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Cool, thanks! Sent you a PM...
i will chronicle my DS 4.6 test of Genesis 2 vs mcjTeleblender2 here
here ---> https://sites.google.com/site/mcasualsdazscripts4/mcjteleblender2casestudy1
for now, a single frame render works great!
next i'll try a 30 frames animation
then i'll make a mat-lib and (re)use it
then mat-lib + scene file, using a Blender scene which never hosted Genesis
then mat-lib + scene file, using a Blender scene which did host Genesis ... in case remnants on genesis materials cause problems
I believe what I am seeing in the previous posted image is a bug in the material "transparent shadows" they added. For the object, I have the shirt with an opacity map mixed to its texture. I also have the buttons set to transparent. It appears that where these two overlay, I am getting a shadow, even though I have Transparent Shadows checked...
So for now, A3 will have to change shirts... ;-)
i think i found the problem !
while writing mcjTeleBlender 3 i encountered this problem
when i tried to render an animation
i believe this problem appeared with version 2.71 of Blender
here's the issue
in the the scene___.mtl file(s),
if you look at the way the path to the images are specified,
you see something like this
map_Kd Maps/V4LanaRRLimbsM.jpg
which means,
"the map named V4LanaRRLimbsM.jpg is right here, in a folder named Maps
in the same folder as Scene.obj and Scene.mtl
In previous versions of Blender, this was perfectly understood
but in the new version, blender will look in C:\Maps !
which is a folder that may or may not exist
and anyway it's not where our image files are
---
Now if you have Administrator privileges on your PC
you could simply copy the Maps folder from your tvScenes folder
abd paste it in your C:\ folder
and Blender will find the maps during your renders
---
or you could get the revised mcjTeleBlender 2 which i will post in a few minutes
the new version will fix the mtl files at creation time, and give them more explicit
paths to the correct folder
--
note that this could also be because D|S 4.6 specifies file locations in the .mtl files differently than in previous versions
---
animated gif below, rendered after using the trick of copying the Maps folder into C:\ )
########################################################################
_____ Important Update for Animators and Blender 2.7 / Daz Studio 4.6 _______
########################################################################
https://sites.google.com/site/mcasualsdazscripts3/mcjteleblender2
########################################################################
Only the mcjTeleblender script needs to be updated, not the mcjBlendBot part of it
( though it cant hurt )
the FixMtl option no longer removes the leading / slash / character
from the texture image file paths in the .mtl files
The issue appeared with the release of Blender 2.71 and/or Daz Studio 4.6
this was found to be imperatively needed when rendering animations
and using "collected" image maps
Without this fix, Blender will look for your texture image files in C:\Maps
instead of the Maps folder where your images were collected.
Eventually another version of mcjTeleBlender will be issued to make this optional -
I will do this to cover for cases where you are rendering using old versions of Blender and/or Daz Studio
########################################################################
https://sites.google.com/site/mcasualsdazscripts3/mcjteleblender2
########################################################################
well teleBlender 3 wont come out this weekend ( in part because of my main monitor being kaput )
remember that there's 2 parts here
mcjTeleBlender which is a Daz Studio script that exports the Daz Studio Scene
and
mcjBlendBot which is the kit of blender python scripts that imports in blender this scene
i will set things up so that you can keep using mcjTeleblender 2 and mcjTeleBlender 3
mcjBlendBot will become more universal, and serve all masters
this will help maintenance ( updates and fixes )
normally, people using mcjBlendBot for Carrara and Poser renders wont see a change
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Fig 1 - Oppa city style
fig 3 - this opacity map
fig 2,4 - a direct light with raytraced shadows = light through an opacity map
fig 5 - this seems to be the equivalent in Blender ( but i have to figure how to mix the diffude ambient specular correctly
now adding diffuse
hmm tomorrow
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fig 3 - getting there !
the opacity color is used for the opacity strength, and the opacity ( color blocking ) and it tints the diffuse
then the opacity shader and the glossy+specular shader are Added just before the output
next we must fing out how the ambient/emissive shader enters the game
fig 4 - daz render, bringing ambient to the party - diffuse can be fully black, it doesnt matter - so conclusion, the ambient shader is added to the diffuse shader - not multiplied .... neons ! we may get great neon signs
fig 5 .... well ...
it takes time but we'll get Blender Cycles materials that behave as they do in Daz Studio
****
i'm experiencing probably-pci-e / new monitor / possibly video card issues so everything is on hold
cross fingers !
****
( ok you can uncross fingers now, thanks )
almost out of PC hell ( power supply monitor video card ) , and having foolish dreams of posting mcjTeleBlender V 3 soon
this picture is probably a DS render it's there only to unboringify up the forum post :)
How is PC recovery coming? Not that I am anxious or anything... ;-)
i have the new video card, new power supply and am waiting for the new 24" monitor
dont know which component killed the 2 others
i did re-start work on teleblender 3, i want to make it all easy to maintain compatibility
i finish work on the mcjTornare script and get back to teleblender
( if i don't get stuck in speech synthesis animation experiments )
having high hopes for the release of mcjTeleBlender 3 (tomorrow
with backward compatibility,
meaning the mcjBlendBot files which are in Blender's side of things
can create legacy material trees if mcjTeleBlender 2 activates them
and they can create new extensively mappable cycles materials if mcjTeleBlender 3 does
a default DS material with no maps
first substantial render using mcjTeleBlender3
they are still tests to do, but we're close to a release
things to do -
1 - make the ambient color and strength behave like in TB2 : only activated if an image-map is applied
2 - connect the normal map to the bsdf diffuse and bsdf glossy normal inputs only if there indeed is a normal map
because i apparently cant plug anything there without having an effect
TeleBlender 3 which will include a TeleBlender 2 Legacy mode
will use Node Groups, which will make Material tweaking much easier
Looking good!!!
...on an unrelated but related note, a Blender user posted a method to get shadows from an environment using render layers and the compositor. I am still trying to figure it out, but he posted an example blend file, and I changed the light to the environment, and I do get shadows on the render layers. Here is a link:
https://developer.blender.org/T34272
Looking forward to the new release, and thank you for keeping a version 2 mode available, just in case we need it.
As a B.I. user who hasn't migrated to Cycles yet, I love mcjTeleBlender2 for interactive DS/Blender work-flow that allows me to FreeStyle render my DS scenes/camera setups, along with Blender's toon shading network. Keep up the excellent work.
3doutlaw:
Thank you for posting the link. When I get into Cycles rendering, this looks like it will be useful.
yay ! substantial progress
here you see the upcoming teleblender 3 created two "NodeGroups" one for the shader one for the bump map
only meaningful properties are exposed, which will really improve tweaking activities
---
fig 2 - wet cy !
a fix here and there, then the re-integration of the teleblender-2 style Cycles node-trees, then we're at the Nirvana i mean at the release date
( actually the PSY's "Gentleman" song says "west side" not "west PSY" , it's sad i know, i thought it was "wet PSY" too )
Fig 3 - Textbook example of a situation that mcjTornare can solve !
Fig 4 - The normal-color group-input will be removed, now using a strength value, the normal map input remains
the bump color value is also superseded by a strength value - the Bump map input remains
Fig 5 - bump strength is not exported through the .obj file but rather through the scene-specific python script produced by mcjTeleblender
same goes for the glossiness map and normal map
fig 1 - the "diff spec remix" input lets you select if the specular is added or mixed with the diffuse
in Daz Studio mcjTeleBlender3 you'll have a checkbox to select which one is used for all exported materials
but once you're in Blender you'll be able to change this per-material
the teleblender 3 functionality is pretty much completed
the python source code is more tidy than before
next i want to re-introduce the teleblender 2 node-trees,
so you can take a Daz Studio scene from 2 years ago
and render exactly the same way as it did 2 years ago
------
fig 2 - the pretty much finalized shader node group for teleblender3
Are node groups optional? I understand Cycles Nodes pretty well. Now I will have to understand how Teleblender's Node groups work. Is it possible to modify the Node Groups?
i may make the node-groups optional later
----
when you're in the node editor you see 3 nodes:
the "shader group" node-group-node
the "bump group" node-group-node
the output node
and up to 8 image-map nodes with their UV coordinate nodes
if you click on the upper-right-corner of the "shader group" node-group-node, it expands and you can see the node-tree it contains
you can then reconfigure this node-tree, add nodes, remove nodes change links, just like you did before for each mat.tree
but, changes to this group-node will affect all the materials in the scene since they all re-use that same node-group
If you want to modify only one specific material tree, you can link the node-group's internal
tree sockets to the node-group's input and output sockets,
then click on the Tab key to un-expand the shader group
then modify your material's 3-nodes ( plus image maps ) tree
----
in python, instead of adding nodes and links to the each material.node_tree
i add them to one node-group's groups and links
my new buildBranch function is universal
it can build networks in the node-groups, as shown above or it can
build them in a mat.tree
mynodes and mylinks are tables containing all the information needed to build a network
on second thought i'll make the "don't use node groups" option part of the initial release of teleBlender 3
Fig 1
Not there yet but, that's a No-Node-Group mat tree created by the upcoming TeleBlender 3
i learned new python things ! ( about custom attributes )
Interesting... Is that a JSON representation of shader nodes and shader groups, Casual?
That's part of Blender interface.
i didn't try to follow a format,
i quickly wrote a python script that saves a selected mat.tree as a nodes table and a links table
so the "shaders" are less hard-coded in python
doesn't handle all types of nodes but it could
the complete TeleBlender 3 Shader Tree tables is shown here
https://sites.google.com/site/mcasualsdazscripts4/bric-a-brac
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and this is the new No-NodeGloup mode in action !
there will be a checkbox in mcjTeleblender 3 to select if the node trees use NodeGroups or not
fig 2
exact same scene as in the above post
but with the Use-Node-Groups option turned on