lighting and render to uncompressed targa sequence.
Import targa sequence into Adobe after effects for color grading and other visual effects and or compositing
Export final shot to Imovie project file for final edit& sound.
SAMPLE HERE:
https://drive.google.com/file/d/0B2TYEp536iB8dFh4OHNiRldLalU/view
If any change to animation is needed for any particular mesh after import to C4D
it can be done in Daz studio with Graphmate/keymate and only a new MDD file export is needed
I have genesis meshes in C4D that were exported once nine months ago
but have been animated with different MDD files exported
through the "pipeline for Different shots.
+1 "Daz Studio's Render Engine Not relevant???" sounds like harsh judgement to me too.
This thread is interesting, because of the alternate use of Daz content, but the title of the thread could be more neutral, if possible.
Very interesting insights of the pipeline. Would like to know more about different ways people use Daz content, as well.
Not really. I think it was originally started about the same time there was a big thread complaining about the lack of 3Delight material presets in content being released and the OP was wanting to see how many users of DAZ3D content didn't care because they didn't use either included render engine.
THIS ^
I don't think anyone is doubting the OP's original intent, but some of us feel the thread title could have been better worded, although I guess it serves its purpose as "click bait" in the way it is currently written.
Well I learned when I lived in Switzerland and native speakers of other languages spoke English to me that would sound so intentially insulting that I would laugh out loud (because I knew they weren't trying to insult me but did it ever sound like they were); leaving the speaker perplexed because they were innocent of intentionly trying to insult. I would then have to explain to the speaker why I was laughing.
We can't all afford expensive modelling and rendering programs
. That being said, I'd love to try Firefly and Octane. There's some nice renders out there which have been rendered by those two engines.
I use Iray and 3Delight, and for other stuff I use Blender Cycles (for other models). Although it all depends on which program I think will give me less hassle with loading textures, and which will give me better results with renders. About 1% of my renders are not final. I'm a perfectionist, and I like to plan a scene.
I've also tried the Nox Render engine. I like it, but I prefer Cycles.
Disney's new in-house PBR rendering engine is HYPERION. It debuted with "Big Hero Six". CPU only apparently due to memory requirements. It sounds pretty impressive. : )
http://www.cartoonbrew.com/tech/disney-explains-its-powerful-new-hyperion-rendering-engine-117152.html
I haven't gotten around to buying any Daz props yet. The spaceships I found in the Daz market are not what I'm looking for. I'm surprised, I thought there would be more quality spaceships. Anyways, here is a frame from the first scene. It's just a raw frame, no FX or color grading yet. Now, I'm working on realistic ship deconstruction. It's a much bigger problem than I expected. Anyways, I'll post frames with Daz figures when I get to it. This was rendered with Redshift. 3min.47sec. with motion blur and DOF. No Daz Studio, I know off topic.
I like this Idea as well. Carrara would be really great with Iray and G3 support. I like all the landscape tools Carrara has but the render engine is stalling a great piece of software.
I've been working on learning Houdini's Mantra render engine. The nice thing about Iray materials are since they have PBR textures and settings they translate fairly well to Mantra's PBR renderer.
Here's my work in progress Mei Lin 7 rendered in Mantra. The hair needs a lot of work and I still haven't figured out eye materials hence the closed eyes.
I'd be curious to see what a DAZ figure looks like in Redshift, haven't seen anyone post anything yet.
She looks great! How did you get her in, import obj? Mantra is a realtime engine, right? I'm looking into Houdini to solve my demolition problem. Due to my model's topology, I can't find a way to blow my ships up.
I never do my final renders in DAZ. I'm using Vue. I make one of my comics in forest environments and forests is one of Vue's strength.
Not sure what exact effect ("demolition") you're looking for, but I know Blender has some free addons that allow you to fracture your objects. I tried one a while ago and it's pretty cool. And here's an example of someone who posted a plane crash simulation.
https://www.youtube.com/watch?v=xsICO7tLOMc
Yeah, that's the effect I'm going after, thanks for the tip. But I've already tried 3 different plugins plus Maya's own bullet simulations and they all come up short. They can't deal with the topology. I don't want to take a chance with Blender because of pipeline questions. Destruction is Houdini's forte and it has a direct link to Maya.
Thanks. I have been using Alembic for exchanging geometry. I plan on writing a separate DAZ + Houdini workflow guide/experimentation thread. Mantra has an IPR but it's slower than Iray or Redshift. If you have a Redshift license, it works pretty well in Houdini (most things are integrated or supported). The topology of destruction objects should have correct normals, valid polygons, no self-intersection. I've had issues with some DAZ/Poser assets having invalid polygons or self intersection that cause the destruction sims to be unstable.
...the title of this thread seriously needs to be changed.
Agreed.
I would love to see an explaination of your Alembic workflow
as I use a .obj/MDD to render animated genesis figures in Maxon Cinema4D.
Are you using the free Houdini PLE or one of the paid versions??
I'll just leave this here for opinions. I am impressed. Really impressed. https://www.youtube.com/watch?v=zupmxmAR2Sg