[Released] Blender to Daz Studio Plugin released!!! Official support thread [Commercial]

MatroniusMatronius Posts: 161
edited August 23 in Daz PA Commercial Products

Blender to Daz Studio Plugin | Daz 3D

Blender to Daz Studio 3.5.39

Finally you can have the tool you have always desired and import your favourite Blender objects into Daz Studio (version 4.23 or above) with all their bells and whistles!!! Blender to Daz Studio plugin will export all objects as FBX format and accurately export all PBR textures (including BaseColor, Metallic, Specular, Roughness, Transmission, Emission, Normal and Alpha), Blender PrincipleBSDF materials (which will be converted to the Daz UberIray material) and the textures, which will be exported with this pattern:

BaseColor > Base Color

Metallic > Metallicity

Specular > Glossy Reflectivity

Specular IOR Level > Glossy Reflectivity

Specular Tint > Glossy Color

Roughness > Glossy Roughness and Glossy Reflectivity

Transmission > Refraction Weight

Emission > Emission Color

Emission Strength> Luminance

Normal > Normal Map

Alpha > Cutout Opacity

To ensure that the tool works properly, make sure that your Blender materials are Principled BSDF and that your textures are connected as shown in the supporting documentation, available when you buy the tool alongside a Youtube video tutorial.

This tool has several unique features:

1) Works with multiple Blender objects!!!! You can export everything you want in one go!!!

2) The tool supports: Armatures, Animations, Shape keys (available as Morphs in Daz Studio), Skeletal animations, Weight maps, Face Groups, and Multimaterials!!!!

3) Also supports Specular, Transmission and Emission textures!

4) Exports keyframes without needing to bake animations beforehand.

5) Bakes materials to create simplified texture maps that can be used in Daz Studio.

6) Exports Blender lights and cameras to maintain consistency when rendering in Daz Studio.

7) Exports scene configurations, including time range settings, frame rate and render size.

8) Exports environment maps (HDRI) to maintain lighting and atmosphere settings in Daz Studio.

9) User-friendly panel in Blender's UI for straightforward export to Daz Studio!!!

Please note that the product requires Windows 10 or 11 or MacOS, Daz Studio version 4.23 or above and Blender 4.0, 4.1, 4.2 or 4.3.

Have fun!!!!

What's Included and Features

  • Blender to Daz Studio Plugin 3.5.39
    • 1) Works with multiple Blender objects!!!! You can export everything you want in one go!!!
    • 2) The tool now supports: Armatures, Animations, Shape keys (available as Morphs in Daz Studio), Skeletal animations, Weight maps, Face Groups, and Multimaterials!!!!
    • 3) Now also supports Specular, Transmission and Emission textures!
    • 4) Exports keyframes without needing to bake animations beforehand.
    • 5) Bakes materials to create simplified texture maps that can be used in Daz Studio.
    • 6) Exports Blender lights and cameras to maintain consistency when rendering in Daz Studio.
    • 7) Exports scene configurations, including time range settings, frame rate and render size.
    • 8) Exports environment maps (HDRI) to maintain lighting and atmosphere settings in Daz Studio.
    • 9) User-friendly panel in Blender's UI for straightforward export to Daz Studio!!!

Please feel free to use this thread for any issues, feedback or development suggestions!!! We are committed to introduce new amazing features in future!!!!

Best wishes,

Matronius

Demos and tutorials

Installation tutorial (including installation of new versions)

Overview of the key features of Matronius' Blender to Daz Studio plugin

Demo 1: transferring a simple object with its textures from Blender to Daz Studio

Post edited by Matronius on
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Comments

  • ArtiniArtini Posts: 10,283

    Awesome. Thanks for creating this product. I am enjoying it very much.

     

  • DoctorJellybeanDoctorJellybean Posts: 9,585
    edited July 30

    I've been waiting for this for a long time!

    Post edited by DoctorJellybean on
  • WendyLuvsCatzWendyLuvsCatz Posts: 39,992

    wishlisted for now as I have so many other assets imported from other softwares I haven't used without starting on the Blender ones wink

    in addition to my largely unused constantly growing DAZ3D library that is surprise

    definitely will buy it eventually 

  • DoctorJellybeanDoctorJellybean Posts: 9,585

    WendyLuvsCatz said:

    wishlisted for now as I have so many other assets imported from other softwares I haven't used without starting on the Blender ones wink

    in addition to my largely unused constantly growing DAZ3D library that is surprise

    definitely will buy it eventually 

    Strike the iron while it is hot laugh 

  • crosswindcrosswind Posts: 9,537
    edited July 30

    It's great to have a commercial thread of BTD ! I'm posting my first issue which's lasting for a period of time.

    When the plugin of BlendertoDazStudio imports object sent from Blender as a Prop,  the Prop's Scale, X Scale, Y Scale and Z Scale value are set as 1.00 rather than 100.0%... but the default Scales value of Figure / Prop in DS  is with As Percent checked in Parameter Settings ....

    Then each time I have to modify the settings before packing a product. So would you pls modify the default settings for them, i.e. set As Percent as Checked ? Thank you ! 

    Post edited by crosswind on
  • WendyLuvsCatzWendyLuvsCatz Posts: 39,992

    DoctorJellybean said:

    WendyLuvsCatz said:

    wishlisted for now as I have so many other assets imported from other softwares I haven't used without starting on the Blender ones wink

    in addition to my largely unused constantly growing DAZ3D library that is surprise

    definitely will buy it eventually 

    Strike the iron while it is hot laugh 

    it might be hot but my finances are not after Xmas in July cheeky 

  • A major issue is the limit on poly count. Objects requiring a high polycount for displacement will not transfer, nor will grouped items with high poly counts such as ivy. The bridge needs either a setting to increase the poly count limit or just hardcode the increase. Slicing and dicing my objects just to bring them into DAZ is not a solution, it's a headache. For many sceens, I have to move objects in batches. That's fine if I can't use the "All" button, But for it not to work at all due to poly count, thats just broken.

  • crosswindcrosswind Posts: 9,537

    The more optimal way is to bake and transfer displacement map rather than the SubD mesh. The former is the typical way of handling displacement in DS.

  • MatroniusMatronius Posts: 161

    @TheFantasyPhoenix. Could you please send me an example of a file with high poly counts that you are currently unable to export, so I can look into that? My email is [email protected]. Thanks

  • hansmolleman33hansmolleman33 Posts: 239

    Is there any how to video on youtube ?

     

    I try to export a model from Blender to DAZ but all I get is an error from Blender (I use the required version for both software).  

  • MatroniusMatronius Posts: 161

    @hansmolleman33 please also ensure that you have followed the installation instructions in the Readme file. Also, if you have installed a previous version, please uninstall it, restart Blender, and then install the new one. Let me know if you solve your problem. Best wishes, Matronius

  • V3DigitimesV3Digitimes Posts: 3,365
    edited July 31

    OK, I'm super happy you opened this thread because I hesitated as the product description was not clear enough (for me not native english speaker) on a few points : 

    1. when you send all objects at once, will they be all individual geometries (props) in Daz Studio, or a big single geometry gathering all objects? If it is individual geometries ( i.e. separate objects), it woud be great. It seems so in the video, but I prefer to check.

    2. Maps : can you choose your bake size? 4k?

    3. Bake : can the map baking tools bake textures which are for instance object projected or procedural in blender to their UV space (map)? (Like the baking we make in blender usually and which can be fastidious)

    Well that's all for now, but since I planned to buy blender addons to speed my workflow concerning the points I mentionned, then if I have 3 yes, you have my yes!!!

    Post edited by V3Digitimes on
  • hansmolleman33hansmolleman33 Posts: 239

    Matronius said:

    @hansmolleman33 please also ensure that you have followed the installation instructions in the Readme file. Also, if you have installed a previous version, please uninstall it, restart Blender, and then install the new one. Let me know if you solve your problem. Best wishes, Matronius

    Ok I will check this out, thanks !

  • reitakureitaku Posts: 6

    Hello! I was able to import hair into Daz using polylines, but how do I add morphs? It doesn't seem to be possible to edit in GoZ. Any advice would be greatly appreciated!

  • WendyLuvsCatzWendyLuvsCatz Posts: 39,992
    edited August 1

    reitaku said:

    Hello! I was able to import hair into Daz using polylines, but how do I add morphs? It doesn't seem to be possible to edit in GoZ. Any advice would be greatly appreciated!

    sadly the polylines seem to be static mesh onlly and cannot be conformed either  (speaking as a person who imports Carrara hairs and converts to curves in DAZ)

    related I imagine to the PA only Dforce ability, I discovered a month or so ago you can actually apply Dforce properties to them but they just are not seen when simulate clicked so definitly a block related to either the PBR shader or curve conversion

    the geometry as ribbons can be dforced but is massive

    (please note, I don't have the plugin yet, I just do hairs from Carrara AND Blender manually as obj importts I convert to polylines)

    Post edited by WendyLuvsCatz on
  • barbultbarbult Posts: 26,156

    reitaku said:

    Hello! I was able to import hair into Daz using polylines, but how do I add morphs? It doesn't seem to be possible to edit in GoZ. Any advice would be greatly appreciated!

    Select the Geometry Editor Tool when you export to OBJ and again when you import your modified OBJ file with Miorph Loader Pro. 

  • crosswindcrosswind Posts: 9,537

    reitaku said:

    Hello! I was able to import hair into Daz using polylines, but how do I add morphs? It doesn't seem to be possible to edit in GoZ. Any advice would be greatly appreciated!

    ZBrush is not able to import polylines no matter with GoZ or OBJ. 

    You can further sculpt the hair curves your created in Blender, export curves to DS as polylines again with this BTD add-on.  Then create the morph by using the sculpted polyline object in DS, i.e. export it to OBJ, import OBJ as a morph with Morph Loader Pro. More steps but it should be a quicker way.

  • reitakureitaku Posts: 6
    edited August 1

    Thanks for the advice!

     

    According to this article(https://www.deviantart.com/uncannyvalet/journal/Blender-Hair-in-Daz-Studio-Making-Polyline-Hair-1088126863),

    I should be able to create morphs by importing them using the “Morph Loader Pro”, so I gave it a try and was able to create morphs.

    (Procedure)
    After importing hair into DAZ using the plugin, export it in OBJ format and import it into “Morph Loader Pro” to create morphs.

     

    However, the issue is that editing the hair (curves?) exported in OBJ format is difficult, and I'm stuck.

    Post edited by reitaku on
  • UncannyValetUncannyValet Posts: 264

    reitaku said:

    However, the issue is that editing the hair (curves?) exported in OBJ format is difficult, and I'm stuck.

    As you have discovered, your order of operations might not be the best workflow as you cannot easily re-style the curves in Blender once they are like this. 

    I am not at a computer right now so cannot refresh my mind as to a good workflow, but I believe you can right click on imported polyline mesh in Blender and go to Convert to -> Curve then right click and Convert to -> Curves, which makes the hair into Blender's new Geometry Node hair.  Then you need to update Hair's surface to be your Genesis Figure or haircap.  At this point, I beleive you can use the Sculpt mode to style the hair curves in Blender's Hair Curves system.  But I am doubtful that is going to preserve the vertex order. If vertex order is not preserved, morph loader will not work.

    To ensure vertex index is preserved, it is probably best to go back a few steps and make all the morphs for the hair before doing the conversion/export.  I believe I might have mentioned that in the link you posted, but I also cannot access deviantart on my current ISP so cannot remind myself what I wrote.

  • MatroniusMatronius Posts: 161
    @V3Digitimes 1 - Yes, Each object will be exported as a separate node in DazStudio. 2 - I can add an option for that, but now, it is 1080 * 1080 by default. (note that in the current version this button is called "Merge Textures") 3 - No, Our method is Emit baking on plane. So, short answer is two yes (one is a work in progress) and one no. I hope it's enough to persuade you to support me :) Best wishes, Matronius
  • reitakureitaku Posts: 6
    edited August 1

    UncannyValet said:

    reitaku said:

    However, the issue is that editing the hair (curves?) exported in OBJ format is difficult, and I'm stuck.

    As you have discovered, your order of operations might not be the best workflow as you cannot easily re-style the curves in Blender once they are like this. 

    I am not at a computer right now so cannot refresh my mind as to a good workflow, but I believe you can right click on imported polyline mesh in Blender and go to Convert to -> Curve then right click and Convert to -> Curves, which makes the hair into Blender's new Geometry Node hair.  Then you need to update Hair's surface to be your Genesis Figure or haircap.  At this point, I beleive you can use the Sculpt mode to style the hair curves in Blender's Hair Curves system.  But I am doubtful that is going to preserve the vertex order. If vertex order is not preserved, morph loader will not work.

    To ensure vertex index is preserved, it is probably best to go back a few steps and make all the morphs for the hair before doing the conversion/export.  I believe I might have mentioned that in the link you posted, but I also cannot access deviantart on my current ISP so cannot remind myself what I wrote.

    Thank you very much!

    Following the steps, I was able to convert the object into a curve and then sculpt the Hair. After sculpting, I converted the curve back into a mesh and loaded it into Morph.

    Morph works fine when set to 100%, but the appearance becomes poor when set between 0 and 100%. What could be causing this?

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    Post edited by reitaku on
  • UncannyValetUncannyValet Posts: 264
    edited August 1

    reitaku said:

    UncannyValet said:

    reitaku said:

    However, the issue is that editing the hair (curves?) exported in OBJ format is difficult, and I'm stuck.

    As you have discovered, your order of operations might not be the best workflow as you cannot easily re-style the curves in Blender once they are like this. 

    I am not at a computer right now so cannot refresh my mind as to a good workflow, but I believe you can right click on imported polyline mesh in Blender and go to Convert to -> Curve then right click and Convert to -> Curves, which makes the hair into Blender's new Geometry Node hair.  Then you need to update Hair's surface to be your Genesis Figure or haircap.  At this point, I beleive you can use the Sculpt mode to style the hair curves in Blender's Hair Curves system.  But I am doubtful that is going to preserve the vertex order. If vertex order is not preserved, morph loader will not work.

    To ensure vertex index is preserved, it is probably best to go back a few steps and make all the morphs for the hair before doing the conversion/export.  I believe I might have mentioned that in the link you posted, but I also cannot access deviantart on my current ISP so cannot remind myself what I wrote.

    Thank you very much!

    Following the steps, I was able to convert the object into a curve and then sculpt the Hair. After sculpting, I converted the curve back into a mesh and loaded it into Morph.

    Morph works fine when set to 100%, but the appearance becomes poor when set between 0 and 100%. What could be causing this?

    It will probably be a consequence of vertex order not being preserved, as i did mention above.

    If vertex order gets mixed up on a standard mesh, the results will be a mess of polygons, and it's easy to diagnose as a vert order issue.  But for polyline hair, you noted that the final shape isnt a mess and still looks ok.  The reason it still looks ok at 100% is probably only because the mesh is made of continuous strands, so will still be sequentially numbered correctly relative to the 1st index vert, but they will neverless be mixed up.  I did explain the correct process in post above.

    Post edited by UncannyValet on
  • reitakureitaku Posts: 6
    edited August 1

    UncannyValet said:

    It will probably be a consequence of vertex order not being preserved, as i did mention above.

    If vertex order gets mixed up on a standard mesh, the results will be a mess of polygons, and it's easy to diagnose as a vert order issue.  But for polyline hair, you noted that the final shape isnt a mess and still looks ok.  The reason it still looks ok at 100% is probably only because the mesh is made of continuous strands, so will still be sequentially numbered correctly relative to the 1st index vert, but they will neverless be mixed up.  I did explain the correct process in post above.

     

    Thank you, I finally did it!

    I checked the steps and tried the following in order.

    1. Create hair in Blender.
    2. Use the “Blender to Daz Studio Plugin” to import the hair into DAZ.
    3. Sculpt the hair and import it into DAZ using the “Blender to Daz Studio Plugin.” After importing, export this hair as an OBJ file.
    4. Import the exported OBJ file into Morph Loader Pro and create the morphs.

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  • crosswindcrosswind Posts: 9,537

    reitaku said:

    UncannyValet said:

    It will probably be a consequence of vertex order not being preserved, as i did mention above.

    If vertex order gets mixed up on a standard mesh, the results will be a mess of polygons, and it's easy to diagnose as a vert order issue.  But for polyline hair, you noted that the final shape isnt a mess and still looks ok.  The reason it still looks ok at 100% is probably only because the mesh is made of continuous strands, so will still be sequentially numbered correctly relative to the 1st index vert, but they will neverless be mixed up.  I did explain the correct process in post above.

     

    Thank you, I finally did it!

    I checked the steps and tried the following in order.

    1. Create hair in Blender.
    2. Use the “Blender to Daz Studio Plugin” to import the hair into DAZ.
    3. Sculpt the hair and import it into DAZ using the “Blender to Daz Studio Plugin.” After importing, export this hair as an OBJ file.
    4. Import the exported OBJ file into Morph Loader Pro and create the morphs.

     

    That's the right way ~ DO NOT convert but just export to polylines with BTD and create morphs.

  • savagestugsavagestug Posts: 196

    On my phone so I can't reply to above post, but I ran into issues being unable to export all. I was trying to export one of the smaller kitbash3d Shogun buildings (has a back yard area with pond, bridge, and vegetation) and could only export partial elements at a time. Nothing happened but map transfer with export all

  • dragotxdragotx Posts: 1,147

    How do we set up characters for G9 when they are transferred in with this utility?  I haven't been able to get them rigged at all yet

  • crosswindcrosswind Posts: 9,537

    savagestug said:

    On my phone so I can't reply to above post, but I ran into issues being unable to export all. I was trying to export one of the smaller kitbash3d Shogun buildings (has a back yard area with pond, bridge, and vegetation) and could only export partial elements at a time. Nothing happened but map transfer with export all

    You just right-click on the parent node to Select Hierarchy, then click Export > Selected button. It'll work. 

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