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Diffeomorphic DAZ Importer version 1.6.0 released
Below's an example with the Pixie hair that comes with G9. If you can import the Pixie hair then it's the same for all dforces.
Daz to Blender BridgePadone said:
In your example you're using the principled option that's expected to be fixed in some cases, because the principled shader is limited as for iray conversion. Also you use the HD morph for the teeth so you need either to export HD or remove the HD morph in daz before exporting.
https://diffeomorphic.blogspot.com/p/material-settings-version-151.html
I am sorry, but this is way beyond my level of understanding of the DAZ or Blender environments. I looked around and read as much as I could of the Diffeomorphic documentation. But I'm still quite lost.
How can you tell that some parts are HD morphs and others are not? You also say that I am using Principled. I don't remember choosing that, so how can I choose otherwise. Is it something that can be remedied after the fact or do I have to re-import the character all over again? That implies correcting the pose again to fit the props in the scene that were not in the Daz set (which is a bit tedious).
Redshift Materials Not WorkingHey I'm trying to use the Daz3d bridge to send my Gen8 character to cinema4d with Redshift. However upon import the materials show up breifly then disappear leaving me with yield signs (see image). It also states that "Node space doesn't exist. Click to add to create a new node space"
Does anyone know what I should do in this situation, I need to deliver this to a client by the end of the week. Thanks!
Gen8 Poses on Gen9?WendyLuvsCatz said:
I thought optimisticly maybe BVH import had improved
silly me
I had no issues retargeting in3DX6 but zero luck getting the animations back into DAZ

I tried to bone map her in Iclone 3DXchange
( out of curiousity) to try to create a retargeting profile to use Imotion Data for BVH export to DS.
I could not get the “greenlight “in 3DX and quit after about an Hour.
G9 is not like to get any “special consideration” from Reallusion as their free ,general purpose, Accurig tool can easily re-rig G9 for use in Iclone 8 or export to the major 3DCC’s and game engines.
Problem rendering Gen 9 in 3DLightStupido3D said:
I believe the Diffeomorphic plug-in can allow you to do set-up in Daz and then click 'export to Blender', and then in Blender click 'Import', and then it willl bring in the whole scene as set up in Daz Studio.
So might not take much tweaking, but will depend on your use case.
Obviously still a little bit of learning involved to get acquainted with workflow..
Thanks to AllenArt, lilweep and you (Stupido3D) for advice and encouragement. It's at least worth a try!
Daz Bridge Support Is Here!Hello,
After i click on the button Convert Materials [with Arnold or Vray selected], the import script throws the following FileNotFoundError:
No such file or directory: '/Users/ac/Documents/DAZ 3D/Bridges/Daz To Maya/Exports\\FIG\\FIG0'
I am on a Mac so all path names should be forward slashes. That is the right directory if those two backward slashes would be a single forward slash. I tried uninstalling and reinstalling both Daz Studio and Daz to Maya. Also deleted preference files ... but all to no avail.
Any help or thoughts would be greatly appreciated!
EDIT:
To temporarily fix (hack) the problem, I made the following change in line 23 of the file: DtuLoader.py
# AC_Mod commented out because imported_dir incorrectly has two backslashes before FIG and FIG0.
# self.import_dir = imported_dir
# AC_Mod changed above to assign path with forward slash before FIG and FIG0
self.import_dir = '/Users/ac/Documents/DAZ 3D/Bridges/Daz To Maya/Exports/FIG/FIG0'Getting "import failed" on all attemptsPurchased the Nemorum Satyr and have tried exporting it in every possible way, both with the bridge and without. Using the exporter gives me an "import failed" window and then imports a super janky version of the model.
Using methods outside of the bridge gives me unusable results as well, I need the hair to transfer over properly.
What am I doing wrong here?(the model says it's c4d bridge compatible on the sale page)
Metadata Attached to Product FilesIn Future Daz can we have Metadata Attached to Product Files?
Issue: Renaming or moving a .duf breaks metadata so you have to rebuild it if there was even just a mispelling that made it past QA. (Unless theres a Daz trick Im unaware of, please share)
How important is the metadata if not using smart content? (as a customer) Should I just be categorizing and then moving on?
Daz Studio 5 development updateWendyLuvsCatz said:
it's why I use Carrara, (not the Octane plugin)
honestly if DAZ could incorporate THAT render engine into studio the biased render fans would all be using it
I wonder what would be easier, copying the Carrara render engine into DAZ Studio, or updating Carrara enough that it could import *all* the DAZ content into Carrara with an improved "bridge"?
One way, you get a new rendering engine in DAZ Studio, the other you get an updated product to sell (or update for previous owners) that gives them a DAZ-owned renderer and content creator. Unlike licensing someone else's render engine where it would cost DAZ to implement it and force them to keep up with the 3rd party updates when necessary, a Carrara engine would only cost them development time (which they'd have to do for a new rendering engine anyway) and an updated Carrara would first cost them development time but then generate income as people purchased it. It wouldn't have to complete with other 3D programs, simply replace 3DL and Hexagon.
At one time I think we were hoping for a DAZ Studio-Carrara-Bryce mega-program, but keeping DAZ Studio and Carrara seperate but more closely integrated would still be awesome.
Can no longer apply material textures to clothing free of base modelsDo you have the target item selected? If you have the Content Management System running, and if the product had metadata, there should be a type flash at top-right of the thumbnails - is it Material or H. Material?
Problem rendering Gen 9 in 3DLightTorquinox said:
lilweep said:
The biggest barrier to using diffeomorphic is the diffeomorphic website and documentation is literally on a blog without a proper landing page and is written by tech brained people who spend 99% of their freetime on github and dont really believe in sign-posting things for new users. Like, have These People even met your average Daz user?
it could be tailored a lot more to new entrants (which would improve uptake) but you try telling anyone on the Blender subforum that!
Anyway, it's pretty easy to use, just annoying to set up the first couple of times you do it.I personally just import .objs into Blender now. And do my own set up. But I think the Diffeo bridge is probably fine for most people's use cases.
The point of it is, I would have to spend time and effort doing those things. I already spent time setting the stuff up in Daz, spent time adjusting the poses, positioning, materials and shaders. Now I'm supposed to do it all again in Blender? No. I'm not excited to start with that, not excited to bother about a poorly-documented bridge converter. It's all a huge bother and for no good reason. DS will have to do what it does as best it can, and that's really it.
I believe the Diffeomorphic plug-in can allow you to do set-up in Daz and then click 'export to Blender', and then in Blender click 'Import', and then it willl bring in the whole scene as set up in Daz Studio.
So might not take much tweaking, but will depend on your use case.
Obviously still a little bit of learning involved to get acquainted with workflow..
Problem rendering Gen 9 in 3DLightlilweep said:
The biggest barrier to using diffeomorphic is the diffeomorphic website and documentation is literally on a blog without a proper landing page and is written by tech brained people who spend 99% of their freetime on github and dont really believe in sign-posting things for new users. Like, have These People even met your average Daz user?
it could be tailored a lot more to new entrants (which would improve uptake) but you try telling anyone on the Blender subforum that!
Anyway, it's pretty easy to use, just annoying to set up the first couple of times you do it.I personally just import .objs into Blender now. And do my own set up. But I think the Diffeo bridge is probably fine for most people's use cases.
The point of it is, I would have to spend time and effort doing those things. I already spent time setting the stuff up in Daz, spent time adjusting the poses, positioning, materials and shaders. Now I'm supposed to do it all again in Blender? No. I'm not excited to start with that, not excited to bother about a poorly-documented bridge converter. It's all a huge bother and for no good reason. DS will have to do what it does as best it can, and that's really it.
Problem rendering Gen 9 in 3DLightThe biggest barrier to using diffeomorphic is the diffeomorphic website and documentation is literally on a blog without a proper landing page and is written by tech brained people who spend 99% of their freetime on github and dont really believe in sign-posting things for new users. Like, have These People even met your average Daz user?
it could be tailored a lot more to new entrants (which would improve uptake) but you try telling anyone on the Blender subforum that!
Anyway, it's pretty easy to use, just annoying to set up the first couple of times you do it.I personally just import .objs into Blender now. And do my own set up. But I think the Diffeo bridge is probably fine for most people's use cases.
Daz to Blender BridgePadone said:
No it's not because it is heavy on the viewport, so it's usually off. You can turn it on in the mesh smoothing parameters.
Wow! That's a game changer for me! Just made a new import of the same character and almost all the clothing issues I spent hours correcting in my prrevious import were gone, just two details to fix that can be done in maybe two or three minuts. I'll keep the version I have edited for this time, but in the futur... I'll know what to do.
Thanks SO MUCH!
Maybe you can tell me what to do when some part of the body doesn't come out the right color. In this case, the thoung is almost white in Cycles. Is the correction easyer to do before export or must it be done in Blender?Making Clones of G9 - TutorialGreat News! The making of autofit clones OF G9 for All the Genesis clans is very easy.
For eg.
Genesis - load figure, base resolution, 0 subdivisions
no geografts.
Export out figure, name it for making clothing with.
Import in that .obj file.
Make clothing of Genesis on Genesis. Save it.
Can now delete it off of Genesis.
Load G9, load the clothing of Genesis unto G9 - use the provided Genesis clone.
HIDE all except that new clothing shaped to G9, export it out as .obj named for the autofit clone
Select Genesis and bring in the .obj via Morph Loader - make the morph, polish the morph [modifier/clone, etc.], save the morph. Done.
Then Genesis can wear G9's clothing :-)
New Release: Bringing Daz figures To Life in UE5You mention that the preferred method for exporting the fbx from Blender is via bult-in fbx exporter. I'd really appreciate it if you could let me know the optimal fbx export settings, as I'm not very familair with Blender.
Attached the export and import settings for SKM and for animations, the settings work for UE5.1 and Blender3.3, may not work for earlier versions because they updated their FBX importers and exporters.
I am beginner to Daz Studio, I have tried my luck in vain...@rosseliani, thanks for your words of encouragement.
I wish I could create something to giveaway, I am not an accomplished artist, the 3D world may vast but the learning curve is really scary than the halloween itself.
Barely used Blender to import some content created for this application into Daz Studio.
I would love the idea to create characters, props and something else.
The learning curve is atrocious, not that I am impulsive but using a program should be a rewarding experience not harder to learn it.
What I use most are word processing, previously used Photoshop, as this is too expensive.
Now I use Paint.net which is more intuitive if there is anything else to do, GIMP is my second choice.
I said so many times before, I am no fan of video tutorials, I prefer a written ones with lots of screenshots and better explanations to get the most out of it.
Maybe you are a sesoned artitst, have experienced the hihg and lows of it, but you are in a better position now.
Well I will see how I can go, November is starting up and another contest is coming up, so I hope this time around a better objective should be added.
Comic Life 3 and Daz3d - Is there a ThreadNyghtfall said:
Gemini Queen said:
I've been using Comic Life 3 for a little bit, and I love it.
I briefly tried ComicLife 3 until I discovered that it exports production renders at a diminished resolution than what you import. How has your experience been with maintaining image quality?
Don't know if you're still lurking here, but it definitely does this. Doesn't matter what you try. Even using a page that can handle larger renders and scaling it to original size gives the same results.
Product LibraryYou can Export to csv format in DIM after you select all items on your Ready to Install tab and then repeat on your Installed tab. Import the csv file into LibreOffice Calc or M$ Excel. If you have downloaded all software packages then everything you own from DAZ, which can be used with DAZ Studio, will be in these lists plus additional information about your products.
This will not show the vendor name, but it will let you search library by product ID, order date, porduct name, installation location.
See attached picture as an example
Diffeomorphic DAZ Importer version 1.6.0 releasedI found the setting to have it like in Daz. It's set to "Full" under "inherit scaling" as standard. When I change it to "None" I can scale the bones and the mesh one by one. Maybe it can be changed to be standard at import? I can't see why inherting scaling within a bone chain should be necessary.










