Native Daz file import for Blender - How does Daz feel about that?

2

Comments

  • Singular3DSingular3D Posts: 606
    Padone said:
    wolf359 said:

    To be Fair Daz, is not precluding their models&content from being used outside of DS
    they are only restricting

    Yes of course I was talking about HD and Triax that's the features the blender plugin can't support .. everything else works fine.

    I really like that Daz abandoned the triax feature with G3. This is so outdated and no professional software supports this out of the box. As far as I remember, triax was a system implemented in Poser first and thus a rigged character (e.g. V4/M4) can hardly be transferred and used in todays software. HD would be fine though.

  • Matt_CastleMatt_Castle Posts: 3,008
    wolf359 said:
    Blenders  FBX importer/exporter is essentially a Python import/export script that "reads" FBX,  and not even written with the official Autodesk FBX SDK

    That would be Blender's default FBX importer/exporter.

    However, there is an alternative out there which communicates with the Autodesk SDK (which you have to have separately installed) in order to import FBX; This is legal, as communication with non-GPL programs is not prohibited under GPL licence terms, and in this case, Blender and the Autodesk SDK have remained entirely separate entities.

    Can you give the name or post a link to that particular FBX import/exporter for Blender?

    http://blenderfbx.render.jp/

    You do need to read the installation instructions - as I said, it requires separate installation of an Autodesk SDK package in order to get around the licence issues, using an internal format to communicate between the GPL script and the non-GPL SDK.

  • Richard HaseltineRichard Haseltine Posts: 108,054
    Padone said:
    wolf359 said:

    To be Fair Daz, is not precluding their models&content from being used outside of DS
    they are only restricting

    Yes of course I was talking about HD and Triax that's the features the blender plugin can't support .. everything else works fine.

    I really like that Daz abandoned the triax feature with G3. This is so outdated and no professional software supports this out of the box. As far as I remember, triax was a system implemented in Poser first and thus a rigged character (e.g. V4/M4) can hardly be transferred and used in todays software. HD would be fine though.

    TriAx was the weight-mapped rigging system devised by Daz for Ds4/Genesis, Poser didn't add weight-mapping with a similar system until later. The older figures, including Victoria 4 and Michael 4, use parametric rigging which does have separate settings for each axis but isn't what is meant by TriAx.

  • DustRiderDustRider Posts: 2,880
    Padone said:
    DustRider said:

    .. the shaders on the G8 characters I've tried definitely were not directly useable (I'm a total Blender newb, so maybe it's me??) .. I would definitely be willing to pay for a plugin, or donate to development if it needed to stay open source.

    I don't know how Thomas feels about donations, afaik he's not on patreon and doesn't seem to advertise his plugin around either. But you could ask him on diffeomorphic may be he'll be glad to get some bucks.

    As for materials, I worked personally on some shader conversions from iray to cycles in the blender plugin, so may be I can help. Or you can help us get a better conversion by showing what shaders you have problems with. It is usually good to convert to uber shader inside daz studio before exporting since the plugin handles the uber shader better. Below the tests I did back there with also some suggestions in between.

    https://bitbucket.org/Diffeomorphic/import-daz/issues/123/material-tests

    Sorry for the slow reply, RL has been very demanding, and I've been tied up doing some other work with Blender (no time to test DAZ imports). One figure that I know I did try was Danae for G8F (available here), and my own figure that I have been working on. They both use the dual lobed specular shader, and come into Blender/Cycles with the specular (translucent in Cycles IIRC) component way too high. Since I'm really just starting with Blender, I can't say for sure what the problem is, but I do know adjusting the translucency did help.

    When I get a chance (probably in a week or so), I'll try with a G3F character to see if it is the dual lobed specular. It's nice to know you are having great luck with it though, as I'm sure I will use it in the future!

  • DustRiderDustRider Posts: 2,880
    wolf359 said:
     

    What people need to understand is that because of Blender’s 
    GPL license, technically third party plugins need to be open-sourced 
    with a compatible license as well. 

    This means any proprietary Daz technology implemented
    in a Blender plugin( HD moprhs etc) would no longer be completely under the 
    control of Daz.

    This isn't entirely true. Only if you distribute something together with a GPL licensed software and this results in a larger work, you have to release it under GPL as well.

    If the plugin uses only a defined interface and you do not include any Blender code in this plugin, you can release it under any license that you like. If Daz can implement a plugin without using Blender code, it would still be totally under the control of Daz.

    To be Fair Daz, is not precluding their models&content from being used outside of DS
    they are only restricting one single, solitary aspect of their IP( HD morphs) to Daz studio
    In my experience  most people outside of the core Daz userbase 
    are only interested in using genesis for animation not stills.

    You can use a Daz genesis in any program that imports FBX .OBJ ,MDD,Alembic.
    if you need "HD details" you can use normal maps

    That is certainly true, but with FBX you loose the ERC linked morphs as well. Diffeomorphic deals with that and allows the posing in Blender without loosing any corrective morphs.If you do not need anymations and don't want to pose in Daz, but directly in Blender, this helps a lot.

    Agreed.

    Since duf is an "open" file format, except for the HD morph issue (which I really wasn't asking for, since Carrara doesn't support them either), DAZ wouldn't need to expose any protected IP, but they would be able to open an additional market for their content. It would be nice to have the same level of integration that Carrara has/had. But until then, or if it never happens, Diffeomorphic is a huge plus!!!

  • nonesuch00nonesuch00 Posts: 18,723
    wolf359 said:
     

    What people need to understand is that because of Blender’s 
    GPL license, technically third party plugins need to be open-sourced 
    with a compatible license as well. 

    This means any proprietary Daz technology implemented
    in a Blender plugin( HD moprhs etc) would no longer be completely under the 
    control of Daz.

    This isn't entirely true. Only if you distribute something together with a GPL licensed software and this results in a larger work, you have to release it under GPL as well.

    If the plugin uses only a defined interface and you do not include any Blender code in this plugin, you can release it under any license that you like. If Daz can implement a plugin without using Blender code, it would still be totally under the control of Daz.

    To be Fair Daz, is not precluding their models&content from being used outside of DS
    they are only restricting one single, solitary aspect of their IP( HD morphs) to Daz studio
    In my experience  most people outside of the core Daz userbase 
    are only interested in using genesis for animation not stills.

    You can use a Daz genesis in any program that imports FBX .OBJ ,MDD,Alembic.
    if you need "HD details" you can use normal maps

    That is certainly true, but with FBX you loose the ERC linked morphs as well. Diffeomorphic deals with that and allows the posing in Blender without loosing any corrective morphs.If you do not need anymations and don't want to pose in Daz, but directly in Blender, this helps a lot.

    So what it sounds like is Diffeomorphic is better to export DAZ Content as FBXs to Unity or UE4 that using DAZ's FBX exporter? Or does the kludge only work with special code within Blender?

  • nonesuch00nonesuch00 Posts: 18,723
    wolf359 said:
    Blenders  FBX importer/exporter is essentially a Python import/export script that "reads" FBX,  and not even written with the official Autodesk FBX SDK

    That would be Blender's default FBX importer/exporter.

    However, there is an alternative out there which communicates with the Autodesk SDK (which you have to have separately installed) in order to import FBX; This is legal, as communication with non-GPL programs is not prohibited under GPL licence terms, and in this case, Blender and the Autodesk SDK have remained entirely separate entities.

    Can you give the name or post a link to that particular FBX import/exporter for Blender?

    http://blenderfbx.render.jp/

    You do need to read the installation instructions - as I said, it requires separate installation of an Autodesk SDK package in order to get around the licence issues, using an internal format to communicate between the GPL script and the non-GPL SDK.

    Thanks so much!

  • wolf359wolf359 Posts: 3,931

    So what it sounds like is Diffeomorphic is better to export DAZ 
    Content as FBXs to Unity or UE4 that using DAZ's FBX exporter? 
    Or does the kludge only work with special code within Blender?.

    I Would imagine that once you get your genesis Character 
    ,with all of the JCM 's working with Diffeomorphic, in Blender,
    any export to another application (Unity or Unreal etc),
    would set you right back to square one unless those external application have ther
    own systems to approximate the  same JCM functionality.


    If the plugin uses only a defined interface and you do not include any Blender code in this plugin
    you can release it under any license that you like. If Daz can implement a plugin without using Blender 
    code, it would still be totally under the control of Daz. 


    Every third party plugin I have ever used for blender, was based on python

    Python is essentially Blender's programming language.

    I am not a software engineer, however I would love to see how Daz could 
    Make a "plugin" that could miraculously execute inside of blender without python
    and perform all of the complex functions of emulating full genesis functionality
    without any actual integration into Blenders python based code.cool

  • nicsttnicstt Posts: 11,715
    edited March 2019
    wolf359 said:

    So what it sounds like is Diffeomorphic is better to export DAZ 
    Content as FBXs to Unity or UE4 that using DAZ's FBX exporter? 
    Or does the kludge only work with special code within Blender?.

    I Would imagine that once you get your genesis Character 
    ,with all of the JCM 's working with Diffeomorphic, in Blender,
    any export to another application (Unity or Unreal etc),
    would set you right back to square one unless those external application have ther
    own systems to approximate the  same JCM functionality.


    If the plugin uses only a defined interface and you do not include any Blender code in this plugin
    you can release it under any license that you like. If Daz can implement a plugin without using Blender 
    code, it would still be totally under the control of Daz. 


    Every third party plugin I have ever used for blender, was based on python

    Python is essentially Blender's programming language.

    I am not a software engineer, however I would love to see how Daz could 
    Make a "plugin" that could miraculously execute inside of blender without python
    and perform all of the complex functions of emulating full genesis functionality
    without any actual integration into Blenders python based code.cool

    Python is a commercially used language; in that sense, it isn't part of Blender, only used to create scripts. Properly written code should only pass parameters between the required sections.

    Post edited by nicstt on
  • wolf359wolf359 Posts: 3,931
    edited March 2019

    Python is a commercially used language; 
    ..... Properly written code should only pass parameters
     between the required sections.

     


    Poser has had Python support for over a decade.
    if python was sufficient for getting a fully functional genesis into another
    program with  JCM's &HD morphs it seems that Daz likely would have done so with python instead of the 
    highly crippled implementation of DSON that was shoe horned into 
    poser for G1-2  "support"

    IMHO  this notion of "expanding ones commercial content market" 
    by creating special  genesis bridges to high end programs is  
    wishful thinking at best.angel

    It is one thing to offer the usual industry standard export fomats
    ( FBX.obj.MDD or alembic etc)
    and let the people( Like myself) figure out how to implement them in their
    specific pipelines.

     

    When you however,start offering a complete Figure framework with its figure specific content
    for commercial sale to be  used in other programs via your commercial plugin,
    You will have to provide continuous content tech support for every user of that external program
    who  purchases something from your store to deploy in the other program.

     

    This is quite a challenge even  if one is an Autodesk Certified Plugin developer
    trying to stay current with a constantly updating Maya program.

    With Blender,  Daz would have to commit time and personel to trouble shooting
    the inevitable problems that users of a free open source progam will report
    as they will  rightfully demand tech support from the seller of this commercial
    content.

    I would personally much rather Daz  spend time& resources improving Daz studios
    longstanding  shortcomings.

    Post edited by wolf359 on
  • DustRiderDustRider Posts: 2,880

    Poser has had Python support for over a decade.
    if python was sufficient for getting a fully functional genesis into another
    program with  JCM's &HD morphs it seems that Daz likely would have done so with python instead of the 
    highly crippled implementation of DSON that was shoe horned into 
    poser for G1-2  "support"

    I don't think Poser Python is a full implementation of Python, though I could be wrong. Whether Poser Python is a full implementation of Python or not, is rather irrelevant though. Poser does not have the internal technology, infrastructure, and hooks available to implement a full translation of Genesis figures to be native Poser figures (or at least it didn't have prior to P11, it may be closer now to having full internal support, but the user base has probably dropped to a point where it's not economically attractive now). It's not so much that DAZ couldn't develop something to bring Genesis characters into Poser "because Python is lacking", it's because Poser lacks the proper technology to make a full transfer. This is why the support for Genesis 1 & 2 was rather slow and a less pleasant experience than in DS. Poser simply didn't have the proper internal support, IIRC some things had to be done outside of Poser, with the results then given back to Poser. Poser Python just provides methods to interact with the programming in Poser, If something isn't available in Poser via Poser Python (or other features/methods for scripting or from an SDK), then the program creator must develop that functionality "outside" of Poser, and find a way to integrate it back into Poser (like VWD has done).

    The Maya plugin mentioned above doesn't have these issues, since Maya has native internal support for many (all???) of the features found in Genesis. The plugin just needs to be able to interpret the .duf files to the appropriate Maya functions while importing the object geometry/rigging/shaders. IMHO, the whole issue of supporting an "external" program is much easier when the program has a proper feature set available, and has the proper hooks to the functions needed available in it's scripting environment or SDK.

    With respect to Blender, I'm far from knowledgeable on what can, and can not be done without the addon needing to be open sourced. But, it can obviously be done, since there are commercial plugins available for Blender. In some instances, I think it's actually the addon content that can used with the addon that is being sold (in conjunction with the addon), and the addon may actually be open source. In other instances, it looks like the addon is fully proprietary. As noted above, it's probably due to the fact that the addon does not alter Blender code in any way. Just one last note, It seems that unlike Poser, Blender does appear to have all of the internal capabilities required to import Genesis 3/8 figures (thus why the Diffeomorphic plugin does such a great job of importing everything), except for maybe HD morphs.

    I'll just end with saying it would be great to have the same level of functionality for using Genesis 3/8 figures in Blender, that we have with Genesis 1/2 figures in Carrara. It may never happen, but I must say that the more I learn about Blender, the more I use it (plus for some odd reason Carrara will no longer run on my main machine - 2 or 3 other Carrara users have had similar problems, with no resolution other than a complete re-install of the OS). True, DS is getting more features all the time, but the ability to do everything (including modeling/sculpting/painting/landscapes/compositing) in one single program is really nice!!

  • nicsttnicstt Posts: 11,715
    wolf359 said:

    Python is a commercially used language; 
    ..... Properly written code should only pass parameters
     between the required sections.

     


    Poser has had Python support for over a decade.
    if python was sufficient for getting a fully functional genesis into another
    program with  JCM's &HD morphs it seems that Daz likely would have done so with python instead of the 
    highly crippled implementation of DSON that was shoe horned into 
    poser for G1-2  "support"

    IMHO  this notion of "expanding ones commercial content market" 
    by creating special  genesis bridges to high end programs is  
    wishful thinking at best.angel

    It is one thing to offer the usual industry standard export fomats
    ( FBX.obj.MDD or alembic etc)
    and let the people( Like myself) figure out how to implement them in their
    specific pipelines.

     

    When you however,start offering a complete Figure framework with its figure specific content
    for commercial sale to be  used in other programs via your commercial plugin,
    You will have to provide continuous content tech support for every user of that external program
    who  purchases something from your store to deploy in the other program.

     

    This is quite a challenge even  if one is an Autodesk Certified Plugin developer
    trying to stay current with a constantly updating Maya program.

    With Blender,  Daz would have to commit time and personel to trouble shooting
    the inevitable problems that users of a free open source progam will report
    as they will  rightfully demand tech support from the seller of this commercial
    content.

    I would personally much rather Daz  spend time& resources improving Daz studios
    longstanding  shortcomings.

    Python is a very capable language.

    Like any language, how it is implemented is important.

  • With macOS support for NVIDIA not looking to be available in the future, I'm having to make a difficult choice between using DAZ and staying on the macOS platform. The ability to import DAZ content to Blender would address that. Maya might also, but I've been a long-time Blender user, and would frankly prefer Cycles to Iray if I could get my DAZ content seamlessly imported.

  • Singular3DSingular3D Posts: 606

    TriAx was the weight-mapped rigging system devised by Daz for Ds4/Genesis, Poser didn't add weight-mapping with a similar system until later. The older figures, including Victoria 4 and Michael 4, use parametric rigging which does have separate settings for each axis but isn't what is meant by TriAx.

    Thanks for pointing that out. I always thought that TriAx is referring to the separate maps for XYZ, which is not supported by most modern CG programs as far as I know. I like that quaternion weighting is identical with Cinema 4D's spherical weighting.

  • Singular3DSingular3D Posts: 606
    wolf359 said:
    Poser has had Python support for over a decade.

    if python was sufficient for getting a fully functional genesis into another
    program with  JCM's &HD morphs it seems that Daz likely would have done so with python instead of the 
    highly crippled implementation of DSON that was shoe horned into 
    poser for G1-2  "support"

    Python evolved over the last years and is a very capable language now. The .DUF format is not a secret as mentioned before. All data are available except the HD morphs.

    We may not even need a Daz exporter. It should be no problem to read Daz Assets directly, but we woud need to mimic Daz functionality in Blender as well. I made some experiments for Cinema 4D with a Python script and this should be possible for most features. It is just a huge amount of work and I do not have the source code of Cinema 4D. You do not have these limitations in Blender.

  • AuroratrekAuroratrek Posts: 251
    edited March 2019
    wolf359 said:
     

    I would personally much rather Daz  spend time& resources improving Daz studios longstanding  shortcomings.

    Amen! Decent, simple animations tools like Poser has (Keymate and Graphmate are sorely lacking) and resurrecting Mimimc Pro would go a long way. 

    Post edited by Auroratrek on
  • PadonePadone Posts: 4,014
    edited March 2019
    DustRider said:

    One figure that I know I did try was Danae for G8F (available here), and my own figure that I have been working on. They both use the dual lobed specular shader, and come into Blender/Cycles with the specular (translucent in Cycles IIRC) component way too high.

    AFAIK the plugin doesn't support dual lobe specularity, I guess it should just ignore it. Regular specularity though matches quite fine when you choose the standard BSDF conversion. While the Principled conversion has issues with non-pbr materials. Since the Uber shader can generate both pbr and non-pbr (aka specular) materials, while the Principled shader can't.

    Post edited by Padone on
  • marblemarble Posts: 7,500
    Padone said:

    On the other hand it should be possible to do such a thing with Blender.

    ebergerly said:

    I agree 100%. There is a free plugin that, last I checked, allowed you to do some very basic direct import from DAZ to Blender, but it didn't accurately import the bones and such as I recall. It was more for a static scene. 

    That's already be done and it's free and open source. I'm also quite surprised you didn't know since it's out from quite a while.

    It imports G1-G8 full rigged characters, HDR maps and instances for scenes, and it even convert iray materials to cycles quite fine. The limits are it doesn't import hd morphs and it doesn't convert triax maps. So you have to prebend G1-G2 for exporting, while G3-G8 work fine. One way to export hd morphs is to bake to obj though, so not a big deal.

    http://diffeomorphic.blogspot.com/

    I have been reading about and considering exporting scenes to Blender for animation (as you are aware, @Padone ). The question about exporting morphs - espcially HD morphs - suddenly occurred to me and led me to this thread. When I do G3/G8 animations in DAZ Studio, I regularly animate body morphs (I have the Xenic101 Musculature HD Morphs for G8). Could you explain what you mean by "bake to obj" please? I guess that I'm asking whether I could adjust those HD morphs as Shape Keys in Blender?

    Apologies for my recent barrage of questions - it is frustrating being so far away from home and my PC and therefore unable to try these things for myself.

  • PadonePadone Posts: 4,014
    edited July 2019
    marble said:

    Could you explain what you mean by "bake to obj" please? I guess that I'm asking whether I could adjust those HD morphs as Shape Keys in Blender?

    I mean you can save a high-res obj and bake it as a displacement map in blender. This will work fine enough if the HD morph is defining fine details as it usually is. If the HD morph defines some jcms other than the general shape details then you can't import them in blender. To save the high-res obj just increase the viewport subdivision in daz studio before exporting. To bake to a displacement map in blender there are many tutorials around, below there's one quick and to the point.

    As a side note for @DustRider the latest version of the plugin imports dual lobe specularity and it is also somewhat better with the V8 skin though the sss chromatic mode stills not supported.

    Post edited by Padone on
  • marblemarble Posts: 7,500

    Thanks for the YouTube link @Padone. I think the Xenic morphs are sculpted in HD for better definition but are more than just surface details - they are muscle bulk definition using SubDivision above level 2. I found a discussion on Blender Artists where Thomas was asked about importing High Poly Meshes and the answer was "not in the foreseeable future" ...

    https://blenderartists.org/t/daz-importer/684697/252

    Another thread has just appeared here which raises the question of whether geoshells are handled by the diffeomorphic importer. I use third party geoshell add-ons all the time. I'm starting to think that I might lose some vital features if I export to Blender but I'm really keen to have the extra possibilities that Blender offers, such as a decent faster renders, better animation and soft body physics. Ah well, perhaps the tantalising comment about the upcoming improvements to DAZ Studio animation and interoperability with other software will offer some solutions.

  • PadonePadone Posts: 4,014
    edited July 2019
    marble said:
    Another thread has just appeared here which raises the question of whether geoshells are handled by the diffeomorphic importer .. I'm starting to think that I might lose some vital features if I export to Blender ..

    AFAIK geoshells should work fine, though I don't use them personally. Bug reports can be reported on the diffeomorphic bitbucket repository, usually Thomas is quite fast fixing things. Actually the main features not supported by the plugin are triax weighting, hd morphs and dforce. Also materials may require some fixing though usually they're fine enough.

    As for daz studio they're doing a nice job actually improving things, so yes it may be that the next versions will be fine depending on your needs.

    Post edited by Padone on
  • marblemarble Posts: 7,500
    edited July 2019
    Padone said:
    marble said:
    Another thread has just appeared here which raises the question of whether geoshells are handled by the diffeomorphic importer .. I'm starting to think that I might lose some vital features if I export to Blender ..

    AFAIK geoshells should work fine, though I don't use them personally. Bug reports can be reported on the diffeomorphic bitbucket repository, usually Thomas is quite fast fixing things. Actually the main features not supported by the plugin are triax weighting, hd morphs and dforce. Also materials may require some fixing though usually they're fine enough.

    As for daz studio they're doing a nice job actually improving things, so yes it may be that the next versions will be fine depending on your needs.

    Yeah, the discussion regarding geoshells is ongoing in the other thread so I'll have to wait and see how that is resolved. As for DAZ Studio, the upcoming 4.12 beta might be out by the time I get home mid-August so I'll be highly motivated to try out the new features. One thing that I've been thinking about is animation and if DAZ can improve the tools sufficiently, then all I will need to do is get the scene into Blender for rendering. I'm not absolutely sure of the best method to do that yet: Diffeomorphic, TeleBlender or just Wavefront OBJ combined with MDD (I have Animate 2). I need to figure out how the MDD process works such as whether I can export an animated figure including draped clothing in one go or whether I have to have an MDD file for every separate object in the scene. 

    [EDIT] I've just added the Alembic Exporter to my wishlist (waiting for a heavy discount) but I don't yet understand the difference between MDD and Alembic. It looks as though Blender treats them in a similar way via th Mesh Cache Modifer.

    Post edited by marble on
  • PadonePadone Posts: 4,014
    edited July 2019
    marble said:
    I'm not absolutely sure of the best method to do that yet: Diffeomorphic, TeleBlender or just Wavefront OBJ combined with MDD (I have Animate 2) .. I've just added the Alembic Exporter to my wishlist.

    In my opinion mdd is far superior for exporting animations from daz studio, simply because a vertex cache also exports dforce animations and triax deformations and hd morphs so it's a catch 'em all solution. While the diffeomorphic plugin is more to export characters and do animations with blender. As for the alembic exporter I don't own it but I heard it's extremely slow and clunky may be someone who actually uses it can confirm.

    Post edited by Padone on
  • TheKDTheKD Posts: 2,711

    Not sure about blender, but MDD and obj for exporting animations to marvelous designer works great. Alembic exporter would be a waste of money imo, if it carried over all the info usable by alembic, like textures etc, it might be worth that price tag.

  • marblemarble Posts: 7,500

    Great news then :) as I already have MDD export with Animate 2.

    May I just ask about the export process now? In other words, what is the process? I think I understand the Marvelous Designer animation export which is covered in a few tutorials (I have MD8, by the way) but I'm also interested in using Eevee to render animations in Blender 2.8. Let's say I have a character in a scene with furniture and clothing. Do I export an OBJ of each object in the scene plus an MDD file for the whole scene? I haven't been able to find a video tutorial for this yet. Any advice on the export settings for DAZ Studio and the import settings on the Blender side would be a great help too.

  • TheKDTheKD Posts: 2,711

    I banged my head against the keyboard all day yesterday trying to pin down a workflow to get from daz to blender, was no luck. I was using diffeomorphic, sometimes it would work, sometimes it didn't, and I couldn't figure out why. Some things would import, other things wouldn't show up at all. Some geographs worked fine, others looked bad. I will probably revisit it when the new release of blender comes, and the plugin is updated for it. As it is now, the limited time I have for my art hobby, I can't afford to spend it all fiddling aroun instead of actually getting some renders done lol. Maybe in wintertime work will slow down and I will have more free time to use to muck about and figure it out.

  • marblemarble Posts: 7,500
    edited July 2019
    TheKD said:

    I banged my head against the keyboard all day yesterday trying to pin down a workflow to get from daz to blender, was no luck. I was using diffeomorphic, sometimes it would work, sometimes it didn't, and I couldn't figure out why. Some things would import, other things wouldn't show up at all. Some geographs worked fine, others looked bad. I will probably revisit it when the new release of blender comes, and the plugin is updated for it. As it is now, the limited time I have for my art hobby, I can't afford to spend it all fiddling aroun instead of actually getting some renders done lol. Maybe in wintertime work will slow down and I will have more free time to use to muck about and figure it out.

    Well, I guess I'm realising that I have to decide what I want to do in DAZ Studio and what in Blender. As @Padone said, unless I need the rigging and want to acutally animate in Blender, then I don't really need the Diffeomorphic Plugin. So I'm hoping that DAZ will improve the animation tools so that I can get away with using DAZ Studio for my admittedly simple animations and just export to Blender for faster rendering. In that case, it looks like the OBJ/MDD export is the best option.

    Post edited by marble on
  • TheKDTheKD Posts: 2,711

    Yeah, I only really do stills myself, after going through and compositing my last render, I remember why I wanted to get it into blender to render to begin with again lol. I am sick of being handcuffed by VRAM, and having to spend hours trying to cut larger epic scenes up into various render passes and render each pass, then spending many minutes to hours in photoshop trying to put them together into one final image that looks good. A bit of fiddling with shaders in the beginning doesn't seem so bad again lol. Going to work on this further. Got a surprise day off today, might as well make some use of it.

  • marblemarble Posts: 7,500
    TheKD said:

    Yeah, I only really do stills myself, after going through and compositing my last render, I remember why I wanted to get it into blender to render to begin with again lol. I am sick of being handcuffed by VRAM, and having to spend hours trying to cut larger epic scenes up into various render passes and render each pass, then spending many minutes to hours in photoshop trying to put them together into one final image that looks good. A bit of fiddling with shaders in the beginning doesn't seem so bad again lol. Going to work on this further. Got a surprise day off today, might as well make some use of it.

    Amen to all that!

    If you work it out, please share the techniques and the results. Are you intending to set up your scenes in Blender, including posing, or do all that in DAZ Studio and export for render in Cycles?

  • wolf359wolf359 Posts: 3,931

    Let's say I have a character in a scene with furniture and clothing. Do I export an OBJ of each object in the scene plus an MDD file for the whole scene? 

    Hi 
    As other have stated, MDD is the best point cache method of moving animated characters& cloth sims out of Daz studio.
    I use .obj/MDD to send pre-animated genesis characters to Maxon C4D.
    I have an entire 90 minute ,feature length, animated film coming out in the fall ( hopefully),using .obj/MDD Characters exported from Daz studio

    I dont have any detailed information on a MDD to Blender workflow,but in general you only need to send a matching MDD file for animated elements like figures and cloth sims.

    For scene sets&props a static .obj file is best

    For example: Every Genesis 1,2,3 figure in thes two clips was animated in Iclone/Endorphin/Daz studio and exported to Maxon C4D with textures to be rendered for the final shots. 

      

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