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

{Diffeomorphic} HD Import Results in Blender Not Responding, More Often Than Not

evilded777evilded777 Posts: 2,543
July 31 in Blender Discussion

I don't know why. It's probably me. Maybe I'm doing something I shouldn't, or there are steps I am supposed to do that I am missing. But probably 7 times out of 10, Blender hangs somewhere during the process (Not Responding, never comes back).

Any tips or anything I can look at (I've read over the documentation available a couple times, but maybe I missed something)?

Comments

  • PadonePadone Posts: 4,295
    August 1 edited August 1

    To give advice we have to start somewhere, try to make a case as simple as possible which doesn't work for you, so we can look at it. Or you can also check if there's some evident difference between the cases that work and those that don't.

    Post edited by Padone on August 1
  • evilded777evilded777 Posts: 2,543
    August 1 edited August 1

    Padone said:

    To give advice we have to start somewhere, try to make a case as simple as possible which doesn't work for you, so we can look at it. Or you can also check if there's some evident difference between the cases that work and those that don't.

    I was thinking about this.

    What usually does not work: dForce hair. I don't know if I have ever gotten an import to complete when dForce hair (and to be clear, we're talking about stand based hair, not sheet hair with dForce applied).

    What did work: character with a full outfit of Luthbel armor, no dForce hair or geocrafts.

     

    /edit, of course as soon as I posted this I was able to import the character I most wanted in HD with all his body hair intact.

    Post edited by evilded777 on August 1
  • PadonePadone Posts: 4,295
    August 1

    Well dForce and SBH hair can be extremely cumbersome depending on the tessellation in daz studio, this may lead to very long loading times. To render in iray you need a good tessellation, but to export to blender you better set the tessellation to zero, as blender only needs polylines anyway, for curves conversion.

    https://github.com/Diffeomorphic/import_daz/wiki/Hair_Tools

  • evilded777evilded777 Posts: 2,543
    August 2

    Padone said:

    Well dForce and SBH hair can be extremely cumbersome depending on the tessellation in daz studio, this may lead to very long loading times. To render in iray you need a good tessellation, but to export to blender you better set the tessellation to zero, as blender only needs polylines anyway, for curves conversion.

    https://github.com/Diffeomorphic/import_daz/wiki/Hair_Tools

    I shall give that a try. As always, thank you!

  • evilded777evilded777 Posts: 2,543
    August 2

    Here's a question on HD export... I lose all my HD details: things like muscle definition and veins provided by various morph packs.  Is that because these are "proprietary" DAZ HD morphs?

  • PadonePadone Posts: 4,295
    August 2 edited August 2

    In blender HD is disabled in the viewport for perfomance reasons, it works in rendering. When exporting you have to set the daz viewport to the desired HD level as HD is baked from the viewport. Other than that it should work.

    p.s. Anyway you don't want HD to go further than 3 as it would be too heavy in blender. Plus a high HD level of course also affects the import export time.

    p.s. When exporting geografts with a HD figure be sure to enter the geometry editor to separate geografts from the figure. This is not necessary for base resolution.

    https://github.com/Diffeomorphic/import_daz/wiki/HD_Tools

    p.s. If the figure provides displacement maps or normal maps they're usually a fair and fast substitute to HD.

    Post edited by Padone on August 2
  • evilded777evilded777 Posts: 2,543
    August 3

    Padone said:

    In blender HD is disabled in the viewport for perfomance reasons, it works in rendering. When exporting you have to set the daz viewport to the desired HD level as HD is baked from the viewport. Other than that it should work.

    p.s. Anyway you don't want HD to go further than 3 as it would be too heavy in blender. Plus a high HD level of course also affects the import export time.

    p.s. When exporting geografts with a HD figure be sure to enter the geometry editor to separate geografts from the figure. This is not necessary for base resolution.

    https://github.com/Diffeomorphic/import_daz/wiki/HD_Tools

    p.s. If the figure provides displacement maps or normal maps they're usually a fair and fast substitute to HD.

    Ok, so those level 4 subd morphs are too resource intensive for Blender?

     

    Have I mentioned how much I appreciate you and the tools you've given us? I am enjoying my hobby like I have not done in a good long while... all these new things to learn and play with!

  • PadonePadone Posts: 4,295
    August 4 edited August 4

    Level 4 is extreme, consider that each level of subdivision takes four times the geometry. The addon is a python script so it has inherent speed limitations. That means it doesn't fit well with huge scenes or characters. Keep this in mind when exporting.

    p.s. Exporting a level 4 is same as 4*4*4*4 = 256 figures at base resolution.

    Post edited by Padone on August 4
  • evilded777evilded777 Posts: 2,543
    August 6

    Padone said:

    Level 4 is extreme, consider that each level of subdivision takes four times the geometry. The addon is a python script so it has inherent speed limitations. That means it doesn't fit well with huge scenes or characters. Keep this in mind when exporting.

    p.s. Exporting a level 4 is same as 4*4*4*4 = 256 figures at base resolution.

    I may be asking the wrong question. Allow me to go back to the documentation.

  • evilded777evilded777 Posts: 2,543
    August 6

    Ok. This may be the right question, that I can not figure out the answer to.

    Certain "HD" morphs do not seem to transfer. Or at least, they don't seem to effect the mesh the way I expect them to once it is in Blender.

    For instance: Auto Muscle Enhancer HD For Genesis 8 Male(s), Vascularity HD for Genesis 8 Female and Male. I use these a lot. I can't figure out why they are not showing up when I transfer a character that uses them.

  • PadonePadone Posts: 4,295
    August 7

    If they don't show in the daz viewport when you export then they are not exported. Blender only supports HD shapes, not HD morphs. That means the character shape can be HD, but the morphs are always at base reolution. This is a limitation with the multires modifier.

    However, HD morphs can be converted to animated displacement maps using the Xin HD addon, which works together with diffeomorphic.

    https://xin888.gumroad.com/l/daz_hd_morphs

  • evilded777evilded777 Posts: 2,543
    August 7

    Padone said:

    If they don't show in the daz viewport when you export then they are not exported. Blender only supports HD shapes, not HD morphs. That means the character shape can be HD, but the morphs are always at base reolution. This is a limitation with the multires modifier.

    However, HD morphs can be converted to animated displacement maps using the Xin HD addon, which works together with diffeomorphic.

    https://xin888.gumroad.com/l/daz_hd_morphs

    Thank you! There's still, after decades at it, so much I don't understand.

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