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

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Comments

  • ArtiniArtini Posts: 10,283

    Thanks, @WendyLuvsCatz

    Now I know, why you like their assets so much.

     

  • WendyLuvsCatzWendyLuvsCatz Posts: 39,993

    Artini said:

    Thanks, @WendyLuvsCatz

    Now I know, why you like their assets so much.

     

    LOL not enough to actually buy any yet, only have the freebies

    but yeah, one day, they are pricey and right now not even buying the plugin though it's on my wishlist

    too many non 3D wants 

  • ArtiniArtini Posts: 10,283

    They have 3 freebies at the moment. Just wonder, if they change them or put another ones.

    I have started with one of them yesterday, but they are really huge. Need more time to experiment.

     

     

  • MatroniusMatronius Posts: 161
    @Artini I would recommend exporting a limited number of objects at the time. The Kits are so huge that they can easily cause issues, not only with our tool export capabilities, but also with Daz Studio, which struggles to handle several models at the same time unless you have a NASA-style graphics card :)
  • AnEye4ArtAnEye4Art Posts: 846
    Daz does struggle with handling large amounts of objects. I see this when scattering a large amount of objects and when I need to clear a lot of objects from a scene. Daz does not handle memory well from what I've noticed.
  • WendyLuvsCatzWendyLuvsCatz Posts: 39,993
    edited August 28

    Artini said:

    They have 3 freebies at the moment. Just wonder, if they change them or put another ones.

    I have started with one of them yesterday, but they are really huge. Need more time to experiment.

     

     

    I have the post Appocalytic MiniKit, Mission to Minerva, Neo City and in FAB Gaea and Luminara (those only Unreal format)

    Post edited by WendyLuvsCatz on
  • ArtiniArtini Posts: 10,283

    Matronius said:

    @Artini I would recommend exporting a limited number of objects at the time. The Kits are so huge that they can easily cause issues, not only with our tool export capabilities, but also with Daz Studio, which struggles to handle several models at the same time unless you have a NASA-style graphics card :)

    Yes, I figured it out. Great, that KitBash3D Blender files contain separate props, but in common file.

     

  • ArtiniArtini Posts: 10,283

    WendyLuvsCatz said:

    Artini said:

    They have 3 freebies at the moment. Just wonder, if they change them or put another ones.

    I have started with one of them yesterday, but they are really huge. Need more time to experiment.

     

     

    I have the post Appocalytic MiniKit, Mission to Minerva, Neo City and in FAB Gaea and Luminara (those only Unreal format)

    Thanks for info. I have their freebies:  Mission to Minerva, Neo City and Luminara.

     

  • MatroniusMatronius Posts: 161
    edited August 28

    In the past I was a Kitbash3D member. The membership was quite expensive, but as a big plus you could download INDIVIDUAL objects and their textures rather than a massive mega-scene like the freebies (or better, as an alternative to the whole scene).

    Post edited by Matronius on
  • evacynevacyn Posts: 989

    Does anyone know how to make Blender particle hair so that it can be converted via the Blender-to-Daz plugin? 

  • ArtiniArtini Posts: 10,283
    edited August 28

    The Temple A from the KitBash3D freebie: Secrets of the Luminara.
    Added Gia 6 as a reference.

    TempleA04pic01.jpg
    1920 x 1200 - 841K
    TempleA05pic01.jpg
    1920 x 1200 - 572K
    Post edited by Artini on
  • ArtiniArtini Posts: 10,283
    edited August 28

    evacyn said:

    Does anyone know how to make Blender particle hair so that it can be converted via the Blender-to-Daz plugin? 

    For a quick test take a look at the demo file from Blender. I have tested it and it transfers to Daz Studio with this plugin.

    There are a lot of tutorials on YouTube about creating a hair in Blender.

    I have tested one of these hairs on https://www.daz3d.com/em3d-kash-hd-for-genesis-9

     

    Post edited by Artini on
  • ArtiniArtini Posts: 10,283
    edited August 28

    The Temple B from the KitBash3D freebie: Secrets of the Luminara looks also great.

    TempleB02pic01.jpg
    1920 x 1200 - 566K
    Post edited by Artini on
  • LD1LD1 Posts: 172

    Are there any Mac people out there who have successfully installed and used the Blender to DAZ plug-in?

    I have tried installing using the Daz Install manager AND manually (in both Blender 4.4 and then 3.6). The Blender to DAZ add-on never shows up in Blender's Preferences> Add-ons window. 

    BTW: (When I tried tinstalling manually) I followed the Install video that the plug-in’s creator provided. Though he was telling how to install on a Windows computer, I think I placed everything correctly on a Mac computer.

    I am running off an 2019 Intel Mac Pro tower using Sequoia.  (The system requirements just says macOS - it does not say it only works on the M4 chip. So it should work on my Intel Mac - am I wrong?)

    Please help

  • ArtiniArtini Posts: 10,283

    evacyn said:

    Does anyone know how to make Blender particle hair so that it can be converted via the Blender-to-Daz plugin? 

    It is an interesting topic, so we should discuss it here. I have made a searches and this is what I have found:

    **Step-by-Step Guide**

    #### **1. Export Genesis 9 from Daz Studio**
    - Use the **Daz to Blender Bridge**.
    - In Daz Studio:
      - Select your Genesis 9 character.
      - Go to **Scripts → Bridges → Blender → Daz to Blender**.
      - Choose **Current Frame** and **Include Morphs** if needed.
      - Export and then import into Blender using the bridge add-on.

    #### **2. Prepare the Character in Blender**
    - After import, you’ll have:
      - A rigged Genesis 9 mesh.
      - Materials converted to Blender shaders.
    - **Apply all transforms** (`Ctrl+A → Apply All Transforms`) to avoid scale issues.
    - Make sure the mesh has **UVs and clean topology** (the bridge usually handles this).

    #### **3. Remove Daz Hair (if any)**
    - If the character came with Daz hair, delete it.
    - We’ll create **Blender particle hair** instead.

    #### **4. Add a Scalp Mesh**
    - Particle hair works best on a separate scalp mesh.
    - **Duplicate the head mesh**:
      - `Shift+D` → Separate by selection → Name it `Scalp`.
    - Edit the scalp mesh:
      - Delete everything except the top of the head where hair should grow.
      - Add a **Solidify modifier** (optional) for thickness.
    - Assign a **new material** for the scalp.

    #### **5. Add Particle Hair System**
    - Select the scalp mesh → **Particles tab** → Add **Hair**.
    - Set **Hair Length** and **Segments**.
    - Enable **Advanced Hair** options for better control.

    #### **6. Groom the Hair**
    - Switch to **Particle Edit Mode**.
    - Use **Comb, Smooth, Length, Puff** tools to shape the hair.
    - For realism:
      - Enable **Children → Interpolated** for more strands.
      - Adjust **Clumping, Roughness, Kink** for natural variation.

    #### **7. Add Hair Shaders**
    - Use **Principled Hair BSDF** in the Shader Editor.
    - Connect to the hair particle system.
    - Adjust **Melanin** and **Roughness** for realistic color and shine.

    #### **8. Weight Paint for Hair Density**
    - On the scalp mesh:
      - Create a **Vertex Group** for density.
      - Weight paint areas where hair should grow.
      - Assign this group in the **Particles → Density** slot.

    #### **9. Final Adjustments**
    - Enable **Cycles** for realistic rendering.
    - Add **Subdivision Surface** to the scalp for smoothness.
    - Use **Hair Dynamics** if you want physics simulation.

     

  • ArtiniArtini Posts: 10,283

    Here’s how to set up **Hair Dynamics** in Blender for your particle hair system:

    **Step 1: Enable Hair Dynamics**
    1. Select your **scalp mesh** with the hair particle system.
    2. Go to **Particles Properties → Hair → Physics**.
    3. Check **Hair Dynamics**.
       - This activates the physics simulation for the hair strands.

    **Step 2: Adjust Hair Dynamics Settings**
    Under **Hair Dynamics**, you’ll see two main sections:

    **A. Structure**
    - **Stiffness**: Controls how rigid the hair is.
      - Higher = straighter hair.
    - **Bending**: Controls how easily hair bends.
      - Lower = more flexible hair.

    **B. Damping**
    - **Air Drag**: Slows down hair movement in the air.
    - **Internal Friction**: Reduces oscillation and jitter.

    **Step 3: Add a Collision Object**
    - Select the **character body mesh**.
    - In **Physics Properties**, add a **Collision** modifier.
    - This ensures hair doesn’t pass through the head or body.

    **Step 4: Pin Hair Roots**
    - In the **Particle Settings → Vertex Groups**, assign a **Pin Group**.
    - Weight paint the scalp:
      - **Red (1.0)** = fully pinned (roots stay fixed).
      - **Blue (0.0)** = free to move.
    - Assign this group to **Hair Dynamics → Pinning**.

    **Step 5: Add Gravity and Wind (Optional)**
    - Gravity is enabled by default.
    - To add wind:
      - **Shift+A → Force Field → Wind**.
      - Adjust **Strength** and **Direction**.

    **Step 6: Bake the Simulation**
    - Go to **Particle Settings → Cache**.
    - Set **Start/End frames**.
    - Click **Bake**.
    - For complex scenes, use **Bake All Dynamics** in the Physics tab.

    **Step 7: Test and Refine**
    - Play the animation to check movement.
    - Adjust **Stiffness, Damping, and Collision** until it looks natural.

     

  • ArtiniArtini Posts: 10,283

    Please share your renders of the hair transferred to Daz Studio from Blender.

     

  • MatroniusMatronius Posts: 161

    @WendyLuvsCatz the Blender to Daz tool is currently for sale with a 40% discount!!! :)

    Blender to Daz Studio Plugin | Daz 3D

    Best wishes,

    Matronius

  • MatroniusMatronius Posts: 161

    There is a tutorial for Blender to Daz hair export: 

    I will release an updated tutorial with voiceover shortly.

    Best wishes,

    Matronius

  • WendyLuvsCatzWendyLuvsCatz Posts: 39,993

    Matronius said:

    @WendyLuvsCatz the Blender to Daz tool is currently for sale with a 40% discount!!! :)

    Blender to Daz Studio Plugin | Daz 3D

    Best wishes,

    Matronius

    I know but I am broke, I may end up paying more later but right now it's not a priority and the non free Kitbash3D sets definitly are out of the question 

    I have an abundance of DAZ content and haven't scratched the surface as far as rendering

    it's in my wishlist, things may change but I am glad to know it indeed brings all the maps over

  • ArtiniArtini Posts: 10,283
    edited August 30

    Just quickly tested to create a hair particle system in Blender and transfer it to Daz Studio.

    From this:

    to that in Daz Studio:

    PomPom04pic02.jpg
    1920 x 1200 - 403K
    PomPom04pic02scr05.jpg
    1433 x 948 - 186K
    PomPom04pic02scr03.jpg
    2165 x 1839 - 401K
    Post edited by Artini on
  • ArtiniArtini Posts: 10,283
    edited August 30

    Matronius said:

    There is a tutorial for Blender to Daz hair export: 

    I will release an updated tutorial with voiceover shortly.

    Best wishes,

    Matronius

    Great. Looking forward to it. Maybe you could also cover transferring hair particles inside collections in Blender.

     

    Post edited by Artini on
  • evacynevacyn Posts: 989
    edited August 31

    Thanks everyone :)

    One more question: Any good tutorials on converting to Principled BDSF in Blender? I find some of my older Blender files are missing textures on conversion.

    Post edited by evacyn on
  • ArtiniArtini Posts: 10,283

    I assume you are talking about Principled Hair BSDF?
    Just in case below is a short info about differences between 2 similar ones.
    **1. Principled BSDF**
    - **Purpose**: A general-purpose, physically-based shader for most materials
    (metals, plastics, glass, skin, etc.).
    - **Features**:
      - Combines multiple layers (diffuse, specular, subsurface, clearcoat, sheen, transmission) into one node.
      - Designed for **solid surfaces**, not for thin fibers like hair.
      - Works in both **Eevee** and **Cycles**.
    - **Color Handling**: Uses base color and roughness for surface reflection and transmission.

    **2. Principled Hair BSDF**
    - **Purpose**: Specialized shader for **hair and fur rendering** in **Cycles only**.
    - **Why Special?** Hair is a thin, cylindrical structure with complex light scattering
      (reflection, transmission, absorption inside the strand).
      This shader models that accurately.
    - **Features**:
      - **Color Parametrization**:
        - **Direct RGB**: Simple color input.
        - **Melanin-based**: Physically accurate hair pigmentation
          (eumelanin for dark, pheomelanin for red tones).
        - **Absorption Coefficient**: For technical users using scientific data.
      - **Advanced Controls**:
        - **Melanin & Redness** for natural hair tones.
        - **Tint** for dye effects.
        - **IOR** (Index of Refraction) for realistic light bending.
        - **Roughness & Radial Roughness** for glint control.
        - **Randomization** (color and roughness) for strand variation.
        - **Coat** for shiny fur effect.
      - Implements **Chiang** and **Huang** scattering models for realistic light interaction.
    - **Limitations**: Does **not** work in Eevee; only in Cycles.

    **Summary**:  
    - Use **Principled BSDF** for general materials.  
    - Use **Principled Hair BSDF** for realistic hair/fur because it simulates internal scattering,
     pigment absorption, and anisotropic reflections that the regular Principled BSDF cannot handle.
    https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/hair_principled.html

     

  • ArtiniArtini Posts: 10,283

    Some tutorials from YouTube related to the hair in Blender.

    88: Hair material in Blender

    The Secret of Realistic Hair Shader in Blender

    Principled Hair BSDF in Blender Shader

    You might be doing HAIR Materials WRONG... Here's How to Fix it!

     

  • Can I, for example, make a boot in Blender and transfer it to DazStudio along with a weight map for Genesis 9? (I use GoogleTranslator)

  • ArtiniArtini Posts: 10,283

    oskar03154 said:

    Can I, for example, make a boot in Blender and transfer it to DazStudio along with a weight map for Genesis 9? (I use GoogleTranslator)

    If you mean some kind of shoes, it should work.

    I do not know if weight maps from Blender are transferred to Daz Studio.

     

  • MFXXXMFXXX Posts: 15

    How long does the importing step usually take? I'm trying to import this BlenderKit scene into Daz. I've removed any of the Blender/non-Daz materials (mix nodes, glass BSDF shaders, etc.). I'm just using the base textures and mapping. It's basically stuck at 0% for 20+ minutes. I tried a smaller scene, but even that got stuck at 3% after several minutes. What exactly am I missing here?

  • ArtiniArtini Posts: 10,283
    edited November 21

    I would suggest to start with something relatively simple to check how fast your computer converts.

    Converting just a selected building with the settings pictured on the screenshot took under 1 minute on my laptop.

     

    SM_Building_01scr02.jpg
    1915 x 951 - 396K
    Post edited by Artini on
  • ArtiniArtini Posts: 10,283
    edited November 21

    Example iray render from Daz Studio.

    SM_Building_01sc02pic01.jpg
    1200 x 1080 - 404K
    Post edited by Artini on
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