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

Diffeomorphic DAZ-to-Blender

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Comments

  • Leonides02Leonides02 Posts: 1,379
    September 2020 edited September 2020
    Padone said:

    @Leonides02

    As for burley vs random walk. That's because the materials are supposed to mimic iray as best as possible and burley mimics iray better than random walk. Plus random walk doesn't work with eevee so for consistent results with cycles we don't use it. If you make your own materials that are not a conversion from iray and you use cycles, then definitely go for random walk.

    One issue with random walk is also that it gets artifacts with disconnected meshes inside the same object. For example eyes and teeth in the genesis figure. So if you use random walk you have to separate disconnected meshes into multiple objects to avoid artifacts. While burley works fine.

    Thanks for the explanation, Padone.

    Is anyone else having an issue with the imported cameras? Every time I import a camera and try to use it, my figure doesn't show up in the render. I can only see the figure if I move the viewport. It's very strange. 

    EDIT: The camera issue was the depth of field. It's not importing correctly. 

    Post edited by Leonides02 on September 2020
  • marblemarble Posts: 7,500
    September 2020 edited September 2020
    SDev said:
    Singular3D said:

    Weird question: Is there any way to turn off seeing the rigging?

    Pretty easy: Just toggle show/hide it as shown in the attachment. If you would like to toggle/untoggle the visibility via quick menu, just hover over the armature eye, right click and add this feature to the quick menu.Pressing "q" or "qq" (depending on some addons) will show up all your added quick options. (See attachment 2) Alternatively you might add a shortcut for this action. Blenders reconfig possibilities are wonderful.

    HTH!

    Ps:Don't forget to save your startup file if you would like to have added this feature for the next start :)

    PPS: Tja mei, via Discord ging des schneller :P

    I've been hiding the armature in a different way (this bugged me too when I first used the Diffeo plugin). I just turn off the bone overlay here:

    Bones.jpg
    381 x 604 - 50K
    Post edited by marble on September 2020
  • PadonePadone Posts: 4,001
    September 2020 edited September 2020
    Leonides02 said:

    EDIT: The camera issue was the depth of field. It's not importing correctly. 

    I just checked it and the DOF seems to work fine here. Please use the latest development version.

    http://diffeomorphic.blogspot.com/p/daz-importer-version-15.html

    Post edited by Padone on September 2020
  • SDevSDev Posts: 158
    September 2020 edited September 2020
    marble said:
    SDev said:
    Singular3D said:

    I've been hiding the armature in a different way (this bugged me too when I first used the Diffeo plugin). I just turn off the bone overlay here:

    Hi Marble, 

    you can do so, but this would only hide the bones, not the full rig. Sing is just a spoiled C4D Veteran, hrhr...

    Cheers, 

    Peter

    Post edited by SDev on September 2020
  • marblemarble Posts: 7,500
    September 2020
    SDev said:
    marble said:
    SDev said:
    Singular3D said:

    I've been hiding the armature in a different way (this bugged me too when I first used the Diffeo plugin). I just turn off the bone overlay here:

    Hi Marble, 

    you can do so, but this would only hide the bones, not the full rig. Sing is just a spoiled C4D Veteran, hrhr...

    Cheers, 

    Peter

    Not sure what the difference is between the rig and the bones. I can't see any of the armature if I do this.

  • SDevSDev Posts: 158
    September 2020
    marble said:
    SDev said:
    marble said:
    SDev said:
    Singular3D said:

    I've been hiding the armature in a different way (this bugged me too when I first used the Diffeo plugin). I just turn off the bone overlay here:

    Hi Marble, 

    you can do so, but this would only hide the bones, not the full rig. Sing is just a spoiled C4D Veteran, hrhr...

    Cheers, 

    Peter

    Not sure what the difference is between the rig and the bones. I can't see any of the armature if I do this.

    In general, a rig controls an object, part of the rig might be a bone structure. There are various reasons why you might hide the rig, e.g. If you just want to have a viewport render as a preview.

  • Singular3DSingular3D Posts: 605
    September 2020
    SDev said:
    marble said:
    SDev said:
    Singular3D said:

    I've been hiding the armature in a different way (this bugged me too when I first used the Diffeo plugin). I just turn off the bone overlay here:

    Hi Marble, 

    you can do so, but this would only hide the bones, not the full rig. Sing is just a spoiled C4D Veteran, hrhr...

    Cheers, 

    Peter

    Guys, I never posted this. Look at the postings before. The question came from someone else :) I'm just starting with Blender and really like it so far.
  • lilweeplilweep Posts: 2,746
    September 2020

    Dont mean to hijack this thread but can Cycles render scenes that dont fit on VRAM (a limitation of Iray)?

  • brainmuffinbrainmuffin Posts: 1,267
    September 2020
    lilweep said:

    Dont mean to hijack this thread but can Cycles render scenes that dont fit on VRAM (a limitation of Iray)?

    It is hard to tell if it is on purpose from NVidia or just poor programming. Cycles seems to be far more efficient with memory usage.

  • lilweeplilweep Posts: 2,746
    September 2020
    brainmuffin said:
    lilweep said:

    Dont mean to hijack this thread but can Cycles render scenes that dont fit on VRAM (a limitation of Iray)?

    It is hard to tell if it is on purpose from NVidia or just poor programming. Cycles seems to be far more efficient with memory usage.

    okay but are you still limited by what can fit in VRAM in Cycles?

  • hookflashhookflash Posts: 169
    September 2020
    lilweep said:
    brainmuffin said:
    lilweep said:

    Dont mean to hijack this thread but can Cycles render scenes that dont fit on VRAM (a limitation of Iray)?

    It is hard to tell if it is on purpose from NVidia or just poor programming. Cycles seems to be far more efficient with memory usage.

    okay but are you still limited by what can fit in VRAM in Cycles?

    No, Cycles is not limtied by what can fit in vram. It is able to render "out of core" (i.e., it can try to use system memory when it runs out of vram) with CUDA and OptiX. Is iRay not able to do this?

  • brainmuffinbrainmuffin Posts: 1,267
    September 2020
    hookflash said:
    lilweep said:
    brainmuffin said:
    lilweep said:

    Dont mean to hijack this thread but can Cycles render scenes that dont fit on VRAM (a limitation of Iray)?

    It is hard to tell if it is on purpose from NVidia or just poor programming. Cycles seems to be far more efficient with memory usage.

    okay but are you still limited by what can fit in VRAM in Cycles?

    No, Cycles is not limtied by what can fit in vram. It is able to render "out of core" (i.e., it can try to use system memory when it runs out of vram) with CUDA and OptiX. Is iRay not able to do this?

    Nope. When Iray runs out of VRAM, it only uses the CPU and the GPU gets to take a nap. The highend rendering cards from NVidia are $14,000 a piece and more. They offer a cloud rendering service for a price. Believe what you want from there.

  • TheKDTheKD Posts: 2,711
    September 2020
    hookflash said:

    No, Cycles is not limtied by what can fit in vram. It is able to render "out of core" (i.e., it can try to use system memory when it runs out of vram) with CUDA and OptiX. Is iRay not able to do this?

    Cycles can't do out of core with optix as far as I know. When it ran out of vram with optix on me, it just stopped the render. With cuda, it will keep going as long as you have cpu checked, if it's just the gpu checked, it stopped for me as well. It will do hybrid if both are checked. It is possible I missed something though, I am not anywhere near a master blender renderer lol.

  • hookflashhookflash Posts: 169
    September 2020
    TheKD said:
    hookflash said:

    No, Cycles is not limtied by what can fit in vram. It is able to render "out of core" (i.e., it can try to use system memory when it runs out of vram) with CUDA and OptiX. Is iRay not able to do this?

    Cycles can't do out of core with optix as far as I know. When it ran out of vram with optix on me, it just stopped the render. With cuda, it will keep going as long as you have cpu checked, if it's just the gpu checked, it stopped for me as well. It will do hybrid if both are checked. It is possible I missed something though, I am not anywhere near a master blender renderer lol.

    Yeah, I'm definitely no expert in Blender rendering either.smiley According to the 2.9 manual, "With CUDA and OptiX devices, if the GPU memory is full Blender will automatically try to use system memory", but I'm not 100% what is meant by "try" -- i.e., Maybe there are special circumstances out-of-core rendering isn't an option and Blender has to revert to CPU-only?

  • TheKDTheKD Posts: 2,711
    September 2020

    Oh, I didn't even realize they put optix into vanilla blender finally. I been using a paid version of blender for a while, that had optix and ai denoise in it. I wonder if others here hadn't heard it either, I think it should have gotten some buzz lol.

  • Krys KryngleKrys Kryngle Posts: 311
    September 2020
    TheKD said:
    hookflash said:

    No, Cycles is not limtied by what can fit in vram. It is able to render "out of core" (i.e., it can try to use system memory when it runs out of vram) with CUDA and OptiX. Is iRay not able to do this?

    Cycles can't do out of core with optix as far as I know. When it ran out of vram with optix on me, it just stopped the render. With cuda, it will keep going as long as you have cpu checked, if it's just the gpu checked, it stopped for me as well. It will do hybrid if both are checked. It is possible I missed something though, I am not anywhere near a master blender renderer lol.

    Exact same experience here.  With a large complex scene, Optix ran out of memory, Cuda with GPU ran out of memory, CPU did render but it took longer.  I upgraded processor and memory and CUDA works like a beast now.  Optix is still great for smaller, simpler scenes.

  • nicsttnicstt Posts: 11,715
    September 2020
    hookflash said:
    TheKD said:
    hookflash said:

    No, Cycles is not limtied by what can fit in vram. It is able to render "out of core" (i.e., it can try to use system memory when it runs out of vram) with CUDA and OptiX. Is iRay not able to do this?

    Cycles can't do out of core with optix as far as I know. When it ran out of vram with optix on me, it just stopped the render. With cuda, it will keep going as long as you have cpu checked, if it's just the gpu checked, it stopped for me as well. It will do hybrid if both are checked. It is possible I missed something though, I am not anywhere near a master blender renderer lol.

    Yeah, I'm definitely no expert in Blender rendering either.smiley According to the 2.9 manual, "With CUDA and OptiX devices, if the GPU memory is full Blender will automatically try to use system memory", but I'm not 100% what is meant by "try" -- i.e., Maybe there are special circumstances out-of-core rendering isn't an option and Blender has to revert to CPU-only?

    Sometimes when it runs out of GPU ram I see issues; I've never been able to decide what in particular was the cause. It does, however, have out of core rendering.

  • lilweeplilweep Posts: 2,746
    September 2020

    does out of core rendering still mean the GPU will be used for at least the part that can fit in VRAM?

  • CinusCinus Posts: 118
    September 2020

    From the 2.8 changelog : https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Cycles#GPU_rendering

    • CUDA rendering now supports rendering scenes that don't fit in GPU memory, but can be kept in CPU memory. This feature is automatic but comes at a performance cost that depends on the scene and hardware. When image textures do not fit in GPU memory, we have measured slowdowns of 20-30% in our benchmark scenes. When other scene data does not fit on the GPU either, rendering can be a lot slower, to the point that it is better to render on the CPU. (c621832c62)
  • TheKDTheKD Posts: 2,711
    September 2020

    Weird, I am pretty sure it was at least 2.80 I was trying out some renders, maybe it was 4.7 though. Blender been moving fast for a while, so maybe that is it. Haven't really been pushing anything lately, doing a hell of a lot more modelling than renders past 6 months or so lol.

  • nicsttnicstt Posts: 11,715
    September 2020
    Cinus said:

    From the 2.8 changelog : https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Cycles#GPU_rendering

    • CUDA rendering now supports rendering scenes that don't fit in GPU memory, but can be kept in CPU memory. This feature is automatic but comes at a performance cost that depends on the scene and hardware. When image textures do not fit in GPU memory, we have measured slowdowns of 20-30% in our benchmark scenes. When other scene data does not fit on the GPU either, rendering can be a lot slower, to the point that it is better to render on the CPU. (c621832c62)

    It's worth pointing out that Octane does out of core and has a similar slowdown - although I can't remember the slowdown for sure.

  • humongoushumongous Posts: 2
    November 2020

    Hi this my first time posting here and I must say that this plugin is a Godsend, I only have a question: Is it possible to import Daz Hair morphs to Blender? I have Lea hair with ponytail and I would like to transfer the ponytail's morph into Blender, I tried the winders but I get an error. It's a pain in the neck posing the ponytail by rotating each bone.

  • waltertadlockwaltertadlock Posts: 2
    December 2020 edited December 2020

    Hey All,

    In need of some assistance.  I am getting an error when trying to merge geografts.

     

    I have Googled and searched through the forum, and have not found any reference to this error.

    I have tried this with the 1.5 stable and the 1.5.1 dev on Blender 2.83.4, 2.90.1 and 2.91.  I have tried selecing the character model first and then the genitalia, and vice versa.  Same error everytime.  It is the Victoria 8 with the New Genitalia for Victoria 8.

    Help?

    Thanks,

    Walter

    GeoGraftError.PNG
    235 x 162 - 10K
    Post edited by Chohole on December 2020
  • ThomasLarssonThomasLarsson Posts: 97
    December 2020

    Walter, are you sure that you don't unselect the first mesh when you select the second? With the B2.7x keymap, the steps are

    1. Right-click select the geograft.
    2. Shift right-click select the body.

    If you don't hold down the shift key when selecting the body, the geograft becomes unselected.

  • Krys KryngleKrys Kryngle Posts: 311
    December 2020

    waltertadlock said:

    Hey All,

    In need of some assistance.  I am getting an error when trying to merge geografts.

     

    I have Googled and searched through the forum, and have not found any reference to this error.

    I have tried this with the 1.5 stable and the 1.5.1 dev on Blender 2.83.4, 2.90.1 and 2.91.  I have tried selecing the character model first and then the genitalia, and vice versa.  Same error everytime.  It is the Victoria 8 with the New Genitalia for Victoria 8.

    Help?

    Thanks,

    Walter

    I had this error as well and I can't be 100% sure what I did to fix it, but I think this happened after I imported new UV maps for the eyes.  I was using Dimension Theory eyes which required different UV maps.  After some trial and error I found out I cannot use them with geografts, so I just went back to the standard UV maps for eyes. 

    Also, avoid importing any morphs when using geografts ('Import Body Morphs' and 'Import Custom Morphs').  You can import JCM's as much as you want and Diffeo will convert those to shapekeys which work pretty well, but importing morphs will break things. 

    Please let us know how you make out and what worked for you.

     

  • waltertadlockwaltertadlock Posts: 2
    December 2020

    Thomas,

    Yes sir, I am very sure that I selected them both.  I went back all the way to Blender 2.80.75 and started from scratch with the model and it worked.  I am going to try 2.81 and 2.82 and see what it does there as well.

    Krampus,

    Thank you for the info.  This was a stock import, no changes made.  

    Walter

     

  • nicsttnicstt Posts: 11,715
    December 2020

    humongous said:

    Hi this my first time posting here and I must say that this plugin is a Godsend, I only have a question: Is it possible to import Daz Hair morphs to Blender? I have Lea hair with ponytail and I would like to transfer the ponytail's morph into Blender, I tried the winders but I get an error. It's a pain in the neck posing the ponytail by rotating each bone.

    Select the hair mesh, you might have to seperate out the scalp and any extras (ribbons for example) first.

    Merge custom morphs in Blender > plugin tab. Navigate to the morphs where they are located.

    That might do it.

  • MacislavMacislav Posts: 126
    January 2021

    Today there has been an update to Genesis 8.1

    Does diffeomorphic still work with Daz Studio?

  • tapanojumtapanojum Posts: 73
    January 2021 edited January 2021

    Macislav said:

    Today there has been an update to Genesis 8.1

    Does diffeomorphic still work with Daz Studio?

     

    Looks like UV maps are different from 8 to 8.1 so I don't think that will work. Everything else seems to be either just higher quality maps or a gimick (FACS) which I dont think will have an impact.

     

    Edit: I take that back. FACS seem to be some sort of corrective which would be a nice addition for Diffeomorphic to incorporate like JCMs. It's the face controller that is a bit of a glorified parameter gimick
     

    Post edited by tapanojum on January 2021
  • hookflashhookflash Posts: 169
    January 2021

    tapanojum said:

    Macislav said:

    Today there has been an update to Genesis 8.1

    Does diffeomorphic still work with Daz Studio?

     

    Looks like UV maps are different from 8 to 8.1 so I don't think that will work. Everything else seems to be either just higher quality maps or a gimick (FACS) which I dont think will have an impact.

     

    Edit: I take that back. FACS seem to be some sort of corrective which would be a nice addition for Diffeomorphic to incorporate like JCMs. It's the face controller that is a bit of a glorified parameter gimick
     

    FACS is not a gimmick. It is an industry-standard way of defining realistic facial movement, and it'll be a game-changer for Daz/Blender animators. Another big change with 8.1 is the PBR skin shader. In theory, I think this *should* make it easier to replicate a Genesis 8.1 character's skin in Blender, but we'll see.

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