Will scenes made for Unreal Engine work in DS?
Hello, I guess the gist of my interest is in the title.
I have seen some very interesting things made for Unreal, and so I am wondering if it is possible to use them in DS.
I know there are DS bridges for other rendering programs, but I don't want to use Unreal, just things that can be used in Unreal.
Much to learn here.
Thanks.
R

Comments
What format are they in?
You can try but i dont think it will be easy. Im curious also if there is an easy way as UE environments are really nice.
Polish has exported some stuff to Daz from UE5. I wonder what their process was.
A process might involve UE5 -> Blender -> Convert all materials to Principled BSDF if not already in Principled BSDF (e.g., bake down to texture maps using Simple Bake if necessary) -> Export using Blender to Daz bridge
Another process might be to export all objects and textures from UE5 and then set up all objects and textures by hand in Daz Studio. I did this and it was days of work for a complex environment.
is no easy way sadly
obj ends up one mesh and textures require some work such as moving to the root folder and any with opacity maps don't export so have to export those separately
FBX no textures export but you do get individual meshes
the png export plugin is advised for doing the textures
its a lot of painful loading of maps
See the chnage log for DAZ Studio : Incremented build number to 6.25.2025.23507 :
this is in the current Public Build.
Thank you, everyone.
I guess I will not be going in that direction.
R
well you could try the 2025 Alpha if Richard Haseltine is correct in saying there are improvements in inport options
I haven't tried it
Can it be done? Short answer is yes… maybe… sort of… depends… don't set your hopes too high... BUT I quite often bring models from a UE scene into Daz Studio. I have built a gas station with cars, various spaceships, various room interiors, a snowbound cabin and a wonderful firetower lookout and interior fittings from models exported from UE as FBX and the Texture files I need too, into a folder I set up for that model.
Often, you have to bring all the model parts in individually (Sadly I’m pretty sure blueprints can’t be exported from UE?) so you have to export all the pieces out and then build the model from scratch again in Daz Studio. This can be easy or hard, depending on the model. Some model parts come into Studio placed in the correct locations, which is nice! Others just come in at 0,0,0, so all will have to be moved into place by yourself!
BUT it can also be pretty hit or miss. Not all FBX files come into Studio okay, especially people figures and animals out of UE often come in distorted. This is where I might use either Blender or Character Creator to pose the model and bring it into Studio for rendering as a pre-posed OBJ.
Mostly, textures from UE are fine. I usually just bring the base color, normal and any emissions into Daz (I can never figure where all those other UE texture files go in Studio, so don’t bother with them...) I then convert the imported model parts to Iray and plug the textures in via the Surfaces tab and hope for the best. Same with glass, make it Iray and then add any UE surfaces as required (usually for dirt, scratching, ice etc.).
So, long story short, some models from UE to Studio can work fine and can look really good in an Iray render, especially if you use Daz figures in the resulting image. As long as you know not everything will work and it is a lot of fiddly work to build the model again in Studio, it can be fun to do, but it can also be very frustrating!!!
I have attached a quick image of the firetower, rendered in Daz Studio. am still working on Daz Studio 4.24, by the way.
you can export a whole scene in correct place from UE via USD (or can do with obj or fbx too in fact) to blender and then break up in Blender and batch export to obj or use Blender to Daz Bridge. I dont think you need to break up blueprints first.
The other texture files might be important (mainly roughness). If you have a channel packed PBR map (with AO, Metallicity, and Roughness in the RGB channels) you can split them out by batch processing them with ImageJ or something, or create a custom Iray Uber shader that can take the RGB channels. The AO channel is usually not needed in Daz Studio but Roughness and Metallicity would be.
Usually the channel packed textures are AO, Metallicity, and Roughness but not always and not in that order, so obviously you should check what they are and also check which channel is which.
I hope this can be added to latest DS 4.2x.
There is no plan to add any further new features to DS 4, as I understand it.
Ah, pity ~~ Thanks !