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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

  • SzarkSzark Posts: 10,633
    August 2014 edited December 1969

    I think what you might have seen was a Lux version..a bad one at that.

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

    by default the specular strength in DS is 100%, so i'll probably have to merge it with the specular color value/brightness
    to get non hysterical results

    spayk.jpg
    720 x 960 - 167K
  • SzarkSzark Posts: 10,633
    August 2014 edited December 1969

    lol that sounds right to me. For anything else we can add Fresnel or Layer Weight manually no problem. I am doing another scene, an outdoor scene now.

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

    moderating the glossy mix using the specular strength and color 'value'

    for the color value, i do

    red + green + blue / 765

    so fully white with 100% gets you 100% glossy, no diffuse

    -----
    fig 2, thinking of using the Annie figure in future renders
    by Dyald
    http://www.sharecg.com/v/18754/browse/21/DAZ-Studio/Annette-character-pack-for-Aiko

    annette.jpg
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    ninahagenglossnosk.jpg
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    Post edited by mCasual on August 2014
  • mCasualmCasual Posts: 4,308
    August 2014 edited August 2014

    doing some test renders
    i'd like the basic genesis to render moderately well using teleblender's "factory settings"
    so it wont discourage too many beginners

    pdp.jpg
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    ibiza.jpg
    1254 x 842 - 448K
    Post edited by mCasual on August 2014
  • mCasualmCasual Posts: 4,308
    August 2014 edited December 1969

    with the new teleblender, the default genesis shader omHumanSurface
    will be exported to blender with its proper glossiness, specular color and strength and possibly specular map
    this also applies to other shaders as long as they use the very specific channel names

    - "Glossiness"
    - "Specular Strength"
    - "Specular Color"

    ( else you'll have to apply the daz default shader .... which anyway is the preferred material for teleblender's palate )


    the silver lining is we're making progress, the non-silver lining is that it takes so darn long ! :)

    glossybeach.jpg
    960 x 960 - 199K
  • SzarkSzark Posts: 10,633
    August 2014 edited December 1969

    I know I could have uploaded an image here but I didn't want to be seen spamming every thread I could think of but since you asked. Here is the last one using this scene.

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

    quick reminder - when using figures/clothes that use a "smooth modifier", the figure's parameters tab contains an option that must be turned on, else the exported figure will not include the smoothmodification

    smoo.jpg
    1920 x 902 - 498K
  • mCasualmCasual Posts: 4,308
    August 2014 edited December 1969

    Szark said:
    I know I could have uploaded an image here but I didn't want to be seen spamming every thread I could think of but since you asked. Here is the last one using this scene.

    looks great !

    in a few years whe a $200 graphics card has the power of today's nvidia Titan, life will be great :)

    titan.jpg
    948 x 268 - 104K
  • SzarkSzark Posts: 10,633
    August 2014 edited December 1969

    LOl yeah I have only got a GT 610 and the CPU is faster

  • siocsioc Posts: 300
    August 2014 edited August 2014

    Szark: stop teasing!

    I got a 430 But ! with 4 GB of RAM... So GPU rendering vs my i7 CPU ... And when I see prices of nvidia card with at least 4 GB... I am like Casual, I just think that one day ....

    Post edited by sioc on August 2014
  • SzarkSzark Posts: 10,633
    August 2014 edited December 1969

    LOL My GT 610 only has 1G of RAM and yes one day I will have a big one..GC I mean. :P

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

    yay ! some rewarding test results

    in TeleBlender 3 shaders like the omHumanSkin shader will have their
    specular map a, specular color, specular strength and glossiness properly exported

    in this case a mix shader is used to combine diffuse and specular

    the specular color will probably decrease slightly in the final
    version due to the gamma fix ( color channels are squared )
    ( though this the gamma fix opetation is optional )

    apparently i forgot to import glossiness/roughness but this will be fixed

    prettygood1.jpg
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    prettygood2.jpg
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    Post edited by mCasual on August 2014
  • mCasualmCasual Posts: 4,308
    August 2014 edited August 2014

    figure 1

    TeleBlender 3 - mode render in daz studio 3

    Aiko4-Anime materials on Stephanie 4

    only the bump map strength was changed from 2% to 100%

    AddShader node ( default option probably ) is used to mix specular and diffuse

    -----
    Fig 2 the lip material for figure 1

    ---
    fig 3 and 4 attempting lip morphs ( d-form based )
    ( the make up is a bit uh theatrical , lets say )

    moderateplump.jpg
    1280 x 720 - 214K
    plump2a.jpg
    1920 x 1080 - 659K
    suspects.jpg
    1920 x 1080 - 417K
    stephaiko.jpg
    1280 x 720 - 196K
    Post edited by mCasual on August 2014
  • mCasualmCasual Posts: 4,308
    August 2014 edited August 2014

    progress report

    today i went over the mcjTeleBlender3 script and made sure it can be used with old mcjBlendBots
    and it can render scenes using "legacy" teleBlender2-style materials

    also i decrease the wasteful repetitions in the python script used to render the scene

    on the python side of things, it's pretty much settled

    next i will run tests to make sure it's robust ...

    oh and i want to study the question : are renders of scenes with large sections
    of transparent materials inherently slow or do i need to change my node-trees

    ----
    Fig 3 - i discovered a windows secret !

    ahha.jpg
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    auxi.jpg
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    main.jpg
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    Post edited by mCasual on August 2014
  • SzarkSzark Posts: 10,633
    August 2014 edited December 1969

    for anyone using Blender and HDRI's with a Sun light this is a very cool script to line up the sun with the HDRI http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Sun_Position I have just used it and it works very well IMHO. I will post the render when it has finished so you can judge for yourselves.

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

    finishing touches ( so goes the story i'm telling myself )

    the Legacy/Teleblender2 materials did work and will work this way:

    when there is an ambient image map, the diffuse node is replaced by
    an emissive node with a strength of 100
    the ambient image map and color are discarded.
    You can make the emissive strength lower by darkening the diffuse color

    It was done this way because it was just meant as a way to create Area Lights and other glowing objects

    Since the Daz Studio obj exporter doesn't include the ambient strength we could not do much more than this

    but TeleBlender 3 will export the ambient strength per-material, per-frame through python file )

    Recently i discovered that colors in Blender Cycles can have color-channel values greater than 1
    so, when Legacy/Teleblender 2 materials are created, if we receive a non-null ambient strength
    we wont create an emissive node, ... we will pump up the diffuse color multiplier

    it looks like this in code

    def buildAmbientTB2( mat, strength ):
     ambco = mat.mirror_color 
     mixNode = findNodeByLabel( mat, "diffMixNode" )
     if not mixNode:
      return
     difco = mixNode.inputs[2].default_value
     mixNode.inputs[2].default_value = [ difco[0]+strength*ambco[0], difco[1]+strength*ambco[1], difco[2]+strength*ambco[2], 1 ] 
    

    and it looks like figure 1 in a render

    likethislikethat.jpg
    1920 x 1080 - 313K
    Post edited by mCasual on August 2014
  • mCasualmCasual Posts: 4,308
    August 2014 edited August 2014

    the traditional TeleBlender 2 opacities
    cast monochrome shadows/light ( see note )
    and are only activated and governed by the presence of an opacity map

    in TeleBlender 3, the TeleBlender 2 "legacy" materials will also acquire transparency
    if their opacity strength in Daz Studio is less than 100%
    note: the light is filtered equally in the red-green-blue components
    so light comes in with a color exits with the same color but with a lower intensity, irrespective of the diffuse color

    But the diffuse color does give a tint to the material

    Fig 1 : the JohnLennon glasses look blue but the cast gray light, the orange plane also casts gray shadows/light

    The TeleBlender 3 materials have better ( though possibly slower? ) opacity/transparencies
    and can be used for color-casting/filtering effects like stained glass
    -------

    lennon.jpg
    500 x 1000 - 208K
    Post edited by mCasual on August 2014
  • mCasualmCasual Posts: 4,308
    August 2014 edited August 2014

    3rd "modernization" of TB2 materials: per-material roughness and specular map strength

    glossyyou.jpg
    1280 x 720 - 323K
    tb2spec.jpg
    1920 x 1080 - 685K
    Post edited by mCasual on August 2014
  • SzarkSzark Posts: 10,633
    August 2014 edited December 1969

    Szark said:
    for anyone using Blender and HDRI's with a Sun light this is a very cool script to line up the sun with the HDRI http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Sun_Position I have just used it and it works very well IMHO. I will post the render when it has finished so you can judge for yourselves.
    SpyCarFinal.jpg
    1920 x 1080 - 1M
  • mCasualmCasual Posts: 4,308
    August 2014 edited August 2014

    Szark said:
    Szark said:
    for anyone using Blender and HDRI's with a Sun light this is a very cool script to line up the sun with the HDRI http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Sun_Position I have just used it and it works very well IMHO. I will post the render when it has finished so you can judge for yourselves.

    wow great render

    i often use the 8K jpgs from http://www.hdrlabs.com/sibl/archive.html
    a long while ago, i experienced dark results with the HDR, so i took the habit of using the JPG versions
    also sometimes the HDR versions are blurred

    recently i used HDR and the render looked better

    so i plan to study the matter eventually

    i also want to write scripts/programs to generate the HDR images
    and create some environment maps in Carrara/Bryce/Vue/Blender/Terragen

    when i find time , in 2017 i guess :)

    Post edited by mCasual on August 2014
  • SzarkSzark Posts: 10,633
    August 2014 edited December 1969

    Yeah I found the 8k ones didn't give the results I liked hence me going for one from DT's HDR ProSets Yosemite Pack Two. Yeah I have seen renders done with jpg's, haven't tried it myself.

    I like DT's HDRI as they have more light steps, EV's I think they are called, over 11 seems to be the figure. Not a HDRI expert myself though.

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

    teleblender 2 compatibilitywith enhancements

    Stephanie 4 materials

    ( in other news, my main computer may be sick, lets pray :) )
    ( it even had to go through the scary black screen "io error" and chkdsk )

    glossi2.jpg
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    glossme.jpg
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    Post edited by mCasual on August 2014
  • MelanieLMelanieL Posts: 5,821
    August 2014 edited August 2014

    Hi, I'm a a newbie to this thread and to rendering with Cycles in Blender. First I'd like to say thank you, Casual, for this and all your other terrific scripts (I've used several over the last couple of years).
    I exported a simple scene using mcjTeleBlender2 from DS 4.6 Pro to Blender 2.70 and (apart from my initial disconcertion to see that everything appeared in Blender in shades of white) it was all easy-peasy. I setup Cycles to use GPU rendering (I have an nVidia GTX 660 card) and ran my first ever Cycles renders.
    Hmm, slightly mixed results. The materials came out rather well in general I think: see the first image below. Why from the back? Well, because of the second image - wherever did those eyes and the light-up nose come from?
    Then I read backwards up this thread and found something about ambient with a map and diffuse without being interpreted as a light source - I presume this is my "problem". The figure is Ginger for S6 with the HSS shader on the skin and DS Default shader on the eye parts and the cornea is set up in exactly that way. I got rid of the cornea as a quick-fix - see the third pic - and I think the skin comes out rather well actually, but those eyes definitely need a bit more work. Does anyone have any ideas on what I could be doing to improve them, please?
    I hope this doesn't count as derailing your thread... but I wanted to show that making a start with your helpful script is really simple even for a novice.
    ETA: I attached a quick 3Delight render from DS of how the eyes look there.

    3Delight-03A.jpg
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    Cycles-Render-03.jpg
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    Cycles-Render-02.jpg
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    Cycles-Render-01.jpg
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    Post edited by MelanieL on August 2014
  • 3dOutlaw3dOutlaw Posts: 2,307
    August 2014 edited August 2014

    There are actually some eye settings from casual in this 40 page thread, but to short-circuit that, i had copied/pasted them to this post, for quick reference: link

    (I just noticed the topic of this thread says "Daz STrudio"? I wonder how many times I've read that topic and looked right past that? LOL)

    Szark said:
    for anyone using Blender and HDRI's with a Sun light this is a very cool script to line up the sun with the HDRI http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Sun_Position I have just used it and it works very well IMHO. I will post the render when it has finished so you can judge for yourselves.

    ...and nice find on that script!

    Post edited by 3dOutlaw on August 2014
  • nakamuram002nakamuram002 Posts: 434
    August 2014 edited December 1969

    MelanieL,

    Your are correct -- There is an ambient associated with the eye textures, which is causing an emissions node to get generated in Blender Cycles. I always turn off all ambients (except for the light sources) in my DS scene. I set ambient strength=0 and ambient color=black for all non-light objects.

    You could also go through the eye materials in your Blender scene and replace all emissions nodes with diffuse or glossy nodes.

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

    MelanieL said:
    Hi, I'm a a newbie to this thread and to rendering with Cycles in Blender. First I'd like to say thank you, Casual, for this and all your other terrific scripts (I've used several over the last couple of years).
    I exported a simple scene using mcjTeleBlender2 from DS 4.6 Pro to Blender 2.70 and (apart from my initial disconcertion to see that everything appeared in Blender in shades of white) it was all easy-peasy. I setup Cycles to use GPU rendering (I have an nVidia GTX 660 card) and ran my first ever Cycles renders.
    Hmm, slightly mixed results. The materials came out rather well in general I think: see the first image below. Why from the back? Well, because of the second image - wherever did those eyes and the light-up nose come from?
    Then I read backwards up this thread and found something about ambient with a map and diffuse without being interpreted as a light source - I presume this is my "problem". The figure is Ginger for S6 with the HSS shader on the skin and DS Default shader on the eye parts and the cornea is set up in exactly that way. I got rid of the cornea as a quick-fix - see the third pic - and I think the skin comes out rather well actually, but those eyes definitely need a bit more work. Does anyone have any ideas on what I could be doing to improve them, please?
    I hope this doesn't count as derailing your thread... but I wanted to show that making a start with your helpful script is really simple even for a novice.
    ETA: I attached a quick 3Delight render from DS of how the eyes look there.

    hello Melanie
    i think you already figured it, but, with TeleBlender 2, each material that has an image map attached to the surface's Ambient color in Daz Studio is transformed into a light-emiting surface in Blender Cycles.

    so if one of your surfaces in Blender-Cycles comes out as a light, you can go in Daz Studio, locate that material in the surfaces tab and remove the image map attached to the Ambient channel

    ---

    the other important thing to know is that in TeleBlender 2, transparencies happen only if the surface in Daz Studio has an image map attached to the opacity channel of the surface, for a fully transparent cornea for example, you would apply an all-black image

    ---

    but maybe in your case the problem is the specular strength or the glossiness of the cornea is too strong, so you could try changing the values used

    ---
    i've been working on teleblender 3 recently and the opacity issue will be fixed, meaning if a surface does not use an image map on the opacity channel, but instead uses an opacity strength of 0%, the surface will be transparent, like in Daz Studio
    TeleBlender 2 will also be updated with this and other improvements

    There is a version of the "mcjBlendBot" by nakamuram002 which does process the opacities correctly.
    and it has a different treatment of glossy/specular settings
    http://www.sharecg.com/v/72122/browse/8/Script/Mods-for-mcjTeleblender-DAZ-Studio-to-Blender

    ---

    i may post a new version of TeleBlender 2, today or tomorrow, with the new fixes

    then after an excruciatingly long wait, teleblender 3 which will include a Teleblender 2 Legacy modeand all the fixes

    ...that's ... the plan .... dot dot dot

    tips.jpg
    1920 x 1080 - 338K
    Post edited by mCasual on August 2014
  • mCasualmCasual Posts: 4,308
    August 2014 edited August 2014

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    ** UPDATE ** ** UPDATE ** ** UPDATE ** ** UPDATE ** ** UPDATE ** ** UPDATE ** ** UPDATE **

    mcjBlendBot for TeleBlender2 - Now with map-less opacity

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    https://sites.google.com/site/mcasualsdazscripts3/mcjteleblender2

    note that you only need to update the mcjBlendBot files

    usually by unzipping the content of mcjBlendBot.zip in your blender modules folder

    typically: C:\Program Files\Blender Foundation\Blender\2.71\scripts\modules

    something i should 've done a while ago

    ( though it was available here: Nakamuram

    materials with an opacity of less than 100%, with or without opacity-maps will now be transparent in Blender-Cycles

    note that the transparencies don't add a tint to light that passes through them, but that will solve many users issues

    a better update of mcjBlendBot for TeleBlender2 is expected soon

    and mcjTeleBlender 3 ( with backward/legacy compatibility ) is expected soon

    mcjBlendBotXpa.jpg
    1280 x 720 - 142K
    Post edited by mCasual on August 2014
  • MelanieLMelanieL Posts: 5,821
    August 2014 edited August 2014

    3doutlaw - many thanks for that link, I ran back through the thread but must have missed that one.

    nakamuram002 - thanks for your help. And I've picked up your Mods script from ShareCG so I'll try that too.

    Casual - thanks for the link to the ShareCG script. Looking forward to version 3 too. You amaze me with the masses of scripts you come up with (must be almost a full-time occupation I imagine)
    ETA: Oh and I see you've just posted while I was pondering my last reply! Wow!
    :)

    Post edited by MelanieL on August 2014
  • SzarkSzark Posts: 10,633
    August 2014 edited December 1969

    very nice look forward to version 3

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