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

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

«1…20212223242526…49»

Comments

  • siocsioc Posts: 326
    September 2014 edited September 2014

    empty

    Post edited by sioc on September 2014
  • mCasualmCasual Posts: 4,607
    September 2014 edited December 1969

    sioc said:
    sure :

    thanks, i found the issue

    in fact it was difficult to reproduce that error

    for an unknown reason, apparently, your bump map was not exported by the obj/mtl exporter

    mcjTeleBlender saw the bump map in your scene, and "sent a message" to
    mcjBlendBot like "set the bump map strength of surface X material Y to the strength Z

    and mcjBlendBot being over-confident in the existence of surface X material Y
    told Blender to do the impossible, and it all went crashing

    in the next the version posted, mcjBlendBot will look for the existence of the surface before asking Blender to do something to it

  • mCasualmCasual Posts: 4,607
    September 2014 edited September 2014

    mcjBlendBot UPDATE mcjBlendBot UPDATE mcjBlendBot UPDATE mcjBlendBot UPDATE

    for cases where bump map exports fail

    2014 September 15 11:22 PM - Version 3.04 beta - mcjBlendBot will not attempt to adjust the
    bump map strength of materials for which no bump map exists. Note that the mcjTeleblender script was updated earlier today,

    Post edited by mCasual on September 2014
  • mCasualmCasual Posts: 4,607
    September 2014 edited September 2014

    sioc said:
    if you remove the bump map from that material
    you should be able to see the normal map and avoid the error

    No more bump map so the trouble is elsewhere... :(

    Just a wild guess -- maybe the filename V4C_MAT_RIBBED_NML.jpg or the path to this image is causing problems

    so you could try renaming it rib.jpg and place it in a simple location like c:\users\temp or the Maps folder

    it could even be a case of uppercase/lowercase in the filename that prevents blender from finding the file

    also, sometimes Daz Studio speaks about .jpg files when the file on disk is actually a bmp or png

    Post edited by mCasual on September 2014
  • siocsioc Posts: 326
    September 2014 edited September 2014

    I confirm no more that bump error :)

    Post edited by sioc on September 2014
  • HellKoreaHellKorea Posts: 17
    September 2014 edited December 1969

    Hello Casual..
    There is Scale issue.

    Camera and lights position is different when i change the scale.

    Thank you always. you're a Genius.

    2014-09-16_135806.jpg
    1332 x 839 - 374K
  • mCasualmCasual Posts: 4,607
    September 2014 edited December 1969

    jerrycrow said:
    Hello Casual..
    There is Scale issue.

    Camera and lights position is different when i change the scale.

    Thank you always. you're a Genius.

    thanks i located the problem
    just a matter of moving 1 line of code

    it will be fixed in the next update

    only the daz script will need the update

  • siocsioc Posts: 326
    September 2014 edited December 1969

    About Cycles choice, could you add the tiles size in the settings before export ?

  • ladagaladaga Posts: 4
    September 2014 edited December 1969

    A casual hello to me it would be very convenient to use two buttons.
    Export and one frame of the animation.
    I really like your plugin, if it just remake using standard DAZ Export obj&mdd; would be very cool!
    I found a way to add the entire scene. You and so much to create one in order to make it all good.
    Only here there are some difficulties with the opening .Keep vert order no is the default.
    http://www.youtube.com/watch?v=Ke_t88FNkWk&feature=youtu.be

    Setner.png
    1920 x 1080 - 1M
  • mCasualmCasual Posts: 4,607
    September 2014 edited September 2014

    yes in the next version/update mcjBlendBot will turn on the [keep vertex order ] option of the obj importer

    concerning mdd - i will post a small C-Language program and the .exe that converts a series of obj files into a single-group obj file and the mdd. The mdd-writer already works but i converted the .obj to mono-group using wordpad.

    The good part of this .exe is that it will work with .obj sequences from DAz Studio, Carrara, Poser, Blender, etc...

    and mcjTeleBlender can use/launch this program right after exporting the obj sequence

    then mcjTeleBlender/mcjBlendBot can open the mono-group .obj file in blender, build the cycles material and even apply the MDD file as the object modifier

    someday if i make a live-link / bridge between DS and Blender, i will probably use this

    --

    for Mac compatibility j could have the objs-to-mdd converter be a blender-python script ... i don't think it will be as fast

    Post edited by mCasual on September 2014
  • mCasualmCasual Posts: 4,607
    September 2014 edited September 2014

    next version will have - tile sizes , which in fact works for Cycles and non-cycles renders

    the default setting is to let Blender use its current default settings

    the other settings range from 16x16 to 1024x1024 ( powers of 2 )

    betas.jpg
    960 x 960 - 135K
    upco.jpg
    1920 x 1080 - 420K
    Post edited by mCasual on September 2014
  • siocsioc Posts: 326
    September 2014 edited September 2014

    empty

    Post edited by sioc on September 2014
  • siocsioc Posts: 326
    September 2014 edited September 2014

    empty

    Post edited by sioc on September 2014
  • mCasualmCasual Posts: 4,607
    September 2014 edited September 2014

    sioc said:
    I somehow found the trouble but how to fix it ...

    I pushed the normal map to 6 and I could see my normal map effect. So it was here but the surface doesn't show the right thing in blender.

    To have it right I had to open and reselect : Diffuse BSDF, then that made appear Normal map, then by reselecting normal map I could see image texture and there it is!!

    Is there a way to refresh the proprieties so they show correctly ?

    i still suspect that there's an issue with this specific filename or the path

    you could try using the jpg image shown below

    ----

    another distant possibility is that the normal map dimension in pixels is too gigantenormous

    normal.jpg
    1024 x 1024 - 106K
    Post edited by mCasual on September 2014
  • mCasualmCasual Posts: 4,607
    September 2014 edited December 1969

    ladaga said:
    A casual hello to me it would be very convenient to use two buttons.
    Export and one frame of the animation.
    I really like your plugin, if it just remake using standard DAZ Export obj&mdd; would be very cool!
    I found a way to add the entire scene. You and so much to create one in order to make it all good.
    Only here there are some difficulties with the opening .Keep vert order no is the default.
    http://www.youtube.com/watch?v=Ke_t88FNkWk&feature=youtu.be


    i will wait before adding the "Keep vertex order" option because it removes all the groups, and mcjTeleBlender/mcjBlendBot needs the groups

    the program i wrote to generate MDD from a series of obj file will also create a no-groups obj file, and mcjBlendBot will be able to import it

  • mCasualmCasual Posts: 4,607
    September 2014 edited September 2014

    next update will have the cameras and light positions properly sized when the meshes are using an export ''Scale' different than 1%

    here the Daz Studio scene with Aiko3 was exported with a scale of 10%

    Once in Blender i added a default cube, which is 2 meters wide, and it's the same size as the cube which was 20 cm wide in Daz Studio

    ' fig 2 - exported at the default scale of 1%

    so the default Blender cube which is 2 meters wide looks 2m wide

    cubicle.jpg
    960 x 960 - 136K
    Amiconia.jpg
    960 x 960 - 126K
    Post edited by mCasual on September 2014
  • siocsioc Posts: 326
    September 2014 edited September 2014

    empty

    Post edited by sioc on September 2014
  • siocsioc Posts: 326
    September 2014 edited September 2014

    empty

    Post edited by sioc on September 2014
  • mCasualmCasual Posts: 4,607
    September 2014 edited December 1969

    sioc said:
    I saved your normal map as normal.jpg in c:\tmp and replace the one used by yours and the trouble in the parameters display is the same.

    To be sure in a new empty scene I created a primitive cube 1m x 1m I added your normal map still in c:\tmp and exported it : same result the normal map is working BUT the proprieties are saying :

    you have to expand the Diffuse and Glossy nodes to see the normal maps

    mapnstrength.jpg
    842 x 734 - 320K
  • siocsioc Posts: 326
    September 2014 edited September 2014

    I feel really stupid...

    Thanks and sorry :)

    PS: I'll clean up my latest post that are uninteresting

    Post edited by sioc on September 2014
  • mCasualmCasual Posts: 4,607
    September 2014 edited September 2014

    Update - 3.05 - Update - 3.05 - Update - 3.05 - Update - 3.05 beta

    >>>>>>>>> https://sites.google.com/site/mcasualsdazscripts4/mcjteleblender3

    mcjTeleBlender and mcjBlendBot

    2014 September 16 4:50 PM - Version 3.05 beta -
    mcjTeleBlender now scales the camera and light positions using the same scale factor as the mesh export
    mcjTeleBlender and mcjBlendBot now transmit the render tile size ( which can in some cases speed up renders )

    upco.jpg
    1920 x 1080 - 420K
    Post edited by mCasual on September 2014
  • SzarkSzark Posts: 10,634
    September 2014 edited December 1969

    sioc said:
    I feel really stupid...

    Thanks and sorry :)

    PS: I'll clean up my latest post that are uninteresting

    hey it is better than looking stupid like me. :)

    Casual this is progressing really nicely...I can't wait to play some more but I am holding off until you are finished. Have I ever thanked you for making this for free, in the spirit of Blender and all the hard work you do for us.

  • siocsioc Posts: 326
    September 2014 edited December 1969

    Do you have any advice to have less fireflies in the render ?

  • mCasualmCasual Posts: 4,607
    September 2014 edited September 2014

    Szark said:
    sioc said:
    I feel really stupid...

    Thanks and sorry :)

    PS: I'll clean up my latest post that are uninteresting

    hey it is better than looking stupid like me. :)

    Casual this is progressing really nicely...I can't wait to play some more but I am holding off until you are finished. Have I ever thanked you for making this for free, in the spirit of Blender and all the hard work you do for us.

    i want to get back to mcjBuilder to add the new stairs to the mcjCastle which will also have animatable doors

    so probably i'll write mcjTeleBlender3's manual, iron out a few quirks, then declare it out of Beta, and into uhh gamma testing

    which is a very handy and vague term

    ---
    the other project i hope to get time for this autumn is a Kinect plugin or something


    oh and with mcjBuilder ... this gothic'like movie set

    longview.jpg
    1920 x 1080 - 542K
    Post edited by mCasual on September 2014
  • SzarkSzark Posts: 10,634
    September 2014 edited December 1969

    sioc said:
    Do you have any advice to have less fireflies in the render ?
    try using Clamp Indirect in the render settings pallet, start around 0.80 - 3.00 but it does depend how much glossy surfaces you have and if you are using Caustics. There is a Caustic disable function in the render settings pallet too.
  • SzarkSzark Posts: 10,634
    September 2014 edited December 1969

    Casual said:
    Szark said:
    sioc said:
    I feel really stupid...

    Thanks and sorry :)

    PS: I'll clean up my latest post that are uninteresting

    hey it is better than looking stupid like me. :)

    Casual this is progressing really nicely...I can't wait to play some more but I am holding off until you are finished. Have I ever thanked you for making this for free, in the spirit of Blender and all the hard work you do for us.

    i want to get back to mcjBuilder to add the new stairs to the mcjCastle which will also have animatable doors

    so probably i'll write mcjTeleBlender3's manual, iron out a few quirks, then declare it out of Beta, and into uhh gamma testing

    which is a very handy and vague term

    ---
    the other project i hope to get time for this autumn is a Kinect plugin or something


    oh and with mcjBuilder ... this gothic'like movie set


    cool. I think Blender Cycles has gamma correction enabled at default.

  • mCasualmCasual Posts: 4,607
    September 2014 edited December 1969

    sioc said:
    Do you have any advice to have less fireflies in the render ?

    there's more fireflies when there are few small lights,

    so if your scene allows it, try removing walls and use a "World" with or without Environment map

    and make the other lights large

    ---

    also try reducing the number of glossy surfaces that are not really needed since they produce small light sources

    and the caustics should normally be turned off

    ---

    adding a bit of ambient color ( say 5% white in the Daz Studio surface ) can also help hide the ''noise''

    ---

    there's also a filter setting in the render settings panel but i didnt learn to use it
    you can also try filtering the render result using photoshop or Blender's layer compositing post processing

    videos ! yay ! https://www.youtube.com/results?search_query=blender+cycles+reduce+fireflies

  • mCasualmCasual Posts: 4,607
    September 2014 edited December 1969

    MDD support for mcjTeleBlender/mcjBlendBot coming this fall

    ( possibly at least initially, only for PC-Windows and Linux )

    up til now, mcjteleblender lets you render animations by exporting each frame as an .obj file
    then rendering the 30 frames by running Blender in invisible mode

    there's a file format named MDD, it treats the scene as one big mesh,

    the mdd file is like one huge collection of morphs, with 1 morph per frame

    as long as your scene content is not too complex and as long as the animation is not too long
    it should fit in the memory of a modern PC

    and Blender will be under your control, not running on autopilot

    so you could create animation loops in Daz Studio, and integrate that in your Blender movies

    mddsho.gif
    320 x 320 - 1M
  • ben98120000ben98120000 Posts: 469
    September 2014 edited December 1969

    sioc said:
    Do you have any advice to have less fireflies in the render ?

    Set min and max light bounces to the same value.
  • HellKoreaHellKorea Posts: 17
    September 2014 edited September 2014

    hi casual~
    i found another scale problem.

    it's bump value (and normal?).

    if scale 1% export >> bump value 0.005,
    scale 2% export >> bump value same as scale 1%(0.005 not 0.010)

    am I wrong? check please~
    (sorry my bad english)

    Thanks always.

    Post edited by HellKorea on September 2014
«1…20212223242526…49»
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