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

mcjTeleBlender:Daz Studio scenes/animations w/Blender's Cycles Engine

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Comments

  • mCasualmCasual Posts: 4,308
    August 2014 edited August 2014

    exact same scene as in the above post
    but with the Use-Node-Groups option turned on

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    Post edited by mCasual on August 2014
  • nakamuram002nakamuram002 Posts: 434
    August 2014 edited December 1969

    Casual said:
    exact same scene as in the above post
    but with the Use-Node-Groups option turned on

    Looks like something is wrong with the hair transparency in both examples.

    Node groups or not -- I hope that the node trees generated by mcjTeleBlender don't get too complicated and slow rendering down. I find that most of my materials in a scene are simple -- a diffuse node, glossy node, mix node, and textures.

  • mCasualmCasual Posts: 4,308
    August 2014 edited August 2014

    nakamuram002 said:
    Casual said:
    exact same scene as in the above post
    but with the Use-Node-Groups option turned on

    Looks like something is wrong with the hair transparency in both examples.

    Node groups or not -- I hope that the node trees generated by mcjTeleBlender don't get too complicated and slow rendering down. I find that most of my materials in a scene are simple -- a diffuse node, glossy node, mix node, and textures.

    the hair didn't use transparency
    it's a bit part of her look to have paper-like hair :)

    you will have a teleblender-2 legacy mode that produces the same node-tree as before

    if tree complexity is an issue i'll put some per-material tree optimizer .... someday
    for example, when a channel doesn't use an image map, the MIX-RGB node could be avoided

    note that as before, the 3 texture-image related nodes are only added, per material, if there was an image-map applied to this specific channel in the .mtl file

    someday i think what i'll do is create a few renderman shaders in daz studio,
    mcjteleblender will recognize them, and replicate them in Blender

    also i think Daz Studio's RIB export is faster than the .obj exporter
    the data is way more complete than .obj
    Collada is another avenue

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    Post edited by mCasual on August 2014
  • nakamuram002nakamuram002 Posts: 434
    August 2014 edited December 1969

    Speaking of Renderman -- A free version with Unbiased Rendering is supposed to be released sometime in the next two weeks...


    http://renderman.pixar.com/view/DP25849

  • dakkuuandakkuuan Posts: 299
    August 2014 edited December 1969

    I know lux was mentioned, and unfortunately, anytime I've attempted to render a created scene in Daz that was exported to Blender, it doesn't seem to work. No errors, no nothing just lux doesn't open and there is no error. It's..weird.

  • mCasualmCasual Posts: 4,308
    August 2014 edited August 2014

    dakkuuan said:
    I know lux was mentioned, and unfortunately, anytime I've attempted to render a created scene in Daz that was exported to Blender, it doesn't seem to work. No errors, no nothing just lux doesn't open and there is no error. It's..weird.

    note that if you mean exporting through mcjTeleblender
    make sure mcjTeleblender has the "Blender Render" option selected, not the "Blender Cycles" option
    else mcjTeleBlender and mcjBlendBot go through a complicated process of building material trees
    and they switch Blender's renderer to Cycles

    right now i'm (re)installing LuxRender for Blender 2.6
    and i'll see if the issue is elsewhere

    one thing you could try, after mcjTeleblender exports the scene, then starts Blender
    close blender
    look in the output folder where you exported the .obj file
    there's an .mtl file, a .py file and a .bat file
    if you double-click the .bat file
    it will start blender, and load the scene
    you now have access to the blender console ( a black MSDOS-like window )
    you can see if errors occured
    aslo, maybe this freed the communication channel with luxrender

    Post edited by mCasual on August 2014
  • mCasualmCasual Posts: 4,308
    August 2014 edited August 2014

    dakkuuan said:
    I know lux was mentioned, and unfortunately, anytime I've attempted to render a created scene in Daz that was exported to Blender, it doesn't seem to work. No errors, no nothing just lux doesn't open and there is no error. It's..weird.

    ok i tested it and indeed when Blender is launched through mcjTeleBlender/Daz Studio
    it prevents LuxRender from working
    but if you launch Blender ( and exported daz scene loading process ) through the .bat file produced by mcjTeleBlender
    then LuxRender works

    in this case, LuxRender's "console" mode

    i think the 2 other types of Luxrender renders need an extra module installation

    i only tried Blender+Lux long ago so i forgot if it's normal that the blender materials
    are rendered without textures and without colors

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    Post edited by mCasual on August 2014
  • 3dOutlaw3dOutlaw Posts: 2,307
    August 2014 edited December 1969

    nakamuram002 said:
    Speaking of Renderman -- A free version with Unbiased Rendering is supposed to be released sometime in the next two weeks...

    http://renderman.pixar.com/view/DP25849

    Ooooh! Well this is cool! I registered...not sure if my computer will handle it, but cool!

  • mCasualmCasual Posts: 4,308
    August 2014 edited December 1969

    someday maybe i'll add some Lux import helpers in mcjBlendBot.py
    though it's possible that someone already wrote one

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  • mCasualmCasual Posts: 4,308
    August 2014 edited December 1969

    nakamuram002 said:
    Speaking of Renderman -- A free version with Unbiased Rendering is supposed to be released sometime in the next two weeks...


    http://renderman.pixar.com/view/DP25849

    i used the standalone 3delight a few times so this should work the same way
    though there's shader-compiling issues to tend to

  • 3dOutlaw3dOutlaw Posts: 2,307
    August 2014 edited December 1969

    I thought 3Delight was not an un-biased renderer?

  • mCasualmCasual Posts: 4,308
    August 2014 edited August 2014

    i meant the way to render Daz Studio's Rib files through the standalone 3Delight is probably the same as rendering through Pixar-Disney's Renderer., i dont think 3Delight has unbiased rendering modes

    Luxrender render at 600+ samples per pixel

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    Post edited by mCasual on August 2014
  • dakkuuandakkuuan Posts: 299
    August 2014 edited December 1969

    hey casual where is that .bat usually located?

  • mCasualmCasual Posts: 4,308
    August 2014 edited December 1969

    dakkuuan said:
    hey casual where is that .bat usually located?

    in teleblender you can specify where the .obj file will be created
    the .mtl .py and .bat files are placed there too

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  • mCasualmCasual Posts: 4,308
    August 2014 edited August 2014

    after i re-introduced the teleblender 2 shaders in teleblender 3
    i was able to conduct comparative tests
    and unfortunately the TB3 shaders are almost 2 times slower ( 7:00 vs 3:45 )
    the group-nodes don't seem to cause the slow-downs so maybe they will remain as an option
    but the node trees will be not be the one-shader-fits-all model
    the node trees will be constructed as lean and mean as possible


    Fig 2, same network complexity
    this may indicate that i must not add a transparency node to a material that doesn't use it
    .... no, i did a test and if the transparency is 100% blocked by a mixer, it doesnt add render delays

    in fact if the mix shader lets only the transparent shader through, render is even faster 40 seconds
    so, what's expensive is mixing a transparent shader with another shader

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    Post edited by mCasual on August 2014
  • mCasualmCasual Posts: 4,308
    August 2014 edited December 1969

    TB3 will be TB2's material nodes

    plus, opacity/glossy functionalities

    similar to what Nakamuram did here: http://www.sharecg.com/v/72122/browse/8/Script/Mods-for-mcjTeleblender-DAZ-Studio-to-Blender

    plus improved lights
    Daz Studio spotlights will be transfered as properly oriented Blender spotlights
    direct lights ........... as sun lights
    point lights .......... as point lights
    specially marked planes ..... as area lights

    also some bug fixes

    ----------

    figure 1 - an image map was applied to to glossiness channel in daz studio, so in Blender this image map was applied to the roughness channel - in this case the specular strength is the same all over the surface, it's just the roughness of that shiny surface that changes.

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  • nakamuram002nakamuram002 Posts: 434
    August 2014 edited December 1969

    Too bad the DAZ Studio Lighting Model types (Matte, Plastic, Metallic, Skin, Glossy Plastic, Glossy Metallic) cannot be used as a guide for general node setup...

  • mCasualmCasual Posts: 4,308
    August 2014 edited August 2014

    nakamuram002 said:
    Too bad the DAZ Studio Lighting Model types (Matte, Plastic, Metallic, Skin, Glossy Plastic, Glossy Metallic) cannot be used as a guide for general node setup...

    i could export that value, also the shader name including "DSDefault "
    on the receiving end, mcjBlendBot would ignore it for now

    anyway i do need a general purpose function in BlendBot

    def setMatParameter( surfaceName, materialName, parameterName, parameterValue ):
      if( parameterName == 'lightingModel' ):
        setMatLightModel( surfaceName, materialName, parameterValue )
      elif ( parameterName == 'opacityColor' ):
        setMatOpacityColor( surfaceName, materialName, parameterValue )
      else:
        print( "unsupported parameter " + parameterName )
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    Post edited by mCasual on August 2014
  • nakamuram002nakamuram002 Posts: 434
    August 2014 edited August 2014

    I think Plastic is the normal default lighting model.

    I think of Plastic as a Blender Glossy, Diffuse, and Mix nodes. Metallic as a Anisotropic, Diffuse, and Mix nodes. Matte as a Diffuse node. Skin as Plastic with SSS.

    Post edited by nakamuram002 on August 2014
  • mCasualmCasual Posts: 4,308
    August 2014 edited August 2014

    Fig 1
    glass with opacity strength and tint

    Fig 2 not totally sure about the opacity setup
    in TB3 the colors of the opacity map are part of the transparency ( as they are in DS/3Delight )
    the DS opacity strength and color also are at play

    in TB2 the opacity-map based transparencies ( which were the sole option )
    were black and white and not influenced by the DS opacity strength and color
    Though you could inject your tints through the diffuse map to get colored transparencies

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    Post edited by mCasual on August 2014
  • mCasualmCasual Posts: 4,308
    August 2014 edited August 2014

    Fig 1
    when there's no image-map attached to the opacity strength channel
    AND the opacity strength is not 100%

    the diffuse node will replaced by a Transparent BSDF node

    if there was an image map attached to the diffuse input
    an RGBMix node is added to implement the opacity-strength
    else
    the old diffuse channel color is 'mixed' with the opacity strength

    as you can see the glossy node is intact

    --
    when there is an image-map attached to the opacity strength channel
    i guess we should limit its effect to that of a B/W opacity map
    and have the diffuse color or map give the color

    Fig 2 - Hair check ( TB2 )

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    Post edited by mCasual on August 2014
  • eiliestleiliestl Posts: 100
    August 2014 edited December 1969

    Just undated my Blender from 2.68 to 2.71 .Still using mcjTeleblender2 and now my models won't show up in Blender anymore when I try to import them . Please help!

  • nakamuram002nakamuram002 Posts: 434
    August 2014 edited December 1969

    I'm running mcjTeleblender with Blender 2.71 successfully. Did you put the mcjBlendBot Scripts in .../scripts/modules after you upgraded?

  • mCasualmCasual Posts: 4,308
    August 2014 edited August 2014

    eiliestl said:
    Just undated my Blender from 2.68 to 2.71 .Still using mcjTeleblender2 and now my models won't show up in Blender anymore when I try to import them . Please help!

    as nakamuram is saying
    you should still have the zip file from the last time you installed mcjBlendBot
    if not, it's this zip file
    https://sites.google.com/site/mcasualsdazscripts3/mcjteleblender2/mcjBlendBot2.zip?attredirects=0&d=1

    it needs to be unzipped in blender 2.71's scripts/modules folder
    typically
    C:\Program Files (x86)\Blender Foundation\Blender\2.71\scripts\modules
    or
    C:\Program Files\Blender Foundation\Blender\2.71\scripts\modules

    also, in teleblender, make sure you specified a valid export folder/file for the .obj file

    note that not too long ago July 12 there was an update of the script itself, it solved a problem that appeared in Blender 2.71 where the "collected maps" (texture images ) could not be found

    to be unzipped in your Daz Studio content folder
    https://sites.google.com/site/mcasualsdazscripts3/mcjteleblender2/mcjTeleBlender2.zip?attredirects=0&d=1

    Post edited by mCasual on August 2014
  • 3dOutlaw3dOutlaw Posts: 2,307
    August 2014 edited December 1969

    Is anyone using mcjTeleblender for import and then Freestyle render? I'd love a few tips, if you are! I am just starting to look into it.

  • mCasualmCasual Posts: 4,308
    August 2014 edited August 2014

    3doutlaw said:
    Is anyone using mcjTeleblender for import and then Freestyle render? I'd love a few tips, if you are! I am just starting to look into it.

    i think i only tested it once in 2012
    i have this line chart, not by me i think
    and a few renders

    i doubt i kept the blender files but i'll see !

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    Post edited by mCasual on August 2014
  • mCasualmCasual Posts: 4,308
    August 2014 edited August 2014

    in TB3 i want to make sure that the TB2-Daz-Studio-like opacities work the same way, for hair, eyelashes and corneas etc
    but i also want to have the ability to do colored transparencies

    in TB2, opacities used a shader mixer node, and a white bsdf-transparent node and there was no opacity-strength control

    apparently there's good reasons why i find this a bit confusing
    https://renderman.pixar.com/resources/RPS_17/opacityRevealed.html

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    Post edited by mCasual on August 2014
  • mCasualmCasual Posts: 4,308
    August 2014 edited August 2014

    check those interesting results which can be obtained with DS/3delight too

    take the inverted colors of the diffuse maps

    in this case, brown hair, become light cyan

    mix this with the black-and-white opacity map

    and you get hair that cast brownish shadows !

    and the hair itself doesnt have that gray/black hair endings but rather gold-brown ends

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    Post edited by mCasual on August 2014
  • mCasualmCasual Posts: 4,308
    August 2014 edited August 2014

    Fig 2 : blue-tinted opacity maps for blonde hair( DazStudio render )

    with the previously shown BlenderCycles node tree, unfortunately we get
    Fig 1

    but, with a blend of the old transparency node tree and this one,
    Fig 3

    we get great results
    fig 4!

    fig 5
    BlenderCycles in HD

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    Post edited by mCasual on August 2014
  • mCasualmCasual Posts: 4,308
    August 2014 edited December 1969

    BlenderCycles in HD

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